• 제목/요약/키워드: Smart-phone Addition

검색결과 279건 처리시간 0.026초

핸드폰 사용이 목과 어깨 근육의 근육활성도와 피로도에 미치는 영향 (The Effect of Using Smart-Phones on Neck and Shoulder Muscle Activities and Fatigue)

  • 박주희;강선영;전혜선
    • 한국전문물리치료학회지
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    • 제20권3호
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    • pp.19-26
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    • 2013
  • The smart-phone has become a necessity for most people. In this study, we determined that using a smart-phone for 20 minutes can cause increased neck and shoulder muscle activities and fatigue. Seventeen healthy male smart-phone users who attended Yonsei University played a smart-phone game for 20 minutes and changes in their bilateral cervical erector spinae and upper trapezius muscle activities and fatigue were measured. To assess muscle activities and fatigue, we used the following variables: the median frequency, the 50th percentile Amplitude probability distribution function (APDF) value (median load), and the discrepancy in the 90th percentile APDF value and the 10th percentile APDF value (APDF range). A paired t-test was used to compare pre-smart-phone-use status with post-smart-phone-use-status. The median frequency of the bilateral cervical erector spinae and the upper trapezius decreased significantly after 20 minutes of smart-phone use (p<.05). In addition, the 50th percentile APDF value of the bilateral cervical erector spinae and the right upper trapezius increased significantly (p<.05). The APDF range of the bilateral cervical erector spinae and the upper trapezius also increased significantly (p<.05). However, the 50th percentile APDF range of the left upper trapezius was not significantly different (p>.05). These findings suggest that using smart-phones for 20 minutes can induce muscle fatigue and increased neck and shoulder muscle activities.

Intermittent Addiction and Double Sidedness of Thought Suppression: Effects of Student Smart Phone Behavior

  • Yang, Hoe-Chang;Kim, Young-Ei
    • 유통과학연구
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    • 제13권9호
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    • pp.13-18
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    • 2015
  • Purpose - This study investigates the effects of thought suppression on depression and uneasiness among college students likely to be influenced by smart phone addiction. Research design, data, and methodology - A total of 151 valid questionnaires were collected. The following analyses were conducted using SPSS 19.0 and AMOS 19.0: frequency, descriptive statistics, correlation, simple regression, and multiple regression. Results - Smart phone addiction increased uneasiness, depression, impulsiveness, and aggression. Moreover, uneasiness, depression, impulsiveness and aggression from smart phone addiction, had a negative influence on psychological wellbeing resulting in potential delinquent behavior. In addition, the addiction treatment relied heavily on drugs; therefore, such psychological treatment should be strengthened to control intermittent addiction. Conclusions - The results indicate that various kinds of research are needed to investigate personality and environmental factors that influence smart phone addiction. Additionally, studies on lessening smart phone addiction and living healthy lifestyles are needed. Moreover, psychological rehabilitation and treatment should be developed to lessen the rebound effect after thought suppression, to verify the effects of clinical application, and to prevent intermittent addiction.

A Fast Algorithm for Korean Text Extraction and Segmentation from Subway Signboard Images Utilizing Smartphone Sensors

  • Milevskiy, Igor;Ha, Jin-Young
    • Journal of Computing Science and Engineering
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    • 제5권3호
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    • pp.161-166
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    • 2011
  • We present a fast algorithm for Korean text extraction and segmentation from subway signboards using smart phone sensors in order to minimize computational time and memory usage. The algorithm can be used as preprocessing steps for optical character recognition (OCR): binarization, text location, and segmentation. An image of a signboard captured by smart phone camera while holding smart phone by an arbitrary angle is rotated by the detected angle, as if the image was taken by holding a smart phone horizontally. Binarization is only performed once on the subset of connected components instead of the whole image area, resulting in a large reduction in computational time. Text location is guided by user's marker-line placed over the region of interest in binarized image via smart phone touch screen. Then, text segmentation utilizes the data of connected components received in the binarization step, and cuts the string into individual images for designated characters. The resulting data could be used as OCR input, hence solving the most difficult part of OCR on text area included in natural scene images. The experimental results showed that the binarization algorithm of our method is 3.5 and 3.7 times faster than Niblack and Sauvola adaptive-thresholding algorithms, respectively. In addition, our method achieved better quality than other methods.

