검색결과

검색조건
좁혀보기
검색필터
결과 내 재검색

간행물

    분야

      발행연도

      -

        검색결과 11

        1.
        2020.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, a survey was conducted among university students (119 men and 134 women) in Chungbuk province using questionnaires to investigate the variables and eating patterns related to the use of food delivery apps. A survey was conducted from March 22, 2019 to April 3, 2019. Of the total respondents, 77.2% reported that they had ordered food at least once using food delivery apps on smartphones. Further, 63.3% of the total subjects had ordered food delivery through smartphone apps once or twice a month, and the most preferred cuisine for food delivery was fast food, followed by Bunsik (Korean street food/snack), western food, and Chinese food. The average satisfaction scorefor food delivery apps was 3.8 points, and the satisfaction score was the highest with the convenient ordering process (4.0), followed by good taste (3.9) and good portion (3.8). The subjects who used smartphone food delivery apps three times or more a month showed a significantly higher frequency of instant food intake (p=0.0132), dining out (p=0.0282), and late-night eating (p=0.0047) than the subjects who ordered food using delivery apps less than three times a month. In conclusion, these study results may be applied as baseline data for dietary education among university students.
        4,000원
        2.
        2017.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was conducted to investigate the nutrition knowledge, dietary attitudes, dietary behaviors, smartphone usagerelated dietary habits, and health-related lifestyles of higher grade students in elementary school according to risk level of smartphone overdependence. Subjects were 286 fifth and sixth grade students of elementary school in the Siheung and Ansan areas. Data were collected using self-administered questionnaires and analyzed using SPSS v. 20.0. Based on scores of S-scale (smartphone overdependence scale for adolescents), subjects who used smartphone were classified into an overdependence group (ODG, n=52) and a normal group (NG, n=234). The ODG showed a significantly longer usage time than NG on both weekdays and weekends (p<0.001). There were no significant differences in total scores of nutrition knowledge between the ODG and NG. Average total scores of dietary attitude and dietary behavior in the ODG were significantly lower than in the NG (p<0.001). There were higher risks of ODG for skipping meals (OR=8.3, 95% CI=4.027-17.099), changing eating speed (OR=4.4, 95% CI=2.209-8.822), and changing meal amount due to smartphone usage (OR=2.9 95% CI=1.233-6.623). Therefore, education programs are needed to ensure proper dietary behaviors and habits among smartphone overdependent elementary school students.
        4,000원
        4.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목 적: 스마트폰 중독 그룹별로 스마트폰을 이용하여 동영상과 e-book 콘텐츠의 각각 다른 자극을 주고 나타나는 조절 기능의 변화를 알아보자 하였다. 방 법: 안과관련 수술 경험이 없고 안질환이 없는 성인 56명을 대상으로 ‘스마트폰 중독 진단 설문’을 실 시해 일반사용자군, 중독위험 군으로 분류하고 스마트폰을 이용해 동영상과 e-book 콘텐츠를 시청하게 한 뒤 조절기능과 자각적 피로도의 변화를 확인한다. 결 과: 동영상 콘텐츠 시청 후 조절반응, 조절력, 조절래그, 음성상대조절력, 양안조절용이성에서 유의한 차이를 보였고(p<0.05) e-book 콘텐츠 시청 후도 조절반응, 조절력, 조절래그, 음성상대조절력에서 유의한 차이를 보였으나 (p<0.05) 두 콘텐츠 간 조절기능의 변화는 유의한 차이가 없었다. 스마트폰 중독 정도가 심할수록 조절기능이 저하되는 경향을 보였고, 스마트폰 시청 후 조절기능이 더 크게 감소하는 경향을 보였다. 결 론: 다양한 콘텐츠의 자극과 상관없이 스마트폰 사용은 조절기능의 변화를 가져온다. 스마트폰 중독 정도가 심할수록 조절기능이 저하되는 경향을 보였고, 스마트폰 사용 후 더 크게 감소하는 경향을 보였다. 지속적인 중독위험군 선별로 스마트폰 중독이 다른 양안시 기능에 어떤 영향을 미치는지 추후 연구가 필요 할 것으로 사료된다.
        4,000원
        5.
        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
        6.
        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
        7.
        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
        8.
        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
        9.
        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
        10.
        2020.09 KCI 등재 SCOPUS 서비스 종료(열람 제한)
        The development of mobile Internet services allows more consumers to adopt smartphones as their primary communication device. This study focused on the application of the Technology Acceptance Model (TAM) to determine the willingness of batik and textile craftsmen to use smartphones. The population of this study was batik and textile craftsmen in the Bayat, Klaten, Central Java, Indonesia. A total sample of 243 people had answered 30 questions on the questionnaire with a 5-point Likert scale. The results of data analysis using GSCA software showed that, from eight hypotheses proposed, two hypotheses had not been supported. Technical support was not significant for the ease-ofuse. It is because the damage experienced can be easily resolved by a repair shop. The findings reinforce the importance of training during the implementation of new technology. This training can make the users understand how to use new technology. The findings of this study strengthen the theory of TAM. Management support further influences the usefulness. This finding supports the theory of Igbaria technology acceptance. However, social influence did not significant influence the usefulness. This was because this study was conducted when the smartphone was no longer said to be a new technology.
        11.
        2011.12 KCI 등재 서비스 종료(열람 제한)
        최근 스마트폰 사용자의 급격한 증가는 스마트폰게임 시장의 큰 성장을 가져왔으며 고 부가가치 시장으로서의 입지를 굳히고 있다. 이에 새롭게 부각되는 스마트폰게임에 대한 다각적인 연구가 야기되고 있으나 기존 연구가 스마트폰 이전의 휴대폰을 대상으로 연구가 대부분 이루어져 스마트폰 중심의 새로운 확장 연구가 필요한 실정이다. 따라서 선행연구를 통해 도출한 스마트폰게임의 구매영향요인을 토대로 구매의도, 구매행동, 만족, 추천, 지속사용 간의 영향관계를 알아봄으로서 추천과 지속사용에 영향을 미치는 핵심 요인을 도출하고자 하였다. 이를 위해 스마트폰 사용자 커뮤니티 등을 통해 수집한 설문응답자료 293부를 분석에 이용하였으며 변인들 간의 영향관계 분석에 이점을 가진 구조방정식 모델을 채택하였다. 본 연구를 통하여 얻은 핵심 요인들은 차후 스마트폰게임 관련 비즈니스 시장에서 좀 더 효율적으로 개발을 수행하고 보다 가시적인 성과를 거둘 수 있는 유용한 시사를 제공해 줄 수 있을 것이다.