• Title/Summary/Keyword: Smartphone use

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Use of Smartphone Applications for Satisfying Information Needs of Youth (청소년의 정보요구 해결을 위한 스마트폰 어플리케이션 이용행태)

  • Lee, SeungMin;Lee, Jongwook
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.3
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    • pp.175-196
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    • 2017
  • The number of youth smartphone users has been increasing, and they use smartphone applications to satisfy their various types of information needs. Nevertheless, few researchers have addressed youth information behavior on applications. In this study, the author examined the application use behavior of youth in response to their work- and everyday life- information needs. The author collected 114 completed questionnaires from students enrolled in a middle school and a high school. The survey results show that participants' usage and perception of smartphone applications were high, and they were using information, entertainment, and communication applications to meet their information needs. In particular, their preference for application use differed by the type of information needs. Also, participants were considering cost, easiness, privacy policy, review, information quality, providers, interface design, and recommendation to choose applications. This study confirms the role of smartphone applications as an influential information source, and it also provides useful implications for educators and for application developers.

Analysis on Information Use of Smartphone in the context of Tourists (관광객 대상 스마트폰 사용의 정보이용 분석)

  • Jee, Geun-Sung;Kim, Min-cheol;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1543-1550
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    • 2017
  • Previous research on smartphone has been focused on personal performance, accessibility, and information gaps in information system quality. In order to analyze the relationship between the use of smartphone information and personal characteristics, this study conducted a survey of 300 tourists at Jeju Airport, by using three variables of self-efficacy, 'impulsiveness and demographic variables (age, sex, education level, etc.) of smartphone use with personal characteristics. In conclusion, self-efficacy and impulsiveness seem to be positively related to the use of smartphone because it seems to be a living environment in which the desired information can be acquired within a desired time. In addition, there seems to be a difference between a mobile native environment in which online and offline boundaries are always connected and an environment in which 40 to 50 digital literacies are connected. This can be interpreted as a result of additional analysis.

Smart Tourism: A Study of Mobile Application Use by Tourists Visiting South Korea

  • Brennan, Bradley S.;Koo, Chulmo;Bae, Kyung Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.10
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    • pp.1-9
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    • 2018
  • The purpose of this exploratory study is to identify the mobile phone applications (apps) used by foreign tourists visiting South Korea through a pilot study using focus groups and individual interviews. Concentrating on tourist mobile app use in a smart tourism environment and categorized through a taxonomy of mobile applications lays the framework and determines the factors boosting tourism smartphone app trends by foreign tourists visiting South Korea. Researchers collected data through ethnographic methods and analyzed it through qualitative research to uncover major themes within the smart tourism app use phenomenon. The researchers coded, counted, analyzed, and then divided the findings gleaned from a pilot study and interviews into a taxonomy of seven logical smartphone app categories. The labeling and coding of all the data accounting for similarities and differences can be recognized and are logically discussed in the implications of the apps used by tourists to assist tourist destinations. More specifically these findings will assist smart tourism destinations by better understanding foreign tourist smartphone app use behavior. Tourists visiting South Korea interviewed in this study exhibited significant mastery of Internet of Things (IoT) technologies, craved free WiFi access, and utilized smartphone apps for all facets of their travel. Findings show major concentrations of app use in bookings of accommodations, tourist attractions, online shopping, navigation, wayfinding, augmented reality, information searching, language translation, gaming, and online dating while traveling in South Korea.

A Study on the Effect of Communication Functioning of Smartphones on Information Acquisition: The Case of South Korea

  • Lee, Seungmin
    • Journal of Information Science Theory and Practice
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    • v.4 no.3
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    • pp.28-42
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    • 2016
  • Smartphones have become one of the most prevalent information devices in the current information environment. Although many people use smartphones for communication and information acquisition, these two functions are closely related and cannot be separated. However, many studies have focused on identifying each function of a smartphone independently. There are few studies that investigate the relationships between communication and information acquisition functions on smartphones. This research empirically analyzed and identified the relationships between these two functions of smartphones by conducting a survey. The results of the analysis showed that the activities for information acquisition make differences in communication on a smartphone. People who want to acquire more information tend to use a smartphone for communication purposes. Besides, communication activities on a smartphone also affect the acquisition of information. In addition, communication activities on a smartphone also affect the establishment of interpersonal relationships that lead to the acquisition of more information. From these results, it is identified that communication activities and information acquisition are interrelated when satisfying the information needs of smartphone users. Especially, communication activities on a smartphone positively affect people's information activities and enhance information acquisition.

Assessing the Effectiveness of Smartphone Usage to Interact with Learning Materials in Independent Learning Outside of Classrooms among Undergraduate Students

  • Sununthar Vongjaturapat;Nopporn Chotikakamthorn;Panitnat Yimyam
    • Asia pacific journal of information systems
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    • v.31 no.1
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    • pp.43-75
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    • 2021
  • Clearly, the smartphone is increasingly playing a greater role in everyday life, thus providing opportunities to evaluate how well the use of the smartphone meets the requirements of undergraduate students in independent learning outside of a classroom setting. This study used the task-technology fit (TTF) model to explore the effectiveness of smartphone usage to interact with learning materials in independent learning outside of classrooms, the need for smartphone support, and the fit of devices to tasks as well as performance. First, the study used interviews, observation, and survey data to identify what are the most important constructs of smartphones that stimulate students to interact with learning materials in independent learning outside of classrooms. Based on the findings from the exploratory study and Task Technology Fit theory, we postulated the Navigation design, Ergonomic design, Content support, and Capacity as the essential dimension of the smartphone construct. Then, we proposed a research model and empirically tested hypotheses with the structural model analysis. The results reveal a significant positive impact of task and technology on TTF for smartphone usage to interact with learning materials in independent learning outside of classrooms; it also confirmed the TTF and performance have a direct effect on actual use.

