This study aims to research the use of smart devices of infants and preschool children, and their mothers' perception about it. Moreover, the goal of this study is to collect preliminary data about problems from the use of smart devices, and to prevent the problems. Therefore, the questions of inquiry for this study are: 1. How do infants and preschool children use smart devices? 2. How do mothers perceive their children using smart devices? Four hundred and forty mothers, who send their child to a day-care center or kindergarten in Busan, participated in this research and data among 397 of them were analyzed using PASW 18.0 program. The answers to a multiple-choice question were converted into a frequency and percentage. To verify the difference of factors, Chi-squared Test and One-way Analysis of Variance methods were used. The following are findings of this study: 1. Most of the families owning smart devices allow their children to use a smart device when children want it, and children use it for entertainment purpose before their bedtime. Children start to use a smart device mostly around the age of 4. Compared to girls, boys spend a longer time on smart devices playing mobile game. In addition, the research indicated that the children of younger mothers tend to use smart devices in earlier ages than the children of elder mothers. 2. Mothers of preschool children have higher perception about the availability of their child using smart devices compare to the mothers of day-care center. However, the research showed that elder mothers have more positive perceptions about all the other five lower factors, (e.g. educational characteristic, entertainment characteristic, design, safety, and smart recognition).
With the development of information technology (IT), various information systems (IS) such as Web-based systems and mobile systems have appeared utilizing different technologies. However, recent studies on IS use and user satisfaction rarely account for technological differences among IS and environmental characteristics where IS are intended to be used. The purpose of this research is to investigate the determinants of the use of Web-based ticketing systems for cultural activities and to empirically validate their relationships. Environmental psychology suggests that human beings respond to external stimuli from environments with their emotions, and their emotional states influence human actions, e.g., IS use in this research. Applying environmental psychology to the use of Web-based systems in the culture and entertainment industry, we propose that web site characteristics first influence a user's internal state of mind (i.e., flow) and then the flow state influences the IS use. Studies related to the state of flow collectively affirm the key role played by the flow construct in shaping individual attitudes and behaviors toward IS. Users' flow states are captured by their shopping enjoyment, perceived behavioral control, and the level of concentration on the IS use. Referring to social presence theory, we have included such web site characteristics as content quality, context of web site, and community quality. In our research model, a second order construct is utilized to represent web site quality, because flow theory suggests that holistic experiences with web-based systems (rather than individual characteristics of the web site) are important in explaining the IS use. Further, we have included trust as another important factor influencing the IS use since business transactions on the web encompass higher uncertainty comparing to offline transactions. In order to test our hypotheses, we have conducted an online survey which results in 1,141 valid responses in the final sample. The data were collected from respondents who have experiences in Internet ticketing systems. Although it was a convenient sample, the sample represents a wide variety of user demographics. Validity and reliability of the research instrument were tested and research hypotheses were examined using PLS Graph 3.0. The results indicate that web site characteristics significantly influence the level of user concentration, user's enjoyment in shopping, and perceived behavioral control. Further, the use of Internet ticketing systems is influenced by users' flow states and trust in the web channel. User satisfaction is turned out to be affected by the use of Internet ticketing systems. Unlike extant research on the relationship between web site characteristics and its use, our study has found that, in the culture and entertainment industry, the impact of web site characteristics on IS use is mediated by a user's flow state. This finding has a practical implication that web site design should include as many features that enhance shopping enjoyment and concentration. Other practical implications of these findings and future research implications are also discussed.
Journal of Korea Entertainment Industry Association
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v.13
no.1
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pp.25-34
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2019
The purpose of this study is to develop a mobile app for mental health self care of university student. User centered design is a research design that applies the subject's needs assessment, analysis, design, development, evaluation, modification and supplement to suit the subjects. In order to manage the mental health of university students, they consisted of four main areas of mental health problems: drinking, sleeping, depression, and stress. It is designed to enable self test content, analysis and notification of inspection results, and management plan for current status of each area. Based on this, I developed an Android based mental health self-care Application. The subject can enter his or her mental health status data to explain the normal or risk level for each result, and the subject can then select the appropriate intervention method that he or she can perform. In addition, we developed a mental health self care calendar that can display the present status of each of the four areas on a day by day basis, and the current status can be expressed in an integrated manner through animations and status bars. The purpose of this study was to develop a mental health self-care app that can be improved by continuous and improved programs.
With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.
This study considered the factor of the adoption of the satellite DMB. This study focus on the TV audience's demographic traits and media usage. The results are follows : 1) the elder-aged group, high-educated group and car driver group have high intention to be subscriber for the satellite DMB service. 2) the white collar group and the middle income group have high intention to be subscriber for the satellite DMB service. 3) the many media use group and the many function use of mobile phone group have high intention to be subscriber for the satellite DMB service. 4) the local TV audience like the entertainment genre in video and audio service and the information genre in data service 5) the local TV audience don't mind of the re-transmission territorial broadcasting by the satellite DMB service.
