• Title/Summary/Keyword: App Classification

Search Result 42, Processing Time 0.025 seconds

Building a Hierarchy of Product Categories through Text Analysis of Product Description (텍스트 분석을 통한 제품 분류 체계 수립방안: 관광분야 App을 중심으로)

  • Lim, Hyuna;Choi, Jaewon;Lee, Hong Joo
    • Knowledge Management Research
    • /
    • v.20 no.3
    • /
    • pp.139-154
    • /
    • 2019
  • With the increasing use of smartphone apps, many apps are coming out in various fields. In order to analyze the current status and trends of apps in a specific field, it is necessary to establish a classification scheme. Various schemes considering users' behavior and characteristics of apps have been proposed, but there is a problem in that many apps are released and a fixed classification scheme must be updated according to the passage of time. Although it is necessary to consider many aspects in establishing classification scheme, it is possible to grasp the trend of the app through the proposal of a classification scheme according to the characteristic of the app. This research proposes a method of establishing an app classification scheme through the description of the app written by the app developers. For this purpose, we collected explanations about apps in the tourism field and identified major categories through topic modeling. Using only the apps corresponding to the topic, we construct a network of words contained in the explanatory text and identify subcategories based on the networks of words. Six topics were selected, and Clauset Newman Moore algorithm was applied to each topic to identify subcategories. Four or five subcategories were identified for each topic.

The classification of super app consumer for marketplace strategy - Focusing on the shopping orientations - (Super app marketplace 전략을 위한 소비자 유형화 - 쇼핑 성향을 중심으로 -)

  • Hye Jung Kim;Young-Ju Rhee
    • The Research Journal of the Costume Culture
    • /
    • v.31 no.3
    • /
    • pp.330-345
    • /
    • 2023
  • This study aimed to categorize consumers using super app functional characteristics to identify demographic differences, and analyze shopping orientations by consumer type. This data can be used by fashion and beauty companies for product planning and marketing strategies. To categorize super app consumers, data were analyzed with SPSS v.26.0 software using frequency, factor, reliability K-mean cluster, and distributed analyses, one-way-ANOVAs, and Scheffe verification. Cross-analysis was conducted to correlate super app consumer types with demographic characteristics. One-way-ANOVAs and Scheffe verification were used to analyze the differences in shopping preferences between super app consumer groups. As a result of our analyses, super app consumers were classified into four types: the ration type, the low-use type, the multifunction type, and the habit type. There were statistically significant differences between these types in age, occupation, marital status, average monthly household income, and shopping impact factors. Five super app user shopping orientations were identified: brand pursuit, pleasure pursuit, trend pursuit, risk perception, and economic orientation. The differences in the preferred orientation between super app consumer types were found to be statistically significant. The majority of respondents were multifunction type consumers. This group used the super app most frequently and effectively. They also demonstrated the highest scores for all five of the shopping orientations. The classification of consumer types in this study will allow the fashion and beauty industries to utilize super apps for more targeted product design and marketing.

Work Type Classification of Gas Safety Workers and Interaction Function Design for IoT-based App. Development (가스안전 작업자들의 IoT 기반 앱 개발을 위한 작업유형 분류 및 인터랙션 기능설계)

  • Lee, Joo ah;Kim, MI-Hye
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.5
    • /
    • pp.45-52
    • /
    • 2017
  • In this paper, we investigated the following items for the development of gas safety work mobile app. In this study, which is a follow-up study after the completion of the scenario design and the first, second image extraction of the mobile app based on the initial research that has been studied, 1) Suggested classification of gas works by type classification and risk classification 2) The research and proposal of interaction method for effective interworking of mobile app and worker in many industrial fields of two-hand work have been made. In particular, the development of a mobile app that interacts with the main system that manages not only the gas work but also the field of each industrial field is the first attempt in Korea and has helped the worker to work freely and safely through various interaction methods.

Malware Classification System to Support Decision Making of App Installation on Android OS (안드로이드 OS에서 앱 설치 의사결정 지원을 위한 악성 앱 분류 시스템)

  • Ryu, Hong Ryeol;Jang, Yun;Kwon, Taekyoung
    • Journal of KIISE
    • /
    • v.42 no.12
    • /
    • pp.1611-1622
    • /
    • 2015
  • Although Android systems provide a permission-based access control mechanism and demand a user to decide whether to install an app based on its permission list, many users tend to ignore this phase. Thus, an improved method is necessary for users to intuitively make informed decisions when installing a new app. In this paper, with regard to the permission-based access control system, we present a novel approach based on a machine-learning technique in order to support a user decision-making on the fly. We apply the K-NN (K-Nearest Neighbors) classification algorithm with necessary weighted modifications for malicious app classification, and use 152 Android permissions as features. Our experiment shows a superior classification result (93.5% accuracy) compared to other previous work. We expect that our method can help users make informed decisions at the installation step.

