• Title/Summary/Keyword: Library App

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User Interaction Library for Natural Science Education Digital App-Book on Android Platform (안드로이드 기반 자연과학 교육용 디지털 앱북 개발을 위한 사용자 상호작용 라이브러리)

  • Lee, Kang-Woon;Beak, A-Ram;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.110-121
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    • 2015
  • The digital app-book is an advanced form of the electronic book (e-book), which attracts a lot of interests by the help of video, sound, sensors and a variety of interactions. As mobile devices have evolved, the demand of digital app-books is also rising substantially. However, the distribution of digital app-book contents is hard to meet the demand because the digital app-book requires a lot of programming cost for the interaction. To resolve this problem, Was verified and implementation as a library function of the interaction between device and user. The proposed library consists of three parts (user action recognition, device action, and content action) and provides various user-device interaction functions by combining methods of each part, which can support source code reusability, easy understanding and availability, and wide expandibility. The library was used in the development of natural science education app-book contents. As a result, it could reduce a lot of code lines and facilitate more rapid app-book development.

A Study on Mobile Services Based on Smartphone Application in Academic Libraries (스마트폰 애플리케이션을 활용한 국내외 대학도서관의 모바일 서비스에 관한 연구)

  • Jung, Jong-Kee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.1
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    • pp.171-191
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    • 2011
  • The purpose of this study is to introduce the concepts of smartphone and app, to review the theoretical researches and the representative service examples in academic libraries' mobile services based on smartphone apps, and to propose the proper mobile services methods based on smartphone apps in academic libraries of Korea. The ways for mobile app services in academic libraries are like these: 1) Libraries need to prepare the hybrid service system based on the combination of mobile web and app for smartphone. 2) Libraries have the guidelines for choosing apps which are applied to library services. 3) Libraries develop the apps for library marketing and education services and make use of existed apps to their own services. 4) Smartphone application bibliography service(Appography service) needs to be developed and serviced as an academic library service field.

A Study on Improvement of Electronic Library Services Using User Review Data in Mobile App Market

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.11 no.1
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    • pp.85-111
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    • 2021
  • This study aims to analyze users' assessment of electronic libraries in the mobile app market and promote service improvement based on this. To this end, the basic background and purpose of the research, research method, and research scope were first set, and the relevant literature and empirical prior studies were analyzed. Next, users' evaluations of electronic libraries were collected and analyzed from Google Play Store. Based on the results analyzed, measures to improve the quality of electronic libraries were discussed. Based on the results of the study, the following improvement measures are proposed. Need for systemic improvement and stabilization. Provision of applications suitable for multi-device environments. Resumption of services after systematic inspection after updating. Simplification of sign up, log in, and authentication procedures. User support through real-time chat. Introduction of a detailed assessment of reviews. Provision of guidance and user manual for electronic libraries. Improvements to expand user convenience, and Securing differentiation from other similar services.

A Study on the Factors Affecting the Characteristics of Mobile App for Disabled Libraries' Full-text Service on User's Satisfaction and Reuse Intention (장애인도서관 원문서비스 모바일 앱의 특성이 사용자의 만족도 및 재사용 의도에 미치는 영향요인 연구)

  • Jang, Bo-Seong
    • Journal of Korean Library and Information Science Society
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    • v.51 no.1
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    • pp.329-347
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    • 2020
  • This study analyzed the effect of app characteristics of the handicapped library on user satisfaction and intention to reuse using the technology acceptance model. As a result, the app's accessibility, convenience, innovation, and reliability have a significant effect on perceived usefulness, and instant accessibility, accuracy, and interactivity have no significant effect. The characteristics of all apps were analyzed to have a significant effect on perceived ease of use. The regression model for perceived ease of use and perceived usefulness was statistically significant. It was found that perceived ease of use and perceived usefulness had a positive effect on user satisfaction and satisfaction was intended to be reused.

A Study on the State of the Service-based Library 2.0 Through Web Site Analysis of Korean University Libraries (대학도서관 웹사이트 분석을 통한 도서관 2.0 기반 서비스 운영실태 분석)

  • Noh, Dong-Jo;Min, Sook-Hee
    • Journal of Information Management
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    • v.42 no.4
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    • pp.195-223
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    • 2011
  • The purpose of this study is to determine the progress of the implementation of the Servicebased Library 2.0 in Korean university libraries. We assess the Service-based Library 2.0 based on the web site analysis of 179 different Korean university libraries. Highlights of our survey include: (1) The most accessed features of the Service-based Library 2.0, were the 'Book Review', 'RSS', 'Tag & Tagging', 'Mobile App', 'Facet' and 'Open API'. (2) Among 179 libraries, of the 16 different services offered by the Service-based Library 2.0, 145 libraries opted for 4 or fewer services offered through the Service, 3 libraries opted for 5-9 services and 3 libraries availed themselves of 10 or more services. (3) More national university libraries than private libraries are implementing Service-based Library 2.0, including such services as 'Book Review', 'RSS', 'Mobile App', 'Facet', 'Blog', 'Twitter', 'Personnel service', 'SMS', 'Facebook'.

