• Title/Summary/Keyword: app user

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A Guide App Service for Safety Navigation using Public Data (공공데이터를 활용한 안전 길 안내 앱 서비스)

  • Lee, Jae-seon;Kang, Kyeong-Don;Lee, Su-Bong;Lim, Hwan-Seob;Jung, Deok-Gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.367-369
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    • 2017
  • Recently, many crimes are occurred frequently on the public roads. The purpose of this application is to inform people who are in need of safety about places where they can be protected from the dangerous situations and help them to be prepared for the risks. It is a key feature of this application to show the locations of CCTV, police station, and guard houses, etc. when the user is in the potential danger.

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Door lock remote control system using Wi-Fi (와이파이를 이용한 도어락 원격제어 시스템)

  • Kim, Gi Bum;Kim, Dong Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.86-88
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    • 2017
  • The digital door lock is an electronic door lock that uses a password system and has the function of automatically locking the door when the door is closed, thus eliminating the worry about the door lock. As the technology has gradually developed, various authentication technologies such as semiconductor key system, RFID, and fingerprint recognition have been introduced. However, there is a danger of copying the door lock key, and there are password stealing and infringement. In this paper, we develop a remote control system that can unlock or open a smartphone to supplement the user's risk. The system you are going to develop can use WiFi to check if the door is locked or open on your smartphone, and you can lock or unlock the door remotely.

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A Study on the Evidence Investigation of Forged/Modulated Time-Stamp at iOS(iPhone, iPad) (iOS(iPhone, iPad)에서의 타임스탬프 위·변조 흔적 조사에 관한 연구)

  • Lee, Sanghyun;Lee, Yunho;Lee, Sangjin
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.7
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    • pp.173-180
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    • 2016
  • Since smartphones possess a variety of user information, we can derive useful data related to the case from app data analysis in the digital forensic perspective. However, it requires an appropriate forensic measure as smartphone has the property of high mobility and high possibility of data loss, forgery, and modulation. Especially the forged/modulated time-stamp impairs the credibility of digital proof and results in the perplexity during the timeline analysis. This paper provides traces of usage which could investigate whether the time-stamp has been forged/modulated or not within the range of iOS based devices.

Study on the Usability Evaluation of Mobile Anger Control Training Applications (모바일 분노조절훈련 애플리케이션의 사용성 평가 연구)

  • You, Kyung Han;Kang, Ji-An;Choi, Ji-Eun;Cho, Jaehee
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1621-1633
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    • 2022
  • The present study aims to design an application for anger control training of individuals and test its practical usability with the goal of encouraging preventive training in daily life. This study also investigates, through usability evaluation, whether users can use the application to carry out the actual anger management training program, whether it is useful and convenient, and whether it produces adequate learning effects. In order to conduct usability evaluation, a usability evaluation scale comprised of six factors-utility, reuse intention, learning, error, and reflectivity-was derived, and survey items tailored to each factor were produced. The association between usability evaluation elements, user demographic parameters, mobile usage behavior, and state anger was also examined. The result demonstrated that additional menus and features are necessary to increase the usability of the application for anger management. The result also revealed that it is vital to build an intuitive application interface that users unfamiliar with mobile app functionality can easily navigate, as well as to add entertaining components in the content, as users may be somewhat bored. On the basis of the findings, ideas of modifying and creating anger management training programs were discussed.

Indoor Logistics Location Tracking System with Fingerprint (핑거프린트를 적용한 실내 물류 위치추적 시스템)

  • Kim, Doan;Jeon, Sung woo;Jung, Junhee;Bae, Sangjung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.594-596
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    • 2019
  • In this paper, we propose an indoor logistic tracking system that identifies the location and inventory of the logistics in the room based on fingerprints. Through this, we constructed the actual infrastructure of the logistics center and designed and implemented the logistics management system. The proposed system collects the signal strength through the location terminal and generates the signal map to locate the goods. The location terminal is composed of a UHF RFID reader and a wireless LAN card, reads the peripheral RFID signal and the signal of the wireless AP, and transmits it to the web server. This allows the user to communicate with the server through the smartphone app and get information and location of nearby items.

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A Study on Convergence Video System through Step Squencer (스텝시켄서를 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.435-440
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    • 2019
  • Recently, many musical instrument mobile apps have been released targeting normal people who can't play musical instrument at all. The reason of developing video system based on step sequencer are as follows; first, users can freely play the musical instruments; second, induce multiple users to play; and third, develop and suggest new step sequencer fused with the video. To resolve issue in video synchronization caused by sync issues when operating multiple step sequencers, the Pocket Operator of Teenage Engineering was used to realize multiply-connected step sequencer and also, the ultimate video system was developed through Mira-Web for multiple participation. In addition, it's required to make the Pocket Operator as software and receive various feedbacks to continue and complement study in order to develop the better video system.

