• Title/Summary/Keyword: school-based app

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On the Influence of Branded-app Usage and Motivation on Brand Attitudes, Satisfaction and Intention to Repeat Usage (브랜드앱 이용동기가 브랜드 태도와 만족도 및 지속적 사용의도에 미치는 영향에 관한 연구)

  • Park, Keun-Young;Lee, Chull Young;Kim, Jin-Hee
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.157-163
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    • 2016
  • With the rapid expansion of smart-phone based brand app and its marketing implementations, the marketers stake much resources in the success of brand apps so that they are able to reinforce the user satisfaction and intention for repeat use. The purpose of this paper is to understand the characteristics underlying the brand applications and to analyze the usage and attitudes of the users. Self-administered survey on the research variables for respondents of 20-49 age group was conducted and the results as follow. The results are as follows the consumers are more satisfied with its usefulness, entertainment, and design attributes of the brand app. They tend to keep using a brand app that contains useful contents and great entertainment elements. Marketers thus need to reflect those elements when developing and distributing a brand app in order to meet the needs of their customers. The study results would help marketing firms find new competitive edges by providing basic insight for new competition strategies for brand app development.

Design MetaModel for MCF (Mobile Cross Framework) Based MDA (MDA기반 모바일 크로스 프레임워크를 위한 메타모델 설계)

  • Song, Yujin;Han, Deoksoo;Lee, Eunjoo
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.292-298
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    • 2019
  • Mobile-based software development methodology has been vigorously researched from using object-oriented development methodology and component-based development methodology previous structural developing methodology. There are two types of OS in mobile platform which are android and iOS. There is a problem that the application to be developed is developed depending on the device type. To resolve this problem, first, the system structure and design method should be managed effectively. Second, a basic design guide that can be commonly adapted to the each project is required. In this paper, we define a mobile cross platform meta model based on MDA-development methodology, focusing on reusability, portability and interoperability about non - dependent part of the mobile platform. If the proposed meta-model is applied to manage the related information and all the types of Mobile-Apps become available through independent mobile app development process, henceforward, it will be much of help establishing formulaic mobile-app developmental methodology.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

The Vibration Bell System Development Using NFC Tag and Smart Phone (NFC Tag와 스마트폰을 이용한 진동벨 시스템 개발)

  • Lim, Jong Bum;Lim, Yang Mi
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.968-979
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    • 2015
  • In this paper, we study a vibration bell App which shows waiting sequence numbers by utilizing smartphones to solve an inconveniently long waiting time from ordering to getting foods in restaurants and coffee shops. Unlike existing independently developed hardware and software, the vibration bell App is developed to manage and integrate customer management service, POS service in shops, and group shop management services. The functions of the vibration bell App include two-way communications based on NFC- issuing waiting sequence numbers and electronic coupon, showing event information, and transferring user information. Furthermore, the user's personal information is minimized by recognizing the pre-existing information of the user's smartphone. Replacing the shop's vibration bell system with the vibration bell APP, the shops can reduce the cost of construction and maintenance by up to 1/10, compared to the cost of for existing vibration bell systems. Moreover, the customer's preference and current sales trend can be easily figured out. Thus, it will have a great effect on the future marketing strategies.

Sasang Constitution Analysis and Wine Recommendation App suggestion through Mobile Face Recognition

  • Sung, Ki-hyuk;Ryu, Gi-hwan;Yun, Dai-yeol
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.155-162
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    • 2021
  • With the global COVID-19 pandemic, the tourism sector and all consumption have contracted with the untact era. Wine will also be sold and developed in various ways non-face-to-face in the future. Therefore, it is necessary to develop apps and web servers that focus on health in the era of single-person households and non-face-to-face. This study used facial recognition data based on photos of adult men and women in their 40s and 50s to analyze the Sasang constitution through a mobile app and web server, and suggested wine recommendations suitable for their constitution. First, the user's body information is entered. And through the facial recognition mobile app, recommend the right wine after analyzing the body type. if it's not like the first recommended wine, it is configured to receive another wine recommendation. In the future, the number of single-person households will increase further, and in the age of well-being, wine recommendations that fit my body will be useful. Wine recommendation suitable for Sasang constitution will be a useful mobile application to manage personal healt

