• 제목/요약/키워드: Fitness APP

검색결과 17건 처리시간 0.021초

혈액투석 대상자를 위한 스마트폰 앱 기반 운동프로그램 개발 및 효과 (Development and Effects of Smartphone App-Based Exercise Program for Hemodialysis Patients)

  • 기은정;소향숙
    • 대한간호학회지
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    • 제50권1호
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    • pp.52-65
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    • 2020
  • Purpose: To examine the effects of a smartphone application-based exercise program on self-efficacy expectations (SEE) and outcome expectations regarding exercise (OEE), physical fitness, activity level, physiological indices, and health-related quality of life in a sample of hemodialysis patients. Methods: A quasi-experimental control group pre-test post-test design was used. Subjects were recruited from two university hospitals in G city. The subjects were assigned randomly by coin toss: 33 participants to the experimental group and 30 to the control group. A literature review and the self-efficacy theory were used to develop the smartphone program. Experts designed and verified the program to be userfriendly and in consideration of user interaction. Data were collected through a self-report pre-test post-test questionnaire and online medical records. Results: In the experimental group, the levels of physical fitness and physical activity were significantly improved post-test, but the scores on health-related quality of life and the physical indices did not improve. In the experimental group, the SEE and OEE post-test scores were also significantly higher than the pre-test scores, but the control group's scores did not change. Conclusion: The smartphone application-based exercise program based on self-efficacy theory significantly improved the level of physical fitness and activity, SEE, and OEE for hemodialysis patients. The use of this application-based exercise program for hemodialysis patients might be an effective nursing intervention tool for improving SEE, OEE, level of physical fitness, and physical activity.

운동/피트니스앱 속성이 앱 활용에 미치는 영향: 자기결정성 이론을 기반으로 한 융복합적 관점에서의 탐구 (The effect of Attributes of Exercise/Fitness Apps on App Usage: A Convergence Perspective Based on the Self-Determination Theory)

  • 최정화;박동진;노기영
    • 디지털융복합연구
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    • 제13권6호
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    • pp.327-339
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    • 2015
  • 본 연구는 1)개인의 운동/피트니스 앱 속성에 대한 인식과 2) 운동/피트니스 행위에 대한 동기가 앱에 대한 유용성 인식 및 앱 활용에 어떠한 영향을 미치는지 살펴보았다. 운동/피트니스 앱을 이용하는 20-30대 남녀 323명을 대상으로 조사한 결과, 기본심리욕구를 충족시킬 수 있는 앱의 속성이 이용자들로 하여금 앱의 유용성을 인식하도록 만드는 중요한 요인인 것으로 나타났다. 즉, 사용하고 있는 운동/피트니스 앱이 자율성 및 유능성 관련 속성을 갖고 있다고 인식할수록, 해당 앱을 더욱 유용하게 평가하는 경향이 있었다. 관계성 관련 속성 인식은 앱 유용성 인식에 주효과는 없는 것으로 나타났으나, 개인의 운동에 대한 자율적 동기와 상호작용효과가 나타났다. 또한 이들 기본심리 욕구와 관련된 속성에 대한 인식은 인식된 유용성을 통해 간접적으로 앱 활용에 영향을 미치는 것으로 나타났다. 건강앱이라는 정보기술을 심리 및 보건학의 융복합적 관점에서 연구한 본 연구의 이러한 결과는 건강앱 개발 및 평가에 관한 실무적 함의를 제공한다.

골프 어플리케이션(App)특성이 소비자 몰입증진과 소비행동에 미치는 영향 : COVID-19중심으로 (The effect of golf application characteristics on consumer immersion enhancement and consumption behavior : Changes in fitness after Covid-19)

  • 임영삼
    • 한국응용과학기술학회지
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    • 제38권5호
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    • pp.1255-1264
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    • 2021
  • 본 연구는 코로나-19 환경에서 소비자가 인식하는 골프 어플리케이션(App)특성이 몰입정도와 소비행동에 관하여 인과 관계(SEM)를 적용하여 골퍼들이 인식하는 어플리케이션 서비스를 탐색하고, COVID-19 이후 골프산업을 예측하기 위한 기초자료를 제공하고자 하였다. 이를 위해 2021년 6월 1일 ~ 8월 10일까지 표본계획에 의해 모바일 서베이(URL)를 사용하여 총 235명을 분석에 사용했다. 결과를 도출하였다. 첫째, 어플리케이션의 이동성, 신뢰성 특성이 몰입증진에 통계적으로 유의미한 정(+)의 영향을 미치는 것으로 가설이 채택되었다. 둘째, 몰입증진은 소비행동에 통계적으로 유의미한 정(+)의 영향을 미치는 것으로 가설이 채택되었다. 마지막으로 어플리케이션의 정보성, 이동성 특성이 소비행동에 통계적으로 유의미한 정(+)의 영향을 미치는 것으로 가설이 되었다.

