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        검색결과 579

        201.
        2016.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to investigate the differences in fashion shopping orientation and perceived value according to the level of use of mobile fashion shopping. Furthermore, the effect of fashion shopping orientation on perceived value was analyzed. To estimate the level of use of mobile fashion shopping, respondents were classified into four different groups in terms of their frequency of buying fashion products and the period for which they had bought fashion products. The survey was limited to adults aged 20-40 years who had purchased fashion products in a mobile shopping mall. The questionnaire was carried out from April 15, 2015 to April 22, 2015 and 430 sets of useful response data were analyzed using SPSS 17.0. The results of this study were as follows: First, fashion shopping orientation for mobile shopping consumers was divided into four factors as follows: convenience/ economic shopping, ostentation/trend shopping, enjoyment shopping, and impulse shopping. Second, there was a significant difference in all the fashion shopping orientation factors except for convenience/economic shopping according to each classified group: short/few, long/few, short/many, and long/many. In addition, there was a significant difference in perceived value according to each group. Third, all the fashion shopping orientation factors except for impulse shopping had a significant influence on perceived value. Fourth, fashion shopping orientation factors had a slightly significant influence on the perceived value according to each group.
        4,600원
        202.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 해상에서 선박의 외측 표면 검사를 위한 모바일 로봇의 개발에 대해 언급하였다. 해상에서 선체 측면에 대한 검사를 육안으로 진행하기 어려우며 이러한 검사를 효과적으로 수행하기 위해 모바일 로봇은 선체 측면에 부착되어 주행할 수 있는 기능을 갖추어야 한다. 이를 위해 선체 측면과의 부착력을 발생시키기 위해 영구 자석 모듈을 도입하였고, 곡면 주행 시 자기력의 변화를 최소화하는 구조로 설계를 하였다. 이러한 설계를 바탕으로 4개의 네오디움 자석, 4개의 구동바퀴, 영상 획득 모듈로 구성되는 모바일 로봇을 제작하였다. 제작된 로봇에 대해 선체와의 부착력을 확인하기 위한 하중 실험을 실시하였고, 주행이후 정지 시 측면 미끄럼 실험과 주행 속도 측정 실험을 실시하였다. 실험 결과 13 [Kgf]까지 선체와의 부착력을 유지할 수 있었고, 미끄러짐이 없는 하중은 8 [Kgf]까지였다. 주행 실험에서는 6.5 [A]의 전류에 대해 0.82 [m/s]의 속도로 주행할 수 있는 것을 확인하였다. 선박의 표면 검사를 위해 개발한 모바일 로봇의 특성 실험을 통해 로봇의 유용성을 확인할 수 있었다.
        4,000원
        203.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of the study is to explore the relationship between user satisfaction of mobile social network game and user preference of co-marketing brand with the game. We propose revised UTAUT model(i.e., mobile game effect model) and explore the influence of user habit with game in the model. Total 129 Korean mobile game users were surveyed. The data were analyzed using structural equation model(SEM). The result show that perceived usefulness and hedonic value influence user satisfaction for mobile social network game. Next, user satisfaction has a positive influence on users' brand preference placed on the game. We also identified the moderating effect of the habit on the relationship between user satisfaction and brand preference. This study provide a deeper understanding of Korean consumers' mobile game behavior and trend.
        4,000원
        204.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        According to the statistics, occupational fatal injuries by mobile cranes were about 12 per year in whole industrial. Mobile cranes are widely used in various parts of industries to improve the efficiency of the work. However considerable number of fatal injuries happen each year during the operation of the machines. In this study, the current regulations to be adequate in industrial site have to be renew in order to prevent the fatal injuries by mobile cranes. Fatal injury analyses were conducted with several accident cases by the mobile cranes. For each accident, the causes of the injuries were examined and proper safety measures were proposed. In this study, the mobile crane showed a high fatality rate in industrial accidents and no detailed cause analysis of fatal accidents was conducted in terms of unsafe acts or conditions. This study proposed a revision of the standard guideline as an accident prevention measures through in-depth analysis of fatal accidents. First, among the mainly five machines caused the accidents, mobile crane was higher for the second showed 0.6% for number of fatalities compared to number of mobil cranes and for the third showed 11% for number of fatalities compared to number of injuries. Second, main cause of cognitive engineering agenda was visibility, responsibility, affordance. As the measures to prevent accidents before starting operation, alternative revision for the fool proof including visibility, responsibility, affordance etc. for the fool proof measures was proposed. Third, alternative revision as cognitive accident prevention for the fail safe measures was proposed.
