• Title/Summary/Keyword: Digital Application

Search Result 4,110, Processing Time 0.029 seconds

Design and Implementation of an Application to cure Wounded Heart of the Youth using Color (색채를 이용한 청소년의 마음상처 치유 어플리케이션 설계 및 구현)

  • Ha, Tai-Hyun;Baek, Hyeon-Gi
    • Journal of Digital Contents Society
    • /
    • v.14 no.4
    • /
    • pp.597-604
    • /
    • 2013
  • The purpose of this study is to design and implement an application for the smartphone in order to cure the wounded heart of the youth. The heart of the youth can be wounded regardless of their willingness in growing. Not only the wounded heart is hardly cured, but also it can diverse the direction of one's life. It has been tried to adopt color reflection to the smartphone which is accustomed to them. A color reflection curing application based on the smartphone is designed and implemented. The application has been tested with 15 teachers, they were satisfied with it.

An Exploratory Study on Application Plan of Big Data to Manufacturing Execution System (제조실행시스템에의 빅데이터 적용방안에 대한 탐색적 연구)

  • Noh, Kyoo-Sung;Park, Sanghwi
    • Journal of Digital Convergence
    • /
    • v.12 no.1
    • /
    • pp.305-311
    • /
    • 2014
  • The manufacturing industry early have been introducing automation and information systems of the engineering and production process for getting competitive advantage. one of the typical information systems is MES(Manufacturing Execution System) and it keeps evolving. As Big Data showed up nowadays, application method of Big Data to MES is also being sought. First, this study will do preceding research and cases study on the application of Big Data in the manufacturing industry. Then, it will suggest application Plan of Big Data to MES.

Application authoring tool for the use of the efficiency of a literature class (문학수업의 효율성을 위한 애플리케이션 저작도구의 활용)

  • Nam, Sukhee
    • Journal of Digital Convergence
    • /
    • v.11 no.5
    • /
    • pp.423-428
    • /
    • 2013
  • This paper is to suggest how to apply smartphone application making for literature class as a learning tool. New specialists in literature are not satisfied with the traditional learning methods for the acquisition of theoretical knowledge any more. They try to learn the making process of smartphone application using app writing tools to meet their attention and needs. As a result, they can experience "deterritoriatization" of their major. Such a new learning method not only makes the learners build up their literary knowledge, but also plays a part to meet their needs to make it reality as a practical method that satisfies their learning needs. On this basis, there can be a possibility for literature to be the important resource of the contents development for mobile application.

A Comparative Study of the Usability differences in accordance with Information Architecture in the Social commerce app (소셜커머스 앱에서 정보구조(IA)의 차이에 따른 사용성 비교연구 -쿠팡, 티몬, 위메프 앱을 중심으로-)

  • Oh, Moonseok;Won, Jongwook;Lee, Boyong;Han, Gyuhoon
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.3
    • /
    • pp.113-124
    • /
    • 2015
  • As the development of new media and smart phone, more and more people are using social commerce application to shop on-line. Comfort and easiness of the UX design of the application directly affect the social commerce user's searching and buying the merchandise. This study analyzes the effect of social commerce application, especially focusing on the lay-out of the GUI, on the consumer's interest and we suggest an attractive application design of the UX. The material of this study is the lay-out of the GUI of 3 major social commerce - Wemakeprice, Coupan and Ticket monster. We asked questions to the university students who are skillful smart phone users to select frequent on-line shoppers and performed in-depth interview with them to draw a conclusion. As a result of study, differences of main screen layout and information architecture of each social commerce applications has confirmed that indicates a significant difference in usability.

UX design strategy for Education Mobile app based on User Value (사용자 가치 기반에 의한 교육용 모바일 앱의 UX디자인 설계전략)

  • Choi, Eun-Young
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.7
    • /
    • pp.1386-1392
    • /
    • 2017
  • With the active usage of digital media, the importance of and the interest in User Interface (UI)/User Experience (UX) have been increasing. This study proposes the development of design evaluation model to utilize the quality analysis model as a basis if there were to be a development of mobile education application. Main factors of the design evaluation model, which is based on User Value analysis, influence users' attitudes and intentions in continuing their uses of a mobile education application. The employment of the design evaluation factors onto the existing agile method's development stage, therefore, would provide an optimal UX environment for the application. This application not only will increase the satisfactions of consumers, but also will have positive impacts on their intentions in continuing their uses of a mobile education application.

