• Title/Summary/Keyword: Smart fitness contents

Search Result 9, Processing Time 0.026 seconds

An Explorative Study on Development Direction of a Mobile Fitness App Game Associated with Smart Fitness Wear (스마트 피트니스 웨어 연동형 모바일 피트니스 앱 게임의 개발 방향 탐색)

  • Park, Su Youn;Lee, Joo Hyeon
    • Journal of Digital Contents Society
    • /
    • v.19 no.7
    • /
    • pp.1225-1235
    • /
    • 2018
  • In this study, as a part of practical and customized smart contents development planning research related to smart fitness contents associated with smart wear that can monitor physical activity, we investigated the potential needs for smart fitness contents through research. As a result, the potential needs for smart fitness contents is 'accessibility to use', 'inducement of interest', 'diverse story line' were derived at the stage of 'before exercise', 'Real - time voice coaching', 'accurate exercise posture monitoring', and 'personalized exercise prescription' were derived at the stage of 'during exercise'. At the stage of 'after exercise', 'substantial reward system', 'grading system', 'body figure change monitoring' and 'everyday life monitoring' were derived. At the stage of 'connection to the next exercise', 'triggering exercise motivation', 'high sustainability' wear derived.

A Study on the Relationship Between Smart Mobile Devices Use and Work Performances of Public Agencies: Focused on verification of the relationship between performances using TAM (공공기관 근무자의 스마트 모바일기기 사용과 업무성과의 관계에 관한 연구: TAM 모형을 활용한 업무성과와의 관계 검증을 중심으로)

  • Lim, Sung-Jin;Han, Kyeong-Seok;Jung, Mi-Ra
    • Journal of Digital Contents Society
    • /
    • v.18 no.7
    • /
    • pp.1465-1474
    • /
    • 2017
  • The study analyzed how the user uses the smart mobile device to assess the effects of the user's acceptance factor and user-factors affecting the work performance of Public Agencies. And Prove that leveraging smart devices can improve your business performance, It was aimed at making strategic recommendations to improve the suitability of smart mobile devices and Tasks. Smart mobile devices User Innovation has affected Usefulness, such as B=.296. p.000, it also affected Perceived Ease-of-Use, such as B=.326, p.000. job fitness has affected Perceived Ease-of-Use, such as B=.261, p.001. Usefulness and Ease-of-Use had a positive affect on work performance. Each of affect on much of B=.382 and B=.488(p.000). At the conclusion, it has been validated that the effects of smart mobile devices user Innovation and job fitness on work performances are mediated by perceived usability and perceived ease of use of the smart mobile device.

Research on Planning and Design of Smart Fitness Wear for Personal Training Improvement (퍼스널 트레이닝 효과 향상을 위한 스마트 피트니스웨어의 상품기획 및 디자인 방향 연구)

  • Jung, Chanwoong;Kwak, Yonghoo;Park, Seoyeon;Lee, Joohyeon
    • Science of Emotion and Sensibility
    • /
    • v.20 no.3
    • /
    • pp.97-108
    • /
    • 2017
  • The purpose of this study was to propose a product planning and design direction for smart fitness wear that will improve the impact of personal training based on researching the requirements of smart fitness wear and its acceptance level, as well as the functional demand. The study conducted in-depth interviews with professional fitness trainers and derived five categories and thirteen keywords by analyzing the categorical data analysis using the interview data. In addition, we surveyed general consumers to measure the acceptance level of smart fitness wear and the functional demand for product development. The results revealed that the difference in the acceptance level of smart fitness wear generally depended on the characteristics related to exercise involvement and exercise-related culture rather than on the demographic characteristics. With regard to the difference in the functional demand of smart fitness wear, the results showed that professional trainers focused on the scientific improvement of the effect of exercise while general consumers focused on the function that considers the sustainability of exercise. Based on the results, we proposed product planning and design directions such as 'mounting of heart rate sensing, muscle activity sensing, motion angle or posture sensing, and motion sensing', 'development of concepts and contents for expert line, ordinary line', 'compression wear design', and 'differentiation of product development according to exercise areas'.

A Study on Factors Affecting the Intention of Using IoT-Based Fitness Tracker (IoT기반 피트니스 트래커의 사용의도에 영향을 미치는 요인에 관한 연구)

  • Cho, Dug Yun;Han, Kyeong Seok
    • Journal of Digital Contents Society
    • /
    • v.19 no.9
    • /
    • pp.1717-1726
    • /
    • 2018
  • This study is for looking into Factors affecting the Intention of using about Fitness Tracker based on IoT by Flow Theory and UTAUT Model. The independent variables of the IoT-based fitness tracker have been selected as Challenge, Skill Factors used in the Flow experience theory and selected the personal characteristics of health perception, enjoyment, Social Influence, and Facilitating Conditions. In addition UTAUT theory was used as parameter of Performance Expectancy and Effort Expectancy and intention of Use behavior was selected as a dependent variable. For verifying research hypothesis, This study collected 126 surveys data and carried out a statistical analysis by Smart PLS. The result shows that new Flow Experience and Personal Characteristic Factors with key variables in the UTAUT Model affect significantly to Intention of using about Fitness Wearable environment based IoT.