A Feasibility Study on Adopting Individual Information Cognitive Processing as Criteria of Categorization on Apple iTunes Store

  • Zhang, Chao;Wan, Lili
    • The Journal of Information Systems
    • /
    • v.27 no.2
    • /
    • pp.1-28
    • /
    • 2018
  • Purpose More than 7.6 million mobile apps could be approved on both Apple iTunes Store and Google Play. For managing those existed Apps, Apple Inc. established twenty-four primary categories, as well as Google Play had thirty-three primary categories. However, all of their categorizations have appeared more and more problems in managing and classifying numerous apps, such as app miscategorized, cross-attribution problems, lack of categorization keywords index, etc. The purpose of this study focused on introducing individual information cognitive processing as the classification criteria to update the current categorization on Apple iTunes Store. Meanwhile, we tried to observe the effectiveness of the new criteria from a classification process on Apple iTunes Store. Design/Methodology/Approach A research approach with four research stages were performed and a series of mixed methods was developed to identify the feasibility of adopting individual information cognitive processing as categorization criteria. By using machine-learning techniques with Term Frequency-Inverse Document Frequency and Singular Value Decomposition, keyword lists were extracted. By using the prior research results related to car app's categorization, we developed individual information cognitive processing. Further keywords extracting process from the extracted keyword lists was performed. Findings By TF-IDF and SVD, keyword lists from more than five thousand apps were extracted. Furthermore, we developed individual information cognitive processing that included a categorization teaching process and learning process. Three top three keywords for each category were extracted. By comparing the extracted results with prior studies, the inter-rater reliability for two different methods shows significant reliable, which proved the individual information cognitive processing to be reliable as criteria of categorization on Apple iTunes Store. The updating suggestions for Apple iTunes Store were discussed in this paper and the results of this paper may be useful for app store hosts to improve the current categorizations on app stores as well as increasing the efficiency of app discovering and locating process for both app developers and users.

Korean Food Information Provision APP for Foreigners Using VGG16 (VGG16을 활용한 외국인 전용 한식정보 제공 앱)

  • Yoon, Su-jin;Oh, Se-yeong;Woo, Young Woon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.05a
    • /
    • pp.404-406
    • /
    • 2021
  • In this paper, we propose an app application for classifying Korean food images and providing information related to Korean food. App Application consists of Flask server, Database (Mysql), and Python deep learning modules. Using the VGG16 model, 150 images of Korean foods are classified. If there is an internet environment, anyone can easily get information about Korean food anytime, anywhere with a single photo.

  • PDF

Identifying Mobile Owner based on Authorship Attribution using WhatsApp Conversation

  • Almezaini, Badr Mohammd;Khan, Muhammad Asif
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.7
    • /
    • pp.317-323
    • /
    • 2021
  • Social media is increasingly becoming a part of our daily life for communicating each other. There are various tools and applications for communication and therefore, identity theft is a common issue among users of such application. A new style of identity theft occurs when cybercriminals break into WhatsApp account, pretend as real friends and demand money or blackmail emotionally. In order to prevent from such issues, data mining can be used for text classification (TC) in analysis authorship attribution (AA) to recognize original sender of the message. Arabic is one of the most spoken languages around the world with different variants. In this research, we built a machine learning model for mining and analyzing the Arabic messages to identify the author of the messages in Saudi dialect. Many points would be addressed regarding authorship attribution mining and analysis: collect Arabic messages in the Saudi dialect, filtration of the messages' tokens. The classification would use a cross-validation technique and different machine-learning algorithms (Naïve Baye, Support Vector Machine). Results of average accuracy for Naïve Baye and Support Vector Machine have been presented and suggestions for future work have been presented.

Cody Recommendation System Using Deep Learning and User Preferences

  • Kwak, Naejoung;Kim, Doyun;kim, Minho;kim, Jongseo;Myung, Sangha;Yoon, Youngbin;Choi, Jihye
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.321-326
    • /
    • 2019
  • As AI technology is recently introduced into various fields, it is being applied to the fashion field. This paper proposes a system for recommending cody clothes suitable for a user's selected clothes. The proposed system consists of user app, cody recommendation module, and server interworking of each module and managing database data. Cody recommendation system classifies clothing images into 80 categories composed of feature combinations, selects multiple representative reference images for each category, and selects 3 full body cordy images for each representative reference image. Cody images of the representative reference image were determined by analyzing the user's preference using Google survey app. The proposed algorithm classifies categories the clothing image selected by the user into a category, recognizes the most similar image among the classification category reference images, and transmits the linked cody images to the user's app. The proposed system uses the ResNet-50 model to categorize the input image and measures similarity using ORB and HOG features to select a reference image in the category. We test the proposed algorithm in the Android app, and the result shows that the recommended system runs well.

Effective teaching using textbooks and AI web apps (교과서와 AI 웹앱을 활용한 효과적인 교육방식)

  • Sobirjon, Habibullaev;Yakhyo, Mamasoliev;Kim, Ki-Hawn
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.01a
    • /
    • pp.211-213
    • /
    • 2022
  • Images in the textbooks influence the learning process. Students often see pictures before reading the text and these pictures can enhance the power of imagination of the students. The findings of some researches show that the images in textbooks can increase students' creativity. However, when learning major subjects, reading a textbook or looking at a picture alone may not be enough to understand the topics and completely realize the concepts. Studies show that viewers remember 95% of a message when watching a video than reading a text. If we can combine textbooks and videos, this teaching method is fantastic. The "TEXT + IMAGE + VIDEO (Animation)" concept could be more beneficial than ordinary ones. We tried to give our solution by using machine learning Image Classification. This paper covers the features, approaches and detailed objectives of our project. For now, we have developed the prototype of this project as a web app and it only works when accessed via smartphone. Once you have accessed the web app through your smartphone, the web app asks for access to use the camera. Suppose you bring your smartphone's camera closer to the picture in the textbook. It will then display the video related to the photo below.

  • PDF

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
    • /
    • v.22 no.4
    • /
    • pp.157-176
    • /
    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.