        4,000원
        205.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The serviceability design of the high-rise building is affected by the wind response vibration such as the acceleration, at this time it is important to calculate the natural frequency correctly. Since the suggestion equation of the natural frequency being used in the design phase is not the regression equation obtained from the vibration measurement of the high-rise building, the verification to use for the serviceability design of the high-rise building is necessary. This thesis conducted an ambient vibration measuring on the high-rise building through the mobile-phone application to calculate the natural frequency and suggested a natural frequency approximate expression following the building's height, and compared with the domestic/foreign standard and the result of the eigen-value analysis.
        4,000원
        206.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        제품이나 서비스에서 사용자가 예상하지 못한 의외성을 제공할 때 사용자는 만족을 넘어 감동할 수 있으며, 최근 몇몇 애플리케이션이나 웹서비스는 이러한 의외성을 제공하고 있다. 그러나 의외성 자체는 오히려 사용 용이성을 떨어뜨리는 등 문제를 야기 시킬 수 있음에도, 기존 모바일 애플리케이션 관련 연구들은 주로 사용성 중심의 만족을 다루었다. 따라서 본 연구에서는 이러한 의외성으로 인한 사용자 경험의 변화를 세렌디피티(뜻밖의 발견으로부터 유발되는 예상치 못한 즐거움) 개념을 이용하여 모바일 애플리케이션의 UX 분야에서 실험적으로 확인하고, 이로부터 유발되는 요인이 사용자 만족에 미치는 영향에 대해 관찰했다. 즉, 모바일 애플리케이션의 인터랙션을 통해 유발시킨 의외성과 동시에 게임 요소를 제공한 세렌디피티, 지각된 신규성과 지각된 사용 용이성, 지각된 유용성, 그리고 만족 등의 요인들 간 관계를 살펴봤다. 그 결과 세렌디피티가 지각된 신규성에 정(+)의, 사용 용이성에 부(-)의 영향을 미치고, 지각된 신규성과 지각된 사용 용이성이 지각된 유용성에 정(+)의 영향을 미치며, 세 가지 요인 모두 사용자 만족에 정(+)의 영향을 미치는 것이 관찰됐다.
        4,900원
        209.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        미니멀리즘은 단순성, 명료성, 반복성, 배제성을 특징으로 장식을 배제한 절제의 미학을 의미하고, 스큐어모피즘은 복고와 기능, 그리고 감성을 특징으로 어떤 대상물을 이해하기 쉽도록 유사한 형태로 디자인한 미학적 관점을 의미한다. 모바일 플랫폼의 인터페이스는 이러한 두개의 미학적 특징을 바탕으로 개발되었는데, 본 연구에서는 이러한 미학적 특징을 갖는 대표 사례로써 애플의 모바일 운영체제인 iOS6과 iOS7을 대상으로 사용성 평가를 진행했다. 통해 이 용자는 어떻게 경험하는지를 평가한 결과, iOS6을 스큐어모피즘으로, iOS7을 미니멀리즘으로 인식하고 있다는 것을 알 수 있었다. 인터페이스 구성 요소를 변인으로 살펴보았을 때, 타이포그래피와 정체성 변인이 유의미한 차이가 있었고, 하위변인에서는 타이포그래피 변인에서는 심미성 변인만이 그리고 아이콘 디자인 변인에서는 이해가능성을 제 외한 정확성, 심미성 그리고 일관성에서 유의미한 차이를 보여주었다. iOS6는 정확성에서는 더 뛰어났지만, iOS7은 나머지 차원에서 더 우수한 것으로 평가되어 연구참여자들은 iOS7에 더 긍정적인 태도를 보이는 것으로 나타났다.
        4,000원
        210.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the interaction of mobile game platform, I have analyzed the differentiation & characteristic of interaction for each platform. ‘Game & Watch’ was the first handheld game console released by Nintendo in 1980, the initial model was merely a combination of clock and game consoles to emphasize mobility. However, ‘Game&Watch:DonkeyKong’ which equipped with Yokoi Gunpei’s cross key provided an opportunity for the development of a full-fledged multi-screen gaming. ‘GameBoy’ was the beginning of a portable game machine in the modern sense. It has brought a lot of changes for the gameplay pattern using the contrast of color, smooth animation, as well as interchangeable cartridge system. Also, ‘NDS(Nintendo DS)’, which had several interaction system such as dual screen, voice input and touch input, had contributed to expanding the emergence of innovative game content and women game users. ‘PSP(Playstation Portable)’ by SONY in 2004 materialized 3D games using high performance and progressed to multimedia platform.
