This study was to investigate the influence of parent attachment, perception and attitudes about family mealtime on the smart phone addiction in adolescents. Study variables were attachment to father, attachment to mother, and perception and attitudes about family mealtimes. Middle school student in Seoul and Kyounggi province participated and total 596 questionnaire were analysed. SPSS WIN 18.0 were used in data analysis. As study results, significant factors influence on smart phone addiction were attachment to father, perception and attitudes about family mealtimes, frequence of family mealtimes, gender, grade, and use of SNS. These variables explained adolescents' smart phone addiction for 28.9% and perception and attitudes about family mealtimes were the variable which show the highest explanation. Smart phone addiction was higher as lower an attachment to father, as lower perception and attitudes about family mealtimes, as lower the frequency of family mealtimes, female student, 3rd grade, and as more use of SNS. It is suggested to develop programs and strategies to increase attachment to father, frequency of family mealtime and perception and attitudes about family mealtimes.
2009년 아이폰의 국내 출시 이후 스마트폰의 보급이 급격히 증가하여 기존에 다양한 장비로 수행되어 오던 작 업이 스마트폰으로 대체되었다. 이 과정에서 스마트폰의 작은 화면을 통하여 글자를 읽는 과제를 수행하는 비중 이 상당히 증가하였다. 본 연구에서는 일상적인 스마트폰 사용 환경에서 디스플레이 요인(화소 밀집도, 화소 하부구조, 휘도)과 환경 요인(조명 조도)이 글자를 읽을 때의 가독성 관련 불편감에 어떤 영향을 미치는지를 확인 하였다. 그 결과 지각된 가독성 관련 불편감에 영향을 미치는 것은 주로 화소 밀집도로, 화소 밀집도가 300 PPI 미만인 경우 글자를 읽는데 불편함을 느낀다는 것을 확인하였다. 조명 조도는 제한적인 영향을 보였다. 참가자들은 조명 조도가 변화 할 때 변화하지 않을 때 보다 더 큰 가독성 관련 불편감을 보고하였다. 화소 하부구조와 밝기는 가독성 관련 불편감에 영향을 미치지 않았다. 이 결과를 바탕으로 가독성을 고려할 때 다양한 크기를 가지는 스마트 기기(스마트 폰, 태블릿 컴퓨터)에서 가독성을 해치지 않는 해상도의 하한선을 제안하였다.
The purpose of this study was to investigate the effects of smartphone use on muscle fatigue and tenderness in the cervical erector spinae (CES) and the upper trapezius (UT) and on the cervical range of motion among subjects with and without neck muscle pain. The subjects were 30 smartphone users in their 20 s who -were assigned to either an experimental group with neck muscle pain or a control group without neck muscle pain. Muscle fatigue and tenderness in the CES and the UT as well as the subjects’ cervical range of motion were measured before and after 20-min smartphone sessions in a sitting position. In a between-group comparison of muscle fatigue, the experimental group showed a significantly greater decrease in median frequency in the CES and the right UT after smartphone use (p<.05). Regarding the assessment of muscle tenderness after smartphone use, the experimental group showed a statistically significant decrease in the pressure-pain threshold (PPT) in all muscles (p<.05), whereas the control group showed a significantly decreased PPT in the right CES and the UT (p<.05). The assessment of the cervical range of motion revealed a statistically significant reduction in the cervical flexion-extension and left lateral flexion in the experimental group (p<.05) after smartphone use. However, there was no significant change in the cervical range of motion in the control group (p>.05) after smartphone use. When compared with the control group, the experimental group demonstrated greater changes in cervical extension, lateral flexion, and rotation, except for cervical flexion (p<.05). In conclusion, when smartphone users have pre-existing neck muscle pain, the use of a smartphone further increased muscle fatigue and tenderness in the neck and reduced PPT and the cervical range of motion.