스마트폰의 지각된 가치와 지속적 사용의도, 그리고 개인 혁신성의 조절효과 (An Empirical Study on Perceived Value and Continuous Intention to Use of Smart Phone, and the Moderating Effect of Personal Innovativeness)

  • 한준형;강성배;문태수
    • Asia pacific journal of information systems
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    • 제23권4호
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    • pp.53-84
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    • 2013
  • With rapid development of ICT (Information and Communications Technology), new services by the convergence of mobile network and application technology began to appear. Today, smart phone with new ICT convergence network capabilities is exceedingly popular and very useful as a new tool for the development of business opportunities. Previous studies based on Technology Acceptance Model (TAM) suggested critical factors, which should be considered for acquiring new customers and maintaining existing users in smart phone market. However, they had a limitation to focus on technology acceptance, not value based approach. Prior studies on customer's adoption of electronic utilities like smart phone product showed that the antecedents such as the perceived benefit and the perceived sacrifice could explain the causality between what is perceived and what is acquired over diverse contexts. So, this research conceptualizes perceived value as a trade-off between perceived benefit and perceived sacrifice, and we need to research the perceived value to grasp user's continuous intention to use of smart phone. The purpose of this study is to investigate the structured relationship between benefit (quality, usefulness, playfulness) and sacrifice (technicality, cost, security risk) of smart phone users, perceived value, and continuous intention to use. In addition, this study intends to analyze the differences between two subgroups of smart phone users by the degree of personal innovativeness. Personal innovativeness could help us to understand the moderating effect between how perceptions are formed and continuous intention to use smart phone. This study conducted survey through e-mail, direct mail, and interview with smart phone users. Empirical analysis based on 330 respondents was conducted in order to test the hypotheses. First, the result of hypotheses testing showed that perceived usefulness among three factors of perceived benefit has the highest positive impact on perceived value, and then followed by perceived playfulness and perceived quality. Second, the result of hypotheses testing showed that perceived cost among three factors of perceived sacrifice has significantly negative impact on perceived value, however, technicality and security risk have no significant impact on perceived value. Also, the result of hypotheses testing showed that perceived value has significant direct impact on continuous intention to use of smart phone. In this regard, marketing managers of smart phone company should pay more attention to improve task efficiency and performance of smart phone, including rate systems of smart phone. Additionally, to test the moderating effect of personal innovativeness, this research conducted multi-group analysis by the degree of personal innovativeness of smart phone users. In a group with high level of innovativeness, perceived usefulness has the highest positive influence on perceived value than other factors. Instead, the analysis for a group with low level of innovativeness showed that perceived playfulness was the highest positive factor to influence perceived value than others. This result of the group with high level of innovativeness explains that innovators and early adopters are able to cope with higher level of cost and risk, and they expect to develop more positive intentions toward higher performance through the use of an innovation. Also, hedonic behavior in the case of the group with low level of innovativeness aims to provide self-fulfilling value to the users, in contrast to utilitarian perspective, which aims to provide instrumental value to the users. However, with regard to perceived sacrifice, both groups in general showed negative impact on perceived value. Also, the group with high level of innovativeness had less overall negative impact on perceived value compared to the group with low level of innovativeness across all factors. In both group with high level of innovativeness and with low level of innovativeness, perceived cost has the highest negative influence on perceived value than other factors. Instead, the analysis for a group with high level of innovativeness showed that perceived technicality was the positive factor to influence perceived value than others. However, the analysis for a group with low level of innovativeness showed that perceived security risk was the second high negative factor to influence perceived value than others. Unlike previous studies, this study focuses on influencing factors on continuous intention to use of smart phone, rather than considering initial purchase and adoption of smart phone. First, perceived value, which was used to identify user's adoption behavior, has a mediating effect among perceived benefit, perceived sacrifice, and continuous intention to use smart phone. Second, perceived usefulness has the highest positive influence on perceived value, while perceived cost has significant negative influence on perceived value. Third, perceived value, like prior studies, has high level of positive influence on continuous intention to use smart phone. Fourth, in multi-group analysis by the degree of personal innovativeness of smart phone users, perceived usefulness, in a group with high level of innovativeness, has the highest positive influence on perceived value than other factors. Instead, perceived playfulness, in a group with low level of innovativeness, has the highest positive factor to influence perceived value than others. This result shows that early adopters intend to adopt smart phone as a tool to make their job useful, instead market followers intend to adopt smart phone as a tool to make their time enjoyable. In terms of marketing strategy for smart phone company, marketing managers should pay more attention to identify their customers' lifetime value by the phase of smart phone adoption, as well as to understand their behavior intention to accept the risk and uncertainty positively. The academic contribution of this study primarily is to employ the VAM (Value-based Adoption Model) as a conceptual foundation, compared to TAM (Technology Acceptance Model) used widely by previous studies. VAM is useful for understanding continuous intention to use smart phone in comparison with TAM as a new IT utility by individual adoption. Perceived value dominantly influences continuous intention to use smart phone. The results of this study justify our research model adoption on each antecedent of perceived value as a benefit and a sacrifice component. While TAM could be widely used in user acceptance of new technology, it has a limitation to explain the new IT adoption like smart phone, because of customer behavior intention to choose the value of the object. In terms of theoretical approach, this study provides theoretical contribution to the development, design, and marketing of smart phone. The practical contribution of this study is to suggest useful decision alternatives concerned to marketing strategy formulation for acquiring and retaining long-term customers related to smart phone business. Since potential customers are interested in both benefit and sacrifice when evaluating the value of smart phone, marketing managers in smart phone company has to put more effort into creating customer's value of low sacrifice and high benefit so that customers will continuously have higher adoption on smart phone. Especially, this study shows that innovators and early adopters with high level of innovativeness have higher adoption than market followers with low level of innovativeness, in terms of perceived usefulness and perceived cost. To formulate marketing strategy for smart phone diffusion, marketing managers have to pay more attention to identify not only their customers' benefit and sacrifice components but also their customers' lifetime value to adopt smart phone.

