• Title/Summary/Keyword: Smartphone-Application

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A Study on Implementation of Sound Recording and Player of Smartphone for Mobile Learning (모바일 학습을 위한 스마트폰의 사운드 레코딩과 플레이어 구현에 관한 연구)

  • Seo, Jung-Hee;Park, Hung-Bog
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.6
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    • pp.847-854
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    • 2013
  • This paper implements a smartphone application for sound recording and player of mobile learning. Due to its ubiquitous nature, smartphones could be used anytime anywhere, and because they combine an audio and a microphone, the application for sound recording and player that this paper suggests can be easily and cost effectively developed without additional infrastructure. This paper also explains a technique which processes data of music lyrics. The technique is built on a database technology by using SQLite, a DBMS combined in a platform of android. Thus, as long as the smartphone application for sound recording and player is developed and the mobile phone has sound source files, learners could record their own voices to the sound. Therefore, we expect the learners without additional infrastructure to enable mobile learning.

Development and Effectiveness of a Drug Dosage Calculation Training Program using Cognitive Loading Theory Based on Smartphone Application (인지부하이론을 적용한 약물계산훈련용 스마트폰 어플리케이션의 개발 및 효과)

  • Kim, Myoung Soo;Park, Jung Ha;Park, Kyung-Yeon
    • Journal of Korean Academy of Nursing
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    • v.42 no.5
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    • pp.689-698
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    • 2012
  • Purpose: This study was done to develop and evaluate a drug dosage calculation training program using cognitive loading theory based on a smartphone application. Calculation ability, dosage calculation related self-efficacy and anxiety were measured. Methods: A nonequivalent control group design was used. Smartphone application and a handout for self-study were developed and administered to the experimental group and only a handout was provided for control group. Intervention period was 4 weeks. Data were analyzed using descriptive analysis, ${\chi}^2$-test, t-test, and ANCOVA with the SPSS 18.0. Results: The experimental group showed more 'self-efficacy for drug dosage calculation' than the control group (t=3.82, p<.001). Experimental group students had higher ability to perform drug dosage calculations than control group students (t=3.98, p<.001), with regard to 'metric conversion' (t=2.25, p =.027), 'table dosage calculation' (t=2.20, p =.031) and 'drop rate calculation' (t=4.60, p<.001). There was no difference in improvement in 'anxiety for drug dosage calculation'. Mean satisfaction score for the program was 86.1. Conclusion: These results indicate that this drug dosage calculation training program using smartphone application is effective in improving dosage calculation related self-efficacy and calculation ability. Further study should be done to develop additional interventions for reducing anxiety.

Use of Mobile Mental Health Application for Self-Assessment of Psychiatric Symptoms (정신증상 자가평가를 위한 스마트폰 어플리케이션의 활용)

  • Woo, Jeong-Hee;Lee, Sang-Jun;Kim, Eun-Ji;Park, Jong-Il;Yang, Jong-Chul;Park, Tae-Won;Chung, SangKeun
    • Anxiety and mood
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    • v.14 no.2
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    • pp.135-141
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    • 2018
  • Objective : This study evaluated the role of smartphone application in the self-assessment of three psychiatric symptoms: stress, depression, and suicidal ideation. Methods : A total of 5,646 respondents were evaluated with three scales (Perceived Stress Scale, PSS, Center for Epidemiologic Study for Depression, CES-D, Scale for Suicidal Ideation, SSI) via smartphone application 'mindscan'. We analyzed the sociodemographic variables, the levels of three symptoms, and the association between the scores on all three scales. Results : The mean total scores of PSS, CES-D, and SSI were 24.86, 35.15, and 18.03, respectively. Women showed significantly higher scores on PSS, CES-D, and SSI when compared with men. Younger users showed a significantly higher score on all three scales when compared with older users. The scores on all three scales were higher than in other studies with off-line surveys. The PSS was positively correlated with CES-D (r=0.690), and with SSI (r=0.367). The CES-D was positively correlated with SSI (r=0.540). Conclusions : A smartphone application for mental health based on three scales (PSS, CES-D, and SSI) is a relatively useful screening tool compared with off-line general population surveys. The association between the three scales reflects the relationship between the three psychiatric symptoms observed in clinical practice.

