• Title/Summary/Keyword: App Evaluation

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Usability Evaluation of a Mobile App for Sexual Violence Survivors (성폭력 피해 경험자를 위한 모바일 앱 사용성 평가)

  • Lee, Jieha;Park, Young;Jung, Jai E.;Kim, Kihyun;Park, Jooyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.700-711
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    • 2022
  • The purpose of this study is to evaluate the usability of the mobile app 'Allive' to improve accessibility to resources and mental health services among sexual violence survivors. Participants include survivors of sexual violence as well as service providers at sexual violence crisis intervention centers. The usability test was conducted as a quantitative and qualitative evaluation after study participants used the app in a real-life environment. The results of usability testing highlighted the positive and beneficial impact on mental health function as well as accessibility to essential resources for those who have experienced sexual violence.

Usability of a smartphone food picture app for assisting 24-hour dietary recall: a pilot study

  • Hongu, Nobuko;Pope, Benjamin T.;Bilgic, Pelin;Orr, Barron J.;Suzuki, Asuka;Kim, Angela Sarah;Merchant, Nirav C.;Roe, Denise J.
    • Nutrition Research and Practice
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    • v.9 no.2
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    • pp.207-212
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    • 2015
  • BACKGROUND/OBJECTIVES: The Recaller app was developed to help individuals record their food intakes. This pilot study evaluated the usability of this new food picture application (app), which operates on a smartphone with an embedded camera and Internet capability. SUBJECTS/METHODS: Adults aged 19 to 28 years (23 males and 22 females) were assigned to use the Recaller app on six designated, nonconsecutive days in order to capture an image of each meal and snack before and after eating. The images were automatically time-stamped and uploaded by the app to the Recaller website. A trained nutritionist administered a 24-hour dietary recall interview 1 day after food images were taken. Participants' opinions of the Recaller app and its usability were determined by a follow-up survey. As an evaluation indicator of usability, the number of images taken was analyzed and multivariate Poisson regression used to model the factors determining the number of images sent. RESULTS: A total of 3,315 food images were uploaded throughout the study period. The median number of images taken per day was nine for males and 13 for females. The survey showed that the Recaller app was easy to use, and 50% of the participants would consider using the app daily. Predictors of a higher number of images were as follows: greater interval (hours) between the first and last food images sent, weekend, and female. CONCLUSIONS: The results of this pilot study provide valuable information for understanding the usability of the Recaller smartphone food picture app as well as other similarly designed apps. This study provides a model for assisting nutrition educators in their collection of food intake information by using tools available on smartphones. This innovative approach has the potential to improve recall of foods eaten and monitoring of dietary intake in nutritional studies.

Design and Implementation of App Control System for Improving the Security of the Mobile Application (모바일 애플리케이션의 보안성 향상을 위한 App 제어 시스템 설계 및 구현)

  • Lee, Yu-Jun;Jang, Young-Hwan;Park, Seok-Cheon
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.243-250
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    • 2016
  • Recently, with the rise of the mobile device, from mobile devices the user who owns the security, speed up the implementation of the guarantee management environment as businesses and individual equipment for the effcient management of the existing system, but the introduction of the MDM MDM App management features administrators to register the App until you can't prvent the security threat. Therefore, this paper addresses these issues in order to improve the security of your application for the control system. The proposed system is a function of the MDM authentication technology to design analysis, and system architecture to help prevent information disclosure within the design and implementation of Mobile-based application control system. Implementation of the control system to assess the security of the international common criteria security evaluation complete the test scenarios on the basis of the test items. An average of 40% of the test results to verify the results of this enhanced security.

An Augmented Reality-Based Digital App as an Educational Tool for Foreign Language Learning and the Evaluation of Its Learning Effect: Towards an Examination of Learning Motivation, Learning Satisfaction, and Learning Engagement (증강현실(Augmented Reality) 기술 기반의 글자교구재 디지털 앱 개발 사례와 교육효과 평가: 학습동기, 학습만족도, 학습몰입도를 중심으로)

  • Sae Roan Kim;Eun Jin Won;Hyung Gi Kim;Pil Jung Yun
    • Journal of Information Technology Services
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    • v.22 no.4
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    • pp.141-157
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    • 2023
  • The present work aimed to present the development of 'Funt', the augmented reality-based digital app as an educational tool for foreign language learning. Our work further evaluated the learning efficacy of the tool by the assessment of the three dependent measures including learning motivation, learning satisfaction, and learning involvement. With a learning app of 'Funt', students can use AR app to access recognition-based or location-based experiences such that any objects, artifacts, or media appear to be in the app. Students are then able to interact with the digital content by manipulating it to learn more about it. Students's engagement should also increase when they create their own experience in AR to demonstrate their understanding of a particular concept or words. Learning effects were evaluated on survey data collected from a hundred respondents aging six to nine years. One-group design for pre-test and post-test was utilized to examine the differences of learning efficacy by comparing the non-'Funt' group and the Funt group scores. A pairwise t-Test was performed for pairwise comparisons between two learning groups. The results indicate that the 'Funt' group scored significantly higher than the non-'Funt' group in the measures of learning motivation, learning satisfaction, and learning involvement. Overall, our results suggest that 'Funt' attracted the students' attention, provided them with a fun context to learn English vocabulary, and develop positive motivation and satisfaction towards vocabulary learning through AR technology.