Factors Influencing Smartphone Addiction in Adolescents (청소년의 스마트폰 중독에 영향을 미치는 요인)

  • Lee, Eun Jee;Kim, Yune Kyong;Lim, Su-Jin
    • Child Health Nursing Research
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    • v.23 no.4
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    • pp.525-533
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    • 2017
  • Purpose: The purpose of this study was to verify the relationship among depression, school adjustment, parent-child bonding, parental control and smartphone addiction, and to identify factors which influence smartphone addiction in adolescents. Methods: A cross-sectional design was used, with a convenience sample of 183 middle school students from 3 middle schools. Data collection was conducted through self-report questionnaires from April to May, 2017. Data were analyzed using ${\chi}^2$ test, Fisher's exact test, t-test, one-way ANOVA, correlation coefficient analysis, and binary logistic regression with SPSS Ver. 21.0. Results: The mean score for smartphone addiction was 29.40. Of the adolescents, 21.3% were in the smartphone addiction risk group. Logistic regression analysis showed that gender (OR=7.09, 95% Cl: 2.57~19.52), school life (OR=0.86, 95% Cl: 0.79~0.93), smartphone usage time (OR=1.32, 95% Cl: 1.04~1.66), and parental control (OR=4.70, 95% Cl: 1.04~21.29) were effect factors for the smartphone addiction risk group. Conclusion: Findings indicate that school satisfaction was an important factor in adolescents' smartphone addiction. Control oriented parent management of adolescents' smartphone use did not reduce the risk of smartphone addiction and may have worsen the addiction. Future research is needed to improve understanding of how teachers and parents will manage their adolescents' use of smartphones.

Effects of the Gait Variable While Using Smartphones During Ramp Gait in Young Adults (젊은 성인에서 경사로 보행 시 스마트폰 사용이 보행 변수에 미치는 영향)

  • Yoon, Chae-Hyo;Kim, Bum-Su;Kang, Do-Young;Kim, Yeonseo;Lee, Myoung-Hee
    • PNF and Movement
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    • v.19 no.2
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    • pp.261-267
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    • 2021
  • Purpose: This study aimed to investigate changes in gait variables depending on whether a task was performed using a smartphone while walking on a ramp. Methods: The participants of this study were 41 college students attending U University located in Gyeongju City, Gyeongsangbuk-do. In this study, gait variables were measured during ramp gait while using a smartphone to perform a task and during ramp gait without performing such tasks. In other words, four walking conditions were used: 1) walking up a ramp, 2) walking up a ramp while using a smartphone to perform a task, 3) walking down a ramp, and 4) walking down a ramp while using a smart phone to perform a task. Gait variables were measured using a gait analysis tool (Legsys; BioSensics, USA), and stride time, stride length, stride velocity, cadence, and double support were analyzed. The order of measurements was randomized to control for order effects due to repeated measurements. Results: The comparative analysis of gait variables according to the presence or absence of smartphone use during ramp gait showed that there were significant differences in stride time, stride length, and stride velocity during both ramp ascent and ramp descent (p < 0.05). In both ramp ascent and ramp descent, stride time increased when walking using a smartphone, compared to when walking without using a smartphone (p < 0.05). However, in both ramp ascent and ramp descent, stride length and stride velocity were decreased when walking using a smartphone compared to when walking without using a smartphone (p < 0.05). Conclusion: The study results showed that the use of a smartphone during walking can affect safety. Therefore, it is necessary to improve the awareness of risks associated with walking while using a smartphone, and further research needs to be conducted in various environments and with different ramps.

Relationships between Smartphone Usage, Sleep Patterns and Nursing Students' Learning Engagement (스마트폰 사용, 수면양상과 간호대학생의 학습몰입도간의 관계)

  • Choi, Seunghye
    • Journal of Korean Biological Nursing Science
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    • v.21 no.3
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    • pp.231-238
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    • 2019
  • Purpose: In 2015, South Korea had the highest global smartphone penetration (88%). However, smartphone addiction can seriously disrupt daily life and have a major negative impact on academic achievement. Methods: A structured questionnaire was completed by 250 nursing students for this descriptive study. Results: Students who were older, more satisfied with their major, exercised, and used their smartphone for less than 30 minutes before sleeping had higher learning engagement than those who were younger, less satisfied, did not exercise and used their smartphone for more than three hours. Quality of sleep and smartphone addiction were negatively correlated as was quality of sleep and daytime sleepiness. Interestingly, sleep pattern did not impact learning engagement directly. Conclusion: Smartphone usage influences learning engagement of nursing students rather than their sleeping patterns, which suggests a need to develop self-disciplining strategies for smartphone use to enhance learning engagement.

Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.644-652
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    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.379-386
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    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.