This thesis is focusing on various image photographing techniques equipped in smartphones and their educational uses. Since most smartphones have large quantity of memory and various kinds of applications, taking videos has become possible. For example, they enable us to take pictures of people and scenery using shooting functions and it is possible to move the view horizontally and vertically by handling camera works. The videos taken by these functions are completed by the works of combining, correcting, condensing and building them. Unlike the past, there have been many changes in the course of teaching and learning process between instructors and students by the impact of smartphones. Among them, smartphones have become an essential element in performing cooperative learning. This research is constructed on the real cases of learners, highschool students although more students couldn’t participate in the performance due to their heavy curricular procedure. They planned to make up stories, could recognize the reality of film-making and learn interaction at the last stage of in completing the film, by using smartphones. Smartphones our contemporary men and women are using anytime, anywhere, have become an indispensible item from talking to making educational contents.
본 연구는 기존의 게임에 대한 전반적인 부정적 인식에서 벗어나 긍정적인 측면에서 스마트폰 게임을 살펴볼 필요성이 있다고 판단하여 심리적인 측면에서 스마트폰 게임 이용동기와 게임특성이 게임몰입에 미치는 영향을 살펴보았다. 주요 결과를 제시하면, 스마트폰 게임 이용동기는 현실도피, 기분전환, 즐거움, 몰입, 성취 등으로 나타났고, 이 중 현실도피를 제외한 기분전환, 즐거움, 몰입, 성취가 스마트폰 게임몰입에 유의미한 정적 영향을 주는 것으로 나타났다. 따라서 스마트폰 게임 이용자들이 기분전환, 즐거움, 몰입, 성취동기를 추구할수록 게임몰입도 높아지는 것으로 평가할 수 있다. 둘째, 스마트폰 게임특성 중 게임구성, 조작용이성을 제외하고 게임의 생동감은 게임몰입에 유의미한 정적 영향을 미치는 것으로 나타났다. 그러므로 스마트폰 이용자들이 게임을 통해 생동감을 높게 지각할수록 게임몰입이 높아지는 것으로 평가된다. 이상과 같은 결과를 통해 몰입 자체가 건전한 심리작용이고, 스트레스를 해소하거나 여가시간을 즐겁게 보내는데 일정 부분 기여함을 전제로 한다면, 스마트폰 게임 이용이 스트레스를 해소하고 여가시간을 보다 즐겁고 재미있게 보내는데 있어 긍정적으로 작용할 수 있을 것이다. 나아가 일정부분 여가문화 차원으로 활용할 수 있음을 시사한다.
In this study, we identified the characteristics of mobile fashion shopping and verified the path model of effects of these characteristics on mobile fashion shopping purchase intention through perceived usefulness and perceived ease of use. We conducted the survey targeting smartphone users in their 20s~30s and analyzed the structural equation model using AMOS 16.0. The results were as follows: Mobile fashion shopping characteristics (enjoyment, credibility, instant connectivity, security, and personalization) had positive effects on perceived usefulness and perceived usefulness influenced attitude toward purchase and purchase intention positively. Attitude toward purchase affected purchase intention in a positive way and perceived usefulness had indirect effect on purchase intention through attitude toward purchase. In conclusion, we proposed the marketing strategies of the mobile fashion shopping businesses.
For the recent 5-6 years, the ratio of smart phone users in South Korea has increased to over 65% of cellular subscribers and half of all population. While smartphones have given enormous convenience to our lives, pathological use of smartphones has brought a new mental health concern among the community. Therefore, huge interest sheds on the studies on the cause analysis and treatment of smartphone addiction. However, the traditional clinic approach based survey and interview has serious drawbacks of its subjectivity and inability of continual monitoring and treatment. In this paper, SAMS (smartphone addiction management system) is presented, which monitors the application usage pattern, provides statistical analysis, and policy-based usage intervention. A trail test is performed for checking he reliability and efficacy of SAMS in smartphone addiction research, and some analysis on the collected data are done: daily use count, not daily use time, has strong influence on smartphone addiction: CC=0.62 and CC =0.00 for the correlation coefficients of counts and times with total survey score, and p = 0.047 and p = 0.507 for t-test analysis of contrast group.
