• Title/Summary/Keyword: 모바일 가이드

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The Effects of a Mobile Personal Health Records (PHR) Application on Consumer Health Behavior (모바일 개인건강기록(Personal Health Records: PHR) 어플리케이션의 이용이 소비자 건강행태에 미치는 영향)

  • Yi, Yong Jeong
    • Journal of the Korean Society for information Management
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    • v.33 no.4
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    • pp.7-26
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    • 2016
  • The present study aimed at investigating the strengths and weaknesses of a mobile personal health record (PHR) application and identifying its impacts on consumer health information behavior. For the study, twenty-seven college students used a PHR application for three months, based on which the study conducted paper-based interviews with them. The results of content analysis highlighted the benefits of the PHR such as supporting preventive healthcare and motivating and providing specific guidelines for healthy lifestyles by utilizing visual interface design, sharing the data with family and assisting caregivers to manage patients' healthcare, and above all enhancing the interaction between patients and healthcare professionals. However, the study found the drawbacks of the PHR such as a lack of data entry for strength training and the incompatibility with other healthcare applications. The participants were motivated to change their health behaviors in ways such as getting rid of sleep disorders, avoiding alcohol and smoking tobacco, and losing weight, and changing eating habits. Some consumers improved self-efficacy by changing their health behaviors, while the PHR provided emotional supports to the consumers who wanted to improve their health. The present study has an academic significance because the study of PHR is a burgeoning area in Korea. The study provides insights for promoting health and medical information services to cope with the paradigm shift of healthcare fields.

Thermal Analysis of 3D package using TSV Interposer (TSV 인터포저 기술을 이용한 3D 패키지의 방열 해석)

  • Suh, Il-Woong;Lee, Mi-Kyoung;Kim, Ju-Hyun;Choa, Sung-Hoon
    • Journal of the Microelectronics and Packaging Society
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    • v.21 no.2
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    • pp.43-51
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    • 2014
  • In 3-dimensional (3D) integrated package, thermal management is one of the critical issues due to the high heat flux generated by stacked multi-functional chips in miniature packages. In this study, we used numerical simulation method to analyze the thermal behaviors, and investigated the thermal issues of 3D package using TSV (through-silicon-via) technology for mobile application. The 3D integrated package consists of up to 8 TSV memory chips and one logic chip with a interposer which has regularly embedded TSVs. Thermal performances and characteristics of glass and silicon interposers were compared. Thermal characteristics of logic and memory chips are also investigated. The effects of numbers of the stacked chip, size of the interposer and TSV via on the thermal behavior of 3D package were investigated. Numerical analysis of the junction temperature, thermal resistance, and heat flux for 3D TSV package was performed under normal operating and high performance operation conditions, respectively. Based on the simulation results, we proposed an effective integration scheme of the memory and logic chips to minimize the temperature rise of the package. The results will be useful of design optimization and provide a thermal design guideline for reliable and high performance 3D TSV package.

A Study on Quality Evaluation Model of Mobile Device Management for BYOD (BYOD 환경의 MDM 보안솔루션의 품질평가모델에 관한 연구)

  • Rha, HyeonDae;Kang, SuKyoung;Kim, ChangJae;Lee, NamYong
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.93-102
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    • 2014
  • A mobile office environment using mobile devices, such as tablet PC, mobile phone is gradually increased in enterprises, banking and public institutions etc which is no limitation on places. It occurs advanced and persist security threats that are required effective security management policy and technical solution to be secure. For BYOD (Bring Your Own Device) environment, technical security management solutions of network control based, MDM (Mobile Device Management), MAM (Mobile Application Management), MCM (Mobile Contents Management) were released, evolved and mixed used. In perspective of integrated security management solution, mobile security product should be selected to consider user experience and environment and correct quality evaluation model of product is needed which is provided standards and guidance on the selection criteria when it was introduced. In this paper, the most widely used MDM solution is selected to take a look at its features and it was reviewed the product attributes with related international standard ISO/IEC25010 software quality attributes. And then it was derived evaluation elements and calculated the related metrics based on the quality analysis model. For the verification of quality evaluation model, security checks list and testing procedures were established; it applied metrics and analyzed the testing result through scenario based case study.

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A Priority Analysis on E-Commerce Security Factors - Focused on Researchers and Practitioners (전자상거래를 위한 보안 항목 우선순위 분석: 연구자그룹과 실무자그룹을 중심으로)

  • Kim, Hyun-Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.5
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    • pp.163-171
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    • 2011
  • In e-commerce environment, security should be considered as an essential factor for success. In this paper, we analyze security requirements for e-commerce system, and it is focused on the practical usage, not theoretical contribution, in the field of e-commerce security. To identify the security requirements being specific to e-commerce environment, the researches related to e-commerce security are surveyed and a phase of Delphi method and Analytic Hierarchy Process(AHP) are used to determine the relative importance of e-commerce security factors. Since researchers and practitioners can have significantly different views because of each different work environment, we divide the professionals into two respondents' group. This survey result can be useful security guidelines in the development of e-commerce service system from the initial system development step to the completion.