Cloth Product Recognition based on Siamese Network with Body Region Extraction method

  • Budiman, Sutanto Edward;Kurniawan, Edwin;Lee, Seung Heon;Lee, Jae Seung;Lee, Suk-Ho
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.128-134
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    • 2022
  • Nowadays, people consume a lot of content such as web dramas or K-pop videos through mobile devices such as smartphones, and the market for indirect advertisements through these web dramas or K-pop videos is also increasing every year. In order to lead to the immediate purchase of indirect products in web dramas, a system that allows consumers to purchase immediately at the time the products appear in the drama is needed. In this paper, we propose a system to allow viewers to purchase products worn by celebrities immediately when viewers see and click on them. When a user clicks on a video, it recognizes the product worn by the celebrity, and displays information on the screen on the most similar product corresponding to the recognized product, allowing them to go to the seller's site where they can purchase it. In order for such a system to operate stably, a pose estimation and siamese network-based system is proposed. The proposed system will primarily be released as a streaming service in the form of an app or web page that connects the products in web dramas or other K-pop video contents screened on the mobile with e-commerce. Furthermore, in the future, the technology is expected to be used globally in various industries such as smart mobility and display kiosks.

The Study of Comparing Korean Consumers' Attitudes Toward Spotify and MelOn: Using Semantic Network Analysis

  • Namjae Cho;Bao Chen Liu;Giseob Yu
    • Journal of Information Technology Applications and Management
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    • v.30 no.5
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    • pp.1-19
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    • 2023
  • This study examines Korean users' attitudes and emotions toward Melon and Spotify, which lead the music streaming market. We used Text Mining, Semantic Network Analysis, TF-IDF, Centrality, CONCOR, and Word2Vec analysis. As a result of the study, MelOn was used in a user's daily life. Based on Melon's advantages of providing various contents, the advantage is judged to have considerable competitiveness beyond the limits of the streaming app. However, the MelOn users had negative emotions such as anger, repulsion, and pressure. On the contrary, in the case of Spotify, users were highly interested in the music content. In particular, interest in foreign music was high, and users were also interested in stock investment. In addition, positive emotions such as interest and pleasure were higher than MelOn users, which could be interpreted as providing attractive services to Korean users. While previous studies have mainly focused on technical or personal factors, this study focuses on consumer reactions (online reviews) according to corporate strategies, and this point is the differentiation from others.

Design and Manufacture of Improved Obstacle-Overcoming type Indoor Moving and Lifting Electric Wheelchair (향상된 장애물 극복형 실내 이·승강 전동휠체어의 설계 및 제작)

  • Kim, Young-Pil;Ham, Hun-Ju;Hong, Sung-Hee;Ko, Seok-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.851-860
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    • 2020
  • With an increase in the aging population and a rising social interest in health and welfare, studies to improve healthcare in the elderly are being actively conducted. This study attempted to improve the current design and manufacture of elevating electric wheelchairs to enhance user safety and convenience. Seat design based on the user's body shape, convenience while boarding or alighting, caster turning radius and, safety and stability features that prevent shaking when the user gets up or sits down were improved. A driving experiment was conducted to evaluate the operation of the indoor electric wheelchair designed and manufactured with these additional functionalities. During the test, the performance parameters evaluated were continuous driving time, turning radius, maximum lifting and lowering load, maximum lifting height, noise level, minimum distance sensing by the driving auxiliary sensor, ability to interact with server and app programs, and the duty cycle maximum error rate. The test confirmed that this improved electric wheelchair successfully met target parameters. In a future study, we will evaluate this improved electric wheelchair from a user's perspective for its usability parameters, such as satisfaction, convenience and stability.

User Experience (UX) Analysis of Advertising Platform Mobile Applications for Culture and Arts Content: Critical case study based on the UX Honeycomb model (문화예술 광고 플랫폼 앱의 사용자 경험(UX) 연구: 허니콤 모델을 통한 비판적 사례분석)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.1-18
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    • 2022
  • This study critically analyzed the user experience (UX) of mobile applications, focusing on the advertising platforms of mobile applications for culture and arts content. This study aims to examine the direction for growth of the related mobile applications and propose alternative approaches to improve usability. In this study, a mobile app named 'Moviepre' was selected, and a heuristic evaluation was performed for in-depth exploration. For the selected case, the UX Honeycomb model was reconstructed to analyze useful, usable, desirable, findable, accessible, and credible elements of the case. First, since the users' preference for the price factor did not show a significant correlation with the usefulness of the content and the interface, it is necessary to make sure that the mobile application has unique values to gain a competitive advantage in the market. Second, by adopting customer path stages for analysis, the result indicated that users continuously interact with the service from the first moment they are aware of the mobile application. Third, if the user feels uncomfortable, it is likely that these factors hinder the establishment of a long-term relationship between the users and the mobile application. Finally, brand identity should be clearly established, and brand image strategy needs to be developed to satisfy users' expectations that high-quality culture and arts content will be available through the mobile application.