        4,000원
        211.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper presents a Cocos2d-x-based mobile game using a twisted GFSR-PRNG (Generalized Feedback Shift Register - Pseudo-Random Number Generator), known as the Mersenne Twister, with a super astronomical cycle of 219937 - 1, and good virtual randomness in up to 623 dimensions, to deal with random factors for use on Android. Especially, if there are several rand() function calls at the same time, when a user plays the game, the dots do not fit. The Cocos2d-x-based mobile game shows the Mersenne Twister MT19937 is suitable and much faster than rand(). In addition, anyone who has a smart phone can easily install the game and play it. In this game, the player controls his or her own aircraft to destroy the enemy while avoiding obstacles. One key point of this game is that various effects are assigned to each image frame. Moreover, this game is special because it allows the player to produce something called small boss mobs and large boss mobs, providing various types of attached projectiles, upgrading to 10 stages in total and enemies that appear accordingly, and giving items that burst out laughing during the game.
        4,000원
        212.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The cases of conducting the vibration measurement using the mobile phone with regard to the building's horizontal vibration are very rare in Korea and foreign countries. Therefore, this study analyzed the horizontal vibration nature of the building using the mobile phone targeting 5 tall buildings, and reviewed about the applicability of the mobile phone vibration measuring instrument through the comparison/verification with the data of the existing vibration measuring instrument. The peak of the measured time series waveform was measured clearly and it showed a similar value to the existing natural frequency.
        4,000원
        213.
        2015.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 한국 해군의 해난구조능력 향상을 위해 임무수행의 주요 수단이 되는 잠수체계를 개선하는 방안에 대한 연구이다. 특히 구조작전시 잠수체계별 임무 가능구역이 제한되는 문제를 해결하기 위하여 이동식 포화잠수 체계를 중심으로 연구를 진행하였다. 연구는 먼저 임무의 범위를 확인하였고, 기존 연구결과와 현용 잠수체계를 분석한 결과를 활용하여 이동식 포화잠수체계의 요구조건과 표준구성을 정리 및 제안하였으며, 이동식 포화잠수체계를 활용한 기존 잠수체계의 보완 및 개선 가능성에 대하여 군의 전략 선택 기법인적·가·용 판단에 따라 검토하였다. 또한, 도입방안에 대해서는 상용제품의 해외수입과 국내 개발로 구분하여 장·단점을 분석하고, 설치 및 운용방안에 대해서는 각 플랫폼별로 실효성을 분석하였다. 연구결과로 먼저, 200 m 이상에서 6명 이상의 잠수사가 약 17일 이상 포화잠수를 정상적으로 실시할 수 있도록 요구조건 및 표준구성안을 제안하였으며, 기존 잠수체계의 보완 및 개선 가능성에 대해서는 예비장비 공급 및 병행사용 등 다양한 보완이 기대되나 혼합기체잠수체계를 포화잠수체계로 개선하는 것은 경제성이 떨어졌다. 설치방안은 ATS-Ⅱ후속사업에서 이동식 포화잠수체계를 탑재가 가능하도록 제작하는 것을 제안하였으며 운용은 평시 교육 훈련 및 ARS 대체전력으로 사용하다 전시에 별도의 플랫폼에 탑재하여 추가적인 구조전력으로 활용해야 한다.
        4,000원
        214.
