• 제목/요약/키워드: 모바일 디자인

검색결과 489건 처리시간 0.028초

Get It Closer: Effect of the Approach-Avoidance Experience on Attitude through a Touchscreen Device (터치스크린을 통한 접근-회피 경험이 태도에 미치는 영향)

  • Jung, Yujin;Kang, Hyunmin;Yun, Munseon;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • 제22권2호
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    • pp.17-28
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    • 2019
  • The touchscreen device is now commonly found in the form of mobile phones, tablet PCs, and other devices. Varied physical and visual experiences can be experienced through touchscreens. This study intended to explore how the physical and visual experiences provided by the touchscreen would affect people through their existing associations of behavior-attitude. Previous studies have found that certain behaviors affect attitudes. In particular, the approach-avoidance behavior has been noted to influence both social and personal attitudes. It was thus deemed necessary to ascertain the approach-avoidance effect exerted by touchscreens on the attitudes of users as the technology is widely used today. Experiment 1 provided an approach-avoidance experience via a touchscreen and demonstrated that touchscreen-based approach-avoidance dragging behavior on the touchscreen can affect a user's preference and purchase intent. It was found that a product that had been approached showed both higher preference and higher purchase intent than a product that had been avoided. Experiment 2 investigated whether a similar effect would occur when only the visual experience of approach-avoidance was provided. The outcome proved that products that had been visually approached had higher scores than products that had been avoided, both in terms of preference and purchase intent. The movement of the arm on the touchscreen (Experiment 1) and the visual perception of the approach-avoidance experience (Experiment 2) were both shown to influence participants' attitudes toward products. The results of this study suggest that the behavior and perception of users may be an important factor in designing touchscreen interfaces for online shopping.

A Study on the Development Direction of Specialized Library in Road Traffic Field (도로교통분야 전문도서관 발전방향 모색에 관한 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Chang, Inho;Ko, Jae Min
    • Journal of Korean Library and Information Science Society
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    • 제53권2호
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    • pp.73-94
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    • 2022
  • This study is a basic research for establishing a mid- to long-term development plan for the library of the Korea Expressway Corporation that can establish the vision and core values of the library and continuously grow by taking advantage of the specialization of the road transportation field in preparation for the 4th industrial revolution and post-corona era. The current state, satisfaction, and demand of the library were conducted for users of the Korea Expressway Corporation, and based on this, a mid- to long-term development plan was proposed. As a result of the research, first, the library of the Korea Expressway Corporation should provide information services to respond to the immediate information needs of its members as a library that supports academic and research activities as well as the comprehensive collection and preservation of related materials as a national road transportation representative library. Second, it is necessary to establish a systematic collection development policy, and it is necessary to collect collections by detailed themes related to road traffic. Third, overall service development is necessary, and Korea Expressway Corporation library homepage and mobile service should be developed. Lastly, space improvement must be made through space reorganization, and it is necessary to expand the usability through the introduction of the latest technology.

Smartphone vs Wearable, Finding the Correction Factor for the Actual Step Count - Based on the In-situ User Behavior of the Two Devices - (스마트폰 vs 웨어러블, 실제 걸음 수 산출을 위한 보정계수의 발견 - 두 기기의 In-situ 활용 행태 비교를 바탕으로 -)

  • Han, Sang Kyu;Kim, Yoo Jung;An, A Ju;Heo, Eun Young;Kim, Jeong Whun;Lee, Joong Seek
    • Design Convergence Study
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    • 제16권6호
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    • pp.123-135
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    • 2017
  • In recent mobile health care service, health management using number of steps is becoming popular. In addition, a variety of activity trackers have made it possible to measure the number of steps more accurately and easily. Nevertheless, the activity tracker is not popularized, and it is a trend to use the pedometer sensor of the smartphone as an alternative. In this study, we tried to find out how much the number of steps collected by the smartphone versus the actual number of steps in actual situations, and what factors make the difference. We conducted an experiment to collect number of steps data of 21 people using the smartphone and wearable device simultaneously for 7 days. As a result, we found that the average number of steps of the smartphone is 62% compared to the actual number of steps, and that there is a large variation among users. We derived a regression model in which the accuracy of smartphone increases with the degree of awareness of smartphone. We expect that this can be used as a factor to correct the difference from the actual number of steps in the smartphone alone healthcare service.

Customer Voices in Telehealth: Constructing Positioning Maps from App Reviews (고객 리뷰를 통한 모바일 앱 서비스 포지셔닝 분석: 비대면 진료 앱을 중심으로)

  • Minjae Kim;Hong Joo Lee
    • Journal of Intelligence and Information Systems
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    • 제29권4호
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    • pp.69-90
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    • 2023
  • The purpose of this study is to evaluate the service attributes and consumer reactions of telemedicine apps in South Korea and visualize their differentiation by constructing positioning maps. We crawled 23,219 user reviews of 6 major telemedicine apps in Korea from the Google Play store. Topics were derived by BERTopic modeling, and sentiment scores for each topic were calculated through KoBERT sentiment analysis. As a result, five service characteristics in the application attribute category and three in the medical service category were derived. Based on this, a two-dimensional positioning map was constructed through principal component analysis. This study proposes an objective service evaluation method based on text mining, which has implications. In sum, this study combines empirical statistical methods and text mining techniques based on user review texts of telemedicine apps. It presents a system of service attribute elicitation, sentiment analysis, and product positioning. This can serve as an effective way to objectively diagnose the service quality and consumer responses of telemedicine applications.