While numerous On off-line and mobile games have been released in our domestic game market annually, the release of mechanic games in our domestic game market is merely a minority. The marketability of robot-typed mechanic game among our domestic game markets has net been widened. What are the reasons that the robot-typed mechanic game in our domestic games has not been expanded in terms of its users? The purpose of this study is to figure out the reasons why there have been few demands and manufactures of robot-typed mechanic games in domestic market. This study investigate the present conditions of robot-typed mechanic games released domestically and internationally and the reasons for game users' avoiding them through the ranking of sale and popularity. In addition, it analyze three biggest causes such as the absence of planning capability, cultural exclusivism against robots and difficulties in manipulation. Lastly, the study investigate the necessity and importance of robot-typed mechanic games in domestic markets.
Journal of the Korea Institute of Information and Communication Engineering
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v.20
no.12
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pp.2297-2304
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2016
In this study, we designed and developed the virtual reality Exergame using the smart mat and the camera sensor for exercises in indoor environments. For detecting the gestures of a upper body of users, the KINECT camera based the gesture recognition algorithm used angles between user's joint information system was adopted, and the smart mat system including a LED equipment and Bluetooth communication module was developed for user's stepping data during the exercises that requires the gestures and stepping of users. Finally, the integrated virtual reality Exergame system was implement along with the Unity 3D engine and different kinds of user' virtual avatar characters with entertainment game contents such as displaying gesture guideline and a scoring function. Therefore, the designed system will useful for elders who need to improve cognitive ability and sense of balance or general users want to improve exercise ability and the indoor circumstances such home or wellness centers.
The current study categorizes factors of smartphone into three, using KANO model: attractive factors which cause only product satisfaction, must-be factors for dissatisfaction, and one-dimensional factors for both. Based on it, it presents a new model for the effects that smartphone factors have on satisfaction or dissatisfaction. The purpose is to theoretically explain that smartphone factors on which companies and users place a high value can actually affect satisfaction or dissatisfaction. After choosing 15 factors out of 25 which had been selected through literature study, these were divided into attractive, must-be, and one-dimensional ones. 93 out of 109 questionnaires returned were used for analysis. After frequency analysis using SPSS were conducted on the surveys, the factors were grouped, based on KANO table. The grouping results are as follows. Attractive factors include 'expansion slots for external memory, battery desorption, brand awareness, mobile banking and internet telephony'. Must-be ones include 'multi-touch, information security, entertainment, information retrieval, location based service and SNS. Finally, 'screen visibility, size of internal memory, the amount of internal memory, battery life, and response to after-sales service' are classified as one-dimensional factors. A critical finding of this paper is that since the results are different depending on the operating system of smartphones, it must be taken into consideration in studies on smartphones. The wide and rapid spread of smartphones has changed people's lifestyle as well as business environment, which forces companies to compete with each other to adapt to the changed circumstances. In this competitive system, studies on smartphone factors of satisfaction and dissatisfaction are essential for firms to establish a new strategy. From this point of view, the present paper is expected to be a basic material for enterprises not only to develop goods and services that maximize customer satisfaction and minimize dissatisfaction, but also to establish the future business strategy.
Home network service is evolving into a service that can receive contents such as remote education, home automation, remote meter reading and various entertainment anytime and anywhere by connecting all household appliances in home with wired and wireless network. In this paper, an intelligent home gateway installed at home is connected to the mobile communication terminal from the outside to solve the problems of the existing home network and configure and maintain a more efficient and comfortable home network environment for the user, In the window, the login page is activated to confirm the user access authority, and the user proceeds the authentication procedure through own login information. When the normal authentication procedure is performed, the intelligent home gateway maintains only the network connection with the user, and the user presents the intelligent home network system using the RFID which is accessed by the intelligent home network system.
Kim, Jee Yeon;Jeon, Woong Ryul;Lee, Young Sook;Kim, Mi Joo;Jung, Hyun Chul;Won, Dong Ho
Journal of Korea Society of Digital Industry and Information Management
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v.7
no.1
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pp.51-61
/
2011
A smartphone is a mobile phone that offers more advanced computing ability and connectivity than a contemporary basic feature phone. Unlike feature phone, a smartphone allows the user to install and run more advanced applications based on a specific platform. Smartphones run complete operating system software providing a platform for application developers. A smartphone will become the default computing method for many point activities in the not-too-distant future, such as e-mail, online shopping, gaming, and even video entertainment. For smartphone that contains sensitive information and access the Internet, security is a major issue. In the 1980s, security issues were hardly noticed; however, security is a major issue for users today, which includes smart phones. Because security is much more difficult to address once deployment and implementation are underway, it should be considered from the beginning. Recently our government recognized the importance of smartphone security and published several safety tips for using the smartphone. However, theses tips are user-oriented measures. Maintaining the security of a smartphone involves the active participation of the user. Although it is a important users understand and take full advantage of the facilities afforded by smarphone, it is more important developers distribute the secure smartphone application through the market. In this paper we describe some scenarios in which user is invaded his/her privacy by smartphone stolen, lost, misplaced or infected with virus. Then we suggest the security considerations for securing smartphone applications in respect with developers. We also suggest the methods applying domestic encryption algorithms such as SEED, HIGHT and ARIA in developing secure applications. This suggested security considerations may be used by developers as well as users (especially organizations) interested in enhancing security to related security incidents for current and future use of smartphones.
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