• 제목/요약/키워드: App development

검색결과 698건 처리시간 0.026초

애플리케이션형 텍스트북 제작툴과 수업관리시스템의 융합형 교육서비스 개발방안 (Development of the Convergent Education Service with the Application Type of the Textbook Development Tool and Class Management System)

  • 오은석;오문석
    • 디지털산업정보학회논문지
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    • 제8권4호
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    • pp.185-192
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    • 2012
  • It is the concept of this paper to build up the convergence type of the total class service system, and the goal is to develop the education services, which are differentiated from existing digital textbooks and development tools. We establish developmental programs and convergence strategies from market analyses related to apps and digital education. Then this paper proposes 'E-Class Author Service System (ECA)' as an education service system based on the tablet PC. It is the convergence system of the app type of textbook development tool and class management system. Teachers can produce and develop class materials and textbooks using the app type of textbook development tool in ECA service system. They can also add necessary functions from the class management system for efficient class progress. ECA improves the interaction and communication between a teacher, student and parents in the sever-based network. This study expects that ECA will achieve prior occupation of the app market as an educational app development tool and reduce private education expenses.

The Intelligence APP development for children's Kanji character education using Block and Stop motion

  • Jung, Sugkyu
    • International journal of advanced smart convergence
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    • 제5권2호
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    • pp.66-72
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    • 2016
  • With the growing shift from traditional educational approaches and studying to the more digital classroom, using electronic textbooks and digital native's demand, there is a growing need to develop new methods for learn Kanji characters for children. The purpose of this study is to help children learn the basic Kanji by using stop motion and block methods, and approaching the basic Kanji character education with a more innovative and interactive smart phone APP. In the development of this smart phone App for children's Kanji character education proposed in this study, 100 basic Kanji characters for children are selected. These 100 characters are required for the stop motion animation production, where each selected Kanji is created as a stop-motion animation utilizing a variety of techniques, such as storytelling, to better engage children. The intelligent App is designed with image recognition technology, so that in the learning process children take a picture for the assembled block using their smart phone, the APP then recognizes whether it is assembled correctly, and then plays an animation corresponding to the assembled Kanji character.

A Study of Visual Programming Environment for NPE(Novice Programming Environment)

  • Kim, Ji-Wan;Seo, Hyun-Gon
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.183-190
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    • 2015
  • This paper investigates the three main functions of a typical visual app programming environment for Novice Programming developers, and compares the features. The Scratch is a visual programming environment for education, anyone can create a story easy as possible variously interaction, games, animations and more. App inventor provides precise and professional application development capabilities as compared with scratch. App Inventor in runs independently of the computer platform, and has a feature that must be constantly connected to the server over the internet, while the Inventor app runs. M-Bizmaker is suitable for commercial application development, consists of m-BizBuilder, m-BizEngine, m-BizServer or the like, provides a cross-platform visual programming environment.

안드로이드 환경에서 크로스 플랫폼 개발 프레임워크에 따른 모바일 앱 분포 (Distribution of Mobile Apps Considering Cross-Platform Development Frameworks in Android Environment)

  • 김규식;전소연;조성제
    • 한국소프트웨어감정평가학회 논문지
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    • 제15권1호
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    • pp.11-24
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    • 2019
  • 모바일 앱 개발자는 크로스 플랫폼 개발 프레임워크를 사용하여 서로 다른 모바일 플랫폼들에 구동되는 앱들을 하나의 단계로 구현할 수 있다. 공격자들 또한 크로스 플랫폼 개발 프레임워크를 사용하여 한번 작성된 악성 코드를 여러 모바일 플랫폼들 상에 바로 수행할 수 있다. 본 논문에서는 AndroZoo 사이트로부터 수집한 안드로이드 앱들을 대상으로 크로스 플랫폼 개발 프레임워크들로 작성된 정상 앱들과 악성 앱들의 비율을 연도별로 분석한다. 분석 결과, 크로스 플랫폼 개발 프레임워크들로 작성된 정상 앱들의 비율이 지속적으로 증가하여, 2018년도에는 전체 정상 앱들에서 45%를 차지한다. 크로스 플랫폼 개발 프레임워크로 작성된 악성 앱들의 비율은 2015년에는 전체 악성 앱들에서 25%를 차지하였으나 이후 그 비율이 감소하고 있다. 이러한 연구는 크로스 플랫폼 앱 개발 시에 직면할 수 있는 여러 선택 문제들을 해결하는데 기여할 수 있다.

스마트 용접기 시스템을 위한 하이브리드 앱 소프트웨어 구조 설계 (Hybrid App Software Architecture for Smart Welding System)

  • 아론 링 치 이;강대기
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2012년도 한국컴퓨터종합학술대회논문집 Vol.39 No.1(B)
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    • pp.48-50
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    • 2012
  • Migrating and enhancing welding system into smart device based system is one of most important issues in ship manufacturing and maritime plant industries. In this paper, we propose and discuss the design and development of software architecture for smart welding system. Firstly, we introduce hybrid app development environments, because hybrid app development is more efficient and developer-friendly than native app development. Secondly, we show an essential subset of potential screen shots, software architecture diagrams and data flow diagrams(DFD) for our smart welding system proposal. Finally, we conclude the discussion of design choices and future work.