The purpose of this study were to determine the intra-rater and inter-rater reliability of shoulder
passive range of motion measurement using the “Clinometer + bubble level”, a smartphone application and to compare with the intra-rater and inter-rater reliability of measurement using a goniometer. Twenty six patients with stroke were recruited for this study. Two raters measured the passive range of motion of four types of shoulder movements (forward flexion; FF, abduction; ABD, external rotation at 90° abduction; ER90 and internal rotation at 90° abduction; IR90) using a goniometer and a smartphone to determine within-day inter-rater reliability. A retest session was performed thirty minutes later to determine within-day intra-rater reliability. The reliability was assessed using intraclass correlation coefficients (ICC) and the standard error of measurement (SEM). The ICC (2,1) for the inter-rater reliabilities of the goniometer and smartphone were good in FF and ABD [ICC (2,1)=.75∼.87] and excellent in ER90 [ICC (2,1)=.90∼.95]. The intra-rater reliabilities for the goniometer and smartphone were good or more than good, with an ICC (3,1) value >.75, the exception was IR90 measured by rater 2 on the smartphone. These results suggest that smartphone could be used as an alternative method tool for measurement of passive shoulder range of motion in patients with stroke.
The number of domestic smartphone users exceeded 30 million people, and the time in the future everyone will use a smartphone that will come with ago. Past purchase decisions, related research and product from the competition between the past case and the relevant literature for the smartphone market smartphone type to derive a purchase decision factors in the decision to purchase any difference between the factors. Literature and practices through performance, switching costs, product loyalty, design, brand, after-sales service, the price more than 7 variables were analyzed. One hundred people surveyed, respectively, did not obtain the response of a variety of ages and occupations , age of the sample used in the analysis of this study, and is concentrated as a student at the university of smartphones used to facilitate users analysis was done. We expect smartphone companies and related companies to be able to give guidelines for effective technology management.
Smart phones have brought rapid changes in this competitive world. Smart phone application developers are trying their best to consider the customer requirements in the most efficient way while considering all its attributes. However smart phone service quality has been given less consideration comparatively during the last few years. This paper proposes a measurement method for improving service quality of smart phone application. This method combines the service quality performance model (SQPM) and process capability index (PCI). The service quality performance model is used to identify service items that require improvement. Process capability index is used as a measure for prioritization of those improvements. Case study was carried out to search out important communication application service attributes. customer satisfaction level data was collected for users who used the application service. A total of twenty four service attributes were found during this survey. Using the joint approach of SQPM and PCI, five significant service attributes were prioritized for service quality improvement.
Recently, the number of smartphone users has skyrocketed because of a plenty of useful services that smartphone applications provide. In the Information Systems (IS) literature, however, there has been little understanding about the effects of the service quality of smatphone applications on user satisfaction and loyalty. Thereby, this study examined 1) the effects of the service quality of smartphone applications on users beliefs, perceived usefulness and easiness and 2) the effects of the user beliefs as mediating variables on users' attitude, satisfaction, and loyalty. A survey was conducted and SEM was employed to analyze the data. The results showed that the service quality of smartphone applications affect users' attitude, satisfaction, and loyalty through the mediating variables.
It is not too much to say that the mobile game market has made a shared growth, together with the domestic smartphone distribution rate(31 million units). At present, the distribution of the smartphone has a lot of influences on the smartphone game market, in which the number of game users having a preference for an easy, simple game, and competing with actual personal acquaintances is ever increasing. This study, in an effort to look into what influence the game sound has on game scores consequent on user's characteristic among the smartphone game components, compared the game results through in-depth interviews with a game sound developer and a user group, and the sound/non-sound experiences in the course of playing games. As a result of conducting this research, it was found that age and game experience showed a significant difference on game results. On the basis of this research result, this study intends to suggest the direction of smartphone game production development that could meet both a game supplier and a user's demand.
