• Title/Summary/Keyword: app development

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Development of an Educational App for Safe Dietary Life based on Elementary School Parents' Perceptions on Pesticide Residue (초등학생 학부모들의 잔류농약 인식에 기초한 안전 식생활 교육용 앱 개발)

  • Chae, Hyeon-Ja;Kim, Jeong-Weon
    • Korean journal of food and cookery science
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    • v.29 no.2
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    • pp.161-168
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    • 2013
  • The purpose of this study was to develop an educational app that informs parents of elementary students with correct information on pesticide residue based on their awareness and information needs on pesticide residue. A survey was conducted from 918 parents living in 8 different districts of Korea. The results of the survey indicated that a majority of parents felt uncomfortable with pesticide residue and wanted to have the proper information regarding it. Based on the above results, an app named 'Perfect Conquest of Pesticide Residue' consisting of 5 main menus of 'Pesticide residue, Is it safe?', 'Safe management of pesticide residue', 'Perfect removal of pesticide residue on fruits and vegetables through washing', 'Shopping without anxiety', 'Playground' and their own sub-menus was developed. When the app was applied to 30 parents using smart phones, a majority of them were satisfied with the contents of detailed information and fun activities. Therefore, this app could be utilized as an effective educational tool for the parents of elementary students by allowing them to have proper awareness on pesticide residue. Furthermore, more apps could be developed on other food risk factors to promote safe dietary life.

Development of Simulation App Tool for Understanding 8 Process Scheduling Policies

  • Lee, Kyong-ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.213-221
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    • 2021
  • In this study, an simulation app was developed as one of the methods to help learners better understand the eight process scheduling policies of multi-programming. In learning, an app in the form of a simulation should provide a realistic environment and allow learners to practice. To do this, the needs of the learners were investigated and analyzed, and the purpose was set, designed, and programmed based on the learners' understanding. And it was shown that the apps as a tool to simulate the created eight scheduling policies are performing well. In particular, it was shown that the problem of not having a step-by-step various diagram and explanation for step-by-step various inputs, which is a limitation of paper textbooks, can be solved using these tools.

Development and Evaluation of a Self-management Mobile App for Adults with Osteoarthritis (골관절염 대상자를 위한 자기관리 모바일 앱 개발 및 효과)

  • Park, Ju Young;Son, Jung Tae
    • Research in Community and Public Health Nursing
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    • v.33 no.1
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    • pp.114-127
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    • 2022
  • Purpose: This study aimed to develop a self-management mobile app for adults with osteoarthritis based on a self-determination theory to use it as a nursing intervention tool, and to evaluate the effects of the developed mobile app on adults' basic psychological needs, indexes of osteoarthritis, self-management and quality of life. Methods: The 56 participants were randomly assigned to either the experimental group (n=28) or the control group (n=28). The participants of the experimental group used a self-management mobile app for 12 weeks after the pretest, and two posttests were taken at the end of every 6 weeks. The data were analyzed using IBM SPSS/WIN 25.0 for Chi-square test, Fisher's exact test, independent t-test, and repeated measures ANOVA. Results: Basic psychological needs, indexes of osteoarthritis, self-management, and quality of life score of the experimental group were significantly higher than those of the control group. Conclusion: Our findings suggest that mobile app intervention can support improvements in psychological needs, symptoms of osteoarthritis and quality of life in adults with osteoarthritis. It is recommended that the developed mobile app be used as a nursing intervention tool for adults with osteoarthritis in the community.

A Comparative Study For Mobile HybridApp Development Tool (모바일 하이브리드앱 개발도구에 관한 비교연구)

  • Jang, Rae-Young;Jung, Sung-Jae;Bae, Yu-Mi;Sung, Kyung;Soh, Woo-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.429-432
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    • 2012
  • Mobile devices diffusion begins by the iPhone and spreads by the Android. A widely used mobile devices is Smartphone(iPhone, Android, Bada, WindowPhone7, BlackBerry, etc) and Tablet(iPad, Android). In the past, we have developed a dedicated application for device. But, Now we must develop a application by considering the characteristics of the operating system. Accordingly, many problems occurred and other developmet methods have emerged. In this paper, we learn about MobileHybridApp development tool-oriented One Source Multi Use-and compare the differences, propose a method to develop context-sensitive.

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Study on the development for social DMB app service (소셜 DMB 서비스 앱 개발에 관한 연구)

  • Won, Chung-ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.7 no.2
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    • pp.69-81
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    • 2014
  • SBS has developed "Social DMB App" and now the service through Android market, where the viewers can produce and share their emotion related in program using twitter while watching real-time DMB broadcasting program at the same time. Previously, it is difficult to combine TV and social media because of the difference of family shared medium and individual service. But, DMB, individual mobile broadcast service, can offer new interest to the viewer by integrating social media service and broadcast. The service base was provided to the viewer where they can use original contents of broadcasters by constructing social circle and they are able to express and share their emotion through social DMB app. In this paper, introduce of development technical for social DMB app service include of configuration app servic, link of DMB broadcasting and facebook.

