• Title, Summary, Keyword: 스마트폰 사용감소 의도

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The relationships among smartphone use, mental health and physical health - Focusing on smartphone users' attitudes (스마트폰 사용과 정신건강 및 신체건강 간의 관계 -스마트폰 사용자의 태도를 중심으로)

  • Kang, Hye-Ja
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.483-488
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    • 2016
  • This study was conducted to examine the relationships among smartphone use, mental health and physical health by focusing smartphone users' attitudes. For this purpose, 129 college students were asked to complete the questionnaires which contained measures of smartphone use, mental health and physical health. The results of data analysis showed that the positive correlations among smartphone use scores, physical and mental symptoms were significant. The importance of adaptive using smartphone for health was emphasized. Finally, limitations and suggestions of this study were discussed.

The Study of Moderated Mediating Model on SEM: Focusing on Expectancy Disconfirmation, Satisfaction and Continuous Usage Intention of LBS Application (기대불일치가 스마트폰 위치기반 어플리케이션 만족도, 지속 사용 의도에 미치는 영향에 대한 연구: 조절된 매개모델을 중심으로)

  • Kim, Hyo-Jung;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.119-132
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    • 2016
  • This study examined the concept and usage moderated mediating model in structural equation modeling. The theoretical model and hypothesis were developed based on the Location-Based application's Expectancy disconfirmation, Location-Based application's satisfaction, Location-Based application's continuous usage intention, service trust. The statistical results of the two model were compared: one was free model(positive/negative) and the other was the Moderated Mediating Model(positive/negative). A structure equation model analysis was carried out to test the research model. Further studies are necessary to Ssupport the research hypotheses.

Understanding Perceived Value, Perceived Risk, and Intention to Use e-Book Services in University Libraries. (대학도서관 전자책 서비스에 있어서 지각된 가치와 지각된 위험이 수용의도에 미치는 영향)

  • Hong, Seok-hyung;Nam, Young-Joon
    • Proceedings of the Korean Society for Information Management Conference
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    • pp.53-58
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    • 2015
  • 최근 스마트폰, 태블릿PC 등 스마트 단말기의 보급 확대로 전자책 시장이 국내외에 지속적으로 성장하고 있지만, 실상은 생각보다 더디게 진행되고 있다. 2015년 전자책 독서실태 결과 지난 1년간 전자책 독서량은 지난번 조사에 비해 0.2권 감소한 1.4권에 그쳤으며 전자책 구독층이 가장 많은 10~20대의 전자책 이용 비중도 줄었다. 이에 본 연구는 대학도서관의 전자책 서비스에 있어서 지각된 가치와 지각된 위험을 기술수용모델(TAM)에 추가하여 서비스 이용자의 수용 후 지속적 사용의도를 실증적으로 분석하고자 한다. 이를 통해 향후 대학도서관 전자책 서비스, 더 나아가 정보서비스의 개발과 보급에 있어 유용한 시사점을 제고하고자 한다.

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Research on the Importance of Security and Personal Information in Mobile Commerce (모바일커머스에서 보안과 개인정보의 중요성에 대한 연구)

  • Lee, Chan-Hee;Kim, In-Seok
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.4
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    • pp.913-921
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    • 2017
  • Mobile electronic commerce is rapidly growing up on the strength of popularization of smart devices such as smart phone followed by internet user increase. Concurrently with this, the anxiety on information security and personal information leakage of the user of mobile electronic commerce significantly built up in recent. In this respect, the information security and personal information protection should be become aware of their importance for the sustainable expansion and development of mobile commerce. Based on the demands as mentioned, this study analyzed the effects of the awareness of personal information security on recognized risk, recognized confidence and intent to use. The result of this study indicates that information security and personal information protection contribute to improvement in confidence by decreasing anxiety and uncertainty related to mobile commerce. Reduction of anxiety and uncertainty implies a crucial point that affects psychological mechanism making intent to use higher.

Finger-Touch based Hangul Input Interface for Usability Enhancement among Visually Impaired Individuals (시각 장애인의 입력 편의성 향상을 위한 손가락 터치 기반의 한글 입력 인터페이스)

  • Kang, Seung-Shik;Choi, Yoon-Seung
    • Journal of KIISE
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    • v.43 no.11
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    • pp.1307-1314
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    • 2016
  • Virtual Hangul keyboards like Chun-Ji-In, Narat-Gul, and QWERTY are based on eyesight recognition, in which input letter positions are fixed in the smartphone environment. The input method of a fixed-position style is not very convenient for visually impaired individuals. In order to resolve the issue of inconvenience of the Hangul input system, we propose a new paradigm of the finger-touch based Hangul input system that does not need eyesight recognition of input buttons. For the convenience of learning the touch-motion based keyboard, finger touches are designed by considering the shape and frequencies of Hangul vowels and consonants together with the preference of fingers. The base position is decided by the first touch of the screen, and the finger-touch keyboard is used in the same way for all the other touch-style devices, regardless of the differences in size and operation system. In this input method, unique finger-touch motions are assigned for Hangul letters that significantly reduce the input errors.

A Study on Design of the Image Retrieval System Using Embedded System (임베디드 시스템을 이용한 이미지 검색 시스템 설계에 관한 연구)

  • Kim, Kyung-Soo
    • Convergence Security Journal
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    • v.10 no.1
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    • pp.49-53
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    • 2010
  • Recently multimedia has been formed, provided, and shared enough not to compare with the past, due to the proliferation of Internet and the development of hardware relating to multimedia. Accordingly to internationally give a proper expression to metadata of multimedia, the standard of MPEG-7 has been established, and researches for image search among various data of multimedia using MPEG-7 are going on. Thus there are meaning-based search. In the former there is a merit that search speed is fast, but technology and accuracy by technical knowledge on the image. In the latter the accuracy of search is decreasing because of not understanding the meaning about image and the internet of users. In this study to solve these problems a search system has been designed by combining the two methods. Also the search and manage image data by handheld devices such as portable PDA or smart phone, a system. Once this is used, multimedia data can be efficiently searched and utilized by handheld devices.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.