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        검색결과 107

        61.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The N-Screen contents is a kind of emerging technologies to make a new user-experience by integrating multiple devices like smart TVs, personal computers, and smartphones. In the paper, we characterize game design issues of N-Screen based game with smart TV and smartphone and describe the game design issues of 「Beaver Rising」as its case study.「Beaver Rising」is the N-Screen game which developed by our team ans its' game play is similar with a classic game, called「Snake」but it can be played on a smart TV screen while players can control their own beaver characters with their smartphones. We first give a survey of N-Screen games to characterize their properties in the paper. Then, we describe the game play, game design architecture, and user experience of the game,「Beaver Rising」as its case study. Finally, we propose three new properties to make an effective N-screen game with a smart TV and smartphons. The paper will contribute to provide am effective game design guideline when we make a N-screen based game with a smart TV and smartphones.
        4,000원
        62.
        2015.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구의 목적은 청소년의 스마트폰 중독과 마음챙김 명상을 통한 자기조절이 어떠한지 밝히고자 하였다. 스마트폰 중독은 청소년의 전반적인 발달을 저해하고 또래관계나 학교생활에 부적응 문제와 상 관성이 높아 중독의 문제가 시급해서 해결되어야 한다는 사회적 인 식이 확대되고 있다. 이러한 중독의 문제는 청소년의 습관적이고 타 성적인 자동조절상태의 문제로 자신의 생각과 행동을 알아차림하지 못하는 것에서 기인한다고 볼 수 있다. 마음챙김은 매 순간 몸과 마 음에서 일어나고 있는 생각과 행동, 감정을 판단하지 않고 있는 그대 로 알아차리고 수용하는 수행법으로, 스스로를 조절하게 돕는 것이 며 지속적으로 자기를 관찰함으로써 스마트폰 과다사용을 조절할 수 있다. 청소년의 특성에 맞는 마음챙김 수행법으로는 호흡을 관찰하 여‘지금-여기’에 집중하여 자신의 행동을 조절하는 호흡명상과 걷 고 있는 순간순간을 놓치지 않고 마음챙김하고 집중하는 걷기명상 등 자기조절수행법을 설명하였다. 스마트폰 중독의 문제는 대체적으로 자기조절의 실패에서 조망될 수 있다는 점에서 마음챙김 명상은 꾸준하고 지속적으로 이루어져야 할 것이다. 또한 스마트폰으로 인한 내성, 일상생활 장애, 가상세계 지향 및 스마트폰 사용 중지로 인해 나타나는 금단과 같은 중독의 특 성을 마음챙김 명상을 활용하여 자기조절을 시도해 본다면 그 효과 는 크리라 생각한다. 이에 본 연구의 의의를 둔다.
        6,700원
        63.
        2014.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was conducted to figure the usage status and satisfaction of food-related smartphone applications by generic characteristics and food purchase attributes of Seoul area workers. The results show that health vitality-oriented group, married compared to single, those with higher eating-out expenses possess more food-related applications (p<0.05). The primary reason for the usage of food-related applications was the need for food-related information (53.7%). The highest application subjects in use were restaurant-related information and recipe information. The real-life aid food-related applications utilized most were also restaurant information (60.7%) and recipe information (28.3%). Health vitality-oriented respondents especially turned out to use nutrition information and food functionality information often (p<0.01), and recipes or calories & diet information usage frequency was higher in women than in men (p<0.001). Restaurant-related information were more frequently used by singles, highly educated, and those with high income and eating-out expenses (p<0.05). Satisfaction of food-related applications was normal (3.06), showing that the satisfactory level is not yet high. Satisfaction regarding purchase attributes showed that the health vitality-oriented group (3.19) was more satisfied compared to other groups (p<0.05), and women (3.16) were more satisfied that men (2.89) were (p<0.05). Inconveniences of food-related applications were highest in usage fee (3.29), simplicity of information (3.28), lack of reliability of information and need for update (3.10). The results of this study implies that various subdivisions of food-related applications users should be implemented; at the same time, food-related applications covering diverse subjects that regard each group's characteristics should be developed in order to utilize food-related knowledge and information as a marketing tool in the food industry; this can efficiently be done by paying attention to the quality of information and updates within applications.
        4,200원
        64.
