• Title/Summary/Keyword: mobile app

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Validation of a Cognitive Task Simulation and Rehearsal Tool for Open Carpal Tunnel Release

  • Paro, John A.M.;Luan, Anna;Lee, Gordon K.
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.223-227
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    • 2017
  • Background Carpal tunnel release is one of the most common surgical procedures performed by hand surgeons. The authors created a surgical simulation of open carpal tunnel release utilizing a mobile and rehearsal platform app. This study was performed in order to validate the simulator as an effective training platform for carpal tunnel release. Methods The simulator was evaluated using a number of metrics: construct validity (the ability to identify variability in skill levels), face validity (the perceived ability of the simulator to teach the intended material), content validity (that the simulator was an accurate representation of the intended operation), and acceptability validity (willingness of the desired user group to adopt this method of training). Novices and experts were recruited. Each group was tested, and all participants were assigned an objective score, which served as construct validation. A Likert-scale questionnaire was administered to gauge face, content, and acceptability validity. Results Twenty novices and 10 experts were recruited for this study. The objective performance scores from the expert group were significantly higher than those of the novice group, with surgeons scoring a median of 74% and medical students scoring a median of 45%. The questionnaire responses indicated face, content, and acceptability validation. Conclusions This mobile-based surgical simulation platform provides step-by-step instruction for a variety of surgical procedures. The findings of this study help to demonstrate its utility as a learning tool, as we confirmed construct, face, content, and acceptability validity for carpal tunnel release. This easy-to-use educational tool may help bring surgical education to a new- and highly mobile-level.

The Analysis of Smart Phone Application for Early Childhood Based on Cognitive Theory (학습관련 인지이론에 기반한 유아용 스마트폰 어플리케이션 분석)

  • Kim, Eun-Jung;Park, Sung-Deok;Kim, Kyung-Chul
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.163-174
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    • 2011
  • The purpose of this study was to apply a variety of criteria to analyzing mobile applications for early childhood education, which are now available in application market, and was also to explore how the developmental characteristics and multimedia content characteristics of early childhood could be applied to mobile applications for early childhood education. To meet these purposes, this study targeted total 61 applications for infancy education in terms of mobile applications loaded on online education categories such as iPhone App Store and Android Market. Based on analytic criteria on the foundation of content type by learning type, cognitive load theory and multimedia design principle, this study analyzed those applications for early childhood. As a result, it was found that there were needs to develop a little more various categories of applications, and there were also needs to develop such applications that they can make the best use of smart phone's performance, comply with multimedia design principles but avoid any imprudent use of multimedia.

Development of Education Program for Nursing Process based on Mobile Application (모바일 응용 기반 간호과정 교육 프로그램 개발)

  • Cho, Hune;Hong, Hae-Sook;Kim, Hwa-Sun
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1190-1201
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    • 2011
  • The purpose of this research paper is to develop Mobile application-based Nursing Process Programs on 'Nursing Diagnosis', 'Nursing Interventions' and 'Nursing Outcomes Classification' targeting nurses and nurse students. To achieve it, this paper uses 'standard classification-focused research data' on the basis of Nursing Diagnosis Classification established by NANDA (North American Nursing Diagnosis Association), NIC (Nursing Interventions Classification) and NOC (Nursing Outcomes Classification) mainly developed by Iowa State University. The existing research methods are difficult to be applied to patients, since such methods put a restriction on choosing, developing, and generalizing 'Nursing Process Programs' in clinical spheres. But, this research thesis focuses on developing guidelines applicable to any clinical experiences, with the use of the framework in mutual links with all the nursing diagnosisoutcomes- interventions. In this regard, the Korean version programs were developed and registered in App store in March. Thus, it is expected that these programs would be wildly-available as tools for nursing education.

Display System Design for Signifying the Received Signals of the Mobile Phone (휴대폰 착신 알림을 위한 모바일 디스플레이 시스템 설계)

  • Park, Jong-An;Chun, Jong-Hun;Kang, Sung-Kwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.289-294
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    • 2011
  • In this paper, we developed a phone call display system or "alimi" for displaying the received phone data at limited space that can not carry a mobile phone and and its validity was confirmed. It consists of a data communication application transmitting the phone data via bluetooth, a RF data repeater to extend the range of data communication, and a display system part for displaying the received phone data to the phone user. It has economy in terms of system installation because the implementation of the proposed system is simple and low cost installation is possible. As ordinary mobile phones users using the system can easily utilize it by downloading the application on the app. store, it has economy and convenience checking whether a call is received.