Impact of Adolescent Life Stress and Smartphone Use on Academic Impairment: Focusing on the Effect of Parent Involvement on Adolescents' Smartphone Use (청소년의 스트레스와 스마트폰 이용이 학업에 미치는 영향과 부모 중재 효과)

  • Park, Namsu;Oh, Hayoung
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.590-599
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    • 2016
  • This study aims to examine the effect of adolescents' life stress and smartphone use on academic impairment and to investigate the impact of parents involvement on smatphone use. Online survey are performed among Korean adolescents from 13 to 18 years old. The results show that entertainment use of smartphone and high level of smartphone addiction are significant predictors of adolescent academic impairment. In addition, significant relationships were found between academic impairment and the dimensions of life stress, such as family conflict, academic, and pressure on the future. With respect to the impact of parent involement on academic impairment and smartphone use, time limit has the positive relationship with entertainment use of smartphone, while restriction on the specific smartphone application use has the negative relationship with information use of smartphone.

Design and Implementation of Middleware for Smartphone Environments (스마트폰 환경을 위한 미들웨어 설계 및 구현)

  • Kim, Kyoung-Ju;Moon, Sang-Ho;Yu, Young-Jung;Park, Seong-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.3
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    • pp.597-604
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    • 2011
  • The various Smartphone platforms that are used currently make difficult to build efficient applications("apps") for Smartphone. Introduction of middleware in the Smartphone environment is being studied to solve this problem. By enhancing interoperability between server systems and Smartphone platforms as introducing this middleware supports efficiently for Smartphone apps to be developed and managed. Thus, the development of this middleware for Smartphone has become essential for the purpose of responding actively to the rapidly expanding Smartphone market. In this research, we designed and implemented Smartphone middleware which optimizes the cost and time for developing new application service and maintaining it. In order to test this implemented middleware's performance and its capabilities, we also developed university Smartphone apps and activated campus twitter.

Android Application Code Protection Scheme Using Fingerprint Authentication and Dynamic Loading (지문 인증과 동적 로딩을 이용한 안드로이드 애플리케이션 코드 보호 기법)

  • Lyoo, Hwahn-il;Suk, Jae-Hyuk;Park, Jin-Hyung;Lee, Dong-Hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1361-1372
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    • 2017
  • If an external attacker takes from a victim's smartphone a copy of a secret application or an application to which fingerprinting technique is applied, secret information can be leaked or the legitimate user can be misunderstood as an illegal redistributor, which results in a serious security problem. To solve this problem, this paper proposes an Android application code protection scheme using fingerprint authentication and dynamic loading. The proposed scheme divides one application into CLR(Class LoadeR) and SED(SEperated Dex). CLR is an APK file with the ability to dynamically load the SED, and the SED is a file containing the classes required to run the application. The SED is stored inside the smartphone after being encrypted, and the SED can be decrypted only if the user is successfully authenticated using his or her fingerprint. The proposed scheme can protect the application code from the attacker who physically acquired user's smartphone.

The Effects of Metaphors in the Interface of Smartphone Applications on Users' Intention to Use (사용자환경의 메타포가 스마트폰 애플리케이션 사용의도에 미치는 영향)

  • Jung, Wonjin;Hong, Suk-Ki
    • Asia pacific journal of information systems
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    • v.24 no.3
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    • pp.255-279
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    • 2014
  • It is not too much to say that smartphones have become an essential part of our lives due to their versatility. Nevertheless, they still have less overall capabilities than their desktop counterparts. Specifically, they have small screens and low resolutions, which make their applications difficult to have a usable interface. To account for these limitations, the interface of smartphone applications should be designed carefully and properly. Good interface design to any application is critical. However, a comprehensive information systems (IS) literature review found that there has been little research on the user interface design of smartphone applications. More specifically, there has been little empirical evidence and understanding about how metaphors, an imaginative way of describing objects and concepts, in the user interface of smartphone applications affect users' intention to use the applications. Thereby, the research goals of this study are to examine 1) the effects of the metaphors in the user interface of smartphone applications on the interaction between users and applications and 2) the effects of mediating variables including the interaction between users and applications, users' beliefs and attitudes, on users' intention to use the applications. A survey was conducted to collect data. University students and practitioners participated in the survey. A 24-item questionnaire was developed on a 5-point Likert-type scale. The measurement items were mostly adapted from the previous studies in the IS literature and modified to fit the context of this study. First, a principal component factor analysis was performed to explore the inter-relationships among a set of variables. The analysis showed that most of the items loaded quite strongly on the six components. The analysis also revealed the six components with eigenvalues exceeding 1, explaining a total of 70.7 per cent of the variance. The reliabilities of the items were also checked. Most Cronbach alpha values were above 0.8, so the scales were considered reliable. In sum, the results of the analysis support the decision to retain the six factors for further investigation. Next, the structural model was analyzed with AMOS structural equation modeling. The values of GFI, AGFI, NFI, TLI, CFI, and RMSEA were checked. The values showed that the research model considerably have a good fit in general. Next, the convergent and discriminant validities of all constructs were examined. The values for the standardized regression weights and critical ration (CR) indicated sufficient convergent validity for all constructs. In addition, the square root of the average variance extracted (AVE) of each construct was compared with its correlations with all other constructs. The results supported discriminant validity for all constructs. In sum, the results of analysis demonstrated adequate convergent and discriminant validities for all constructs. Finally, path coefficients between the variables were examined. Methphor was found to have an impact on interaction (${\beta}$ = .457, p = .000). There were also significant effects of the interaction on perceived usefulness (${\beta}$ = .273, p = .000) and ease of use (${\beta}$ = .405, p = .000). User attitude was significantly influenced by these two beliefs, perceived usefulness (${\beta}$ = .386, p = .000) and ease of use (${\beta}$ = .347, p = .000) respectively. Further, the results of analysis found that users' intention to use smartphone applications was significantly influenced by user attitude (${\beta}$ = .567, p = .000). Based upon the analyses, all hypotheses were supported. This study found that the metaphors used in the interface of smartphone applications affect not only the interaction between users and applications, but also users' intention to use the applications through the mediating variables, perceived usefulness and ease of use. These findings imply that if the metaphors used in the user interface of application are easy enough to understand for smartphone users, then the application can be perceived useful and easy to use, which in turn make users to have an intention to use the application. In conclusion, this study contributed not only to validate and extend Technology Acceptance Model (TAM) partially, but also to develop the construct of metaphor in smartphone settings. However, since a single empirical study cannot be enough to validate the findings, some limitations should be considered.