        2014.12 구독 인증기관 무료, 개인회원 유료
        본 연구는 전문대학생의 스마트폰 사용과 가족의사소통, 자기통제력에 대한 연구로 스마트폰 사용과 가족관계 및 스스로에 대한 통제력 및 스트레스를 살펴봄으로 이 연구를 통해서 스마트폰 사용으로 인한 가족과 대인관계 및 스스로에 대한 통제력과 스트레스를 살펴보고 이와 관련된 문제에 대해 나아가야할 방향에 대해 모색하고자한다. 연구결과 전문대학생의 스마트폰 중독에 미치는 영향은 일상생활에서 스마트폰이 차지하는 비중, 가치관 스트레스, 즉각적 만족추구, 부모님과의 대화시간순이었다. 부모님 과의 대화시간이 적을수록, 일상생활에서 스마트폰이 차지하는 비중이 높을수록, 경제적 문제와 가치관으로 인한 스트레스가 높을수록, 즉각적인 만족을 추구할수록 중독위험이 높다고 하겠다. 이러한 연구결과는 전문대학생의 가족과 학교관계 및 대인관계와 스스로에 따른 지원전략과 프로그램이 필요하다고 할 수 있겠다.
        4,900원
        65.
        2014.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        스마트폰의 발전에 따라, 오늘날의 현대인들은 인터넷 뱅킹이나 결제, 금융, 상거래에 이르기까지 생활의 많은 업무들을 스마트폰을 통해 해결하고 있다. 그러나 다른 한편으로는 이러한 스마트폰의 유실에 따른 개인정보 유출 문제가 대두되면서, 사용자들의 불안감 또한 그 어느 때보다 높아지고 있다. 이와 같은 배경 하에, 최근에는 스마트 기기의 잠금장치와 관련한 다양한 보안 시스템 및 기술들이 활발히 개발되고 있는 상황이다. 그러나 잠금장치와 같은 보안기능들은 역설적이게도 사용자들에게 잠금 해제 과정에서의 번거로움과 불편함을 제공하게 된다. 이는 곧 사용자의 편리한 사용이라는 가치와 기기 내 저장 정보 자체의 안전한 유지라는 가치 사이의 상반 관계를 의미하게 된다. 따라서 해당 연구에서는 잠금 해제 과정에서의 안전함과 편리성 사이의 상반 관계를 극복할 수 있는 방법으로 ‘자기은폐성’이라는 개념을 적용하고자 하였다. 또한, 이에 기반을 둔 실험을 통하여, 스마트폰 사용 경험과 향후 사용의도에 대한 측정도 시도하고자 하였다. 결과적으로, 자기은폐성이 적용된 보안기 능은 스마트폰 사용 경험에는 부정적인 영향을 주는 반면, 향후 스마트폰 사용 의도에는 긍정적인 영향을 주는 것으로 나타났다. 이를 통해, 본 연구는 궁극적으로 스마트 기기의 잠금 해제 과정에서 보다 최적의 경험을 제공 할 수 있는 새로운 사용자 경험 디자인 요소를 제시하고자 한다.
        4,000원
        66.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The market of the smartphone game has been changed rapidly which can be seen in the online PC game, ‘SNG’ and became popular among the game lovers. In the same way, ‘Kakaotalk’ has also been appeared suddenly. Therefore, in this research work, we figured out the exploratory factors that affect the intention of use of smartphone users and these effects can help future works on games to those who are doing research on it. In our research method, we reviewed the preceding related researches about the intension of use of smartphone users. Based on these researches, we have extracted factors for suggesting research model and then verified the hypothesis with actual analysis to find out which factors are affecting the intention of use of smartphone game users. The factor and reliability analysis have done in order to examine the validity and reliability of the questionnaires used in this work. As the result, popular genre, character, sequence of hit etc. are affected positively on intention of use of smartphone game users but there are no meaningful effects of game developers. Due to such research, it can be helped to the related game developing academic and industries researchers on intention of use of smartphone games users.
        4,000원
        67.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,300원
        68.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        69.
        2014.07 구독 인증기관 무료, 개인회원 유료
        Based on individuals’ risk perceptions regarding a purchase via smartphone, this empirical work aims at developing a typology of smartphone users. Employing cluster and discriminant analysis, a dataset of 202 young German smartphone users was assessed. To address each of the three emerged clusters in a need-sensitive way, implications for retailers are presented conclusively.
        4,000원
        70.
        2014.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        5,200원
        71.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        72.
