• Title/Summary/Keyword: 스마트폰 정책

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Studying a Regulation for Real-time Broadcasting Services in Smartphone - the Case of CJ's Tving Service (스마트폰에서 제공되는 실시간 방송서비스 규제방안에 관한 연구 - CJ 티빙서비스를 중심으로)

  • Lee, Chi Hyung;Park, Seong Won
    • Journal of Internet Computing and Services
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    • v.13 no.6
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    • pp.25-32
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    • 2012
  • There is a growing controversy on whether and how to regulate real-time broadcasting services carried on smartphone. Some advocates strict regulation on them but the others minimal regulation. This study aims to suggest guiding rules for how to regulate broadcasting services in smartphone. For this, the study interviewed fourteen (14) executives of broadcasting companies, content providers, policy research center and regulatory body. The analysis indicates that linear channel service in smartphone is similar in form to traditional broadcasting but they should not be regulated at this moment. The supporting reasons are 1) regulating them is technically not effective, 2) they were already regulated in their primary service platforms, 3) they don't have a significant impact on a society. Consequently, the study suggests that the service providers are categorized as value added common carriers as defined in the Telecommunication Business Act.

Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.379-386
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    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.

The Relationships among Smart phone Use Motivations, Addiction, and Self-control in Nursing students (일 대학 간호학과 학생의 스마트폰 이용 동기, 중독과 자기 통제력의 관계)

  • Cho, Meekyung
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.311-323
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    • 2014
  • The purpose of this study was to identify the relationships among smart phone use motivations, addiction, and self-control in nursing students. Data were collected from June 10-18, 2013. Smart phone use motivations and addiction showed significant differences according to sex, record. Smart phone high-risk users got high-score in use motivations especially entertainment/leisure, service, and functionality, and low-score in self-control. The factors affecting smart phone addiction were record, tolerance, abstinence, difficulty of daily living, and aim for virtual world which accounted for 88.2%. Also factors affecting addiction were entertainment/leisure, flaunt/trend which accounted for 12.9%. In conclusion, smart phone use motivations was correlated positively with addiction, while addiction was correlated negatively with self-control. Therefore more positive and desirable ways of smart phone use, and plans for improvement of self-control should be studied.

Factors Affecting Smartphone Usage Time according to Subjective Happiness of adolescents (청소년의 주관적 행복에 따른 스마트폰 사용 영향 요인)

  • Moon, Weon-Hee;Kwon, Myoungjin
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.507-516
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    • 2022
  • The purpose of this study was to examine the factors influencing on the smartphone usage time according to the happiness perceived by adolescents. This study underwent the approval procedure for using the raw data of the 13th (2017) Adolescents' Health Behavior Online Survey through the homepage of Korea Centers for Disease Control and Prevention and selected 54,603 persons of 12-18 age groups as subjects of the study. The analysis was performed after generating a complex sample plan file by assigning weights using the IBM SPSS 23.0 program. There were significant differences in general characteristics and physical & psychological characteristics according to the use of the smartphone in the happy group and the unhappy group (p<.05). And there was a statistically significant difference in factors affecting smartphone usage time between the group of adolescents who perceived as happy and the group who perceived themselves as unhappy. It is necessary to improve the quality of life by increasing the level of happiness through the correct use of smartphones among adolescents.

Smartphones Study of the Determinants of Customer Satisfaction (스마트폰의 고객만족 결정요인에 관한 연구)

  • Choi, Seung-Il;Kim, Dong-Il
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.255-262
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    • 2013
  • Modern smart phone on the Determinants of Customer Satisfaction Analysis In this study, the future should be the basis for the development of products to meet customers' phone makers smart. Were the factors that affect the study design, size, and ease of use of the screen, a pandemic, the application of the five items on the customer satisfaction. Customer satisfaction to determine the difference between the factors in the manufacturers appeared to be factors in the design, size, ease-of-use of the screen, after-sales service, durability, pandemic, brand awareness, and application.

Design and Implementation for Augment Reality Application Using Open Source (오픈소스를 활용한 증강현실 어플리케이션 설계 및 구현)

  • Cha, Tae-soo;Kim, Jong-bae;Shin, Yong-tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.538-541
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    • 2014
  • With the increased market demand for advanced specifications in smart phones, smart phones that have functions with wireless communications with high speed, cameras with high pixel and with high graphic processing ability have appeared. Furthermore, as traditional Augmented Reality technology has been practicable in mobile devices, many application's use AR technology, so AR's portability has been increased. But application with AR technology, which was implemented in smart phones has created capacity issues as applications are taking up a large portion of the memory capacity of phones. This research designed and implemented optimized AR technology by Mixare, AR open source, to solve such problems. As a result, I assured that there has been a decrease in application's memory used on the basis of mobiles.