Design and Implementation of Mobile Healthcare System supporting Safe Transfusion (안전한 수혈을 지원하는 모바일 헬스케어시스템의 설계 및 구현)

  • Kang, Moon-Seol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.8
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    • pp.1845-1852
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    • 2015
  • From bar code systems and radio frequency identification (RFID) to beacons utilizing low power bluetooth technology, the fusion of information technology and health and medical treatment is spreading through advances such as automated treatment and examination stages and the use of treatment information connected to smart devices. In this paper, designed and implemented a mobile health care system for the safe management of blood transfusions to prevent accidental problems that can occur during patient blood transfusions. It makes safe and effective blood transfusion possible by using smart devices to read information saved on patient bracelets, blood-collecting containers, blood transfusion bags, and medical personnel identification cards so that they match patient information. By applying the blood transfusion management mobile health care system presented and implemented in this paper to blood transfusion processes in hospitals, it was verified that it allows for safe and effective blood transfusion, preventing accidents which may occur in blood transfusion processes.

LBS/GPS based Bicycle Safety Application with Arduino (아두이노를 이용한 위치정보 기반 안전한 자전거 애플리케이션)

  • Kim, Dong-Gun;Lee, Ho-Se;Kim, So-Young;Kim, Tae-Woo;Lee, Hyung-Woo
    • Journal of Internet of Things and Convergence
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    • v.2 no.1
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    • pp.7-15
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    • 2016
  • Bicycle users were surpassed a million recently as bicycle riding will be a key element of daily life. As users increase, we can expect that the user is more exposed to the risk of an unexpected accident. Therefore, we need to establish several preventive measures for a safe riding environment. In this paper, we developed mobile application by using the acquired GPS-based location information that provide safety services for the bike riding as a LBS service. In detail, we have been able to provide a bicycle safety navigation service by using the bluetooth transmission and reception method between Android and Arduino-based devices. As a future work, the safety could be improved if we expand various forms of Arduino sensors. As a result, a service developed in this study will be able to converge ahead to connect into several personalized mobile IoT services.

Interworking architecture between Smart-TV and Smart-phone using NFC and QR technology (NFC와 QR기술을 사용한 스마트TV와 스마트폰의 연동구조)

  • Eun, Sung Bae;Chae, Yi Geun;So, Sun Sup
    • Journal of Advanced Marine Engineering and Technology
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    • v.38 no.4
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    • pp.463-469
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    • 2014
  • We propose an interworking architecture between a smart TV and a smart phone. This architecture provides control mechanism for the newly adopted App on Smart-TV with smart phone. The general method connecting between a smart phone and a mobile AP is very carefully complex and troublesome procedure. The mobile AP transfers data from a smart phone to a smart TV after getting the connection. Connecting procedure between a smart phone and a mobile AP is therefore necessary operation. We worked out the new procedure and control method that acquires some information from Near Field Communication or Quick Reference codes for connecting between a smart TV and a smart phone. Our proposed architecture was confirmed practical possibility as user-oriented automatic connection and simple manipulation for control a kiosk or various display equipment.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

Mobile Payment and Operation System for the Local Area Festival (지역 기반 문화축제를 위한 모바일 결제 및 운영 시스템)

  • Park, Kiung;Lee, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.402-410
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    • 2019
  • Local area festivals have grown on a scale for the past 20 years, but have suffered ups and downs. Through the trial and error of the festival operation, problems such as prediction of the number of visitors, planning of event scale, calculation and expansion of sales volume, and management of various participants in the duration were highlighted. To solve, this study designed and developed a mobile payment system and festival operation management system for local scale festivals as a platform operating system of web and app combined. The results of this study presents four basic functions. It includes ticketing management, attendance identification and entrance control, charge of festival currency and use of payments, real-time provision and management of related information, and performance reporting for each role. It was applied to local festivals in practice as to enable local shop owners to participate in advertisements or sponsorships and confirmed their contribution to local commercial market and the revitalization of festivals through this system.

A Study of Weather App Based on Behavioral Economics (행동경제학 관점에서 날씨 어플리케이션 연구)

  • Yoon, Ji-Yeon;Kim, Bo-Yeun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.249-254
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    • 2019
  • As an alternative to the growing problem of weather anomalies, users are using mobile weather apps to predict the weather. Even though it provides clear information, the user makes mistakes in forecasting the weather. For this reason, The purpose of this study is to find elements that can be prepared for the volatile weather through mobile application. Jakob Nielsen's "heuristic" evaluation found weaknesses in the application. Then I proceeded to analyze it from a behavioral economics standpoint. As a result, the two applications had various functions and accurate information. However, user accessibility was low and focused on 'information delivery'.