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A Design and Implementation of Health Schedule Application

  • Ji Woo Kim;Young Min Lee;Won Joo Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.99-106
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    • 2024
  • In this paper, we design and implement the HealthSchedule app, which records exercise data based on the GPS sensor embedded in smartphones. This app utilizes the smartphone's GPS sensor to collect real-time location information of the user and displays the movement path to the designated destination. It records the user's actual path using latitude and longitude coordinates. Users register exercise activities and destination points when scheduling, and initiate the exercise. When measuring the current location, a lime green departure marker is generated, and the movement path is displayed in blue, with the destination marker and a surrounding 25-meter radius circle shown in sky blue. Using the coordinates of the starting point or the previous location and the current GPS sensor-transmitted location coordinates, it measures the distance traveled, time taken, and calculates the speed. Furthermore, it accumulates measurement data to provide information on the total distance traveled, movement path, and overall average speed. Even when reaching the destination during exercise, the movement path continues to accumulate until the completion button is clicked. The completion button is activated when the user moves into the sky blue circular area with a radius of 25 meters, centered around the initially set destination. This means that the user must reach the designated destination, and if they wish to continue exercising without clicking the completion button, they can do so. Depending on the selected exercise type, the app displays the calories burned, aiming to increase user engagement and a sense of accomplishment.

The Study on the Difference of Information Security Awareness between PC and Smartphone (사용자의 PC와 스마트폰에 대한 정보보안 인식 차이에 관한 연구)

  • Piao Zhengxian;Sungmin Kang
    • Information Systems Review
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    • v.19 no.3
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    • pp.69-89
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    • 2017
  • In the information age, the rapid development of information technology provides people with an enriching experience yet also causes them harm because of information security (IS) issues. The IS of smartphones faces great challenges. Although many studies on IS awareness have been conducted, most of them have focused on PCs and do not consider the security issues of smartphones. In this study, we focus on those factors that affect IS awareness for both PCs and smartphones. We also analyze the differences in the impacts of certain factors on PCs and smartphones based on the proposed research model. The results are summarized as follows. First, the understanding of security technique, understanding of IS threat, and IS education have significant impacts on IS awareness for PCs and smartphones, while IS intention has a significant impact on IS awareness for PCs but not for smartphones. Moreover, IS policy has no significant impact on IS awareness. Second, PCs and smartphones show no significant differences in IS awareness, IS threat, and IS intention, but show significant differences in understanding of security technique, IS education, and IS policy.

Association between receiving work communications outside of work hours via telecommunication devices and work-related headaches and eyestrain: a cross-sectional analysis of the 6th Korean Working Conditions Survey

  • Yoon-Soo Jang;Jae-Han Lee;Na-Rae Lee;Dong-Woo Kim;June-Hee Lee;Kyung-Jae Lee
    • Annals of Occupational and Environmental Medicine
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    • v.35
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    • pp.50.1-50.11
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    • 2023
  • Background: The rise in telecommuting or non-face-to-face work owing to the coronavirus disease 2019 pandemic has fueled conversations regarding the "right to disconnect." Although evidence suggests that receiving work-related communications through telecommunication devices outside of work hours may lead to various symptoms and illnesses, limited research has been undertaken on these symptoms. This study therefore aims to investigate the correlation between receiving work communications through telecommunication devices after work hours and the occurrence of work-related headaches and eyestrain in full-time, non-shift white-collar workers. Methods: This study used data from the 6th Korean Working Conditions Survey. The frequency of using telecommunication devices for work purposes outside of working hours was divided into five categories: "Every day," "Several times a week," "Several times a month," "Rarely," and "Never." Work-related headaches and eyestrain were categorized based on a "yes" or "no" response to the survey questions. Descriptive statistics, χ2 tests, and multiple logistic regression analyses were performed using SPSS 27.0. Results: After adjusting for sex, age, income level, education, occupation, workplace size, work hours, and sleep disorders, the odds ratio (OR) of work-related headaches and eyestrain based on frequency of telecommunication device usage were as follows: "rarely" (OR: 1.292; 95% confidence interval [CI]: 1.111-1.503), "several times a month" (OR: 1.551; 95% CI: 1.249-1.926), "several times a week" (OR: 1.474; 95% CI: 1.217-1.784), and "every day" (OR: 1.548; 95% CI: 1.321-1.813). Conclusions: Employees who use telecommunication devices for work after regular hours are more susceptible to experiencing work-related headaches and eyestrain compared to those who do not. However, there is a dearth of research examining the physical and mental health impacts of using telecommunication devices for after-hours work. Furthermore, the existing preventative measures in Korea are insufficient. Consequently, it is imperative to develop effective measures and conduct additional research to address this issue.