An iPhone Game Application Development Methodology for WIPI Developer (위피 개발자를 위한 아이폰 게임 애플리케이션 개발 방법론)

  • Yu, Hyun-Seong;Rhee, Dae-Woong
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.139-150
    • /
    • 2009
  • The abolition of WIPI installation duty makes domestic WIPI developers get a chance to enter into smartphone development environment. Specially, iPhone has a big possibility for a new game application market but traditional domestic WIPI developers have difficulties to get in because there are no standard game development methodology. Therefore, a method is necessary to develop iPhone game application effectively for traditional domestic WIPI developers. In this paper, we compare and analyze development methodology of WIPI and iPhone application and suggest a new methodology for iPhone application development with adaptation of WIPI architectures. Using this methodology, traditional domestic WIPI developers can develop iPhone game applications with ease.

  • PDF

A Study on the Influence of Consulting Characterstic ease of use to the word-of-mouth intention and repurchase intention (컨설팅특성이 구전의도와 재구매의도에 미치는 영향연구)

  • Jo, Young-Jun;Lee, Seung-Hee
    • Journal of Digital Convergence
    • /
    • v.9 no.6
    • /
    • pp.207-216
    • /
    • 2011
  • This paper is for the influence of consulting character how to affect on the word-of-mouth intention and repurchase. Consulting characters consist of expertise, reliability and application. The results of this study are as follows: Firstly, Application except expertise and reliability have a positive effect on word-of mouth intention influence. Secondly, expertise and application except reliability have a positive effect on repurchase intention influence. This study shows that the company marketing performance would be greatly improved by an application of consulting experience and an expertise of consulting need.

A Multi-Bible Application on an Android Platform Using a Word Tokenization and Recognition Algorithm (단어 구분 및 인식 알고리즘을 이용한 안드로이드 플랫폼 기반의 멀티 성경 애플리케이션)

  • Kang, Sung-Mo;Kang, Myeong-Su;Kim, Jong-Myon
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.6 no.4
    • /
    • pp.215-221
    • /
    • 2011
  • Mobile phones, which were used for simply calling and sending text messages, have recently moved to application-oriented digital devices such as smart phones and tablet phones. The rapid increase of smart and tablet phones which can offer advanced ability and run a variety of applications based on Java requires various digital multimedia content activities. These days, there are more than 2.2 billions of Christians around the world. Among them, more than 300 millions of people live in Asian, and all of them have and read the bible. If there is an application for the bible which translates from English to their own languages, it could be very helpful. With this reason, this paper proposes a multi-bible application that supports various languages. To do this, we implemented an algorithm that recognize sentences in the bible as word by word. The algorithm is essentially composed of the following three functions: tokenizing sentences in the bible into word by word (word tokenization), recognizing words by using touch event (word recognition), and translating the selected words to the desired language. Consequently, the proposed multi-bible application supports language translation efficiently by touching words of sentences in the bible.

A Study on the Application of Innovative Teaching Method in Tourism in the Generation AI Era (생성형 AI 시대의 관광 분야 혁신교수법 적용에 관한 연구)

  • Choi Younghwan
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.20 no.1
    • /
    • pp.87-98
    • /
    • 2024
  • This study conducted an empirical study on the application of innovative teaching methods in the tourism field in a situation where innovative teaching methods suitable for the AI era are required. It was intended to provide exploratory basic data on the application of a wide range of innovative teaching methods through actual verification of the educational effectiveness before and after the application of the innovative teaching method. To this end, the effectiveness before and after education was empirically verified with 60 students who majored in tourism at Y University in the metropolitan area. Reliability analysis, corresponding sample t-test, and map analysis using graphs were performed on the collected data to increase visibility. As a result of the study, it was found that all the competencies of the innovative teaching method had a statistically significant influence after the application of the innovative teaching method. In addition, by increasing the effect of interaction between instructors and learners acting as facilitators, exploratory results were derived for potential benefits and areas that could be improved.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.80-85
    • /
    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.