• Title/Summary/Keyword: Smart-phone Addition

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

  • Park, Joo-Hee;Kang, Sun-Young;Jeon, Hye-Seon
    • Physical Therapy Korea
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    • v.20 no.3
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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
    • Journal of Distribution Science
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    • v.13 no.9
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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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    • v.5 no.3
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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.

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

  • Han, Joonhyoung;Kang, Sungbae;Moon, Taesoo
    • Asia pacific journal of information systems
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    • v.23 no.4
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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.

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

  • Choi, In Young;Kang, Young June;Hong, Kyung Min;Kim, Seong Jong;Lee, Hae Gyu
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.24 no.4
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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.

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

  • Kim, Kyung-hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.7
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    • pp.1671-1679
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    • 2015
  • The purpose of this study is to analyze the effects of undergraduates' smart phone addiction on their development of sociality. According to the results of positive analysis, if smart phone addiction gets more serious, sociality becomes lower. More concretely, smart phone addiction consists of its subareas: difficulties in daily living, pursuing experience in the virtual world, withdrawal, and tolerance. Sociality has its subareas as confidence, sociability, and interpersonal relationship. If difficulties in daily living and tolerance become increased, confidence gets lower. In addition, as pursuing experience in the virtual world and withdrawal become increased, sociability gets lower. Regarding the dispositions of smart phone addiction in groups subdivided by sex, men are more apt to be addicted than women. Recently, smart phone use has been tremendously increased, and issues regarding addiction to it have been raised as problems in society. Therefore, it will be needed to discuss solutions for more reasonable use in society in order to prevent smart phone addiction.

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

  • Kim, Yeo Ran;Kim, HyeonSuk
    • Journal of the Korean Society of School Health
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    • v.28 no.3
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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.

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

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.239-244
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    • 2012
  • This paper proposed a tour game using LBS based on smart phone. This game is based on the historical background of Silla and spatial background of GyoengJu. A Event of tour game uses a smartphone-based LBS. Game events has occurred by comparing pre-measured GPS values and smart phone A-GPS values. This paper has looked at game planning and run screen. In addition, the future direction of the game were discussed.

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

  • Lim, Yang Mi
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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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.

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

  • Kang, Sin-Kwan;Lee, Jeong-Bae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.283-294
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    • 2012
  • Recently increasing usage of smart phones so, the application field of convergence industry between IT technology using smart phone-based mobile communication networks and other industry branches is expanding. In addition, R&D technologies in other fields are applied to smart phone applications effectively in order to develop products and support daily life more convenient. However, it is very hard to control these products and there is no efficient solution for this problem when many people are sent to specific area for big events, such as Biennale, Film Festival, EXPO, and so on. In order to solve this problem, this paper describes a network-based ticket reservation system and its organization using augmented reality on smart phone and mobile communication networks. In particular, we propose a method of designing and developing prototyping system based on smart phone application design technologies, prior to developing real smart phone application.