Development of a Mobile App Combining React Native and Unity3D for Chromakey-based Image Composition (React Native와 Unity3D를 활용한 크로마키 기반 이미지 합성 모바일 앱 개발)

  • Kim, Seung-Jun;Seo, Beom-Joo;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.11-20
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    • 2020
  • In the rapidly changing mobile app market, it is crucial to develop a good idea quickly and receive its market evaluation. For a small-sized company, however, it is very challenging to rapidly develop and deploy their products in response to highly fragmented mobile environments. This article demonstrates that our integrated development environment using both React Native and Unity3D when developing a mobile app achieves a high level of functionality and performance requirements successfully. Moreover, this integrated environment helps reduce development costs and shorten development time.

A Software Framework Design for Providing Presence Information of SMS Users to RCS-e App (RCS-e 앱 사용 시 SMS 사용자 프레즌스 정보 제공을 위한 소프트웨어 프레임워크 설계)

  • Lee, Dongcheul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.145-151
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    • 2014
  • If RCS-e subscribers and SMS subscribers want to exchange instant messages between each other, RCS-e app should know the presence information of the SMS subscribers. However, a RCS-e specification does not have the way to identify the information. This paper propose a software framework that makes RCS-e app can identify the information without having to modify RCS-e app. It describes the call flows between network equipments to manage the information. Also, it defines RCS-e service tags and service tuple for SMS subscribers. Performance evaluation proves that the proposed framework does not add loads to the existing network.

Development and Evaluation of an App-Based Self-Management Program for Exercise Practice of Breast Cancer Survivors: A Non-Randomized Controlled Trial (유방암 생존자의 운동실천을 위한 앱 기반 자가관리 프로그램 개발 및 효과: 비무작위 대조군 실험연구)

  • Maeng, Suyoun;Yu, Jungok
    • Journal of Korean Academy of Nursing
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    • v.54 no.2
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    • pp.250-265
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    • 2024
  • Purpose: This study aimed to develop an app-based self-management program based on the transtheoretical model (TTM) for breast cancer survivors' exercise practice, as well as to investigate the program's effects on the stage of change for exercise, exercise self-efficacy, exercise decisional balance, exercise amount, and body composition. Methods: This non-randomized controlled study included 52 participants (26 in each of the experimental and control groups, respectively). An app-based self-management program based on the TTM was conducted with the experimental group for a 12-week period. The program comprised three components: individual coaching for each stage of change for exercise based on TTM, amount of exercise and body composition monitoring, and online self-help meetings. Results: Compared with the control group, the experimental group had significantly higher stages of change for exercise (p < .001), exercise self-efficacy (p < .001), exercise decisional balance (p = .002), exercise amount (p < .001), and body composition (body weight [p = .006], body mass index [p = .005], and body fat percentage [p = .010]) immediately and four weeks after the intervention. Conclusion: An app-based self-management program based on the TTM improves exercise behaviors in breast cancer survivors and provides physical benefits.

A Study on the Development of Home Humanity Education Mobile Application (밥상머리교육 모바일 애플리케이션 개발 연구)

  • Kim, Jung-Jin
    • Journal of Industrial Convergence
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    • v.19 no.4
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    • pp.1-8
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    • 2021
  • This study was conducted with the aim of developing a mobile app so that parents and children can provide questions and conversation-based Home Humanity Education. App development was developed in four stages: analysis, design, development, and evaluation by modifying the ADDIE model. In the analysis stage, education goals were set and seven core competencies were extracted for the app. In the design stage, 15 menus, including character to implement seven core competencies, were selected for learning contents. In the development stage, questions were asked based on 1,000 photos, and parents and children naturally talked to strengthen their core competencies. In the evaluation stage, the user's evaluation interview was followed by a reflux process that produced and reflected improvements. Based on research results, it is going to suggest follow-up research on developing apps for home humanity education. First, it is necessary to verify the learning experiences and changes that occur when parents and children use apps for a long time through longitudinal research. Second, a follow-up study is needed on how to use the home humanity education app by age and how to improve it accordingly. Third, as the number of cases in which grandparents raise their grandchildren increases, it is necessary to study the process and learning effects of grandparents and grandchildren using the app.

