• Title/Summary/Keyword: mobile usage behavior

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Study on the Attitudes toward Artificial Intelligence and Digital Literacy of Dental Hygiene Students

  • Seon-Ju Sim;Ji-Hye Kim;Min-Hee Hong;Su-Min Hong;Myung-Jin Lee
    • Journal of dental hygiene science
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    • v.24 no.3
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    • pp.171-180
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    • 2024
  • Background: The Fourth Industrial Revolution highlights the importance of artificial intelligence (AI) and digital literacy in dental hygiene education. However, research on students' attitudes toward AI and their digital literacy levels is limited. Therefore, this study investigated the attitudes of dental hygiene students toward AI and digital literacy levels. Methods: In total, 167 dental hygiene students in Baekseok University participated in the study and provided informed consent. The survey tool included general characteristics, smartphone usage patterns, attitudes toward AI, and digital literacy levels. Attitudes toward AI and digital literacy based on general characteristics and smart device usage were analyzed using t-tests and one-way ANOVA. Correlations among attitudes toward AI, digital literacy awareness, and digital literacy behaviors were analyzed using Pearson's correlation analysis. The impact of AI attitudes and digital literacy awareness on digital literacy behavior was examined using linear regression analysis. Results: Students with higher interest in their major had more positive attitudes toward AI, and those with higher smart device usage showed increased AI attitudes and digital literacy (p<0.05). Simple frequency or duration of smartphone use did not affect digital literacy, but students who perceived their smart device usage positively and believed that they used smart devices effectively in their studies exhibited higher levels of digital literacy (p<0.05). A positive attitude toward AI is associated with higher levels of digital literacy (p<0.05). Digital literacy awareness and attitudes toward AI influenced digital literacy behavior (p<0.05). Conclusion: These results suggest that the qualified utilization and application of digital devices in dental hygiene education are important. Improving the educational curriculum is necessary; as a result, digital technology can be effectively utilized, and various educational programs should be introduced to enhance digital literacy.

A Study on the Effects of Early Adolescents' Developmental Environment on their Delinquent behavior : Focused on the Mediating Effects of Media Environment (초기 청소년의 발달환경이 비행행동에 미치는 영향 : 매체환경의 매개효과를 중심으로)

  • Hyun, Ta Kyung
    • Journal of the Korea Convergence Society
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    • v.9 no.4
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    • pp.271-283
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    • 2018
  • This study aimed to investigate the effect of adolescent development environment including parenting attitude, peer relationship, and school environment on delinquent behavior, and between these relationships, the mediate effect of media environment such as computer and mobile devices. The $6^{th}$ year data from Korean Children & Youth Panel Survey (KCYPS) was used and the subjects were limited to 518 students of $7^{th}$ grade who are in their early adolescence. The result shows that adolescents under more affectionate, over involvement, and abusive parenting attitude will commit delinquent behaviors more frequently, and so does alienated youth from their friends. Parenting inconsistency and communication with friends make them use computer and cell phone more often, and excessive media usage increases adolescent's delinquent behavior. In conclusion, family environment and peer relation have influence on adolescents' delinquent behavior. Therefore, there is necessity to build development environment that prevent adolescents' delinquencies like parent education program or peer communication program for example. Also, proper education program for using computer or cell phone usage can reduce adolescents' delinquent behaviors, especially when its addictive aspect was recently issued.

Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • v.5 no.2
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

Study on the Usability Evaluation of Mobile Anger Control Training Applications (모바일 분노조절훈련 애플리케이션의 사용성 평가 연구)