        2015.06 구독 인증기관·개인회원 무료
        Today, mobile advertising is an important tool as interactive communication has a great potential to promote market sales. This study is to examine the effect of price perception on behavioral intention to use mobile phone-based promotions, and compare the differences in choice heuristics between levels of the intention to use mobile promotions. Multi-item scales for price perception, choice heuristics and mobile-based promotions were either developed in our qualitative study or adopted from existing scales in literatures (Lichtenstein, et al., 1993; Bettman & Park, 1980). Based on behavioral intention to use, mobile promotions were classified into three types, such as sales promotion, reward program and brand ads. All items were measured on a seven point rating scale (1=very unlikely, 7=very likely). A pilot study was conducted in which 97 female consumers who had ever redeemed mobile promotions for purchasing fashion products. Respondents were aged from 18 to 35 years (average age=23.6 years). Factor analysis revealed that price perception extracted three factors, such as price consciousness (items =4, Cronbach’s α=.90), coupon proneness (items =5, Cronbach’s α=.89), and sales proneness (items =4, Cronbach’s α=.89). Regression analysis was used to examine the effect of the price perceptional factors on use intentions for mobile promotions. For sales promotion, price consciousness (β=.27, p<.01) and coupon proneness had significant effects on intention to redeem for sales or coupon (F=13.59, p<.001, Adjusted R2=.29); price consciousness (β=.22, p<.05) and coupon proneness (β=.36, p<.01) significantly affected behavioral intention to participate in reward program (e.g., QR code events, point mileage, free gift, etc.) (F=10.34, p<.001, Adjusted R2=.23); and intention to use brand ads was significantly affected by sales proneness (β=.26, p<.05) and price consciousness (β=.24, p<.05; F=9.18, p<.001, Adjusted R2=.21). For purchasing in mobile context, consumer choice heuristic was consisted of five rules: compensatory, lexicographic, price-based conjunctive, affect-referral heuristic and sequent elimination in the mobile context. It is found that consumer choice rule was differed by intention to use mobile promotions. There was a significant difference in lexicographic (MLow=3.89, MHigh=4.63, t=-3.54, p<.01), price-based conjunctive (MLow=3.64, MHigh=4.13, t=-2.12, p<.05), and affect-referral heuristic (MLow=3.31, MHigh=4.02, t=-2.95, p<.01) between high and low levels of use intention for redemption for sales or coupon; for reward program, there was significant difference in price-based conjunctive (MLow=3.45, MHigh=4.27, t=-3.72, p<.001) or sequent elimination (MLow=4.39, MHigh=5.00, t=-2.13, p<.05) between the high and low levels of use intention. Also, there was a significant difference in price-based conjunctive rule between high and low levels of use intention for brand ads (MLow=3.49, MHigh=4.30, t=-3.76, p<.001). The findings extended a consumer choice model under mobile promotional stimuli and discussed a managerial implication to build effective promotional strategy in the context of mobile commerce..
        215.
        2015.06 구독 인증기관·개인회원 무료
        The purpose of this study is to identify mobile commerce characteristics and their influence on consumer’s purchase intention in mobile fashion shopping mall. To figure out the path of influence, TAM (Technology Acceptance Model) was applied. This model explained attitudes and behaviors of users toward acceptance of innovation technology like information technology. Davis (1989) proposed perceived ease of use (PEOU) and perceived usefulness (PU) as belief variables affected attitudes of users and the attitudes in turn affected the intention of acceptance in acceptance of information technology. However it is necessary to incorporate additional constructs to the original model in the quest for increased predictive power to explain consumer’s purchase intention (PI) in mobile shopping mall. Clarke (2001) suggested constructs of mobile commerce characteristics as ubiquity, convenience, localization, personalization and so on differentiated from internet commerce. Therefore, ubiquity, personalization and enjoyment were included as external variables to explain mobile commerce characteristics besides PEOU and PU in this study. 436 adults in their twenties and thirties which were included in panels of specialized Internet research institutions nationwide were answered on questionnaires about mobile commerce characteristics, PEOU, PU, PI (Purchase Intention) and demographics. Structural equation model was made to examine the entire pattern of inter-correlations among the constructs and the hypothesis of each path was verified using AMOS 16.0 package. As a result, the fitness of the extended TAM to explain the influence of mobile commerce characteristics on consumer’s purchase intention in mobile fashion shopping mall was proven.
        216.
        2015.06 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is to empirically examine factors affecting customers’ intention to buy apparels through mobile apps. The proposed model was evaluated using survey data collected from 304 mobile app users and assessed by structural equation modeling. Our study contributes to a theoretical understanding of mobile apps usage.
        4,000원
        217.
        2015.06 구독 인증기관 무료, 개인회원 유료
        This study explains an agricultural mobile commerce case using Oauth Based Real-Time Information Sharing Technique according to the growth of the agricultural e-commerce market. Considering the characteristics of the agricultural market, it can confirm differential values with the existing agricultural mobile commerce market according to the functions and characteristics of its technique. We compare variables for introducing agricultural mobile commerce with the existing mobile commerce. Trust through information sharing with real-timefarming diaries, suitability and perceived ease of use variables are positively influenced, but influence on completeness and authority of information variables are relatively insufficient. Through this, we explained differential values of agricultural mobile commerce and suggested an applicable business model.