Measuring the Economic Impact of Item Descriptions on Sales Performance (온라인 상품 판매 성과에 영향을 미치는 상품 소개글 효과 측정 기법)

  • Lee, Dongwon;Park, Sung-Hyuk;Moon, Songchun
    • Journal of Intelligence and Information Systems
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    • v.18 no.4
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    • pp.1-17
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    • 2012
  • Personalized smart devices such as smartphones and smart pads are widely used. Unlike traditional feature phones, theses smart devices allow users to choose a variety of functions, which support not only daily experiences but also business operations. Actually, there exist a huge number of applications accessible by smart device users in online and mobile application markets. Users can choose apps that fit their own tastes and needs, which is impossible for conventional phone users. With the increase in app demand, the tastes and needs of app users are becoming more diverse. To meet these requirements, numerous apps with diverse functions are being released on the market, which leads to fierce competition. Unlike offline markets, online markets have a limitation in that purchasing decisions should be made without experiencing the items. Therefore, online customers rely more on item-related information that can be seen on the item page in which online markets commonly provide details about each item. Customers can feel confident about the quality of an item through the online information and decide whether to purchase it. The same is true of online app markets. To win the sales competition against other apps that perform similar functions, app developers need to focus on writing app descriptions to attract the attention of customers. If we can measure the effect of app descriptions on sales without regard to the app's price and quality, app descriptions that facilitate the sale of apps can be identified. This study intends to provide such a quantitative result for app developers who want to promote the sales of their apps. For this purpose, we collected app details including the descriptions written in Korean from one of the largest app markets in Korea, and then extracted keywords from the descriptions. Next, the impact of the keywords on sales performance was measured through our econometric model. Through this analysis, we were able to analyze the impact of each keyword itself, apart from that of the design or quality. The keywords, comprised of the attribute and evaluation of each app, are extracted by a morpheme analyzer. Our model with the keywords as its input variables was established to analyze their impact on sales performance. A regression analysis was conducted for each category in which apps are included. This analysis was required because we found the keywords, which are emphasized in app descriptions, different category-by-category. The analysis conducted not only for free apps but also for paid apps showed which keywords have more impact on sales performance for each type of app. In the analysis of paid apps in the education category, keywords such as 'search+easy' and 'words+abundant' showed higher effectiveness. In the same category, free apps whose keywords emphasize the quality of apps showed higher sales performance. One interesting fact is that keywords describing not only the app but also the need for the app have asignificant impact. Language learning apps, regardless of whether they are sold free or paid, showed higher sales performance by including the keywords 'foreign language study+important'. This result shows that motivation for the purchase affected sales. While item reviews are widely researched in online markets, item descriptions are not very actively studied. In the case of the mobile app markets, newly introduced apps may not have many item reviews because of the low quantity sold. In such cases, item descriptions can be regarded more important when customers make a decision about purchasing items. This study is the first trial to quantitatively analyze the relationship between an item description and its impact on sales performance. The results show that our research framework successfully provides a list of the most effective sales key terms with the estimates of their effectiveness. Although this study is performed for a specified type of item (i.e., mobile apps), our model can be applied to almost all of the items traded in online markets.

Usability Evaluation of Artificial Intelligence Search Services Using the Naver App (인공지능 검색 서비스 활용에 따른 서비스 사용성 평가: 네이버 앱을 중심으로)

  • Hwang, Shin Hee;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.49-58
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    • 2019
  • In the era of the 4th Industrial Revolution, artificial intelligence (AI) has become one of the core technologies in terms of the business strategy among information technology companies. Both international and domestic major portal companies are launching AI search services. These AI search services utilize voice, images, and other unstructured data to provide different experiences from existing text-based search services. An unfamiliar experience is a factor that can hinder the usability of the service. Therefore, the usability testing of the AI search services is necessary. This study examines the usability of the AI search service on the Naver App 8.9.3 beta version by comparing it with the search services of the current Naver App and targets 30 people in their 20s and 30s, who have experience using Naver apps. The usability of Smart Lens, Smart Voice, Smart Around, and AiRS, which are the Naver App beta versions of their artificial intelligence search service, is evaluated and statistically significant usability changes are revealed. Smart Lens, Smart Voice, and Smart Around exhibited positive changes, whereas AiRS exhibited negative changes in terms of usability. This study evaluates the change in usability according to the application of the artificial intelligence search services and investigates the correlation between the evaluation factors. The obtained data are expected to be useful for the usability evaluation of services that use AI.