• Title/Summary/Keyword: interactive app

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Evaluation of a Smart After-Care Program for Patients with Lung Cancer: A Prospective, Single-Arm Pilot Study

  • Yang, Hee Chul;Chung, Seung Hyun;Yoo, Ji Sung;Park, Boram;Kim, Moon Soo;Lee, Jong Mog
    • Journal of Chest Surgery
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    • v.55 no.2
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    • pp.108-117
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    • 2022
  • Background: The efficacy of telemedicine among cancer survivors is uncertain. The Smart After-Care Program (SAP), which is an interactive, smartphone-based remote health monitoring system, was developed to help patients manage their health after leaving the hospital. This study was designed to evaluate the efficacy of our remote health care program for lung cancer patients. Methods: We enrolled 50 patients with lung cancer. Self-monitoring devices were supplied to all patients, who were instructed to enter their daily vital signs and subjective symptoms to the Smart After-Care app. The app also provided information about rehabilitation exercises and a healthy diet for lung cancer patients. All patients received health counseling via telephone once a week and visited an outpatient clinic during weeks 6 and 12 to assess satisfaction with the SAP and changes in quality of life and physical performance. Results: Overall satisfaction with the SAP was very high (very good, 61.9%; good, 26.2%). In the multivariate analysis to identify factors affecting satisfaction, the distance between the patient's residence and the hospital was the only significant independent factor (p=0.013). Quality of life improved along all functional scales (p<0.05). Muscle strength significantly improved in the lower limbs (p=0.012). Two-minute walk distance also significantly improved (p=0.028). Conclusion: This study demonstrated that the SAP was acceptable for and supportive of patients with reduced pulmonary function after lung cancer treatment. The SAP was found to be particularly useful for patients living far from the hospital.

Security Analysis on 'Privacy-Preserving Contact Tracing Specifications by Apple and Google' and Improvement with Verifiable Computations ('애플과 구글의 코로나 접촉 추적 사양'에 대한 보안성 평가 및 검증 가능한 연산을 이용한 개선)

  • Kim, Byeong Yeon;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.3
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    • pp.291-307
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    • 2021
  • There has been global efforts to prevent the further spread of the COVID-19 and get society back to normal. 'Contact tracing' is a crucial way to detect the infected person. However the contact tracing makes another concern about the privacy violation of the personal data of infected people, released by governments. Therefore Google and Apple are announcing a joint effort to enable the use of Bluetooth technology to help governments and health agencies reduce the spread of the virus, with user privacy and security central to the design. However, in order to provide the improved tracing application, it is necessary to identify potential security threats and investigate vulnerabilities for systematically. In this paper, we provide security analysis of Privacy-Preserving COVID-19 Contact Tracing App with STRIDE and LINDDUN threat models. Based on the analysis, we propose to adopt a verifiable computation scheme, Zero-knowledge Succinctness Non-interactive Arguments of Knowledges (zkSNARKs) and Public Key Infrastructure (PKI) to ensure both data integrity and privacy protection in a more practical way.

Effects of the m-VALS on the Mobile Shopping Acceptance Incentive and Consistent Use Intention

  • Yang, Hoe-Chang;Kim, An-Sik
    • Journal of Distribution Science
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    • v.12 no.10
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    • pp.19-28
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    • 2014
  • Purpose - This study intends to verify if the m-VALS developed to help the establishment of the mobile shopping vitalization strategy is classified as the same type as it is in the adult customers. Research design, data, and methodology - A total of 84 valid copies of the questionnaire were used. Factor analysis was performed first, as well as performing reliability and validity analysis after deducing the factors, and the simple regression analysis and multiple regression analysis techniques were employed. Results - The m-VALS needs verification through various groups and the delicateness of the questions needs to be ensured; further, for all the lifestyle types in relation to the mobile shopping acceptance incentives, all the remaining lifestyle types excepting the sociability-oriented type had a positive effect on consistent use intention. Conclusion - It is implied that the charm of the mobile shopping App should be enhanced and that, when establishing the mobile shopping mall with which the positive frequent and interactive communication is possible along with the opportunity to be together, the positive achievement can be obtained.

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.

A Study on the game app production utilizing wearable smart device health care information (웨어러블 스마트 디바이스의 헬스 케어 정보를 활용한 게임 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.168-169
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    • 2015
  • Recent wearable smart device products, but with a variety of features and form that go out after a series of releases in has been outside for a lack of consumer content. The device advances, the type of equipment attached to the user's body was released, which was the background to be subjected to a health-care products of interest to the user and the machine-to-machine interaction. This study is to identify health care elements wearable smart device content around the market with features to interact with the game content and game content derived elements fit smart wearable devices. Survey research method was developed or released wearable devices and game content and take advantage of this any existing research literature related to game development. Based on this we derive the interactive elements for a wearable smart devices based.