Development of Contents For Building Construction Education Using Smart Media and Utility Verification of the Contents (스마트 미디어를 활용한 건축시공 교육 콘텐츠 개발 및 효용성 검증)

  • Yun, Ji-In;Kim, Taek-Jung;Choi, Yoon-Ki
    • Korean Journal of Construction Engineering and Management
    • /
    • v.19 no.3
    • /
    • pp.23-32
    • /
    • 2018
  • As the size of the construction industry becomes larger, there are many tries to change the construction education for growing the pre-engineering who has many directly experience. However, architectural construction education, which requires a lot of practical understanding, is still limited to educational textbooks and field trips. Therefore, this study proposed the development of educational contents which can indirectly experience by combining smart media such as time-lapse, video and animation. Also, we verified the effectiveness of contents developed based on usability, practicality(fitness of education), necessity, possibility of commercialization. We will contribute to enhance the effectiveness of education through building construction education contents that take advantage of contents based on this.

Hand Gesture Segmentation Method using a Wrist-Worn Wearable Device

  • Lee, Dong-Woo;Son, Yong-Ki;Kim, Bae-Sun;Kim, Minkyu;Jeong, Hyun-Tae;Cho, Il-Yeon
    • Journal of the Ergonomics Society of Korea
    • /
    • v.34 no.5
    • /
    • pp.541-548
    • /
    • 2015
  • Objective: We introduce a hand gesture segmentation method using a wrist-worn wearable device which can recognize simple gestures of clenching and unclenching ones' fist. Background: There are many types of smart watches and fitness bands in the markets. And most of them already adopt a gesture interaction to provide ease of use. However, there are many cases in which the malfunction is difficult to distinguish between the user's gesture commands and user's daily life motion. It is needed to develop a simple and clear gesture segmentation method to improve the gesture interaction performance. Method: At first, we defined the gestures of making a fist (start of gesture command) and opening one's fist (end of gesture command) as segmentation gestures to distinguish a gesture. The gestures of clenching and unclenching one's fist are simple and intuitive. And we also designed a single gesture consisting of a set of making a fist, a command gesture, and opening one's fist in order. To detect segmentation gestures at the bottom of the wrist, we used a wrist strap on which an array of infrared sensors (emitters and receivers) were mounted. When a user takes gestures of making a fist and opening one's a fist, this changes the shape of the bottom of the wrist, and simultaneously changes the reflected amount of the infrared light detected by the receiver sensor. Results: An experiment was conducted in order to evaluate gesture segmentation performance. 12 participants took part in the experiment: 10 males, and 2 females with an average age of 38. The recognition rates of the segmentation gestures, clenching and unclenching one's fist, are 99.58% and 100%, respectively. Conclusion: Through the experiment, we have evaluated gesture segmentation performance and its usability. The experimental results show a potential for our suggested segmentation method in the future. Application: The results of this study can be used to develop guidelines to prevent injury in auto workers at mission assembly plants.

A Study on the Change of Competition Factors According to Diffusion Stage - Focusing on the Case of Tablet and Notebook PCs (확산단계에 따른 경쟁요인 변화 연구:Tablet과 노트북 사례를 중심으로)

  • Seo, Young-Il;Jang, Joon-Kyu;Lee, Zoon-Ky
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.128-137
    • /
    • 2015
  • Going through rapid changes, the field of information technology (IT) has launched many innovative products. Some of those products have spread, forming a stable market, whereas others have disappeared. The purpose of the study is to purpose a theoretical model to show changes in the importance of competition factors over the three stages. Our study applied the innovation adoption stage model of the Innovation Diffusion Theory (IDT) to the industry life cycle of the Industry Life Cycle (ILC) Theory resulting in three stage of introduction, growth, and maturity, and defined a model of market characteristics according to time. By using the model, we analyzed the case of notebook computers and tablet and checked the fitness of the model. Results show that five competition factors worked differently according to time. In the introduction stage, relative functionality and relative playfulness are important competition factors. In the growth stage, compatibility is added to those two factors. In the last maturity stage, compatibility, complexity, and cost level are important competition factors.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
    • /
    • v.22 no.1
    • /
    • pp.23-34
    • /
    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