Validation of nutrient intake of smartphone application through comparison of photographs before and after meals (식사 전후의 사진 비교를 통한 스마트폰 앱의 영양소섭취량 타당도 평가)

  • Lee, Hyejin;Kim, Eunbin;Kim, Su Hyeon;Lim, Haeun;Park, Yeong Mi;Kang, Joon Ho;Kim, Heewon;Kim, Jinho;Park, Woong-Yang;Park, Seongjin;Kim, Jinki;Yang, Yoon Jung
    • Journal of Nutrition and Health
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    • v.53 no.3
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    • pp.319-328
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    • 2020
  • Purpose: This study was conducted to evaluate the validity of the Gene-Health application in terms of estimating energy and macronutrients. Methods: The subjects were 98 health adults participating in a weight-control intervention study. They recorded their diets in the Gene-Health application, took photographs before and after every meal on the same day, and uploaded them to the Gene-Health application. The amounts of foods and drinks consumed were estimated based on the photographs by trained experts, and the nutrient intakes were calculated using the CAN-Pro 5.0 program, which was named 'Photo Estimation'. The energy and macronutrients estimated from the Gene-Health application were compared with those from a Photo Estimation. The mean differences in energy and macronutrient intakes between the two methods were compared using paired t-test. Results: The mean energy intakes of Gene-Health and Photo Estimation were 1,937.0 kcal and 1,928.3 kcal, respectively. There were no significant differences in intakes of energy, carbohydrate, fat, and energy from fat (%) between two methods. The protein intake and energy from protein (%) of the Gene-Health were higher than those from the Photo Estimation. The energy from carbohydrate (%) for the Photo Estimation was higher than that of the Gene-Health. The Pearson correlation coefficients, weighted Kappa coefficients, and adjacent agreements for energy and macronutrient intakes between the two methods ranged from 0.382 to 0.607, 0.588 to 0.649, and 79.6% to 86.7%, respectively. Conclusion: The Gene-Health application shows acceptable validity as a dietary intake assessment tool for energy and macronutrients. Further studies with female subjects and various age groups will be needed.

An Approach for Enhancing Current Korean e-Grocery Business Focusing on Delivery Service Alternatives (한국의 e-Grocery 배송서비스 대안에 관한 연구)

  • Koo, Jong-Soon;Lee, Jung-Sun;Jeon, Dong-Hwa
    • International Commerce and Information Review
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    • v.13 no.3
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    • pp.169-201
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    • 2011
  • There was a new wave in grocery business with development of information and technology, thus a movement from traditional stores to online stores, In order to expand the scale of traditional supermarket and to satisfy the customers' needs, they provide offline and online services simultaneously. This paper is based on the previous studies which had been researched in developed countries from late 1990s to early 2000s and the purpose of this study is to introduce the idea and operation system of e-Grocery business. Moreover, we suggest the alternatives on delivery service methods in order to satisfy the customers' needs through analyzing the current condition of e-Grocers in Korea. According to the result of this study, Korean e-Grocers offer only attended home delivery services. In our opinion, Korean supermarkets have to take hybrid model which Tesco.com is using. There are some alternatives to increase the profits of Korean e-Grocers and to provide better services to their customers as follows: As an alternatives for delivery services, picking service is the easiest and cheapest way to apply for supermarkets. This is very useful for working women and also it is possible to order by smartphone recently. They can order the goods to the closest local supermarkets from working place, and then they pick them up on the way home from working off. In order to improve the quality of delivery services, to use the reception box will be the way to provide better services to the customers. The reception box is a way to protect the quality of goods such as fresh-cut product, which require the freshness through the temperature adjustment, and also to keep the safety of ordered goods through locking system Through this system, supermarkets are able to use attended or unattended services under the customers' satisfaction. However, using the reception box is expensive, so shared reception box will be an alternative. As an alternative for development of e-Grocery business, the advertisement for e-Grocery business has to be supported in order to attract potential customers in e-Grocery business. Furthermore, the main concerns of e-Grocery business such as the sanitation and safety of goods, and convenience must be guaranteed in order to keep the loyal customers and to attract new customers.

