• Title/Summary/Keyword: mobile application development

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A study on linkage of database and information search service based on WIPI (WIPI 기반 데이터베이스 연동 및 정보 제공 서비스에 관한 연구)

  • 임창묵;정성훈;임재홍
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2004.04a
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    • pp.379-383
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    • 2004
  • Mobile Internet has different platform cause interrupt activation of mobile internet because contents providers have each different development environment. To use of WIPI(Wireless Internet Platform for Interoperability) developer by KWISF(Korea Wireless Internet Standard Forum) founded to solve this problem guarantee independence of hardware and interpretation of mobile application. In this paper, we research method to activate WIPI which is standard platform to develop applications easily and efficiently in mobile environment and we implement WIPI application to show the excellent of WIPI in mobile development environment.

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Requirements Engineering for Digitizing Traditional Medical Knowledge: The Case of Building Phytomedicine Mobile-Web Application in Tanzania

  • Beebwa, Irene Evarist;Dida, Mussa Ally;Chacha, Musa;Nyakundi, David Onchonga;Marwa, Janeth
    • International Journal of Knowledge Content Development & Technology
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    • v.9 no.4
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    • pp.95-114
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    • 2019
  • The digitization of traditional medical knowledge in Tanzania will greatly enhance its preservation and dissemination. This is especially important given the challenges facing the current methods of preserving and managing such knowledge. This study presents the requirements engineering approaches and requirements for a web-mobile application that would successfully digitize indigenous knowledge of phytomedicine and relevant practitioners licensing and registration processes. To establish the requirements of such a digital system application, the study sought the opinion of 224 stakeholders whose suggestions were used to analyze and model the requirements for designing such a web-mobile tool. The study was carried out in Arusha, Kagera and Dar es Salaam regions of Tanzania which involved ethnobotanical researchers, herb practitioners, curators from herbaria and registrar officers from Traditional and Alternatives Health Practice Council. Structured interview, survey, observation and document review were employed to find out the basic functional and non-functional requirements for possible designing and implementation a web-mobile application that would digitize indigenous knowledge of medicinal plants. The requirements were modelled using the use case and context diagrams. Finally, the study came up with a list of items for both functional and non-functional requirements that can be used as guidelines to develop a web-mobile application that will capture and document traditional medical knowledge of medicinal plants in Tanzania and, enabling relevant authorities to regulate and manage stakeholders.

A Classification-Based Virtual Machine Placement Algorithm in Mobile Cloud Computing

  • Tang, Yuli;Hu, Yao;Zhang, Lianming
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.5
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    • pp.1998-2014
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    • 2016
  • In recent years, cloud computing services based on smart phones and other mobile terminals have been a rapid development. Cloud computing has the advantages of mass storage capacity and high-speed computing power, and it can meet the needs of different types of users, and under the background, mobile cloud computing (MCC) is now booming. In this paper, we have put forward a new classification-based virtual machine placement (CBVMP) algorithm for MCC, and it aims at improving the efficiency of virtual machine (VM) allocation and the disequilibrium utilization of underlying physical resources in large cloud data center. By simulation experiments based on CloudSim cloud platform, the experimental results show that the new algorithm can improve the efficiency of the VM placement and the utilization rate of underlying physical resources.

A Study on the Influence of Human Behaviors and Affections on the Flow of Mobile Applications (모바일 애플리케이션의 플로우에 영향을 미치는 요인에 관한 연구)

  • Jo, Hyeon;Kwak, Kiho
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.111-128
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    • 2015
  • In this paper, we examined the effects of emotional and individual variables on flow in the usage of mobile application. We selected four relevant emotional and individual factors such as positive affect, negative affect, addiction and habituation. We also attempted to figure out the moderating role of communication in the effect of positive affect, negative affect, and addiction on the flow. For empirical analysis, we surveyed real users of mobile application and applied PLS (Partial Least Square) methodology for SEM (Structural Equation Modeling). As a result, we found that positive affect, addiction, and habituation have significant and positive impact on the flow. Furthermore, we also found that the moderating effects of communication on the relationships between positive/negative affect and communication are significant. Our findings provide important theoretical grounds for the effects of human behavior and emotion on the flow of mobile applications. Lastly, we also suggest significant managerial implications for the development mobile applications industry.

Development of 3D Application For Mobile Phone Based on J2ME

  • Lee, Song-Won;Kim, Il-Myung;Hong, Sung-Soo
    • Annual Conference of KIPS
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    • 2006.11a
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    • pp.455-458
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    • 2006
  • John Carmack who invented the 3D games let us know about the great 3D world and because of the MIDP 2.0(Mobile Information Device Profilers entering, it is not a fame to achieve playing 3D games with a mobile device. The data offered by iResearch market consultation show that the figure of mobile game players all around the world will take a steady increase from 290 million in 2005 to 1030 million in 2008, and the market income will mount up from $10,200 million to $52.000 million.3D games will be a current, the most famous kind of mobile games. In this paper I design 3D application based on J2ME (Java 2 Micro Edition) and implement a freely removable 3D object which happened in a 3D scene by receiving the keyboard response of mobile device with WTK (Wireless Too.Kit) simulator.