스마트 폰과 이미지 상관법을 이용한 무선 원격 계측 알고리즘 개발 (Development of a Wireless Telemetry Measurement Algorithm Using Smart Phones and Digital Image Correlation)

  • 최인영;강영준;홍경민;김성종;이해규
    • 한국생산제조학회지
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    • 제24권4호
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    • pp.434-440
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    • 2015
  • A smart phone is a multimedia device that is a necessity for modern people. It includes a wireless networking system to share information and pictures. However, numerous smart phones are discarded every year, since they have a very fast technology development cycle. This paper presents the development of a telemetry algorithm to measure displacement and strain with a discarded smart phone and digital image correlation methods. To implement the measurement algorithm, the LabVIEW 2010 program development platform was used. In order to verify reliability, an open hole tension test was conducted using a smart phone and a universal test machine. In addition, the measurement results from the smart phone were compared with FEM analysis results.

IT환경에서 대학생의 스마트폰 중독과 사회성과의 관계에 관한 연구 (A Study on Correlation between Undergraduates' Smart Phone Addiction and Sociality in an IT Environment)

  • 김경희
    • 한국정보통신학회논문지
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    • 제19권7호
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    • pp.1671-1679
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    • 2015
  • 본 연구는 대학생들의 스마트폰 중독이 사회성발달에 미치는 영향력을 분석하고자 하였다. 실증분석결과 스마트 폰 중독이 증가될수록 사회성은 낮아지는 것으로 나타났다. 구체적으로 스마트폰중독의 하위영역으로는 일상생활 장애, 가상세계경험지향, 금단, 내성으로 구성되었으며, 사회성의 하위영역으로는 자신감, 사교성, 대인관계 등으로 구성되었다. 일상생활장애와 내성이 증가될수록 자신감이 낮아지는 것으로 나타났다. 그리고 가상세계경험지향과 금단이 증가될수록 사교성도 낮아지는 것으로 나타났다. 성별에 따른 세분집단 간 스마트폰중독성향은 남성보다 여성이 더 높은 것으로 나타났다. 최근 스마트폰사용증가로 인해 사회적으로 그 중독문제가 제기되고 있는 상황이다. 따라서 스마트폰중독예방을 위한 합리적 사용방안이 사회적으로 논의되어야 할 것이다.

