• Title/Summary/Keyword: App Quality

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Importance-Performance Analysis of Multiplex Cinema Attributes (멀티플랙스 영화관 선택속성의 중요도-성취도 분석)

  • Kim, Jae-Hong;Ko, Seon-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.587-595
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    • 2018
  • This research aims to analyze the importance-performance among multiplex cinema selection attributes. Therefore, we collected data for visitors who visited the multiplex cinema and want to watch movies. Of the various multiplex cinema selection attributes, four factors were deduced that includes: major services, human services, physical environment, auxiliary services using exploratory factor analysis. In the quadrant I, the area of 'Concentrate Here' was 'diversity of screening time', 'diversity of movie genre', 'convenience of mobile app use', 'size and convenience of parking facility'. In the quadrant II, 'Keep up the Good Work' area was 'convenience of website booking', 'discounts through card partnerships', 'employee friendliness', 'accurate employee information delivery', 'comfortable seating', 'screen size', 'cinematic sound quality', and 'convenience of traffic' etc. The quadrant III, 'Low Priority' appeared to be 'membership system', 'tidiness of staff attire', 'resting space for waiting time', 'accessibility to the neighboring area', 'diversity of the snack corner', and 'overall cleanliness' etc. The quadrant IV, 'Possible Overkill' was 'appropriateness of the auditorium temperature' and 'service proficiency'.

A Study on the Mobile Video Contents Application (모바일 어플리케이션 의 영상콘텐츠 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.311-316
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    • 2020
  • is a mobile application based SNS video platform that launched its service in China in 2016. At the beginning of the service, TikTok is a music video content platform, and later, it evolved into a social platform that provides a wide variety of contents, and the process of creating, producing, and editing videos was easily provided. Since started its service, it has analyzed various social phenomena that have appeared to young people and the types and characteristics of video content popular in this app. The demand for vertical video content in the form of short clip is on the rise rapidly, which can be expected to improve the quality of video content in accordance with the development of mobile-based imaging technology. Useful for mobile based on the creative video producers through this study data are to be used to.

Connectivity Management of a Pedestrian Smartphone App in the Cyber-Physical Intersection Systems (CPIS) (사이버-물리 교차로 시스템에서 보행자를 위한 스마트폰 앱의 연결성 관리)

  • Jeong, Han-You;Suramardhana, Tommy Adhyasa;Nguyen, Hoa-Hung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.9
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    • pp.578-589
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    • 2014
  • In this paper, we introduce the concept of cyber-physical intersection systems (CPIS) which interconnects roadside units (RSU) located at the intersection, on-board units (OBU) of moving vehicles, and the smartphone apps, named the Smartphone Agent (SA). At the pedestrian mode of the SA, the connectivity management schemes, such as a location update and a handover control algorithm, are proposed to better support the CPIS services while minimizing the power consumption of the pedestrian's smartphone. We develop a real prototype of the CPIS, including RSU, OBU, and the SA. Based on the numerical results collected from a pedestrian moving around the Pusan National University campus, we validate that the proposed connectivity management schemes can improve not only the power efficiency of the pedestrian's smartphone, but also the quality of the CPIS services.

Smart Home Service System Considering Indoor and Outdoor Environment and User Behavior (실내외 환경과 사용자의 행동을 고려한 스마트 홈 서비스 시스템)

  • Kim, Jae-Jung;Kim, Chang-Bok
    • Journal of Advanced Navigation Technology
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    • v.23 no.5
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    • pp.473-480
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    • 2019
  • The smart home is a technology that can monitor and control by connecting everything to a communication network in various fields such as home appliances, energy consumers, and security devices. The Smart home is developing not only automatic control but also learning situation and user's taste and providing the result accordingly. This paper proposes a model that can provide a comfortable indoor environment control service for the user's characteristics by detecting the user's behavior as well as the automatic remote control service. The whole system consists of ESP 8266 with sensor and Wi-Fi, Firebase as a real-time database, and a smartphone application. This model is divided into functions such as learning mode when the home appliance is operated, learning control through learning results, and automatic ventilation using indoor and outdoor sensor values. The study used moving averages for temperature and humidity in the control of home appliances such as air conditioners, humidifiers and air purifiers. This system can provide higher quality service by analyzing and predicting user's characteristics through various machine learning and deep learning.

