• Title/Summary/Keyword: Smartphone User's Satisfaction

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Effects of selfie semantic network analysis and AR camera app use on appearance satisfaction and self-esteem (셀피의 의미연결망 분석과 AR 카메라 앱 사용이 외모만족도와 자아존중감에 미치는 영향)

  • Lee, Hyun-Jung
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.766-778
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    • 2022
  • Image-oriented information is becoming increasingly important on social networking services (SNS); the background of this trend is the popularity of selfies. Currently, camera applications using augmented reality (AR) and artificial intelligence (AI) technologies are gaining traction. An AR camera app is a smartphone application that converts selfies into various interesting forms using filters. In this study, we investigated the change of keywords according to the time flow of selfies in Goolgle News articles through semantic network analysis. Additionally, we examined the effects of using an AR camera app on appearance satisfaction and self-esteem when taking a selfie. Semantic network analysis revealed that in 2013, postings of specific people were the most prominent selfie-related keywords. In 2019, keywords appeared regarding the launch of a new smartphone with a rear-facing camera for selfies; in 2020, keywords related to communication through selfies appeared. As a result of examining the effect of the degree of use of the AR camera app on appearance satisfaction, it was found that the higher the degree of use, the higher the user's interest in appearance. As a result of examining the effect of the degree of use of the AR camera app on self-esteem, it was found that the higher the degree of use, the higher the user's negative self-esteem.

An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

Evaluation of the Effect of Educational Smartphone App for Nursing Students

  • Yeon, Seunguk;Seo, Sukyong
    • International Journal of Advanced Culture Technology
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    • v.7 no.2
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    • pp.60-66
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    • 2019
  • The purpose of this study was to compare the effect of educational smartphone app with the effect of learning using conventional paper material. We developed an educational app for nursing students to learn how to read blood pressure and how to take a pulse. Evaluated was the effect of the app-based education by measuring the short term memory (right after the education), the long term memory (a week later) and the satisfaction. 25 college nursing students participated for the experiment group using the app-based education and 25 for the control group using paper-based education. We applied for statistical analysis Fisher's exact test and Independent t-test. The satisfaction of the app user's appeared significantly higher than that of the paper material user's (t=2.322, p=0.024). The short term memory score was 0.23 points higher in the experimental group (6.46 points) than in the control group (6.23 points), which was not statistically significant (t =0.422, p =0.675). Similar result came for the long term memory (t=1.006, p=0.320). After adjusting for the effect of a college grade using ANCOVA, the effect on memory was significantly higher in the experiment group. There might be differences in learning ability between the experimental and the control groups.

A Study on Formulating the Classification Model for Smartphone's Satisfaction Factors (스마트폰 만족요인 분류 모델 수립에 관한 연구)

  • Zhu, Bo;Kim, Tae-Won;Kim, Sang-Wook
    • Information Systems Review
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    • v.13 no.3
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    • pp.47-63
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    • 2011
  • The rapid spread of the Smartphone usage among the public has brought great changes to the overall society. Aiming to gain their competitiveness with better Smartphone service quality, manufacturers are endeavoring to keep the pace with the popularization of mobile internet and social changes. Researches on the Smartphone service quality are actively undergoing in the academic circles as well. A great many of studies ranging from the past mobile services to the recent Smartphone services have thus far focused on proposing the systematic arrangement and the typology in terms of service quality, which in turn have provided the theoretical foundation and broaden the scope of comprehension. Besides technical aspects of the mobile and Smartphone services, the earlier studies in the behavioral domain, however, only took into considerations the positive aspect of users' satisfaction with the quality of services via new media devices like Smartphone. The rationale behind this mainly comes from the assumption that as the opposite definition of satisfaction is dissatisfaction, the services are not adopted if dissatisfied. However, it is not always true to conclude that service users are satisfied when the service is functionally fulfilled and dissatisfied otherwise. That is because there exist some cases that quality attributes provide satisfaction when achieved fully, but do not cause dissatisfaction when not fulfilled. And there also exist other cases that quality attributes are taken for granted when fulfilled but result in dissatisfaction when not fulfilled. To account this multi-dimensional feature of service quality attributes in relation with user satisfaction, this study took advantage of Kano model following the identification of a set of the Smartphone service quality attributes by investigating the previous studies. Categorizing of the service quality elements reflecting the customers' needs would perhaps help manage Smartphone service quality, enabling business managers to identify which quality attributes more emphasis to put on and what strategy to establish for the future.

A Learning Study of the Product Control System Using Smartphones (스마트폰을 이용한 공정관리시스템의 학습연구)

  • Koo, Min-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.197-204
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    • 2011
  • In this paper, There is a study of a smartphone-based App for e-learning when the process control of manufacturing. First, That is obtained the control limit lines after inputted by the measured data and able to look up the assignable causes and then can display those causes. A User of this App can access the record about assignable causes using the record menu and can use with an e-Learning tool. Because that were provided in the form of a control process theory and bulletin announcements. Helped to exchange information. In addition, the user's guide how to use this App. The result of this process control is provided by charts. The alarm message to the alertsymbol, depending on the level of color clearly was designed to UI which displays the results. After the questionnaire responses with respect to satisfaction of Utilization and satisfaction of the learning experience. The Utilization' satisfaction results Appeared that 82% of the participants were satisfied. And The learning's satisfaction results Appeared that 90% of the participants were satisfied.