        4,000원
        218.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Many researches have been performed on eye tracking technology and its major researches include mobile UI measurement, navigation, internet web measurement, measurement of TV concentration. However, a research on evaluating concentration of mobile gamer has not been performed so far. In this study, a possibility of being able to provide mobile game designer with data for concentration measurement was verified by measuring concentration of mobile gamer based on GazePlot, HeatMap, Cluster by utilizing eye tracking technology. In addition, based on the result of measuring eye tracking experiment, several advantages for objectivity, differentiation and complementarities of eye tracking technology were suggested. In order to measure suggested experiment result, an experiment was performed by using eye tracking system software (Tobii Mobile Device Stand for 2x2) and data, graph that could be utilized as reference data at the time of game development in the future were presented by identifying concentrated part and not concentrated part in playing a game after measuring concentration by each age group.
        4,000원
        219.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recent university students are under a lot of stresses due to academic performance, employment, and anxiety about the future in the fierce competition. Mobile games can be used as a plan which can reduce the stresses of these students. However, if they play too long the games, it will cause another big problems. In this paper, we experimented to look for the best mobile game time to alleviate the stresses of university students as follows. First, we chose 16 people which have more stress load than the average student through stress tests by the basic diagnosis questionnaire. Second, we did total eight experiments on the stresses of the subjects in the study. That is, the experiment was carried out once before the test, 6 times for the mobile game (60 minutes), and once before the experiment. Third, we did T-test and multivariate analysis on the collecting data. As a result, it is proved that the mobile game for about 20 minutes could derive the effect on reducing stresses.
        4,000원
        220.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 서울·경기지역 초등학생 학부모를 대상으로 식품첨가물에 대한 인식 및 정보요구도를 조사 및 분석하고, 이를 토대로 식품첨가물의 올바른 정보 제공을 위한 학부모 대상 교육용 스마트폰 앱을 개발하여 시범 적용 및 평가를 수행하였다. 식품첨가물에 대한 인식과 정보요 구도를 서울·경기지역 초등학생 학부모 358명을 대상으로 설문조사한 결과, 학부모들은 가공식품 구입 시 `안전성`(40.5%)에 가장 영향을 미치는 것으로 나타났으며, 식품을 구입할 때 제조일자나 유통기한 외에 제일 먼저 확인하는 사항은 `원산지`(35.4%)로 나타났다. 식품 구입 시식품표시사항을 이해하고 구매하는지에 대해서는 `보통이다`(45.1%)와 부정적 응답(15.7%)이 과반수 이상 나타났다. 식품안전에 가장 위협이 되는 요인으로 `식품첨가물`(42.7%)을 가장 많이 선택하였으며, 식품첨가물 중 `표백제 및 발색제` > `보존료` > `색소` 순으로 건강에 위험하다고 응답하였다. 가공식품 구매 시 식품첨가물이 적게 들 어간 것을 선택 하는지에 대해 긍정적 응답(63.1%)이 높은 반면, 가공식품의 식품첨가물 표시 내용 이해 여부에 대해 `보통이다`(49.2%)와 부정적 응답(21.0%)이 과반수 이상 나타났다. 식품첨가물에 관한 교육 및 홍보 필요성에 대해 88.0%가 긍정적 답변을 하였으며, 식품첨가물에 대해 가장 알고 싶은 정보는 `안전성`(74.3%)으로 나타났다. 설문 결과와 연구진의 브레인스토밍을 통해 1강, `식품첨가물이란?`, 2강, `식품첨가물 안전한가?`, 3강, `식품표시를 읽자`, 4강, `식약처의 안전 관리`, 5강 `애니메이션 즐겨보기`로 구성하여 `식품첨가물 바로 알기` 앱을 개발하였다. 개발된 교육용 앱을 서울·경기지역 초등학생 학부모 27명에게 시범 적용하여 교육 전과 교육 후를 비교한 결과, 식품첨가물의 위해성에 대해 `조금 해롭다`(40.74%)에서 `해롭지 않다`(48.15%)로, 식품첨가물에 대해 `잘 모른다`(44.44%)에서 `약간 알고 있다`(59.26%)로, 식품첨가물이 들어있는 가공식품을 안심하고 섭취해도 되는지에 대해 `잘 모른다`(44.44%)에서 `그렇다`(59.26%)로 식품첨가물의 인식이 개선된 것을 확인할 수 있었다. 본 연구를 통해 개발된 교육용 스마트폰 앱 `식품첨가물 바로알기`는 학부모들에게 식품첨가물에 대한 올바른 이해와 부정적 인식을 개선하는 것으로 나타났으며, 이를 활용함으로써 식품첨가물에 대해 효과적인 정보전달 매체로 기여할 수 있을 것으로 사료된다.
        4,200원