Implementation of a Hybrid-App of a Path Tracking System Using Geolocation and Maps on Mobile Devices (위치정보와 지도를 이용한 경로추적 시스템의 모바일 기기에서의 하이브리드 앱 구현)

  • Yoo, Moon-Sung
    • Journal of Advanced Navigation Technology
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    • v.17 no.6
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    • pp.633-637
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    • 2013
  • By using geolocation and maps, we need to trace the path of ourselves, others, or the objects. Until now, we used a native apps development mehod to develop path tracking systems in mobile devices such as smart phones and tablet computers. A disadvantage of this method is that we have to work again to provide the same service on different platforms. Web Apps and Hybrid Apps are developed to recover this disadvantage. Since Hybrid Apps look like Native Apps apparently, users prefer Hybrid Apps to Web Apps. In this paper, we develop a hybrid app which can trace the path on mobile devices. The recently suggested next generation markup language, HTML5, has geolocation features. By using them, we implemented a hybrid app for a path tracking system. First, we create a web app using HTML5, CSS, and JavaScript, Then, PhoneGap, a mobile development framework, is used to convert it to the hybrid app. By implementing hybrid app, various apps which need path tracking can be developed rapidly and effectively, regardless of the mobile devices.

Development of Evaluation Indicators for the Usability Evaluation of Smart Home App Design (스마트 홈(Smart Home) 앱 디자인의 사용성 평가를 위한 평가지표 개발)

  • Li, Man;Kim, Maeng Ho
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.249-258
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    • 2019
  • Currently, people are paying more attention to smart home businesses. Therefore, the research on smart home system is becoming important. Smart Home App, which is an important component of smart home system, needs to consider the development of evaluation indicators for usability. In this regard, this paper takes smart home App as the object to develop the usability evaluation indicators of smart home App design. For this purpose, this study performed three rounds of survey by using the Delphi method. In the first round, 8 suitable areas were selected by collecting opinions from experts and analyzing the Content Validity Ratio, which was derived from literature review. Based on the results of the first survey, a total of 38 evaluation items were collected through prior research and user interview surveys. For the 38 collected evaluation items, 27 evaluation items have been selected by analyzing Average Value, Standard Deviation, Content Validity Ratio, Consultation and Convergence in the second and third rounds. The result of this study can be used as a guideline when evaluating the usability of smart home App design.

Smart Phone E-Book Application using Web Common APIs (웹 공통 API를 이용한 스마트폰 전자책 응용)

  • Cho, Soo-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.28-33
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    • 2011
  • Recently the market of smart phone applications grows very fast. And users want more various and rich experiments using enhanced smart phone functions. But the development of smart phone applications is not an easy job. Specially to control smart phone sensors can be realized by using each native programming languages in experts level. Moreover the process needs separate development based on each smart phone OS. Development of the Web-based smart phone application using Web Common APIs, known as 'WebApp', is one of solutions to overcome these problems. The method includes interface constructions with HTML, and Web Common API calls and accesses to smart phone device APIs with Java scripts. In this paper, the experience in development of the smart phone e-book application is introduced, which is implemented with comport and OS independent WebApp development method.

Development of iPod Game Using Cocos2d Engine (Cocos2d 엔진을 사용한 아이팟 게임의 개발)

  • Kim, Jong-Wun;Joo, Bok-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.31-38
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    • 2010
  • By the recent success of the iPhone and the App Store, software developers from all over the world challenge to list their applications on the App Store and sell them worldwide. And major mobile companies in Korea are following the Apple by opening open markets to distribute software products running on their mobile devices. In this paper, we describe the development of an action game for iPod 'Hexa-Samkukgi'. The game is developed using Cocos2d engine.

The Collaborative Image Editing Tool based On the Cloud Computing (클라우드 컴퓨팅 기반의 협업 이미지 제작 도구)

  • Lim, Yang Mi
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1456-1463
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    • 2017
  • In recent times, IaaS (Infrastructure as a Services) have been rapidly evolving to allow developers to easily and efficiently access work in the server and network areas for development of a web of App based on cloud computing. In this study, we developed the collaborative image editing tool App based on Cloud-computing, by adopting AWS of representative company that develops IaaS. First, it is crucial to understand various situation conditions for representative infrastructure services: AWS, Azure and Google (GCP). This may have the effect of reducing manpower and development time, but as each company has different policy and technical support, we need a new study every time the environment changes of infrastructure services. We tried to develop a hybrid-App so that users with various devices can collaborate work each other by utilizing the infrastructure service AWS through the process of developing the image editing authoring tool based on the cloud computing. The future studies should continue about compatibility issues and support issues in order to minimize the problems of overseas infrastructure services, but we think that domestic cloud computing policies and developments should be urgently considered.