  • You, Kyung Han;Kang, Ji-An;Choi, Ji-Eun;Cho, Jaehee
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1621-1633
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    • 2022
  • The present study aims to design an application for anger control training of individuals and test its practical usability with the goal of encouraging preventive training in daily life. This study also investigates, through usability evaluation, whether users can use the application to carry out the actual anger management training program, whether it is useful and convenient, and whether it produces adequate learning effects. In order to conduct usability evaluation, a usability evaluation scale comprised of six factors-utility, reuse intention, learning, error, and reflectivity-was derived, and survey items tailored to each factor were produced. The association between usability evaluation elements, user demographic parameters, mobile usage behavior, and state anger was also examined. The result demonstrated that additional menus and features are necessary to increase the usability of the application for anger management. The result also revealed that it is vital to build an intuitive application interface that users unfamiliar with mobile app functionality can easily navigate, as well as to add entertaining components in the content, as users may be somewhat bored. On the basis of the findings, ideas of modifying and creating anger management training programs were discussed.

Study on Usage-behavior of Fixed and Wireless Internet and Needs of Mobile Broadband (유무선 인터넷 이용행태와 모바일 브로드밴드(Mobile Broadband) 니즈 분석)

  • Park, Jong-Hyun;Kim, Moon-Koo;Lee, Sun-Mi;Park, Hee-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10d
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    • pp.549-552
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    • 2006
  • 국내 유무선 인터넷은 세계 시장과 통신트랜드를 주도할 정도로 이용자 규모, 서비스 다양성, 서비스 수용성 측면에서 커다란 성과를 나타내며 이는 선순환 구조를 통해 단말기, 장비, 콘텐츠 산업의 경쟁력을 강화시키는데 기여하고 있다. 또한 국내 통신시장은 와이브로와 HSDPA로 대표되는 광대역 무선인터넷 시대를 선도할 것으로 기대되고 있다. 본 글에서는 전국 일반인을 대상으로 시장조사 결과를 바탕으로 유무선 인터넷의 이용행태를 파악하고 광대역 무선인터넷에 대한 니즈를 탐색하고자 하였다. 분석결과, 국내 유무선 인터넷 시장은 10~20대의 학생층뿐만 아니라 30대 이상의 화이트 칼라로 이용층으로 확대되며 이 계층이 광대역 무선인터넷의 핵심 이용자군으로 잠재력을 지닌 것으로 나타났다.

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A Design Direction for Mobile phones between Comparison of Users from Korea, China and Japan (한중일 사용자 비교분석을 통한 모바일폰 디자인 방향)

  • Eune, Ju-Hyun;Jung, Hee-Yun;Kim, Yun-Jun
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.29-38
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    • 2007
  • The competition to capture a larger slice of the market in Mobile Communication business is increasing among companies. In order to achieve and maintain a competitive advantage in the Asian market, it is critical to continue to develop new technology. Understanding the underlying distinctive characteristics and needs of each market and the cultural backgrounds that drive those needs is a necessary focus. Companies with marketing strategies based on a correct understanding of market needs will capture dominant positions in the market. The purpose of this study is to identify those differences in user behavior and cultural tendencies among different people in different countries in the mobile telecommunication market. This research is based on an on-line survey in three countries (Korea, China, and Japan). Below are the contents of the survey on the mobile phone based on: 1) User behavior 2) Design preference 3) Purchasing behavior 4) User awareness on manufacturer brand. Through the analysis of this questionnaire it is possible to identify the differences and similarities among countries dearly. 1) Cultural trends and perceptions related to mobile phone usage were largely caused by differences in the state of technology, policies and business strategies of mobile sonics carriers and manufacturers, and national tendencies, of each country. 2) Korean and Japanese users produced similar responses to the questions related to advanced technology, whereas Korean and Chinese users responded similarly to national tendency-related questions. 3) To the questions related to business strategies of mobile service carriers and manufacturers, users in all three countries displayed markedly different responses. Once again, accurate analysis of the differences and similarities related to mobile phone usage in each country will help the companies in this industry to gain a competitive edge in the market. This study should not stop at simple comparison but be a framework for giving companies a dear future direction for technological development.