바코드 스캐닝을 활용한 웨어러블 장보기 앱 (Wearable Shopping App using Barcode Scanning)

  • 김성수;이연학;김정민;노웅기
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2015년도 춘계학술발표대회
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    • pp.712-713
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    • 2015
  • IoT (Internet of Things)가 차세대 기술로 각광을 받으면서 않은 IT 전문인들이 대표주자인 웨어러블 디바이스(wearable device) 의 활용도에 많은 관심을 기울이고 있다. 하지만 현재까지 헬스케어(healthcare)와 피트니스(fitness) 서비스 중심으로 구성되는 등 다양성을 갖지 못하고 있다. 본 논문에서는 스마트 위치를 이용하여 장보기에 다양한 편리성을 제공하는 라이프스타일 관련 웨어러블 어플리케이션을 제안한다. 바코드 스캐닝 기능을 통하여 구매한 제품에 대한 정보를 자동으로 검출하여 가계부를 작성한다. 또한 고객에게 현재까지의 구매 내역에 기반하여 최적의 추천상품 목록을 구성하는 서비스도 제공한다.

Adopting Production System in Cognitive Psychology to Improve the Extraction Process of Persuasive Design Characteristics for Healthcare-related Applications

  • Zhang, Chao;Wan, Lili
    • 한국정보시스템학회지:정보시스템연구
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    • 제27권3호
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    • pp.25-42
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    • 2018
  • Purpose The purpose of this study focused on adopting production systems in cognitive psychology to improve the extraction process of persuasive design characteristics for healthcare-related mobile applications. Design/Methodology/Approach A research approach with four stages was developed. We developed and updated the evaluation guideline for persuasive design characteristics (PDC). We tried to summarize and analyze each of 28 PDC and prepared related production rules. Verification process for both guideline approach and production system approach were performed. Top one hundred apps from both medical category and health and Fitness category were selected and evaluated by two approaches. By comparing the results of the two approaches, we tried to explain the improvement and reliability of introducing the production system in the PDC extraction process. Findings Based on the updated guideline for healthcare-related mobile applications, a production system in cognitive psychology was developed. By comparing the PDC extraction results by two approaches, production system showed a better improvement for evaluation precision and efficiency for decision-making process. The findings of this study can be used for researchers and app developers to apply production system to analyze, evaluate, and develop better healthcare-related apps with persuasion.

A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • 한국컴퓨터정보학회논문지
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    • 제21권1호
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

디지털 인체 계측 방법의 유형 및 특성 (Types and Characteristics of Digital Anthropometric Methods)

  • 김리라
    • 패션비즈니스
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    • 제25권5호
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    • pp.88-98
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    • 2021
  • In this study, the characteristics of digital anthropometric methods were determined with case studies. These methods were broadly classified into two categories: non-wearable and wearable. Then, these categories were further classified into four types: 3D Scanning, mobile app, smart clothing, and smart tool Among the non-wearable types, the "3D scanning" technique was based on the use of 3D hardware equipment. With this technique, the body shape was measured and the internal body information was obtained. Therefore, it is used in fields of healthcare and fitness. Among the wearable types, "Smart clothing" involves a special clothing that measures human body and a smartphone application. Both the components are linked to a fashion platform, which is based on the measured sizes that help shoppers. The "Smart tool" has the characteristic of measuring only with smart tools and smartphone applications; it does not involve the measurement of images. The common advantage of digital anthropometric methods are as follows: they reduce the time and cost of measurement by enabling self-measurement. Moreover, simple measurements are used to determine the size of anthropometry. Thereafter, it accumulates this data to track the continuous changes in size. From an industrial point of view, digital anthropometric technology should be used to increase sales. The on-demand market can be expanded as global consumers would throng the Korean fashion market. For the consumer, an avatar should be created to fit the user's size. This would provide a fun experience to the user.