• Title/Summary/Keyword: Smartphone App

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A Study on the Development of an Educational APP using Image Recognition Technology (이미지 인식 기술을 이용한 교육용 APP의 개발과 활용에 관한 연구)

  • Kim, Jong-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.473-475
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    • 2022
  • In this paper, as children's smartphone penetration and usage time increase, the need for educational application development is increasing.Therefore, in this paper, we propose an idea for the development of an application service that is optimized for children and designed to be easily used by children by applying image recognition technology. Using image recognition technology, we propose a service that helps children easily take pictures of objects with their smartphone's camera and easily identify appropriate search results for them. Through this, even in an environment where it is difficult to receive direct guidance from a teacher due to online classes, children can easily study on their own initiative or find a subject they want to learn more about and learn.

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User Interface for the 'Smombie Safe Go' App for Walking Safety (보행안전을 위한 앱서비스 'Smombie Safe Go' UI 연구)

  • Qiao, Xian Yue;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.190-198
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    • 2020
  • The development in smartphone technology has brought convenience to the life of the mankind, but an excessive use of smartphones sometimes causes various accidents. This research tried to propose an application service 'Smombie Safe Go' UI(User Interface) that allows the prevention of such accident while using smartphones when walking. For this, after research and user observations, produced walker journey maps and derived necessary main functions needed for safety, and the result showed that transparent interface, obstacle location alert, warning of dangers functions were necessary. To make the contents of the service more detailed, hazardous situations faced during smartphone use when walking were classified into 3 situations : 1. Obstacle appearing in front, 2. traffic lights on crosswalks 3. No traffic lights on crosswalks. Scenarios by hazardous situation were written, and the flow and UI of the app service that warns its users in each situation of hazards were designed. it is predicted that 'Smombie Safe Go' may be possible to be utilized as an app service that provides a safe walking experience for not only regular pedestrians but also the blind population.

A User Experience Study for Active Senior based on Interface Assessment (Interface Assessment를 통한 액티브 시니어의 사용자 경험 분석)

  • Huang, Yi Fan;Kim, Hyung Woo
    • Smart Media Journal
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    • v.6 no.4
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    • pp.79-87
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    • 2017
  • Differ from elder generation, active senior possesses the active characteristics of young people. In this research, the active senior users' UX problem was analyzed by Sundar's 'Interface Assessment'. According to Interface Assessment, the user's subjective user experience in GUI interactive can be divided into five elements, which are 'Visible', 'Desired Outcome', 'Immediate Feedback', 'Intuitiveness', 'Perceived Ease of Use'. Based on these five elements, user's behavior and perception experience during interface using were analyzed to classify UX problems. Next, Correlation Analysis was conducted to find out the relationship between the elements of Interface Assessment and user's subjective experience using PSSUQ as comparing data, and SPSS 22 version as statistic software. The result of this research was presented below: First, active senior user's biggest UX problem can be classified with 'Desired Outcome' in App using. Second, the correlation between the two elements, 'Desired Outcome', 'Perceived Ease of Use', and the PSSUQ result was statistically significant, but the correlation between the other three elements, 'Visible', 'Immediate Feedback', 'Intuitiveness', and the PSSUQ result were not statistically significant. According to the result, active senior users do have different characteristics compared with elder generation. The UX problems classified with 'Desired Outcome' and 'Perceived ease of use' apparently affect user's subjective experience, while the problems classified with 'Visible', 'Immediate feedback', 'Intuitiveness' show no evidence in affecting user's subjective experience. This phenomenon could be explained by the cumulative effects of PC or smartphone use. Through the analysis of multiple UX elements in this paper, better App interface could be developed according to active senior's needs.

Design of Small Space Convergence Locking device Using IoT (IOT를 이용한 소규모 공간의 융합 잠금 장치 제안)

  • Park, Hyun-Joo
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.45-50
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    • 2021
  • In this paper, we propose the development of a smart space security device that can be opened and closed remotely using IoT. Existing space security devices can control opening and closing by breaking hardware or only using button devices or replicated keys. The recent COVID-19 crisis has created several applications for non-contact devices. In this study, we propose the development of a small space security device that has the function of unlocking through an app without touching the device. By transferring the control authority to a smartphone, device that cannot be opened or closed by only operating hardware at the user's option. It is convenient and hygienic because it can be opened and closed using an app without touching the locking device. Multiple security is possible because security can be released using an app after user authentication by fingerprint recognition and pattern input on a smartphone. If the user wishes, after using the app security, the security is released by directly touching a button installed in the safe or space or opening it with a key. In addition, by adding an inactive function to the app, it is designed so that the door of the safe cannot be opened when the key is lost or the small safe is lost. This study is expected to be able to effectively expand the security system by applying variously to objects that require security.