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An Analysis on the Mobile-based Information Behavior of the Older Adults with Comparison of the College Students (대학생층과 비교를 통한 고령층의 모바일기반 정보행위 분석)

  • Kim, Heesop;Lee, Misook;Kang, Bora
    • Journal of Korean Library and Information Science Society
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    • v.45 no.1
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    • pp.249-270
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    • 2014
  • The purpose of this study is to discover the mobile-based information behaviors of the older adults with comparison of the college students and then to provide some fundamental ideas of the bridging digital devide for them. For this aims, data were collected from seniors and college students living in Daegu and Kyung-buk province via a self-designed questionnaire, and the data of 375 seniors and 323 college students were analysed with $x^2$ and t-test using SPSS. It revealed that the economic condition did not influence in the possession of mobile devices, and for leisure was most favorite activity in both groups. However, the college student group suggested the supply of free or low price mobile device; whereas the older adults group suggested the spread of education of mobile device usage would be the most important matter for bridging the digital devide. Various results of the study were presented with tables and figures in this paper.

System Specification-based Design of Mobile Alarm System for Privacy Protection (시스템 명세화 기법 기반의 개인정보보호 모바일 알람 시스템 설계 및 구현)

  • Jang, Eun-Young;Kim, Hyung-Jong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.20 no.1
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    • pp.113-121
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    • 2010
  • The system specification is a system theory based formal representation method for systems' structure and behavior modeling. When we make use of the system specification method in each step of software development, we can derive a hierarchical and modularized system design which enables us to manage the software development process flexibly. This research presents system specification based design of a mobile alarm system which sends alerts about illegal usage of private information and manages the response against the each alert. In our design of mobile alarm system, there are formal definition of alert message overcoming the functional limitation of mobile device and hierarchical modularized modeling of alarm processing using system specification. The efficiency of making use of the system specification is shown by applying the specification method to implementation of mobile alarm system. The contribution of this work is in design and implementation of mobile alarm system which enables us to handle the private information leakage situation more flexible way using system specification based software designing method.

The Impact of Mobile Channel Adoption on Video Consumption: Are We Watching More and for Longer? (모바일 채널 수용이 고객의 동영상 소비에 미치는 영향에 관한 실증 연구)

  • SangA Choi;Minhyung Lee;HanByeol Stella Choi;Heeseok Lee
    • Information Systems Review
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    • v.25 no.3
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    • pp.121-138
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    • 2023
  • The advancement in mobile technology brought disruptive innovation in media industry. The introduction of mobile devices broke spatial and temporal restrictions in media consumption. This study investigates the impact of mobile channel adoption on video viewing behavior, using real-world dataset obtained from a particular on-demand service provider in South Korea. We find that the adoption of a mobile channel significantly increases the total viewing time of video-on-demand via TV and the number of contents viewed. Our results suggest that the mobile channels act as a complement channel to conventional TV channels. We provide theoretical and practical insights on consumer usage in the emerging over-the-top market.

In Search of Demanded Mediating Role of TAM between Online Review and Behavior Intention for Promoting Golf App Distribution

  • KIM, Ji-Hye
    • Journal of Distribution Science
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    • v.20 no.8
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    • pp.105-114
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    • 2022
  • Purpose: The technology acceptance model (TAM) refers to a theory that maps the possibility or extent to which users can accept an innovative technology. The purpose of the current research is to investigate the mediating effect of TAM between online review and behavior intention for promoting golf app's distribution. Research design, data and methodology: In order to examine the relationship between app usage reviews, TAM, and behavioral intentions of golf app participants, the present author collected total 170 responses from South Korean participants based on web-based survey system. The main methodology which was selected by this study is mediation causality analysis that Baron and Kenny suggested. Results: The statistical findings definitely indicated that TAM mediating role exists between the positive emotion of golf app users regarding online reviews and positive behavior intention of golf app, which means that all three steps of mediation causality analysis were statistically significant. Conclusions: The present research concludes that the correct utilization of innovation in the design and implementation of the technology features translates into performance excellence. The model can be used to increase the online presence through innovation as a primary drive toward providing more convenience and accessibility to the users through mobile golf apps.