• Title/Summary/Keyword: Smartphone Policy

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The Effects of Consumer Characteristics on the Acceptance of Mobile Commerce (소비자 특성이 모바일 커머스 수용 의도에 미치는 영향)

  • Lee, Yun Sun
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.173-187
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    • 2017
  • This study conducts empirical tests on the effects of system characteristics and consumer characteristics on the acceptance of mobile commerce based on extended Technology Acceptance Model. The result from the survey of smartphone users in Seoul and Gyunggi shows that perceived usefulness, ease of use, benefits, and quality of information are positively associated with the acceptance of mobile commerce, and perceived risk is negatively associated with the acceptance of mobile commerce. Furthermore, there exists a difference in the effect of system characteristics on the acceptance of mobile commerce based on divided personal characteristics groups. The study contributes to the industries in that firms can create new applications and build strategies based on the results. Furthermore, the results can be used to find factors that determine the acceptance and use of newly introduced technology base products.

Convergence Study on the Method and Effectiveness of Mirror Linking Smartphones to Automobiles (자동차 모니터를 이용한 스마트폰 미러링크 방법 및 효용성에 관한 융복합 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.379-385
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    • 2016
  • IT companies are increasingly taking interest in the automobile industry as a major industry of the future. Companies specializing in information technology, such as Google, Apple and Samsung, are actively taking part in the automobile industry and are conducting various research on connected cars. At this point in time, this study aims on understanding the concept of connected cars and the concept of mirror linking, which is one of the many methods in connecting cars. In this transitional period of connected cars, the purpose of this study is to present the method of mirror linking iPhones and to discover how this could be used in connected cars. By turning a normal car into a connected car, simply with a smartphone in hand, the ideas presented in this study will serve as an opportunity for many current automobile owners to experience the functions of connected cars of the future without shouldering additional expenses.

The Growth of Mobile Advertising and the Future of the Advertising Industry (모바일광고의 성장과 광고산업의 미래)

  • Lee, Chi-Hyung
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.203-209
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    • 2016
  • The advertising media is undergoing a dramatic change mainly due to the increased use of smartphone. This study predicts the future of the advertising industry driven by the mobile advertising using scenario planning. Targeting technologies, restriction on the use of personal information, and overcoming ad avoidance were selected as key uncertain variables expected to impact on the growth of the mobile advertising 5 years later. With the support by expert interviews, the $2{\times}2$ matric combines two cases to generate four scenarios; the one whether mobile ads surpass PC-based online ads, the other whether the combined force of mobile and PC-based ads surpass the traditional media in advertising spendings. Each scenario is articulated according to the future of key variables. The most likely scenario is that mobile will dominate the advertising media market. However, it is important not to ignore different scenarios because key variables evolves in unexpected manner and then they can become reality. The future research will combine its key variables with social and economic ones and segment technical variables in more details.

The Effect of Benefits of Mobile Application Use-Diffusion and Purchase Intention in Service Management (서비스경영에 있어 모바일 애플리케이션의 편익이 사용-확산과 이용의도에 미치는 영향에 관한 연구)

  • Yim, Ki-Heung;Kwon, Jin-Hee;Quan, Zhi-xuan
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.63-69
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    • 2016
  • One of the biggest recent issues in the communication market is the explosive distribution of smartphones. One of the reasons why a smartphone could have seen this rapid distribution in terms of the service management is because it enables the access to the Internet without getting restricted by place and time through customization by a user, unlike a feature phone which only has the existing functions mounted on that were already chosen by a suppler. The other reason is because of its applications. This study aimed to make an empirical investigation of the impact of each of the different convenience types of mobile applications on the usage and the use diversity, consider the process of use diffusion, and find out whether there is a difference in the effect of each convenience type on the use-diffusion. According to the findings of this study, it was firstly shown that the effect of each convenience type on the use-diffusion is different, and secondly, it appeared that the more various functions of the mobile applications are used, the more usage increases.

Design and Implementation of Health Club Management System Using Mobile App (모바일 앱을 이용한 헬스클럽관리 시스템 설계 및 구현)

  • Kim, YunSu;Yoon, KyungBae;Koo, MinJeong
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.133-139
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    • 2014
  • This study has designed the system that can manage the amount of exercise required for health management, viewing the health management courses which are currently being operated, register the desire courses and verifying the registered schedules and monthly health performances at a glance by using a mobile application. The advantage of health club management system is automatically transmits the daily exercise information to the server without a separate sensor through a simple QR scanning using a smart phone. Since the overall operating requirements of services and various facilities of health club is transmitted as the data to the remote server through a smart phone, users of various levels including workers, students, housewives, etc can easily access and use the health club management system using the WiFi, LTE, 3G, etc.