Development of Augmented Reality Walking Navigation App using Dijkstra Algorithm

  • Jeong, Cho-Hui;Lee, Myung-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.2
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    • pp.89-95
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    • 2017
  • There are a variety of apps that are finding their way. And in car navigation, we launched a product that reflects Augmented Reality technology this year. However, existing apps have problems. It is implemented in 2D or 3D, has a large error range because it has been modified in most vehicles, is not updated in real time, and car augmented reality navigation is a vehicle, and a separate device is required, etc. In this study, we implemented a smartphone app for walking directions using augmented reality, and made it possible to intuitively use a route service from a user 's location to a destination. The Dijkstra algorithm is applied to calculate the shortest path to solve the problem of finding the route with the least cost. By using this application, it is possible to use the route search service even in a data-free environment, to solve the inconvenience of the language barrier, and to update in real time, so that the latest information can be always maintained. In the future, we want to develop an app that can be commercialized by using a character in the path to promote it.

The Effect of Mobile Food Delivery Application Usage Factors on Customer Satisfaction and Intention to Reuse

  • Song, Ye-Eun;Jeon, Sang-Hoon;Jeon, Min-Sun
    • Culinary science and hospitality research
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    • v.23 no.1
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    • pp.37-47
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    • 2017
  • The number of delivery app users and their social impact have increased along with the number smartphone users. Accordingly, the present study attempted to suggest a method to improve the service quality of delivery apps for relevant businesses and researchers by determining the influences of delivery app usage factors on customer satisfaction and reuse intention. The present study distributed and collected questionnaires through on- and offline surveys targeting males and females in their 20s in the Daejeon area. The results of the regression analysis showed that the influence of delivery app usage factors on customer satisfaction was 43.8%, and informativeness, payment and safety, usefulness, and convenience were found to influence the increased satisfaction with the delivery apps. The influence of delivery app usage factors on customers' reuse intention was 37.3%, and among the four usage factors, informativeness and payment and safety were found to be the main factors for increasing the reuse intention. As providing more accurate information is a means to increase customer satisfaction and reuse intention by improving the service quality of the delivery apps, new menus and prices should be rapidly updated.

The Wheelchair Communication System was Developed in The Convergence of Broadcasting and Communication Environments for People with Disabilities (방송통신 융합 환경에서의 장애인을 위한 휠체어 의사소통 시스템 개발)

  • Kim, Jung-Ihl;Kwon, Mee-Rhan;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.273-278
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    • 2012
  • Wired communication signals that are generated in a wheelchair and using GPS to gather speed in this study. And occupants in the helmet, and save your current location information in a wheelchair and speed information that is passed by smartphone to take advantage of the Black Box App and radio feature multi-Communications App S/W development.The results of this study can be utilized effectively a pseudo-real-time information can be shared in each other's wheelchair with many people moving. Limitations of the study at the Institute of Experimental concrete measures for the commercial approach to the development of operational models as required.

Design and Implementation of Smartphone Application for Measurement and Management of Depressive Emotion in Adolescents Using Cognitive Behavioral Therapy (인지행동치료기법을 활용한 청소년의 우울 정서 측정 및 관리 어플리케이션 설계 및 구현)

  • Yoo, Jung-Sun;Lee, Kyeong-Seon;Gwon, Jung-A
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.443-455
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    • 2017
  • This study is a follow-up study of Smart-phone Application Content Development for the Measurement and Management of Adolescents' Depression(J. S. Park et al., 2016), that designing and implementing a smart-phone application based on cognitive behavioral therapy. This app facilitates analysis of depressive symptoms, and a simple, continuous self-check. Through this, the app will allow for continuous management of the psychological states by avoiding one-off or comprehensive analysis and diagnosis of depression, unlike previous app. We also aim to make a connection to the practical counseling services. To achieve this goal, we examined not only existing studies on youth depression, but also mobile applications related to depression.

Design of a Smart Application Using Ad-Hoc Sensor Networks based on Bluetooth (블루투스기반 애드 혹 센서망을 이용한 스마트 응용 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.243-248
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    • 2013
  • With rapid growth and fast diffusion of smartphone technologies, many users are deeply concerned about the smart applications and many mobile applications converged with various related technologies are rapidly disseminated. Especially, the convergence technologies like mobile apps that can establish the wireless ad hoc network between smartphone and other peripherals and exchange data are appear and progressed continuously. In this paper, we design and implement the smart app using bluetooth based wireless ad hoc sensor network that can connect smartphone with sensors and exchange data for various smart applications. The proposed smart application in this paper collects data obtained from more than 2 multi-sensors in real time and fulfills the decision making function by storing data at the database and analysing it. The smart application designed and implemented in this paper is the healthcare application that can analyze and evaluate the patient's health condition with sensing data from multi-sensors in real time through bluetooth module.

Online learning Assessment System using a Hybrid-App (하이브리드 앱을 이용한 온라인 학습 평가 시스템)

  • Bang, Jin-Suk;Choi, Kwang-Il;Kim, Chang-Su;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.638-641
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    • 2013
  • In college, you can view the online quiz through the cyber education, and online learning. However, if there is no computer has a problem that can not be many students it is in place or not the Internet watch online quizzes. In recent years, many college students have a smart phone, from anywhere, using smartphone, you have utilized various Web surfing, news, and Messenger. In addition, office workers and students, have to learn to put to PDF necessary materials through the smartphone. Advantage of smart phones, have a feature that can be easy to carry and use anywhere at any time. Online learning from anywhere via a smart phone, so that you can see the online quizzes, in this paper, the system that not only online quizzes through a smartphone using the Hybrid-App, you can see in real time the results and scores of the person I proposed.

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