Impact of Online Learning in India: A Survey of University Students during the COVID-19 Crisis

  • Goswami, Manash Pratim;Thanvi, Jyoti;Padhi, Soubhagya Ranjan
    • Asian Journal for Public Opinion Research
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    • v.9 no.4
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    • pp.331-351
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    • 2021
  • The unprecedented situation of COVID-19 caused the government of India to instruct educational institutions to switch to an online mode to mitigate the losses for students due to the pandemic. The present study attempts to explore the impact of online learning introduced as a stop-gap arrangement during the pandemic in India. A survey was conducted (N=289), via Facebook and WhatsApp, June 1-15, 2020 to understand the accessibility and effectiveness of online learning and constraints that students of higher education across the country faced during the peak times of the pandemic. The analysis and interpretation of the data revealed that the students acclimatized in a short span of time to online learning, with only 33.21% saying they were not satisfied with the online learning mode. However, the sudden shift to online education has presented more challenges for the socially and economically marginalized groups, including Scheduled Caste (SC), Scheduled Tribes (ST), Other Backward Class (OBC), females, and students in rural areas, due to factors like the price of high-speed Internet (78.20% identified it as a barrier to online learning), insufficient infrastructure (23.52% needed to share their device frequently or very frequently), poor Internet connectivity, etc. According to 76.47% of respondents, the future of learning will be in "blended mode." A total of 88.92% of the respondents suggested that the government should provide high-quality video conferencing facilities free to students to mitigate the division created by online education in an already divided society.

A Study on the Paid Knowledge Platform in China : Focused on Zhihu (중국 유료 지식 플랫폼의 발전현황과 사례분석 : 즈후(知乎)를 중심으로)

  • Lin, Bin;Lim, Young-Hwan;Sim, Jun-Zung;Lee, Yo-Sep
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.623-628
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    • 2021
  • The paid knowledge platforms market is growing rapidly due to the constant demand for high-quality knowledge and a change in the positive perception of paid contents. Among them, the growth of paid knowledge platforms in China is overwhelming. The various paid knowledge platforms have emerged in China over the years, and Zhihu occupies the largest share among them. There have been some studies on paid knowledge platforms in China, but studies centered on Zhihu were relatively insufficient, so I conducted the research on Zhihu. In this paper, the development status of China's paid knowledge platform was investigated, the functions provided to users based on the menu configuration of the Zhihu app were analyzed and the business model of Zhihu was explored. In addition, the features of Zhihu were analyzed. It is expected that this paper will be an important data for research on paid knowledge platform.

Validation of Korean Water Quality Standards to Hot Springs for Agreement with Legionella-Incidence Risk (레지오넬라균 출현위해도에 대한 현행 온천수 수질기준의 적합성 분석)

  • Kim, Jin-Nam;Lee, Soyoung;Zo, Young-Gun
    • Microbiology and Biotechnology Letters
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    • v.43 no.3
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    • pp.259-266
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    • 2015
  • Observed trends in climate change, globalization and an aging population have an effect on public health conditions in Korea, prompting a reevaluation of current environmental regulations. In this study, we evaluated the performance of the total coliform (TC) standard, which is the only microbiological standard in the current regulation regime for hot spring water, by estimating correlation with the presence/absence of Legionella, a non-fecal opportunistic pathogen with heat-tolerance. Microbiological data in 7 studies that surveyed Legionella in hot spring waters were subjected to meta-analyses with the odds ratio (OR) as the effect size. The presence/absence of Legionella was significantly correlated to TC levels [OR = 3.1(1.5–6.4, 95% CI), p = 0.002]. Due to there being no direct explanation as to the reason for the occurrence of TC, mesophilic fecal bacteria, being coupled with Legionella presence, the mechanism of the correlation between the two kinds of bacteria was further investigated. Legionella presence was more prevalent with a high heterotrophic plate count [HPC; 4.0(2.2–7.2); p < 0.001] and water temperature [4.3(1.4–13.6), p = 0.011] when the temperature range was <40℃. However, it was reverse-correlated with water temperature when the temperature was >50℃ [0.2(0.1–0.4), p < 0.001]. Therefore, bacterial standing crops in hot spring waters appear to be determined by water temperature in general, and this forces TC and Legionella levels be correlated. In accordance with this relationship, HPC rather than TC reflect the levels of non-fecal contamination better. Therefore, employing HPC as the sole microbiological standard, or adding HPC into the current standard of hot spring water assessment, is suggested as a proactive measure to prevent health issues arising from contamination.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