        2014.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,300원
        73.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        74.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        첨단교통정보시스템(Advanced Traveler Information System : ATIS) 환경에서 운전자는 최단거리나 최소시간 이외의 다른 기준에 의한 운전경로를 원하기도 한다. 이 연구에서는 최단거리, 최소시간, 최소사고, 최소교차로, 최다차선 등의 다양한 기준을 적용하기 위하여 교통패턴데이터를 이용한 운전자정의 경로안내 App을 구현하였다. 실험을 위한 교통패턴데이터는 3개월 간의 서울시 UTIS (Urban Traffic Information System) 자료로부터 생성하여 서버 DBMS (database management system)를 통해 제공되도록 하였다. 교통패턴데이터에 기초한 운전경로는 클라이언트 측 스마트폰앱에서 표출되며, 서버와 클라이언트 사이의 통신은 중개 미들웨어가 담당하도록 구성하였다. 강남구를 대상으로 한 실험평가에서는 첨두시와 비첨두시 모두 최소사고 경로가 가장 효과적인 것으로 나타났다. 이러한 운전자정의 경로안내는 정보가 제한적인 운전자들에게 유용하며, 스마트기기를 통해 맞춤형정보로 제공될 수 있다.
        4,500원
        75.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study explores how smartphone applications can be used for Russian education. The progresses made in the ICT field, such as smartphones and the wireless Internet, have changed the environment of language education. The rapid development and implementation of smart technology in every aspect of society have led to the generation of the new learning environment called ‘smart learning’, applying those technologies in education. The definition of smart learning, however, is still evolving, while some attempts have been made slightly more in technology-oriented rather than pedagogy-oriented direction. But the importance of smart learning is that it can make it possible for learners to do self-directed learning utilizing ICT. Recently, in particular, smartphones have captured tremendous attention of foreign language teachers and learners as an ideal tool for satisfying new needs of the mobile learning era. Especially, the launch of iphone service has brought in a massive amount of educational applications to the market. Research has shown that many applications for Russian language education have been made in various categories. Despite some problems, using applications in learning the Russian language has bright prospects.
        6,300원
        76.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        77.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        78.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        79.
        2013.05 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to assess the intra-rater test-retest reliability of tibial external rotation angle measurement using a smartphone-based photographic goniometer, DrGoniometer (DrG) compared to a three-dimensional motion analysis system (Vicon). The current study showed an interchangeable method using DrG to measure the tibial external rotation angle in standing knee flexion at . Twelve healthy subjects participated in this study. A rest session was conducted 30 minutes later for within-day reliability and five days later for between-day intra-rater test-retest reliability. To assess the validity of the measurement using DrG, we used a three dimensional motion analysis system as a gold standard to measure the angle of tibial external rotation. Intra-class correlation coefficient (ICC) and the standard error of measurement (SEM) values were used to determine the within- and between- day intra-rater test-retest reliability of using DrG and a three dimensional motion analysis system. To assess validity, Pearson correlation coefficients were used for two measurement techniques. The measurement for tibial external rotation had high intra-rater test-retest reliability of within-day (ICC=.88) and between-day (ICC=.83) reliability using DrG and of within-day (ICC=.93) and between-day (ICC=.77) reliability using a three-dimentional motion analysis system. Tibial external rotation angle measurement using DrG was highly correlated with those of the three-dimensional motion analysis system (r=.86). These results represented that the tibial external rotation angle measurement using DrG showed acceptable reliability and validity compared with the use of three-dimensional motion analysis system.
        4,000원
        80.
        2013.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to assess the influence of the duration of smartphone usage on cervical and lumbar spine flexion angles and reposition error in the cervical spine. The study included 18 healthy smartphone users (7 males and 11 females). We measured the kinematics of the upper and lower cervical and lumbar spine flexion angles and the reposition error of the upper and lower cervical spine after 3 s and 300 s smartphone use in sitting. A paired t-test was used to compare the effects of the duration of smartphone usage on the kinematics of cervical and lumbar spine flexion angles and reposition error. The flexion angles of the lower cervical and lumbar spine and the reposition error in the upper and lower cervical spine were significantly increased after 300 s smartphone of use (p<.05). However, the flexion angle of the upper cervical spine was not significantly different between the 3 s and 300 s smartphone of use (p>.05). These findings suggest that prolonged use of smartphones can induce changes in cervical and lumbar spine posture and proprioception in the cervical spine.
        4,000원
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