Autotelic user activity and rich user experience can be the key factors causing immersion as an intrinsic motivation of steadily using smartphones. We have selected Csikszentmihalyi's Flow as a basic and theoretical framework of study on the intrinsic motivation. We have derived which user experience design factors bring about flow while using smartphones. We have collected specific key words by literature analyses, web sites survey and in-depth interviews and have summarized. As a results, the user experience design factor is categorized into usability, personalization, physical satisfaction, interactivity, aesthetic satisfaction, usefulness. The 6 design measures are different from general categories of previous media and interface design researches, but they are based on emperical data and realistic factors which reflect design characteristics of smart phones.
This study was conducted to investigate the characteristics of smartphone usage and posture of users during using smartphone. A survey was conducted for 983 smartphone users to understand the association between smartphone usage and including subjective symptoms associated with musculoskeletal disorders. Main results from the survey were as follows; 1) 18.8% of the subjects experienced musculoskeletal symptoms at least at one of body parts. Specifically, 8.1%, 5.6%, 4.1%, and 11.3% of the subjects experienced musculoskeletal symptoms at neck, shoulder, elbow, and hand respectively, 2) The symptoms of musculoskeletal disorders were also associated with amount of text message and time for daily usage of smartphone. Specifically, relative risks of musculoskeletal disorders at hand/wrist/fingers in terms of "amount of text message" and "time for daily usage" for experienced user were 1.425 and 1.368 respectively to inexperienced user. This study identified 'amount of text message' and 'time for daily usage' as the major risk factors of smartphone usage in terms of musculoskeletal symptoms. The results of the study provided a good basis in order to remove or reduce the risks associated with musculoskeletal symptoms due to smartphone usage.
Since the advent of smart phones in 2007, the population of smart phone user has been increasing at stunning rate in Korea. In spite of many benefits such as full internet access, location based service, and easy installation of new applications, many social and medical researches have been reported the concern of overuse of smart phones, especially for teenagers on game and internet addiction. However, most of studies are based on the survey research, so often questioned to be limited number of sample and subjective, which can be overcome by evident-based study. The paper presents a pilot development of Google Android app that provides the 24-hour-measured application usage pattern of smart phone users. A requirement study performed with medical doctors and phycologists are discussed and the key technical and application issues are discussed and their solutions are presented. The system is designed to be extensible so that social network and additional service can be applied based on the user. The measured data is expected to be used for study the cause and treatment of game and internet addiction for teenagers and adults.
Smart phones have drastically changed the life of today’s competitive world. Smart phone application (App) developers are trying their best to meet the customer requirements in the most efficient way while considering all its attributes. However smart phone service quality has been given less consideration comparatively during the last few years.
This paper proposes a measurement method for improving service quality of smart phone application. This method combines the service quality performance model and process capability index. The service quality performance model is used to identify service items that require improvement. Process capability index is used to prioritize these items for improvement.
We collected data on satisfaction level of customers who have used application service.
By the proposed method, we found five significant service items from three categories - execution, security and resilience and prioritized those items for improvement.
We have surveyed users’ practical requirements for the acceptance of smartphones. We also have analyzed users’ reviews from Galaxy S3 and iPhone 4/4S communities based on Technical Acceptance Model, a theoretical approach on the acceptance of media. From the view of perceived usefulness, the most frequent review category is about appearance of device followed by application and user interface in order, both from Galaxy and iPhone communities. Perceived ease of use puts appearance the first, UI the second and application the last for Galaxy. IPhones have UI, appearance and application in order.Both communities show strong positive responses about attitude toward using and behavioral intention to use. Cross analysis presents differences in the category of perceived usefulness and perceived ease of use but no difference in the category of attitude toward using and behavioral intention to use. We have collected and analyzed users’ interests by practical keywords. The study results can be used in the field of smartphones game, design and so on.