• Title/Summary/Keyword: Smartphone Utilization

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A Study on Factors of Internet Overdependence for Adults Using the Decision Tree Analysis Model (성인층의 인터넷 과의존 영향요인: 의사결정나무분석을 활용하여)

  • Seo, Hyung-Jun;Shin, Ji-Woong
    • Informatization Policy
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    • v.25 no.2
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    • pp.20-45
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    • 2018
  • This study aims to find the factors of Internet overdependence in adults, through the decision tree analysis model, which is a data mining method using National Information Society Agency's raw data from the survey on Internet overdependence in 2016. As a result of the decision tree analysis, a total 16 nodes of Internet overdependence risk groups were identified. The main predicated variables were the amount of time spent per smart media usage in weekdays; amount of time spent per smart media usage in weekends; experiences of purchasing cash items; percentage of using smart media for leisure; negative personality; percentage of using smart media for information search and utilization; and awareness on good functions of the Internet, all of which in order had greater impact on the risk groups. Users in the highest risk node spent the smart media for more than 5 minutes per use and less than 5~10 minutes in weekdays, had experiences of cash item purchase, and had lower level of awareness on the good functions of the Internet. The analysis led to the following recommendations: First, even a short-time use has higher chances of causing Internet overdependence, and therefore, guidelines need to be developed based on research on the usage behavior rather than the usage time. Second, self-regulation is required because factors that affect overindulgence in games, such as the cash items, increase Internet overdependence. Third, using the Internet for leisure causes higher risk of overdependence and therefore, other means of leisure should be recommended.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

A survey on the utilization practice and satisfaction of users of food and nutrition information (정보이용자의 식품영양정보 이용 실태와 만족도)

  • Kim, Inhye;Park, Min-Seo;Bae, Hyun-Joo
    • Journal of Nutrition and Health
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    • v.54 no.4
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    • pp.398-411
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    • 2021
  • Purpose: The objective of this study was to investigate food and nutrition information utilization practices of adults aged between 20 and 30 years to provide the basic data for developing customized content. Methods: Statistical analyses were performed using the SPSS program (ver. 24.0) for the 𝛘2-test, t-test, one-way analysis of variance, and Duncan's multiple range test. Results: Of the 570 subjects surveyed, 45.4% were men, 54.6% were women, 66.3% were in their 20s, 33.7% were in their 30s, 41.4% were single-person households, and 58.6% lived with their families. On average, 14.2% of televisions (TVs), 26.0% of personal computers (PCs), and 63.7% of smartphones were used for more than three hours per day. 30.9% of respondents searched for food and nutrition information more than once a week. 70.0% of the respondents had then applied the information in real life and 54.7% of the respondents said they would share information with others. Information retrieval rate was in the order of 'restaurant (64.8%)', 'diet (57.5%)', and 'food recipes (55.7%)'. Overall satisfaction with food and nutrition information averaged 3.33 on a five-point scale. Satisfaction score was in the order of 'enough description and easy to understand (3.43)', 'matching title and content (3.35)', and 'providing new and novel information (3.22)'. Satisfaction scores were significantly higher in the group that searched for information (p < 0.001), the group that used the retrieved information in real life (p < 0.001), and the group that conveyed this information to others (p < 0.001). Conclusion: To improve information user satisfaction, it is necessary to provide customized information that fits the characteristics of information users. For this purpose, it is necessary to continuously conduct surveys and satisfaction evaluations for each target group.

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.

Needs analysis for development of training program for newly appointed Home Economics teachers - Focusing on the participants of first-grade teachers qualification training - (초임기 가정과 교사 직무연수 프로그램 개발에 대한 요구 분석 - 1급 정교사 가정 자격연수 대상자 중심으로 -)

  • Lee, Hyunjung
    • Journal of Korean Home Economics Education Association
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    • v.30 no.1
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    • pp.15-28
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    • 2018
  • Teachers are not completed by appointment, but gradually made through self-development and training for a long time. In order to improve a sense of responsibility of home economics teachers, and also to suggest the purpose and direction of program through job training, the needs of training subjects should be preferentially understood. Thus, this study aims to provide basic data for establishing the developmental operation measures of training for home economics teachers, by researching the needs for training performed after the qualification training for first-grade teachers, targeting the teachers participating in the qualification training program for first-grade teachers of home economics in 2017. About the half of the research subjects received the home economics training one time or less for last three years. Through the training for first-grade teachers, the technical improvement of lesson instruction was demanded the most. As professional qualifications that should be cultivated through training, the ability to develop teaching methods and teaching/learning materials was the highest. Regarding the theme of training, the development of teaching/learning materials for home economics was desired the most. They wanted the training method including direct participation with high utilization for lesson, sublation of competition-centered evaluation, preference of instructors with field experience, continuous opportunity of home economics training, and communicative training. Regarding the needs for the 2015 revised curriculum, the demand for the training of 'human development and family' area was the highest. Therefore, in order to improve the professionalism of teachers through home economics training, it would be necessary to improve the educational environment such as temporal room for training and administrative support, and also to provide diverse types of training like group training, remote training, and smartphone app training suitable for changes in the generation of teachers. Also, on top of forming communities of home economics teachers, and sharing great contents of training, there should be individually-customized training for practice and sharing lesson cases.