The Influence of Using Intention by G4C Smart Application Service Characteristics: Comparing Korea and China (G4C 스마트 앱 서비스 특성이 사용의도에 미치는 영향: 한·중 비교 분석을 중심으로)

  • Chang, Hui-Qiang;Kim, Hwa-Kyung;Lee, Jong-Ho
    • Journal of Distribution Science
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    • v.12 no.11
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    • pp.85-100
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    • 2014
  • Purpose - Recently, the prevalence of high-speed mobile communication technology (4G) and mobile devices (smart phones, tablet PC, etc.) is leading innovative changes across all fields in society as well as business environments. Furthermore, a diversified mobile application service has spread rapidly through mobile devices such as smart phones and tablet PCs. Accordingly, the traditional E-government services paradigm has rapidly changed into mobile intelligence. To identify the influencing factors on the using intention of G4C smart app services, based on previous studies, the variables that influence using G4C smart app services are defined; these are user cognitive factors (perceived usefulness, perceived easiness), user characteristics factors (user innovativeness, self-efficiency, social influence), service quality factors (convenience, interactivity, accessibility), and system quality factors (instant connectivity, safety). Research design, data, and methodology - This is designed not only to collect data with a questionnaire survey (9/22/13~10/23/13) but also to test hypotheses with SEM by SPSS 21.0 and AMOS 21.0 in both Korea and China. All items are used with Likert 5 scales. A total of 643 questionnaires (Korea 318, China 325) are used. Results - The perceived usefulness and perceived easiness in user cognitive factors have positive influence on using intention. The user innovativeness, self-efficiency, and social factors in user characteristics factors have positive influences on using intention. The convenience, interactivity, and accessibility in service quality factors have positive influences on both reliability and using intention. Safety in system quality has positive influence on both reliability and using intention. Reliability has positive influence on using intention. The control variables (Korea and China) affect its control hypothesis. Strategies and implications are suggested to assist the public using the intention of smartphone's e-government services based on the results of the empirical analysis. The mobile application service can be considered a new emergence of the paradigm just like the government's on-line portal websites appeared in the past. Under this prevailing situation of mobile smart devices, to promote the success of e-government mobile APP services, accurate analysis and understanding of users should precede anything, to provide services to grasp and satisfy users' desire properly. Conclusions - This study proposes implications to help E-governmental officers and companies make strategies. First, this is expected to give some information on the understanding and knowledge regarding the process of G4C smart APP service based on the empirical study. Second, this helps to make future policies and ways about E-government G4C smart APP service. Third, it is proved that super speed mobile communication technology and devices including phones will be crucial to change the structure of E-government services in 2-3 years. Fourth, it is necessary to increase the trust and using intention of users. Fifth, considering what type of environment users are placed in, to present proper public information matching their inclination, is important. Finally, various ways of experiencing service to explore potential users and ceaseless public relations are required.

Development of Oil Change Warning Algorithm and Display Device (오일교환경보 알고리즘 및 표시장치 개발)

  • Chun, Sang Myung
    • Tribology and Lubricants
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    • v.30 no.3
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    • pp.168-176
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    • 2014
  • This paper presents an engine oil change warning algorithm based on the test results of a small dip-stick-gage-type engine-oil-deterioration-detection sensor, software to realize the algorithm and a display device to apply the software. The algorithm determines the engine oil deterioration condition from the rate of change in the dielectric constant based on the average measured capacitance at $80^{\circ}C$ after the engine stops. The rate of change in the dielectric constant at the time for oil change correlates with the time that one of recommended warning limits for engine oil physical properties such as TAN (Total Acid Number), TBN (Total Base Number) and viscosity is first reached. At this point, a warning signal for oil change appears on the display device like a smart-phone or individual display device. The frames of smartphone app have three stages. The user can directly input all of the thresholds into the frame of the smartphone app. The screen of the display device comprises one frame for each warning signature with the related message. The user can input the thresholds to the device through a USB cable connected to a personal computer.