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A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.

Design Evaluation Model Based on Consumer Values: Three-step Approach from Product Attributes, Perceived Attributes, to Consumer Values (소비자 가치기반 디자인 평가 모형: 제품 속성, 인지 속성, 소비자 가치의 3단계 접근)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.57-76
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    • 2017
  • Recently, consumer needs are diversifying as information technologies are evolving rapidly. A lot of IT devices such as smart phones and tablet PCs are launching following the trend of information technology. While IT devices focused on the technical advance and improvement a few years ago, the situation is changed now. There is no difference in functional aspects, so companies are trying to differentiate IT devices in terms of appearance design. Consumers also consider design as being a more important factor in the decision-making of smart phones. Smart phones have become a fashion items, revealing consumers' own characteristics and personality. As the design and appearance of the smartphone become important things, it is necessary to examine consumer values from the design and appearance of IT devices. Furthermore, it is crucial to clarify the mechanisms of consumers' design evaluation and develop the design evaluation model based on the mechanism. Since the influence of design gets continuously strong, various and many studies related to design were carried out. These studies can classify three main streams. The first stream focuses on the role of design from the perspective of marketing and communication. The second one is the studies to find out an effective and appealing design from the perspective of industrial design. The last one is to examine the consumer values created by a product design, which means consumers' perception or feeling when they look and feel it. These numerous studies somewhat have dealt with consumer values, but they do not include product attributes, or do not cover the whole process and mechanism from product attributes to consumer values. In this study, we try to develop the holistic design evaluation model based on consumer values based on three-step approach from product attributes, perceived attributes, to consumer values. Product attributes means the real and physical characteristics each smart phone has. They consist of bezel, length, width, thickness, weight and curvature. Perceived attributes are derived from consumers' perception on product attributes. We consider perceived size of device, perceived size of display, perceived thickness, perceived weight, perceived bezel (top - bottom / left - right side), perceived curvature of edge, perceived curvature of back side, gap of each part, perceived gloss and perceived screen ratio. They are factorized into six clusters named as 'Size,' 'Slimness,' 'No-Frame,' 'Roundness,' 'Screen Ratio,' and 'Looseness.' We conducted qualitative research to find out consumer values, which are categorized into two: look and feel values. We identified the values named as 'Silhouette,' 'Neatness,' 'Attractiveness,' 'Polishing,' 'Innovativeness,' 'Professionalism,' 'Intellectualness,' 'Individuality,' and 'Distinctiveness' in terms of look values. Also, we identifies 'Stability,' 'Comfortableness,' 'Grip,' 'Solidity,' 'Non-fragility,' and 'Smoothness' in terms of feel values. They are factorized into five key values: 'Sleek Value,' 'Professional Value,' 'Unique Value,' 'Comfortable Value,' and 'Solid Value.' Finally, we developed the holistic design evaluation model by analyzing each relationship from product attributes, perceived attributes, to consumer values. This study has several theoretical and practical contributions. First, we found consumer values in terms of design evaluation and implicit chain relationship from the objective and physical characteristics to the subjective and mental evaluation. That is, the model explains the mechanism of design evaluation in consumer minds. Second, we suggest a general design evaluation process from product attributes, perceived attributes to consumer values. It is an adaptable methodology not only smart phone but also other IT products. Practically, this model can support the decision-making when companies initiative new product development. It can help product designers focus on their capacities with limited resources. Moreover, if its model combined with machine learning collecting consumers' purchasing data, most preferred values, sales data, etc., it will be able to evolve intelligent design decision support system.

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.

A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.99-118
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    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

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