An alternative method for smartphone input using AR markers

  • Kang, Yuna;Han, Soonhung
    • Journal of Computational Design and Engineering
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    • v.1 no.3
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    • pp.153-160
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    • 2014
  • As smartphones came into wide use recently, it has become increasingly popular not only among young people, but among middle-aged people as well. Most smartphones adopt capacitive full touch screen, so touch commands are made by fingers unlike the PDAs in the past that use touch pens. In this case, a significant portion of the smartphone's screen is blocked by the finger so it is impossible to see the screens around the finger touching the screen; this causes difficulties in making precise inputs. To solve this problem, this research proposes a method of using simple AR markers to improve the interface of smartphones. A marker is placed in front of the smartphone camera. Then, the camera image of the marker is analyzed to determine the position of the marker as the position of the mouse cursor. This method can enable click, double-click, drag-and-drop used in PCs as well as touch, slide, long-touch-input in smartphones. Through this research, smartphone inputs can be made more precise and simple, and show the possibility of the application of a new concept of smartphone interface.

Improvement of Smartphone Interface Using AR Marker (AR 마커를 이용한 스마트폰 인터페이스의 개선)

  • Kang, Yun-A;Han, Soon-Hung
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.5
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    • pp.361-369
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    • 2011
  • As smartphones came into wide use recently, it has become increasingly popular not only among young people, but middle-aged people as well. Most smartphones use capacitive full touch screen, so touch commands are made by fingers unlike the PDAs in the past that use touch pens. In this case, a significant portion of the smartphone's screen is blocked by the finger so it is impossible to see the screens around the finger touching the screen, and difficulty occurs in precise control used for small buttons such as qwerty keyboard. To solve this problem, this research proposes a method of using simple AR markers to improve the interface of smartphones. Sticker-form marker is attached to fingernails and placed in front of the smartphone camera Then, the camera image of the marker is analyzed to determine the orientation of the marker to perceive as onRelease() or onPress() of the mouse depending on the marker's angle of rotation, and use its position as the position of the mouse cursor. This method can enable click, double-click, drag-and-drop used in PCs as well as touch, slide, long-touch-input in smartphones. Through this research, smartphone inputs can be made more precise and simple, and show the possibility of the application of a new concept of smartphone interface.

Design and Prototype Implementation of a Smartphone Functional Application for Learning Chinese Language (중국어 학습을 위한 스마트폰 기능성 어플리케이션 설계 및 프로토타입 구현)

  • Maeng, Soo Yeon;Lee, Eun Ryoung
    • Journal of Digital Contents Society
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    • v.17 no.4
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    • pp.265-272
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    • 2016
  • Recently Chinese education market and social interest has been extended. Accordingly, smart learning based on smartphone applications became part of new educational paradigm. Also, there are more active research and development of applications for the Chinese language education. In this paper, we designed and implemented the smartphone functional application prototype for learning basic Chinese characters. Expression of Chinese characters, the comparison, listening in pronunciation, voice recording and listening, related content learning, and implement testing presented using casual user interface. In the future study, we will develop the prototype with user interface for learning Chinese conversation and individual index of evaluation can be effective learning Instrument without additional tools.