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Fault Tree Analysis and Failure Mode Effects Analysis for Software Security Improvements in Mobile Banking Information Systems (모바일 뱅킹 정보시스템의 소프트웨어 보안성 개선을 위한 고장 트리 분석과 고장 유형 영향 분석)

  • Kim, So Young;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.18 no.11
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    • pp.1342-1350
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    • 2015
  • Due to rapid development of mobile device technologies, the mobile banking through Internet has become a major service of banking information systems as a security-critical information systems. Recently, lots of mobile banking information systems which handle personal and transaction information have been exposed to security threats in vulnerable security control and management processes, mainly software systems. Therefore, in this paper, we propose a process model for software security improvements in mobile banking information system by application of fault tree analysis(FTA) and failure modes and effects analysis(FMEA) on the most important activities such as 'user authentication' and 'access control' and 'virus detection and control' processes which security control and management of mobile banking information systems are very weak.

Analysis on Interesting Element of Mobile Application Using User Reviews (사용자 리뷰를 이용한 모바일 어플리케이션의 관심 요소 분석)

  • Kim, Kyoung-Nam;Choi, Dong-Seong;Lee, Kang-Moo;Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.431-438
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    • 2012
  • Recently, many mobile applications have been developed and published by increasing popularity of smart phone's market. However, a lack of research work is an issue for mobile applications' favoritism to users. In this paper, we have determined the acceptance factors on the existing smart phone applications in order to fit into mobile user's requirements. In addition, we have defined the modification of acceptance factors which are the interesting element of mobile applications, code users reviews of top 20 paid applications among android market applications, and analyse on what element can attract users' interest of mobile applications. As a result, we propose a development method of mobile applications based on the analyzed interesting elements. Our contribution is to provide useful information to mobile application companies for helping them to develop and publish successful mobile applications.

Development of a Field-Experiential Learning Framework using Location Based Mobile-learning AR System (이동성 위치기반 증강현실(LBMS-AR)시스템 적용 현장체험 학습활동 프레임워크 개발)

  • Cho, Jae Wan;Kim, Eun Gyung
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.85-97
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    • 2019
  • In this study, we developed the Field-Experiential Learning Framework Using the Location Based Mobil-learning System (LBMS) and it is mobile Augmented Reality (AR) for smart learning system which is advanced e-learning. AR is technology that seamlessly overlays computer graphics on the real world. LBMS-AR has become widely available because of mobile AR. Mobile AR is possible to get information from real world anytime, anywhere. Nowadays, there are various areas using AR such as entertainment, marketing, location-based AR. We analysed the result of survey and implemented the functions. Also, for survey about application's effectiveness, we have focus group interview (FGI). Then we demonstrated and explained the application to them. The result of survey about application's effectiveness shows that application have higher utilization in education area. One of the most promising areas is education. AR in education shows lifelike images to users for realism. It's a good way for improving concentration and attention. We utilize only a beacone for image-based AR without other sensor.

The Extraction Process of Durative Persuasive System Design Characteristics for Healthcare-related Mobile Applications

  • Zhang, Chao;Wan, Lili
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.18-29
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    • 2019
  • In the field of Human-Computer Interaction design, persuasive design has gradually been applied to the system development and design process, especially for mobile application design. However, most mobile applications have hitherto a very short using lifecycle. Especially, design features with long-term persuasive effectiveness remain to be further researched and developed. In this study, we focused on investigating and identifying the durative persuasive design characteristics through a data mining process and evaluating the durative effectiveness through a long-term observation process. Total five hundred healthcare-related mobile applications were selected from Apple iTunes Store and a mixed method was conducted to extract the most common persuasive design characteristics. Based on the results of extraction, a representative healthcare-related mobile application was selected as experimental subject. Total one hundred and twenty participants were observed during a six-months experiment and the monitoring data of app usage of all participants was collected once a week. According to the evaluation model for behavior change identification process, participants with habit formation features were proved to have a significant long-term perception level for ten persuasive design characteristics. Further interview research was performed to investigate the participant's long-term perceptions on those characteristics for the purpose of identifying the durative persuasions. The results indicated that a long-term durative effectiveness can be observed and healthcare-related apps designed with those characteristics could have durative effectiveness. This study may contribute to the improvement of future mobile application designs in user experience and durative persuasion, as well as bringing future benefits for both mobile application developers and users.

User-centered Design of m-Learning System: Moodle On The Go

  • Minovic, Miroslav;Stavljanin, Velimir;Milovanovic, Milos;Starcevic, Dusan
    • Journal of Computing Science and Engineering
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    • v.4 no.1
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    • pp.80-95
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    • 2010
  • In order to truly integrate e-Learning system into regular curriculum at a university, mobile access to Learning Management Systems has to be enabled. Mobile devices have the potential to be integrated into the classroom, because they contain unique characteristics such as portability, social interactivity, context sensitivity, connectivity and individuality. Adoption of Learning Management Systems by students is still on the low rate, mostly because of poor usability of existing e-Learning systems. Our initial research has confirmed this hypothesis. Usability issue is rising to the higher level on the mobile platform, because of the mobile devices' limited screen size, input interfaces and bandwidth, and also because of the context of use. Our second hypothesis was that it is wrong to consider a mobile device as a surrogate for desktop or laptop personal computer (PC). By just adopting the existing Learning Management System on mobile devices with adaptive technologies such as Google proxy, we do not acquire the satisfactory results. Usability can prove to be even lower compared to desktop application. One possible solution to the problem could be development of rich client applications for today's mobile devices that would raise the usability to a higher level. We developed a PocketPC prototype application by using user-centered design principles, which we presented as a third alternative in usability research conducted among university students. Results gathered in such a way have confirmed that development of e-Learning system, in order to be widely accepted by students, needs to have the user(student) in the center of development process.