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A Proposal on the Service Usage Context information based Extended Security Policy Framework in BYOD, Telework Environment (BYOD, 스마트워크 환경에서 확장된 이용 상황정보 기반 보안 정책 구조 제안)

  • Park, Hyun-Seung;Kang, Dong-Wan;Im, Chae-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.375-378
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    • 2014
  • 예전 기업 그룹웨어 환경은 기업 소유의 기기을 활용하는 사내에 출근한 직원들 대상으로만 서비스 하였다. 그러나, 스마트폰 보급이 확대되면서 사외에서 기업내부로 접근하여 그룹웨어 등을 활용할 수 있는 스마트워크 서비스가 발전하였다. 또한 사내로 반입된 개인 소유 단말 기기가 그룹웨어 서비스를 접속할 수 있는 BYOD 도입 기업들이 증가하고 있다. BYOD, 스마트워크 환경에서 기기 접속 위치, 시간 등 다양한 접속 상황을 활용한 보안정책 관리 구조를 연구하였다. 본 논문에서는 서비스 접속 이후 보안에 취약한 서비스 접근 상황정보 중심 보안정책의 한계를 개선하기 위하여 서비스 웹/DB 서비스 이용 상황정보 기반 보안정책 구조를 제안한다.

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The Effects of Smartphone Addiction on Nursing Students' Adaptation to College Life : Focusing on Mediation Effect of Social Support (간호대학생의 스마트폰 중독이 대학생활 적응에 미치는 영향 : 사회적지지의 매개효과를 중심으로)

  • Park, Ju Young;Park, Seong En;Park, Min Jo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.1
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    • pp.218-229
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    • 2018
  • The purpose of this study was to provide basic data on smartphone addiction intervention as well as college adaptation education and policy development by confirming the mediating effect of social support in relation to the effect of smartphone addiction on college life adaptation in nursing college students. The subjects of this study were 173 students who agreed to participate in this study among 4-year nursing college students in D city. The collected data were analyzed by descriptive statistics, One-way ANOVA, Pearson's Correlation, Hierarchical Multiple Regression, and Sobel test using the SPSS 23.0 statistical program. In the results, the number of subjects showing smartphone addiction was 47 in the high risk group, 29 in the potential risk group, and 97 in the general group, and the average level of adaptation to college life in the smartphone addiction group was statistically lower as the level of addiction increased. The average social support level of the smartphone addiction group was not significant. There was a negative correlation between students' adaptation to college life and smartphone addiction (r=-.34, p<.001) and a positive correlation with social support (r=.38, p<.001). Social support showed a significant negative correlation with smartphone addiction (r=-.17, p=.023). Moreover, social support was partially mediated. Based on the results of the study, it was found that social support and related college policies are needed to improve students' adaptation to college life.

Study of GUI design convergence guideline for the users of aged generation (고령화 세대의 스마트폰 사용자를 위한 GUI 디자인 융복합 가이드라인 연구)

  • Jeon, In-Kyu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.323-331
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    • 2015
  • 21st Century is getting into Super aging society worldwide basis. Among those population, silver(aged) generation users' physical condition, such as sight, hearing and body, is getting older, especially sight ability which processes 80% of input data, it requires us studying new smartphone GUI designs convergence for the elderly. In light of this social phenomenon, this study suggests smartphone GUI designs convergence guideline for the silver generation through the research of text, icon which are basic elements of smartphone GUI with proper visual attributes. I had inferred UX designs, expert group and evaluation categories from existing papers, related books and designed some displays for the survey. I also offered this guideline with the deep survey of 101 people over 65 years old.

A Study on Network Strategy for Smart Society by Analysis of Spatial Information Technology Trends (공간정보기술 동향 분석을 통한 스마트사회 네트워크 전략에 관한 연구)

  • Kang, Young-mo;Kang, Chan-woo;Han, Kyeong-seok;Kim, Jong-bae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1411-1418
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    • 2015
  • Currently, the previous studies on the concept, configuration, and system regarding spacial information policies show the little progress. However, these studies only propose the basic structure system in terms of a policy theory, seeking and suggesting the basic concept to establish spacial information policies. In the shift of a new paradigm from a PC-based paradigm that began in the mid-2000s to the current smart society based on mobile devises, such as smart phones, this study thus reviewed the strategic direction of the propulsion to establish the desired future strategy for the spatial technology policy with spatial information system that can influence the future national competitiveness of Korea. The results of this study is expected to be used to analyze a variety of issues and technological changes on geospatial intelligence at the global level and to support the establishment of a road-map for policies and research & development on domestic geospatial information.