A Study on the Development of App Ecosystem based Smart Home

  • Moon, Junsik;Park, Chan Young
    • Architectural research
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    • 제18권1호
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    • pp.13-20
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    • 2016
  • Smart Home has achieved remarkable developments over the past few decades. In the ICT(Information and Communications Technology) field, 'app ecosystem'-a collection of multiple devices such as mobile phones and tablets, software (operating system and development tools), companies (manufacturers, carriers, app-stores, etc.) and the process through which data is transferred/shared by a user from one device to another device or by the device itself-has come into wide use since the advent of the smart phone. Due to the synergy effect of the 'app ecosystem', it has been applied to various fields such as televisions and automobile industries. As a result, both the Smart TV and connected vehicle have developed their own ecosystem. Although much research has been conducted on these two ecosystems, there is a lack of research regarding 'App Ecosystem based Smart Home' (AESH). This research focuses on the building scenarios based on 'Tracking, Analyzing, Imaging, Deciding, and Acting (T.A.I.D.A), a future prediction method process. Rather than taking an approach from the perspective of providing and applying advanced technology for research on building future scenarios, this paper focuses on research from the perspective of architectural planning. As a result, two future scenarios of AESH are suggested.

Enhancement of Apx Toxin Production in Actinobacillus pleuropneumoniae Serotypes 1, 2, and 5 by Optimizing Culture Conditions

  • Dao, Hoai Thu;Do, Van Tan;Truong, Quang Lam;Hahn, Tae-Wook
    • Journal of Microbiology and Biotechnology
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    • 제30권7호
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    • pp.1037-1043
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    • 2020
  • Actinobacillus pleuropneumoniae (APP) is a causative agent of porcine pleuropneumonia. Therefore, the development of an effective vaccine for APP is necessary. Here, we optimized the culture medium and conditions to enhance the production yields of Apx toxins in APP serotype 1, 2, and 5 cultures. The use of Mycoplasma Broth Base (PPLO) medium improved both the quantity and quality of the harvested Apx toxins compared with Columbia Broth medium. Calcium chloride (CaCl2) was first demonstrated as a stimulation factor for the production of Apx toxins in APP serotype 2 cultures. Cultivation of APP serotype 2 in PPLO medium supplemented with 10 ㎍/ml of nicotinamide adenine dinucleotide (NAD) and 20 mM CaCl2 yielded the highest levels of Apx toxins. These findings suggest that the optimization of the culture medium and conditions increases the concentration of Apx toxins in the supernatants of APP serotype 1, 2, and 5 cultures and may be applied for the development of vaccines against APP infection.

스마트폰 App 개발 환경 구축 (Environment Construction for App Development Using Smart-phones)

  • 김진환;조재현
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2010년도 추계학술대회
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    • pp.574-576
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    • 2010
  • 본 논문에서는 최근 급속히 보급되고 있는 다양한 스마트폰에서 응용 프로그램을 개발하기 위한 환경을 구축하는 방법을 소개하고자 한다. 전 세계적으로 다양한 스마트폰들과 다양한 운영체제가 활용되고 있지만, 본 논문에서는 국내에 많이 보급되어 있고 향후에도 많이 활용될 것으로 판단되는 세 가지 스마트폰 즉, 마이크로소프트의 Windows Mobile(최근 Windows Phone 7), 애플의 아이폰, 구글의 안드로이드폰을 이용하여 응용 프로그램을 개발하고자 할 때 필요한 환경(장비와 소프트웨어) 구축에 대해 설명하고자 한다.

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스마트폰 USB센서 Plug & Play를 위한 통합 App 구조 (A Unified App Architecture for Plug & Play of Smart Phone USB Sensor's)

  • 강선구;소선섭;김병호;은성배
    • 대한임베디드공학회논문지
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    • 제8권1호
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    • pp.1-9
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    • 2013
  • Performance of smart phones has increased to conduct simple PC functions that has become essential to modern people. With the development of smart phones, not only limited inner sensors but various sensors can be connected through USB. However, there is problem that app needs to downloaded when using each sensor. In this paper, a smart phone unified app structure for USB sensor Plug&Play is presented. The structure was designed to download web pages to use various sensors in one app. Unified app communicated with the platform through ADK accessory protocol and implements structure of delivering sensor ID to the web server and downloading device driver, web page. By measurement test, it was confirmed that download time of web page in unified app was 10 times faster than original download time of original app. By managing various sensors by one app, the app is searched every time the sensor changes in which there is no need for downloading several apps.

저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용 (The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student)

  • 박선주
    • 정보교육학회논문지
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    • 제17권2호
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    • pp.225-232
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    • 2013
  • 현재 학교현장에서는 스마트 교육이 실시되고 있는데, 다양한 스마트기기에서 실행되는 교과 수업과 관련된 콘텐츠가 부족하며 이를 위해 지속적인 교사 연수와 학습자의 앱 개발 교육이 필요하다. 그러므로 본 논문은 초등 6학년을 대상으로 스마트기기 뿐 아니라 PC에서도 실행가능하고 파워포인트와 유사한 사용자 환경인 스토리라인 저작도구를 활용하여 초등 과학 6학년 1학기의 내용을 중심으로 게임형 웹앱 형태의 콘텐츠 제작 교육 프로그램을 개발 및 적용하였다. 교육후 저작도구 사용의 편리성, 학습 콘텐츠 제작 활동 만족도, 지속적인 사용여부 등을 조사한 결과. 영어 메뉴의 어려움에도 불구하고 스마트 교육용 콘텐츠 제작 활동에 흥미를 가졌으며 지속적인 앱 개발 교육 및 활동에 참여하기를 원했다.

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