초등학교 고학년생의 스마트폰 사용과 자기효능감 및 학업성취도와의 관계 (Relationship between Smart Phone Usage and Self-efficacy & Academic Achievement in High-grade Elementary School Students)

  • 김여란;김현숙
    • 한국학교보건학회지
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    • 제28권3호
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    • pp.200-210
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    • 2015
  • Purpose: This study aimed to examine the use of smart phones and their relationship with self-efficacy and academic achievement among students in 5th to 6th grade. Methods: 954 students in $5^{th}$ to $6^{th}$ grade were selected from three elementary schools in K City through purposive sampling. Data of 591 respondents were analyzed by $x^2$ test, ANOVA, correlation analysis and multiple regression analysis using the SPSS/WIN program. Results: First, 64% of the students possessed a smart phone and female students used their phone more than male students. 47.5% of the students said they first used a smartphone in their $5^{th}$ grade and 11.7% said in their 6th grade. Second, heavier use of smart phones was related to a lower level of self-efficacy (p<.001). Third, the more the students used a smart phone, the less they achieved in academic performance (Korean language: p<.001, mathematics: p<.01). Finally, the biggest factor influencing smart phone addiction was longer use of smart phones. In addition, lower self-efficacy and lower ability to adapt to difficult tasks were the factors influencing the increase in smart phone addiction. Less use of smart phones and higher self-efficacy resulted in higher achievement in academic performance. Conclusion: It is essential to decrease students' use of smart phones and improve their self-efficacy and academic performance. Intervention programs to reduce the use of smart phones should include a profound interest, a personality-oriented educational environment and sufficient dialogues with students at home, schools and the local society, beyond simple regulations to prevent adverse effects.

스마트폰 기반의 LBS를 이용한 투어게임에 관한 연구 (A Study of Tour Game Using LBS based on Smart Phone)

  • 김용호;김형균
    • 디지털융복합연구
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    • 제10권5호
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    • pp.239-244
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    • 2012
  • 본 논문에서는 스마트폰 기반의 LBS를 이용한 투어게임을 제안하였다. 이 게임은 신라의 시대적 배경과 경주의 공간적 배경을 바탕으로 한다. 투어게임의 이벤트는 스마트폰 기반의 LBS를 이용하여 서비스되고, 미리 측정된 GPS값과 스마트폰에서 측정된 A-GPS 값을 비교하여 발생했다. 게임의 기획과 실행 화면에 대해 살펴보았으며, 향후 발전방향에 대하여 논하였다.

스마트 폰 기반의 마우스와 키보드 제어 어플리케이션 (The Mouse & Keyboard Control Application based on Smart Phone)

  • 임양미
    • 한국멀티미디어학회논문지
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    • 제20권2호
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    • pp.396-403
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    • 2017
  • In recent years, the use of touch screens has expanded, and devices such as remote controllers have been developed in various ways to control and access contents at long range. The wireless-based touch screen is used in classroom, seminar room, and remote video conversation in addition to the TV remote control. The purpose of the study is to design a smart phone-based intuitive interface that can perform the role of a wireless mouse and a wireless keyboard at range using Bluetooth and to develop an application that integrates functions of a mouse and a keyboard. Firstly, touch interaction model for controlling software such as PowerPoint by connecting to a general PC on a smart phone has been studied. The most simple touch operation interface is used to reproduce the function of existing devices and design more simply. The studies of the extension of interfaces with various functions are important, but development of optimized interfaces for users will become more important in the future. In this sense, this study is valuable.

실시간 위치기반 예약시스템 구축을 위한 이동통신망과 스마트폰 최적 활용에 관한 연구 (A Study on the Mobile Communication Network and Practical use of Smart Phone for Building of Realtime Location Based Reservation System)

  • 강신관;이정배
    • 한국인터넷방송통신학회논문지
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    • 제12권1호
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    • pp.283-294
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    • 2012
  • 최근 스마트폰의 활성화로 이동통신망과 스마트폰을 활용한 IT 기술과 타 산 업간의 융합 산업의 응용 범위가 더욱 확장되고 있다. 더욱이 R&D 기술들을 다른 분야의 기술개발과 효과적으로 스마트폰과 접목시켜 생활편의를 제공하는 시도가 이루어지고 있다. 그렇지만, 비엔날레, 영화제 및 엑스포와 같은 대형 행사를 위해 많은 인원이 특정지역에 밀집되는 경우, 이를 통제하기란 매우 어렵고 이에 대한 효율적인 대책 또한 미흡한 실정이다. 이와 같은 문제를 해결하기 위하여 본 논문에서는 스마트폰에서의 증강현실, 이동통신망을 이용한 네트워크 기반의 티켓예약 시스템과 이의 구성에 대하여 기술하고자한다. 특히, 앱 설계기술을 이용하여 실제 스마트폰-앱 응용기술에 앞서, 사전에 프로토타이핑 시스템을 설계 및 개발하는 방법을 제안하고자 한다.