Research on the Direction of Building an Integrated Smart Platform at Construction Sites (건설현장 통합 스마트플랫폼 구축방향에 대한 연구)

  • Yeon Cheol Shin;Yu Mi Moon
    • Journal of the Society of Disaster Information
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    • 제20권3호
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    • pp.620-634
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    • 2024
  • Purpose: This study aims to strengthen the linkage between the construction site and the headquarters, suggest the direction of building an integrated smart platform that can actually be operated and utilized in the field, and effectively implement safety management. Method: Agile methodologies were applied to build a flexible and scalable system through cloud-based and three-tier architectures. Functional requirements were set through an on-site survey, and design and construction were carried out by reflecting personal information protection and legal requirements. Result: The integrated smart platform proposed in this study strengthens the connection between the site and the headquarters to maximize the effect of safety accident prevention and safety management. This system has improved the safety awareness of workers and managers, and has realized more efficient safety management through a unified communication system. Conclusion: In the establishment of an integrated smart platform, it is essential to reflect the characteristics of the site when selecting the development method and establishing the function plan. In the basic design and detailed design stages, it is necessary to establish security measures, design mobile functions, and review device expansion, and consider enterprise-wide safety management, user convenience, and scalability. It is also important to maintain and improve the system, reflect legal requirements, and support the elderly and foreign workers. By strengthening personal information and CCTV security and continuously improving it by reflecting user opinions, it can be expected to activate an integrated smart platform.

Design of a Mechanical Joint for Zero Moment Crane By Kriging (크리깅을 이용한 제로 모멘트 크레인에 적용되는 조인트의 설계)

  • Kim, Jae-Wook;Jangn, In-Gwun;Kwak, Byung-Man
    • Transactions of the Korean Society of Mechanical Engineers A
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    • 제34권5호
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    • pp.597-604
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    • 2010
  • This study focuses on the design of a mechanical joint for a zero moment crane (ZMC), which is a specialized loading/unloading system used in a mobile harbor (MH). The mechanical joint is based on the concept of zero moment point (ZMP), and it plays an important role in stabilizing a ZMC. For effective stabilization, it is necessary to ensure that the mechanical joint is robust to a wide variety of loads; further, the joint must allow the structures connected to it to perform rotational motion with two degrees of freedom By adopting a traditional design process, we designed a new mechanical joint; in this design, a universal joint is coupled with a spherical joint, and then, deformable rolling elements are incorporated. The rolling elements facilitate load distribution and help in decreasing power loss during loading/unloading. Because of the complexity of the proposed system, Kriging-based approximate optimization method is used for enhancing the optimization efficiency. In order to validate the design of the proposed mechanical joint, a structural analysis is performed, and a small-scale prototype is built.

Case Study for the Communication Elements of Branded Contents Ad (Focused on Division of Contents Type) (브랜디드콘텐츠의 커뮤니케이션 기법에 관한 연구 (유형구분을 중심으로))

  • Kim, Jong-Min
    • The Journal of the Korea Contents Association
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    • 제20권4호
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    • pp.295-304
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    • 2020
  • This study analyze the meaning and the characteristic of branded contents ad, one of the leading advertising methods. 10 experts who work for various advertising fields were inteviewed through semi-Structured Interview method and connected the keywords. First, branded contents advertisement can be split into two part, congenital branded contents ad and acquired branded contents ad. Congenital branded contents have a customer process, (Attention-Awareness-Interest-Compromise) and agency process (Combine-Seed-Continuous- Compromise). acquired branded contents ad also have a different customer process (Attention-Interest-Awareness-Compromise) and agency process (Seed-Rootage - Combine- Compromise). 'Combine' stage and 'Compromise' stage is the new features in the branded contents ad and 'awareness'stage also has a different meaning with previous theories.

Implement of The Authoring Tool for WIPI Business Program using UIDL(User Interface Description Language) (사용자 인터페이스 명세 언어를 이용한 위피 비즈니스 프로그램 저작도구 구현)

  • Lee, Dong-Su;Park, Ki-Chang;Kim, Byung-Ki
    • The Journal of the Korea Contents Association
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    • 제9권2호
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    • pp.152-162
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    • 2009
  • At present, Authoring tools, which are used to develop the WIPI applications are less convenient to be coded. Usually, the programming tools only focus on the grammar while scarcity of visualization. Developer forced directly codes all times during the development by this cause. As a procedure for rapid WIPI Application Development, in this paper, WIPI API High Level Component is first visualized, in order words, graphic control is developed. Second this control is used in designing the mobile layout. Then UI Markup Language and source code can be generated automatically. With this view, we propose the JIML(Jlet Interface Markup Language) with UI Markup Language based XML of WIPI Jlet Platform and also present the transformable rule for generation to the WIPI code about WIPI Jlet UI from offered JIML. Also we implement the WIPI Jlet Generation System to make the generation to JIML, WIPI code. The Implemented System provides efficiency when developing WIPI Business Application, and helps to enable rapid development.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • 제13권11호
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

A Study On The Wearable Embedded System Platform (입을 수 있는 내장형 시스템 플랫품에 관한 연구)

  • Yoo, Jin-Ho;Jeong, Hyun-Tae;Cho, Il-Yeon;Lee, Sang-Ho;Han, Dong-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • 제30권12B
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    • pp.831-837
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    • 2005
  • Personal general purpose computer(PC) has been evolved from desktop to portable mobile device such as tablet PC and PDA. Technology innovation on semiconductor have made it possible to package a reasonably Powerful Processor and memory subsystem with advanced input/output devices. At last these subsystems are miniaturized into wearable system. Wearable computer has recently gained attention as the post PC in the ubiquitous environment. Wearable computing becomes more and more feasible and receives growing attention throughout industry and the consumer marketplaces. This paper proposed and developed WPS that has multimedia features and network features as a wearable embedded platform. We explain the form, overall architecture, functions and user applications of this WPS. This paper also discusses the form of next generation computer platform with intuitive user interfaces and well designed applications in the future.