Malicious App Discrimination Mechanism by Measuring Sequence Similarity of Kernel Layer Events on Executing Mobile App (모바일 앱 실행시 커널 계층 이벤트 시퀀스 유사도 측정을 통한 악성 앱 판별 기법)

  • Lee, Hyung-Woo
    • Journal of the Korea Convergence Society
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    • v.8 no.4
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    • pp.25-36
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    • 2017
  • As smartphone users have increased in recent years, various applications have been developed and used especially for Android-based mobile devices. However, malicious applications developed by attackers for malicious purposes are also distributed through 3rd party open markets, and damage such as leakage of personal information or financial information of users in mobile terminals is continuously increasing. Therefore, to prevent this, a method is needed to distinguish malicious apps from normal apps for Android-based mobile terminal users. In this paper, we analyze the existing researches that detect malicious apps by extracting the system call events that occur when the app is executed. Based on this, we propose a technique to identify malicious apps by analyzing the sequence similarity of kernel layer events occurring in the process of running an app on commercial Android mobile devices.

An Exam Prep App for the Secondary English Teacher Recruitment Exam with Brain-based Memory and Learning Principles (뇌 기억-학습 원리를 적용한 중등영어교사 임용시험 준비용 어플)

  • Lee, Hye-Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.311-320
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    • 2021
  • At present, the secondary school teacher employment examination(SSTEE) is the only gateway to become a national and public secondary teacher in Korea, and after the revision from the 2014 academic year, all the questions of the exam have been converted to supply-type test items, requiring more definitive, accurate, and solid answers. Compared to the selection-type test items that measure recognition memory, the supply-type questions, testing recall memory, require constant memorization and retrieval practices to furnish answers; however, there is not enough learning tools available to support the practices. At this juncture, this study invented a mobile app, called ONE PASS, for the SSTEE. By unpacking the functional mechanisms of the brain, the basis of cognitive processing, this ONE PASS app offers a set of tools that feature brain-based learning principles, such as a personalized study planner, motivation measurement scales, mind mapping, brainstorming, and sample questions from previous tests. This study is expected to contribute to the research on the development of learning contents for applications, and at the same time, it hopes to be of some help for candidates in their exam preparation process.

Tele-Present Guitarist based on a Tangible Glove and a Smartphone (Tangible Glove 및 Smartphone 기반 Tele-Present Guitarist)

  • Kim, Hyung-Suk;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.23-25
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    • 2012
  • 본 논문에서는 smartphone과 Arduino, Max/Msp를 이용한 모바일 미디어 아트 시스템을 제안한다. 시스템의 입력장치로 flexible센서가 부착된 tangible glove와 smartphone의 app이 사용되었고 이들의 조작 데이터는유(무)선 시리얼통신 및 TCP/IP 통신을 통해 원격지 서버상의 Max/Msp 어플리케이션으로 전달된다. 서버는 전달된 데이터를 기반으로 서버와 연결되어 있는 로봇 기타리스트의 열손가락을 제어하고 사운드 및 제반 영상을 출력한다. 결과적으로 사용자는 연주자인 동시에 관객으로서 시각, 촉각, 청각의 다양한 감각을 동시에 만족하고, 시스템에 몰입할 수 있게 된다. 본 논문에서는 기존 미디어 아트 시스템들이 가지고 있었던 사용자의 단순 참여라는 1차원적인 논리에서 벗어나고자 다양한 시스템의 결합을 통해 작품참여를 유도하였고 이를 통해 사용자가 그들만의 고유한 작품을 생성함으로써 기존의 미디어 아트 시스템과의 차별성을 도모하였다.

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