Comparing the Mobile-phone Overuse by Gender and School Levels (성별과 학교급에 따른 휴대전화 과다사용의 차이)

  • Yoon, Mi-Sun
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.1-9
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    • 2017
  • The purpose of this study is to investigate the differences of the mobile phone overuse by gender and school levels. For this study, 565 middle and high school students in Gyeonggi province answered the self-report survey, 253 students were extracted as an overuse group, and the data were analyzed by one-way MANOVA. The results showed that 'daily disturbance' was a common major factor in gender and school level difference and 'school life disturbance', 'with draw' and 'tolerance' were added in school level difference. Based on the results, this study suggested users' characteristics such as gender and school level should be taken into prevention and treatment of mobile phone overuse.

Effect of teenager media usage control in the era of media convergence (미디어 융합 시대에 청소년 미디어 이용 통제의 효과)

  • Lee, Hwan-Soo
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.359-366
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    • 2015
  • The media addiction of teenagers became a social problem in the era of media convergence. With the national efforts, parents has limited their children's media usage for proper parenting. However, current media environment where personalized media devices such as smartphone and tablet PC are common raises questions about whether the problems of media addiction can be solved with previous approaches. Thus, this study examines how the parental controls to teens' media usage affect their media usage and emotions. According to the results that analyzed 884 teens' responses, the parental controls did not affect their usage. On the other hand, it was appeared that excessive parental controls stimulated to teens' negative emotions. These results show that parental controls are not longer effective in current media environment, which implies that new efforts from their family or government are required in order to prevent teens' media addiction.

Design and Implementation of Smart phone-based Records Management Application for Sports Clubs (운동부 지도자들을 위한 스마트폰 기반 기록관리 어플리케이션의 설계 및 구현)

  • Ha, Tai-Hyun;Kim, Se-Min
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.395-402
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    • 2012
  • This study has been conducted to design and implement smart phone-based application which can keep records effectively to improve athletes' ability. To boost their performance, they need to receive training as realistic as possible. As a way to do that, training should be performed with some fitness equipments, sporting apparatus, facilities, and conditions. However, it is also possible to improve their ability by motivating athletes with checking and recording their performance. This study ascertains that using scoring records actually motivates athletes when comparing the result of youth basketball team using the records keeping system with that of not using it. Accordingly, smart phone-based records keeping application has been designed and developed. Also, through a survey targeting athletic coaches who have used the system, training efficiency has been measured and it turns out that it actually motivates athletes to improve their abilities.

Mobile Web-toon Application Service Usability Study -Focus on Naver Web-toon and Lezin Comics- (모바일 웹툰 애플리케이션 서비스 사용성 연구 -네이버 웹툰과 레진 코믹스를 중심으로-)

  • Ha, Joohyung;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.431-436
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    • 2016
  • Web-toon is provided to users in the form of Web-toon and The users are steadily rising and increasing amount of using time until today. Web-toon has become a popular pastime among smartphone users. Therefore, when providing services, Web-toon application should be made with an appropriate system so that it can be easily used, and considering problems that users may have while using the application, it should help users have better experiences. With Naver Web-toon and Lezin Comics as subjects, user experiences of teenagers were analyzed with questionnaires based on Honeycomb model of Peter Morville. The score of Naver Web-toon was higher than Lezin Comics after user experience assesment, and usability and accessibility as important factors turned out to be influential to teen-aged users who use Web-toon services.

A Study on Relationship between Near Work and Eye Fatigue (근업시간과 눈 피로도와의 관련성에 관한 연구)

  • Kim, Seok-Hwa;Kim, Hyojin
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.531-536
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    • 2018
  • The purpose of this study is to investigate eye fatigue and analyze symptoms of visual discomfort according to near work in young adults. A survey was conducted on 347 young adults aged 25.37 years (142 male and 205 female participants). The eye fatigue using Conlon questionnaire were surveyed and near work was investigated amounts of daily computer and smartphone. The score of eye fatigue was $13.65{\pm}7.11$ in less than 2 h/d, $16.83{\pm}6.77$ in 2~4 h/d, $18.88{\pm}6.60$ in 4~6 h/d, and $18.83{\pm}5.62$ in more than 6 hours(p=0.001). Also, headache(p<0.030), re-reading(p<0.036), and movement and fading(p<0.001) symptoms increased according to amounts of near work.