A Study on the Affordance Factors for Enhancing Safety Behavior in Safety Education App (안전교육 앱에서 안전행동 증진을 위한 어포던스 요인에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.489-497
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    • 2016
  • This study focused on the focus group interview based on the questionnaire. Prior to the interview, we used questionnaires from the previous researchers in order to select the questionnaires and interviews of the focus group. In order to measure the possibility, which is the expression characteristic of the safety education app, the items related to cognitive, sensual, physical, and safety behaviors were used as constituent factors. And the safety education app to analyze was selected 'Water Go GO!' App developed by the National Emergency Management Agency. The results of this study are as follows: First, the learner should help to participate in learning continuously in order to make meaningful learning activities in safety education app learning environment. Second, learners must interact with mobile devices in their apps to facilitate learning while reducing the number of factors that can interfere with learners' learning. This study is meaningful in that it can utilize this design principle as a guideline for enhancing safety behaviors.

Building Trust in Smartphone Environment -Focused on the Undergraduate Students in Busan- (스마트폰 환경에서의 신뢰 구축 형성 -부산지역 대학생을 중심으로-)

  • Choi, Yoo-Jung;Cho, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.352-362
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    • 2012
  • Recently, the number of smartphone user is increasing fast, and many companies provide various mobile applications. However, not all applications remain at the smartphones, they could be deleted easily if users don't trust them. Therefore in this study, we try to develop the model of building trust to use the smartphone applications and examines the influences of ease of use, usefulness, enjoyment on user satisfaction and trust. For this study the 221 sets of data collected, who use the smartphones, were tested against the model using PLS 2.0. The results of this study are as follows. First, perceived ease of use had an effect on usefulness and enjoyment. Second, usefulness and enjoyment had an effect on user satisfaction and trust. We can derive the factors which affect building trust in smartphone applications through this study, and provide a guideline to mobile application vendors and providers.

Contactless Biometric Using Thumb Image (엄지손가락 영상을 이용한 비접촉식 바이오인식)

  • Lim, Naeun;Han, Jae Hyun;Lee, Eui Chul
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.12
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    • pp.671-676
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    • 2016
  • Recently, according to the limelight of Fintech, simple payment using biometric at smartphone is widely used. In this paper, we propose a new contactless biometric method using thumb image without additional sensors unlike previous biometrics such as fingerprint, iris, and vein recognition. In our method, length, width, and skin texture information are used as features. For that, illumination normalization, skin region segmentation, size normalization and alignment procedures are sequentially performed from the captured thumb image. Then, correlation coefficient is calculated for similarity measurement. To analyze recognition accuracy, genuine and imposter matchings are performed. At result, we confirmed the FAR of 1.68% at the FRR of 1.55%. In here, because the distribution of imposter matching is almost normal distribution, our method has the advantage of low FAR. That is, because 0% FAR can be achieved at the FRR of 15%, the proposed method is enough to 1:1 matching for payment verification.

Usability Evaluation for Life-logging Application (라이프로깅 애플리케이션 사용성 평가)

  • Lee, Joeun;Kwon, Jieun
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.43-49
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    • 2016
  • As user-centered design and content development emerge, the research and the establishment of items on usability evaluation are becoming more important. However, research on usability evaluation for digital systems in specific areas of mobile applications is still incomplete. Due to the recent development of wearable devices and smartphones, development and usage of quantified-self and life-logging applications has been rapidly increasing. This study aims to establish evaluation items and the main factors for the usability assessment of the applications that support life-logging services. In order to establish evaluation factors for life-logging application usability, we first gathered existing usability assessment items and selected the initial items through the Focus Group Interview(FGI). Second, we conducted user assessment surveys on the selected initial questionnaires and performed reliability and exploratory factor analyses based on the survey results. Third, through the statistical analyses results, we established 28 usability assessment items and four factors: recognition; functionality; aesthetics; and satisfaction. Finally, we discussed the expectations and limitations of the established usability assessment. The results from this paper could be used as a guideline for the usability assessment of life-logging applications and thus will contribute to effective content development.

A Study on the Preference of Color by Genres of Smartphone Game (스마트폰 게임 장르별 색채 선호도 조사 연구)

  • Park, Ji-Hye;Hong, Soo-bong;Jung, Chool-gon
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.7-22
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    • 2016
  • While the period of 40 million smart phone users begins, mobile game has spread and evolved as quick as popularization of smart phone. Therefore, this study is written to help the improvement of a graphic image on a development of a game for a qualitative growth of a game market, and is to suggest a guideline of tone by genres, by measuring image or feeling of game genre targeting game users. As a result of study, more than 50% of adjectives game users wrote by genres corresponded. It means that tone game users prefer is relatively clear. Therefore, the researcher confirmed that it is possible to attempt the standardization of tome about genre, and suggested 3 kinds of tone and brightness of color by genres. The researcher hopes that this result of the study will help smooth color plan on a development of smart phone game, and that more diverse studies will be proceeded for a qualitative growth of a game market arriving at puberty.

Enhancing the User Experience: A Research on China Mobile E-book App (사용자 경험 향상: 중국 모바일 독서어플 관한 연구)

  • Liang, Peipei;Pan, Young-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1475-1480
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    • 2017
  • The flourishing China mobile e-book App market has caused a series of problems, for which enhancing the user experience become an urgent matter. As a whole, user experience is related to the five planes such as the device, platform, medium, form and content. However, to understand the user needs is the logical starting point of the whole process. Contextual interview has been conducted in this study, while four types of tasks such as discovering and accessing a target e-book, setting and experiencing the reading interface, listening to the e-book and reviewing and sharing were asked to perform during the process, which has resulted in relevant problems and unpleasant factors in user experience. Based on the aforementioned contents, guidelines for enhancing the user experience of China mobile e-book App has been summarized as a result.