• 제목/요약/키워드: 한국미디어패널

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A Study on Influencing Factors of Elderly Consumers' Self-Efficacy in Internet Banking Usage: Exploring Moderating Effect of 60s and 70s (고령 소비자의 인터넷 뱅킹 사용 자기효능감의 영향요인에 관한 연구: 60대와 70대의 비교)

  • Ku, Yoonhye;Yang, Su Jin
    • Journal of Korean Home Economics Education Association
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    • v.34 no.4
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    • pp.77-92
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    • 2022
  • Recently, digital transformation in the financial industry has been accelerated, and it has become an important task to improve the level of utilization of Internet banking by elderly consumers, who are vulnerable to Internet use. Accordingly, this study analyzed 3,101 respondents in their 60s or older from the 11th year of the Media Panel Survey to identify demographic, experiential, and psychological factors that affect the self-efficacy of elderly consumers' usage of Internet banking. The main research findings are as follows. First, gender, education, occupation, and income were identified as demographic variables. Second, the Internet shopping experience was identified as an experiential factor. Also, concerns about information security, digital literacy, and high will for problem-solving were identified as psychological factors. Third, as a result of the moderating effect analysis on whether the experiential and psychological factors have different influences according to the group divided into the 60s and 70s, the effect on self-efficacy in the usage of the Internet was classified by age. The results of this study will be able to enrich the discussions related to the intention to utilize technology among elderly consumers by empirically revealing that there are characteristics that cause differences in financial behavior even within one group called the elderly.

Image Contrast and Sunlight Readability Enhancement for Small-sized Mobile Display (소형 모바일 디스플레이의 영상 컨트라스트 및 야외시인성 개선 기법)

  • Chung, Jin-Young;Hossen, Monir;Choi, Woo-Young;Kim, Ki-Doo
    • Journal of IKEEE
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    • v.13 no.4
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    • pp.116-124
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    • 2009
  • Recently the CPU performance of modem chipsets or multimedia processors of mobile phone is as high as notebook PC. That is why mobile phone has been emerged as a leading ICON on the convergence of consumer electronics. The various applications of mobile phone such as DMB, digital camera, video telephony and internet full browsing are servicing to consumers. To meet all the demands the image quality has been increasingly important. Mobile phone is a portable device which is widely using in both the indoor and outside environments, so it is needed to be overcome to deteriorate image quality depending on environmental light source. Furthermore touch window is popular on the mobile display panel and it makes contrast loss because of low transmittance of ITO film. This paper presents the image enhancement algorithm to be embedded on image enhancement SoC. In contrast enhancement, we propose Clipped histogram stretching method to make it adaptive with the input images, while S-shape curve and gain/offset method for the static application And CIELCh color space is used to sunlight readability enhancement by controlling the lightness and chroma components which is depended on the sensing value of light sensor. Finally the performance of proposed algorithm is evaluated by using histogram, RGB pixel distribution, entropy and dynamic range of resultant images. We expect that the proposed algorithm is suitable for image enhancement of embedded SoC system which is applicable for the small-sized mobile display.

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The Effects of Individual, Family, and Environmental Factors on the Self-Esteem of Adolescents in Korea (개인, 가족, 환경요인이 청소년의 자아존중감에 영향을 미치는 요인)

  • Lee, Choojae;Kim, Soongyu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.659-667
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    • 2019
  • The study examined the effects of individual, family, and environmental factors on adolescents' self-esteem. Individual factors were the adolescents' health status and their leisure activity experiences, while the family factors were families' socio-economic status(SES) and parenting styles. Three environmental factors focusing on the adolescents' school environment were studied, and they consisted of academic attachment, peer attachment, and teacher attachment. The study inquiries were as follows: which individual factors had an effect on the adolescents' self-esteem? Which family factors had an effect on the adolescents' self-esteem? Which environmental factors had an effect on the adolescents' self-esteem? Of all the factors considered in this study, which factors had the greatest effect on adolescents' self-esteem? This study used data from the 3rd Korean Child and Youth Panel survey of Korean students in the first grade of middle school, and the data were analyzed using multiple regression analysis using SPSS 18.0. The results were as follows: the most important factor that have an effect on adolescents' self-esteem was parenting style, while peer attachment, health status, and academic attachment were also found to significantly affect adolescents' self-esteem. In the conclusion, the researchers suggest various strategies based on results of the analysis to improve adolescents' self-esteem.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

The Effects of Environmental Factors on the Multicultural acceptance of Adolescents in Korean Schools (청소년의 다문화 수용성에 영향을 미치는 요인 환경요인을 중심으로)

  • You, Anna;Kim, Soongyu;Lee, Choojae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.1
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    • pp.221-228
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    • 2018
  • The purpose of this study is to examine the environmental factors influencing the multicultural acceptability of adolescents, and to improve the multicultural acceptability of adolescents. This study seek to confirm family environmental factors, school environmental factors, community environmental factors on the multicultural acceptability of adolescents, and provide an alternative to increase the multicultural acceptability of adolescents. This study used data from the first grade of middle school in the Korean child and youth panel data, and a total of 2,278 data were used for analysis. The analysis was done by multiple regression analysis through SPSS 18.0. The results were as follows: the environmental factors shown to significantly affect the multicultural acceptability of adolescents were school factors, such as school adaptation, and community factors, such as community awareness and community consciousness. As a result, it was found that school adaptation, school environment factors, community awareness and community consciousness affect the multicultural acceptability of adolescents. These results suggest that the role of school environment and community environment is important for enhancing the multicultural acceptability of adolescents. In the school environment, various education and programs should be prepared, and in the community environment, it is necessary to strengthen the role of the community and community consciousness.

A Study on a Quantified Structure Simulation Technique for Product Design Based on Augmented Reality (제품 디자인을 위한 증강현실 기반 정량구조 시뮬레이션 기법에 대한 연구)

  • Lee, Woo-Hun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.85-94
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    • 2005
  • Most of product designers use 3D CAD system as a inevitable design tool nowadays and many new products are developed through a concurrent engineering process. However, it is very difficult for novice designers to get the sense of reality from modeling objects shown in the computer screens. Such a intangibility problem comes from the lack of haptic interactions and contextual information about the real space because designers tend to do 3D modeling works only in a virtual space of 3D CAD system. To address this problem, this research investigate the possibility of a interactive quantified structure simulation for product design using AR(augmented reality) which can register a 3D CAD modeling object on the real space. We built a quantified structure simulation system based on AR and conducted a series of experiments to measure how accurately human perceive and adjust the size of virtual objects under varied experimental conditions in the AR environment. The experiment participants adjusted a virtual cube to a reference real cube within 1.3% relative error(5.3% relative StDev). The results gave the strong evidence that the participants can perceive the size of a virtual object very accurately. Furthermore, we found that it is easier to perceive the size of a virtual object in the condition of presenting plenty of real reference objects than few reference objects, and using LCD panel than HMD. We tried to apply the simulation system to identify preference characteristics for the appearance design of a home-service robot as a case study which explores the potential application of the system. There were significant variances in participants' preferred characteristics about robot appearance and that was supposed to come from the lack of typicality of robot image. Then, several characteristic groups were segmented by duster analysis. On the other hand, it was interesting finding that participants have significantly different preference characteristics between robot with arm and armless robot and there was a very strong correlation between the height of robot and arm length as a human body.

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