A Study on the Development of School Library Mobile App Service Based on User Experience (사용자 경험을 기반으로 한 학교도서관 모바일 앱 서비스 개발에 관한 연구)

  • Park, Sora;Lee, Mihwa
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.2
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    • pp.49-67
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    • 2021
  • The school library provides a mobile web service that allows access to the library catalog system, and provides services that reflect the needs of search and consider the characteristics of mobile devices. Therefore, this study conducted a literature review, an analysis of the current status of school library mobile web services, and a survey of the mobile service user experience of students and teachers to find the contents and service plans for school library mobile app services that meet the school library mobile needs. Based on the survey, the contents and design plan of the school library DLS mobile service was prepared. First, the steps were reduced from step 4 to step 3. In the first step, solution of screen clipping errors in registering as a member and various login platforms for accessibility are needed. In the second step, integrated search and detailed search, provision of materials for use and reading education, post-booking activities, guides and announcements on the use of the affiliated school library, inter-loan, and e-books are provided as main menu. In the third step, it was proposed to provide related functions such as reservations as well as the display of the detailed screen of the search results of the collection. This study can be used not only to develop dedicated mobile app services, but also to change current web-based mobile services.

The Effects of Diabetes Management Programs using Mobile App: A Systematic Review and a Meta-Analysis (모바일 앱을 이용한 당뇨환자관리의 효과: 체계적 문헌고찰과 메타분석)

  • Kim, Hee Eon;Kim, EunJa;Kim, Gaeun
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.300-307
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    • 2015
  • The purpose of this review was to evaluate the effects of diabetes management program using mobile appllication. A systematic review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses: the PRISMA Statement was conducted. Studies published between 2004 and 2014 were reviewed using the following databases: Ovid, CINAHL and Cochrane library. The keywords used were (app*OR mobile) AND (nurs* OR health* OR medic*) AND (diabet*). Selected studies were assessed for methodological quality using Scottish Intercollegiate Guidelines Network (SIGN)' Checklist. Three hundred seventy five studies were identified, All the 3 studies found mobile application as a valid strategy on clinical usefulness in diabetes management. This review provides updated evidence for app-based management program in diabetes management. Further studies are needed to increase generalizability using randomized controlled trials, enough sample size. In addition, valid measurements are needed to assess the main outcomes.

Development of IoT-based App Service for Non-face-to-face Management of Library Reading Rooms (도서관 열람실의 비대면 관리를 위한 사물인터넷(IoT) 기반 앱 서비스 개발)

  • Hong-hyeon Choi;Seung-hoon Lee;Jeong-du Lee;Jin Yu;Seong-hoon Jeong;Joon-hwan Shim
    • Journal of Advanced Navigation Technology
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    • v.25 no.6
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    • pp.562-568
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    • 2021
  • Seat reservations and civil complaints in the library reading room have been done face-to-face by managers, and efficient management has been difficult. In addition, there is a problem that it is difficult to take action in the event of a civil complaint due to user inconvenience, such as a noise problem between users in the reading room. In this study, an online reservation system was developed for efficient management of seats in the library reading room so that it could be serviced non-face-to-face. In addition, when using the library reading room, it is possible to apply for non-face-to-face civil complaints when complaints occur due to noise problems between users, loss of belongings, and snoring during the user's sleep. Managers can smoothly manage library reading rooms through non-face-to-face inconvenience reports. It is possible to increase the satisfaction of using the library by resolving the inconvenience of users. The developed service app allows seat reservations and anonymous inconvenience reports. The administrator can check the received inconvenience report and warn the user of the seat with an IoT sensor-based LED. When corrective action is completed, the result of the action may be fed back to the reporter.

Design of Mobile Learning Contents using u-smart tourist information (u-스마트 관광정보를 이용한 모바일 학습 콘텐츠 설계)

  • Sun, Su-Kyun
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.383-390
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    • 2014
  • In recent years, the convergence of IT and IT sightseeing tour has emerged as a fusion of academic disciplines in the future. Convergence study of social data analysis, raising the heat. Social Network Services (SNS) being utilized in many areas of marketing and to apply the case study is also increasing. This study is based u-smart tourist information systems for mobile learning content design. This is the pattern of things in the template library for things to increase the effectiveness of the learning content to mobile learning content to be converted to a. Design of mobile learning content using u-smart things smart phone app (App) and XMI to go through the design process of utilizing the heat. Future through the design process by implementing a mobile learning content to meet information quality tourist information content to create mobile learning content and learning things that can be content to live it up advantage.

VR Threat Analysis for Information Assurance of VR Device and Game System (VR 기기와 게임 시스템의 정보보증을 위한 VR 위협 분석)

  • Kang, Tae Un;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.437-447
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    • 2018
  • Virtual Reality (VR) is becoming a new standard in the game industry. PokeMon GO is a representative example of VR technology. The day after the launch of PokeMon Go in the U.S, It has achieved the highest number of iOS App Store downloads. This is an example of the power of VR. VR comprises gyroscopes, acceleration, tactile sensors, and so on. This allow users could be immersed in the game. As new technologies emerge, new and different threats are created. So we need to research the security of VR technology and game system. In this paper, we conduct a threat analysis for information assurance of VR device (Oculus Rift) and game system (Quake). We systematically analyze the threats (STRIDE, attack library, and attack tree). We propose security measures through DREAD. In addition, we use Visual Code Grepper (VCG) tool to find out logic errors and vulnerable functions in source code, and propose a method to solve them.