A Study on the Effects of Mobile Messenger on the Effect of Youth on Teenagers

  • Seo, Gang-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.4
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    • pp.91-97
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    • 2017
  • In this paper, we propose a Recently, the use of Smart phones surge in youth the youth are becoming a big addiction social problems Mobile Messenger. The prevalence of Smart phones is Mobile Messenger, access time, spatial constraints for assured. As a result, pc room, with a focus on traditional Internet addiction is to be reduced, whereas with a focus on Mobile Messenger Smartphone addiction level is rapidly on the rise. Korea information agency of Internet addiction and mobile addiction risk appeared to be well over 10 percent of the rate of 35% is gaming and mobile addiction unfolds exemplifies the seriousness of Messenger. Addiction is the individual's psychosocial problems such as negative consequences can result, causing the addiction, because it is necessary for an understanding of the mechanism. In this study, Mobile Messenger, the leading factors affecting the addiction said. Mobile Messenger is a major factor causing the addiction habit and consider the user's satisfaction. And social relations and the formation of plougastel Wu Mobile Messenger and its impact on the cause of addiction.

An Analysis on Competition and Ecology of Mobile Platform : Based on the Continuous Usage Intention of Smart-Phone OS Platform (모바일 플랫폼 경쟁과 모바일 생태계에 관한 고찰 : 스마트폰 운영 플랫폼의 지속사용 의도를 중심으로)

  • Lee, Bo-Kyoung;Shim, Seon-Young
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.19-47
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    • 2012
  • Contemporary smartphone competition is generally described as the battle between Apple's proprietary platform and Google's open platform. However, this competition is not limited within smartphone adoption itself. User's pre-adoption of one mobile platform via smartphone can be connected to the post-adoption of the same mobile platform based on the other smart devices (e.g. smart pad). In this study, we investigate whether user's preference to a certain platform is persistent over mobile ecology, from the pre-adoption of one smart device to the post-adoption of following devices. For this investigation, we adopt the dual-model as the ground theory, where post-adoption of IT product is explained by both dedication and constraint factors. The empirical testing first evidences that dual model works well as our research model for identifying the reasons of post-adoption. Next, we group our data into two parts in order to compare the switching behavior of iPhone users and Android phone users. iPhone users show much lower switching rate to Android based smart pads, while Android phone users show higher churn rate to iPad (49.3% : 96.3%). Especially, satisfaction showed much stronger effect than switching cost on the continuing intention of existing platform, when the analysis is given to the iPhone user's group. From this result, we can conjecture the relatively stronger loyalty of iPhone users. More managerial implications on the mobile platform strategy are driven.

A Research on Personal Environment Services for a Smart Home Network (스마트 홈 네트워크를 위한 개인환경서비스 연구)

  • Ro, Kwang-Hyun;Kim, Seung-Cheon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.3
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    • pp.46-55
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    • 2012
  • Recently, the concept of PES(Personal Environment Service) is being widely discussed on various standardization organizations such as ITU-R, ETSI, 3GPP, TTA and etc. The purpose of PES is to introduce the services which can dynamically, automatically and intelligently reconfigures the electronic, electrical, and mechanical equipment surrounding the user according to the user preferences included in a user's profile by using a smartphone embedding WPAN radio technologies such as bluetooth and WiFi. This research introduces an Android Platform-based PES system which consists of a PES app, PES devices and a PES server. A smartphone platform is Android 2.2(Froyo) version and 4 simulated PES devices were implemented by using Galaxy Tab. It has shown that the PES would be a killer application of M2M(Machine-to-Machine) or D2D(Device-to-Device) in the future and it would need to study how to update a user's profile based on analyzing user's behaviour for enhancing the PES user's satisfaction.

Implementation of Smart TV Application using HTML5 and Health Bicycle (HTML5와 헬스자전거를 이용한 사용자 체감형 스마트TV Application 개발)

  • Park, Jin-Tae;Hwang, Hyun-Seo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.18 no.1
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    • pp.101-106
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    • 2014
  • Smart TV is to form a market of new industries along with the smartphone that appeared in the early 2000s. With the development of IT technology and the emergence of smart phones, user to pursue the application of high satisfaction. The smartphone has to meet the needs of the user in a variety of applications. However, Smart TV which led to a decrease in the development of a member of the application that reflect the needs of the user. Smart TV is popularized, the approach may be used instead of the application of high specification, the smart TV feel to be a smart are required to meet the needs of the user. Therefore in this paper, using the latest IT technology to provide a smart TV applications. This provides a feeling in conjunction as a system of one smart TV, smartphone, the exercise bike like to travel the distance of the actual user. For this reason to use WebOS, HTML5, Web sockets, the technology of Android.

The User's Recognition for Smart Phone's Value In the Perspective of University Students (스마트폰 가치의 사용자 인식에 관한 연구 -대학생을 중심으로-)

  • Moon, Song-Chul;Ahn, Yeon-Sik
    • Convergence Security Journal
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    • v.11 no.3
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    • pp.55-66
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    • 2011
  • This research focus on the value of smart phones for university students in Korea, considering on the correlations between the main causes influencing intrinsic value(price attributes, function attributes), network value(learning effects attributes, externalities attributes) user satisfaction, and intentions of repurchase of the smart phones market in Korea. Through the statistical analyses on the 8 hypotheses from a research model, we found that intrinsic value and network value gave an attentive influence on user satisfaction and repurchase intention. Call charge and Liquid crystal display and Design of smart phone have an influenced user satisfaction and repurchase intention.