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Infant nurture management guide service widget based on Smart-TV (스마트TV 기반 유아 양육 도우미 서비스 위젯)

  • Jo, Hui-Joon;Choi, Jong-Hyuk;Jung, Jai-Jin
    • Convergence Security Journal
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    • v.10 no.4
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    • pp.93-99
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    • 2010
  • Smart TV, Internet content and interactive services are available, the operating system to mount the Web, App Store, you can enjoy a variety of content. Smart TV market, TV replacement cycle is long, watching for changes in the way copyright issues such as adaptation period and, unlike the case of a smart phone TV market in the short term are expected to occupy will not find, if IPTV, satellite, cable and real-time TV platform for broadcasters to adopt a smart, smart TV market could spread more quickly than expected. Long term, Google, Apple, TV gajeonsa and broadcasters to compete with various companies through the process of expanding the TV market is smart, the media are expected to dominate the market. Smart TV with the latest technology-related research and to investigate the Smart TV, Smart TV is designed based widgets. Widgets on the desktop, mobile, IPTV, etc. can be implemented in various environments and various features and types of users already are using the widget. In particular the advantages of the widget can be implemented to meet the needs of the users, because users to more efficiently and meet their desired widget. In this paper, propose Smart-TV-based Baby management widget.

An Empirical Study on Intentions to Use of Smart TV (스마트 TV 이용의도에 관한 실증 연구)

  • Lee, Dong-Gun;Lee, Sang-Joon;Choi, Beom-Jin
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.107-118
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    • 2012
  • Smart TV is expected to take the center stage of the recent "smartization" trend in IT and consumer electronics as it performs a hub for various smart IT devices, such as smart phone, smart pad, PC, etc. It is distinct from traditional TVs or even IPTVs in the sense that it provides immersive and interactive experiences via apps downloaded through TV app store. Smart TV could serve as a new intermediary device between other smart devices and the Internet. While it started experiencing a rapid growth, little research has been conducted to understand this emerging technology in terms of its user acceptance and adoption by users. The current research attempts to fill the gap in the field by examining factors and processes for this new technology to be adopted by users. This paper draws on theories of IT acceptance and use, such as the "Unified Theory of Acceptance and Use of Technology", to investigate factors affecting "intention to use" of smart TV. The proposed research model is analyzed using the structural equation modeling approach. Findings show that such factors as innovativeness, switching cost, switching benefit, service interface, and user interface affect users' intention to use smart TV, through effort expectation, performance expectation, and social influence. Theoretical and managerial implications are discussed.

PR-Management and Branding of Media Channels with the Application of Social Networks

  • Shalman, Tatiana;Dobrianska, Viktoriia;Kokhan, Marianna;Pletsan, Khrystyna;Humenchuk, Anatolii
    • International Journal of Computer Science & Network Security
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    • v.21 no.7
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    • pp.70-76
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    • 2021
  • The relevance of intelligence involves the definition of such communication systems of PR-management and branding of media channels with the use of social networks, which are already implemented in practice by modern representatives of professional PR product. The purpose of the investigation is to determine the system of implementation of technologies of PR-management and branding of media channels with the use of social networks based on a survey of PR and brand of different media channels on the basis of a survey of brand managers and PR. 980 respondents from Ukraine took part in the survey. The survey was conducted on the Google-forms platform. The results outline a list of the most popular social networks and messengers for the implementation of PR management and branding technologies, including Facebook, Twitter, Google, LinkedIn, Tumblr; Telegram, WhatsApp, Viber, Skype. It is determined that the criteria of branding analysis are informativeness, centralization/distribution, content, feedback intensity. Identified 2 prospects for the development of branding in an interactive media environment (creation of a presentation system; integration of websites of social media and companies in universal centers). The criteria of general importance of the factors influencing the behavioral intention of consumers to use social media channels are presented (satisfaction, accessibility, perceived usefulness, trust, ease of use, attitude, social influence, self-efficacy). The meaning of the content of social media channels (public, informational and communication) is indicated. The practical significance of the study was to present the links between the criteria, development prospects and the values of branding factors.

Smartphone-User Interactive based Self Developing Place-Time-Activity Coupled Prediction Method for Daily Routine Planning System (일상생활 계획을 위한 스마트폰-사용자 상호작용 기반 지속 발전 가능한 사용자 맞춤 위치-시간-행동 추론 방법)

  • Lee, Beom-Jin;Kim, Jiseob;Ryu, Je-Hwan;Heo, Min-Oh;Kim, Joo-Seuk;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.2
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    • pp.154-159
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    • 2015
  • Over the past few years, user needs in the smartphone application market have been shifted from diversity toward intelligence. Here, we propose a novel cognitive agent that plans the daily routines of users using the lifelog data collected by the smart phones of individuals. The proposed method first employs DPGMM (Dirichlet Process Gaussian Mixture Model) to automatically extract the users' POI (Point of Interest) from the lifelog data. After extraction, the POI and other meaningful features such as GPS, the user's activity label extracted from the log data is then used to learn the patterns of the user's daily routine by POMDP (Partially Observable Markov Decision Process). To determine the significant patterns within the user's time dependent patterns, collaboration was made with the SNS application Foursquare to record the locations visited by the user and the activities that the user had performed. The method was evaluated by predicting the daily routine of seven users with 3300 feedback data. Experimental results showed that daily routine scheduling can be established after seven days of lifelogged data and feedback data have been collected, demonstrating the potential of the new method of place-time-activity coupled daily routine planning systems in the intelligence application market.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.