Study on the Relationships Among Perceived Shopping Values, Brand Equity, and Store Loyalty of Korean and Chinese Consumers: A Case of Large Discount Store (한국과 중국 소비자의 쇼핑 경험가치 지각과 브랜드자산 및 점포충성도의 관계에 관한 비교 연구: 대형 할인점을 중심으로)

  • Hwang, Soonho;Oh, Jongchul;Yoon, Sungjoon
    • Asia Marketing Journal
    • /
    • v.14 no.2
    • /
    • pp.209-237
    • /
    • 2012
  • 1. Research Purpose Consumers rely on various clues to evaluate their decision to patronize a retail store, and store brand is one of them (Dodds 1991; Grewal et al. 1998). As consumers find ever increasing variety of contact points connecting them to specific store, the value of experiential shopping as a means of increasing store's brand equity warrants greater attention from scholars of retail management. Retail shopping values are credited for creating not only cognitive experiences like brand knowledge but also emotional experiences such as shopping pleasure and pride (Schmitt 1999). This may be because today's consumers place emphasis on emotional values associated with shopping pleasure, lifestyle brought to life, brand relationship, and store atmosphere more than utilitarian values such as product quality and price. Many previous literature found this to be true (Ahn and Lee 2011; Mathwick et al. 2001). This brings forth important research issues and questions regarding the roles of shopping experiential values and brand equity with regard to consumer's retail patronage choice. However, despite this importance, research on this area remains quite inadequate (Hwang 2010). For this reason, this study aims to verify the relationships among experiential shopping values, retail store brand equity and tries to link that with customer loyalty by surveying large-scale discount store shoppers in Korea and China. 2. Research Contents In order to carry out the research objective, this study conducted comprehensive literature survey on previous literature by discussing major findings and implications with regard to shopping values and retail brand equity and store loyalty. For data collection, researcher employed survey-based research method where data were collected in two major cities of Korea (Seoul) and China (Bejing) and sampling frame was based on patrons of large discount stores in both countries. Specific research questions raised in this study are as follows; RQ1: How do Korean and Chinese consumers differently perceive of shopping values regarding shopping at large-sclae discount stores? RQ2: Are there differences in consumers' emotional consumption propensities? RQ3: Do Korean and Chinese consumers display different perceptions of brand equity towards large-scale discount stores? RQ4: Are there differences in relationships between shopping values and brand equity for Korean and Chinese consumers? For statistical analysis, SPSS17.0, AMOS17.0 and SmartPLS were employed. 3. Research Results The data collected through face-to-face survey conducted in Seoul and Bejing revealed appropriate data validity and reliability as a result of exploratory/confirmatory factor analysis and reliability tests, andh SEM model yielding satisfactory model fitness. The result of the study may be summarized by three main points. First, as a result of testing differences in consumption dispositions, Chinese consumers showed higher scores in aesthetic and symbolic dispositions, whereas Korean consumers scored higher in hedonic disposition. Second, testing on perceptions toward brand equity of large discount stores showed that Korean consumers exhibited more positive perceptions of brand awareness and brand image than Chinese counterparts. Third, the result of exploratory factor analysis on the experiential shopping values revealed different factors for each country. On Korean side, consumer interest value, aesthetic value, and hedonic value were prominent, whereas on Chinese side, hedonic value, aesthetic value, consumer interest value, and service excellence value were found salient. 4. Research Implications While many previous studies on inter-country differences in retailing area mainly focused on cultural dispositions or orientations to explain the differences, this study sets itself apart by specifically targeting individual consumer's shopping values from an experiential viewpoint. The study result provides important theoretical as well as practical implications for large-scale discount store, especially the impotance of fully exploring the linkage between shopping values and brand equity, which has significant influence on loyalty. Therefore, the specific implications deriving from the result shed some important insights upon the consumption values based on shopping experiences and brand equity. The differences found in store shoppers between the two countries may also provide useful insights for Korean and Chinese retailers who plan to expand their operations globally. Related strategic implications derived from this study is the importance of localizing retail strategy which is based on the differences found in experiential shopping values between the two country groups. Especially the finding that Chinese consumers value consumer interest and service excellence, whereas Koreans place importance on hedonic or aesthetic values indicates the need to differentiate the consumer's psychographical profiles when it comes to expanding retail operations globally. Particularly important will be to pursue price-orienated strategy in China in consideration of the high emphasis on consumer interests and service excellence, but to emphasize the symbolic aspects of brand equity in Korea by maximizing the brand equity associated with aesthetic values and hedonic orientations. 5. Recommendations This study focused on generic retail branded discount stores in both countries, thus making it difficult to tease out store-specific strategies based on specific retail brands. Future studies may benefit fro employing actual brand names in survey questionnaire to verify relationship between shopping values and brand-based store strategy. As with other studies of this nature, this study needs to strengthen the result's generalizability by selecting respondents from a wider spectrum of respondents.

  • PDF