• Title/Summary/Keyword: Smartphone Apps

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A Study of the Factors Affecting Expected Benefits of Medical Services via Telemedicine (원격의료서비스에 대한 기대 편익 인식에 영향을 미치는 요인에 관한 연구)

  • Kim, Seong-eun;Noh, Ghee-Young;Choi, Jounghwa
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.471-484
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    • 2017
  • The present study explored factors that influence consumers' benefit expectancy about telemedicine service. Responses from a national online survey of 927 adults (aged 19-59), collected in January 2016, were analyzed with multiple regression analysis. The results revealed: (1) Health consciousness positively influenced all three benefit expectancies (all ps < .05); (2) Doctor-patient communication efficacy positively influenced expectancy for convenience improvement (${\beta}=.107$, p < .01) and service quality improvement (${\beta}=.086$, p < .05); (3) Use of health-related smart applications contributed to positive expectancy for service quality improvement (${\beta}=.081$, p < .05) and cost-saving (${\beta}=.067$, p < .05). Some of the relationships were moderated by gender and residence. This convergence study, which examined public's perception about telemedicine from the perspectives of consumer psychology, media, and public health, provides practical implications to promote telemedicine service and educate consumers about it.

A Study on Influence Factors of Mobile Healthcare Service Using Structural Equation Modeling (구조방정식을 이용한 모바일 헬스케어 서비스에 대한 사용의도 영향요인 연구)

  • Lee, OK-Hee;Ham, Seung-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.3
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    • pp.418-427
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    • 2017
  • The purpose of this study is to investigate the factors influencing the intention to use mobile healthcare services based on smartphones. Data collection was conducted from March 10, 2014 to April 8, 2005. The collected data were analyzed by SPSS WIN 23.0 and AMOS 18.0 using Path analysis and Structural equation modeling analysis. The results showed that service quality and innovativeness, which are external variables, had a statistically significant effect on perceived usefulness, and these two factors had a positive effect on the intention to use mobile healthcare services. Usefulness also has a significant effect on perceived usefulness, and content characteristics and cost rationality have a significant effect on usability. The usefulness of the service also directly affects the intention to use mobile health care services, and various factors affect their effective use. In response to the recent rise in medical expenses, mobile healthcare using smartphones has emerged and there is a need to develop awareness of the various attempts by companies to develop such apps. The government should also make effort to improve accessibility to healthcare services by introducing suitable policies. It is expected that future studies will be continuously conducted to confirm the development of differentiated services for mobile healthcare subjects and their intention to use them.

Development of Self-practice Program for Core Nursing Skills for Undergraduate Nursing Students based on Mobile Application (모바일 앱 기반 간호대학생 핵심간호술 자가학습 프로그램 개발)

  • Kim, Sun Kyung;Eom, Mi-Ran;Lee, Youngho;Go, Younghye
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.343-352
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    • 2021
  • A convergence study was conducted to develop a smartphone application for self-practice of core nursing skills and evaluate its usefulness for undergraduate nursing students. Mobile Application Rating Scale and seven essay questionnaire were used to for usability evaluation among 22 undergraduate nursing students. The score of the information domain was the highest with 4.19(SD 0.79). The subjective quality domain showed the lowest score of 3.08(SD 0.87). Participants' performance confidence score was 8.23(SD 1.60), and learning satisfaction score was 7.89(SD 0.87). Participants reported that the convenience and repetitive self-learning were the strengths of the app. In addition, design and technical supplementation, and lecturer-feedback would improve effectiveness of the current educational app. Findings of this convergent study would be helpful to promote the application of mobile apps for effective self-learning of core nursing skills in undergraduate nursing education. Future resesarch is needed to examine effectiveness study of mobile app on the performance of core nursing skills.

Design of IoT Gateway based Event-Driven Architecture for Intelligent Buildings. (IoT 게이트웨이 기반 지능형 건물의 이벤트 중심 아키텍쳐 설계)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.256-259
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    • 2016
  • The growth of mobile devices in Internet of Things (IoT) leads to a number of intelligent buildings related IoT applications. For instance, home automation controlling system uses client system such web apps on smartphone or web service to access the home server by sending control commands. The home server receives the command, then controls for instance the light system. The gateway based RESTful technology responsible for handling clients' requests attests an internet latency in case a large number of clients' requests submit toward the gateway increases. In this paper, we propose the design tasks of the IoT gateway for handling concurrency events. In the procedure of designing tasks, concurrency is best understood by employing multiple levels of abstraction. The way that is eminently to accomplish concurrency is to build an object-oriented environment with support for messages passing between concurrent objects. We also investigate the performance of event-driven architecture for building IoT gateway using node.js on one side and communication protocol based message-oriented middleware known as XMPP to handle communications of intelligent building control devices connected to the gateway through a centralized hub. The Node.JS is 40% faster than the traditional web server side features thread-based approach. The use of Node.js server-side handles a large number of clients' requests, then therefore, reduces delay in performing predefined actions automatically in intelligent building IoT environment.