A Plan to Maximizing the Visual Immersion of 3D Media Art (3D 미디어아트의 시각적 몰입감 극대화 방안)

  • Kim, Ki-Bum;Kim, Kyoung-Soo
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.659-669
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    • 2015
  • Recently, media art is transforming from analogue to 'digital', and from 2D to '3D'. In particular, the range of utilizing 3D Media Art is getting wider through merging with other genres of contents in the digital environments, such as Media façade, Hologram, Virtual reality, App application, and etc. Therefore, by referring to the 3D award-winning works of Pirx Ars Electronica, which are regarded as the most outstanding works of media art of today, factors that affect sensation of visual immersion have been analyzed, through which strategies for maximizing viewers' interests in media arts and heightening their emotions while viewing have been determined. Based on the findings of the study, it has been shown that such works of media arts that involve development of concepts with 'creativity' and 'variability' from the perspective of visual concept, such as 3D modeling and mapping, with 'consistency' through out all concepts, as well as the works with stronger 'restriction' of concept within its animation and postproduction, attracted more interests from the viewer. From the point of view with visual four steps in composition, positioning the change in quality of 3D 'shape' and 'material' following the four-step rule, and gradual increase of change in quantity within the 'number' and 'size', in addition to increased degree of systematization within the change in editing, such as the 'scene change', resulted in more heightened emotions from the viewer. Thus, in order to maximize sensation of visual immersion, strategies for 'developing 3D visual concepts' while 'synchronizing' them, as well as 'strengthening the four steps within 3D visual composition' while 'systematizing' them should be emphasized.

Usage and Satisfaction of Food-related Smartphone Applications of Office Workers in Seoul Area (수도권 지역 직장인의 음식 관련 스마트폰 어플리케이션 이용 실태와 만족도)

  • Gil, Munkyung;Jeong, Heesun;Yoon, Jiyoung
    • The Korean Journal of Food And Nutrition
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    • v.27 no.6
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    • pp.1096-1106
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    • 2014
  • This study was conducted to figure the usage status and satisfaction of food-related smartphone applications by generic characteristics and food purchase attributes of Seoul area workers. The results show that health vitality-oriented group, married compared to single, those with higher eating-out expenses possess more food-related applications (p<0.05). The primary reason for the usage of food-related applications was the need for food-related information (53.7%). The highest application subjects in use were restaurant-related information and recipe information. The real-life aid food-related applications utilized most were also restaurant information (60.7%) and recipe information (28.3%). Health vitality-oriented respondents especially turned out to use nutrition information and food functionality information often (p<0.01), and recipes or calories & diet information usage frequency was higher in women than in men (p<0.001). Restaurant-related information were more frequently used by singles, highly educated, and those with high income and eating-out expenses (p<0.05). Satisfaction of food-related applications was normal (3.06), showing that the satisfactory level is not yet high. Satisfaction regarding purchase attributes showed that the health vitality-oriented group (3.19) was more satisfied compared to other groups (p<0.05), and women (3.16) were more satisfied that men (2.89) were (p<0.05). Inconveniences of food-related applications were highest in usage fee (3.29), simplicity of information (3.28), lack of reliability of information and need for update (3.10). The results of this study implies that various subdivisions of food-related applications users should be implemented; at the same time, food-related applications covering diverse subjects that regard each group's characteristics should be developed in order to utilize food-related knowledge and information as a marketing tool in the food industry; this can efficiently be done by paying attention to the quality of information and updates within applications.