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Improvement Mechanism for Automatic Web Vulnerability Diagnosis (웹취약점 자동진단 개선방안)

  • Kim, Tae-Seop;Jo, In-June
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.125-134
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    • 2022
  • Due to the development of smartphone technology, as of 2020, 91.9% of people use the Internet[1] to frequently acquire information through websites and mobile apps. As the number of homepages in charge of providing information is increasing every year, the number of applications for web vulnerability diagnosis, which diagnoses the safety of homepages, is also increasing. In the existing web vulnerability check, the number of diagnostic personnel should increase in proportion to the number of homepages that need diagnosis because the diagnosticians manually test the homepages for vulnerabilities. In reality, however, there is a limit to securing a web vulnerability diagnosis manpower, and if the number of diagnosis manpower is increased, a lot of costs are incurred. To solve these problems, an automatic diagnosis tool is used to replace a part of the manual diagnosis. This paper explores a new method to expand the current automatic diagnosis range. In other words, automatic diagnosis possible items were derived by analyzing the impact of web vulnerability diagnosis items. Furthermore, automatic diagnosis identified possible items through comparative analysis of diagnosis results by performing manual and automatic diagnosis on the website in operation. In addition, it is possible to replace manual diagnosis for possible items, but not all vulnerability items, through the improvement of automatic diagnosis tools. This paper will explore some suggestions that can help improve plans to support and implement automatic diagnosis. Through this, it will be possible to contribute to the creation of a safe website operating environment by focusing on the parts that require precise diagnosis.

A study on the Revitalization of Traditional Market with Smart Platform (스마트 플랫폼을 이용한 전통시장 활성화 방안 연구)

  • Park, Jung Ho;Choi, EunYoung
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.127-143
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    • 2023
  • Currently, the domestic traditional market has not escaped the swamp of stagnation that began in the early 2000s despite various projects promoted by many related players such as the central government and local governments. In order to overcome the crisis faced by the traditional market, various R&Ds have recently been conducted on how to build a smart traditional market that combines information and communication technologies such as big data analysis, artificial intelligence, and the Internet of Things. This study analyzes various previous studies, users of traditional markets, and application cases of ICT technology in foreign traditional markets since 2012 and proposes a model to build a smart traditional market using ICT technology based on the analysis. The model proposed in this study includes building a traditional market metaverse that can interact with visitors, certifying visits to traditional markets through digital signage with NFC technology, improving accuracy of fire detection functions using IoT and AI technology, developing smartphone apps for market launch information and event notification, and an e-commerce system. If a smart traditional market platform is implemented and operated based on the smart traditional market platform model presented in this study, it will not only draw interest in the traditional market to MZ generation and foreigners, but also contribute to revitalizing the traditional market in the future.

The Techno-mediated Rebirth of Young Precariat's Working Conditions Today (동시대 청년 알바노동의 테크노미디어적 재구성)

  • Lee, Kwang-Suk
    • Korean journal of communication and information
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    • v.83
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    • pp.157-185
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    • 2017
  • The present study examines the dialectic tensions arising within the ICT-mediated labor culture between the dominant power of conglomerates and the precarious labor subjects in the labor practices, as smartphones and tablet PCs have grown in popularity. The present study explores how much young precarious workers named 'Cheongyeon Alba' (young precariat in S Korea) suffers from continually precarious job positions as temporary staff or contract workers, being trapped at the bottom of the pay scale, and also being electronically connected to the workplace in a seamless way. Concretely, this study investigates how the mobile phone becomes deeply entangled with the 'precarious' labor culture in the metropolitan city of Seoul. The mobile precariat has been in a disadvantaged position, in terms not only of the moral issue of exploitation in business but also of social injustice. Labor exploitation of young workers has been reinforced by the mobile labor culture, in which they are remotely monitored by live surveillance mobile apps, and mobile instant messaging from a boss can intrude incessantly into their private life. This study depicts the extension of the business's surveillant power by mobilizing the mobile phone in the working practices.

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Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

A Study on Intuitive IoT Interface System using 3D Depth Camera (3D 깊이 카메라를 활용한 직관적인 사물인터넷 인터페이스 시스템에 관한 연구)

  • Park, Jongsub;Hong, June Seok;Kim, Wooju
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.137-152
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    • 2017
  • The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.