• Title/Summary/Keyword: 스마트폰 사용시간

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A Study on the Emotional Analysis Algorithm of Smartphone Users (스마트폰 사용자의 감정분석 알고리즘 연구)

  • Baeck, Ju-Yeon;Shin, Hye-Seung;Won, Eun-Ji;Yoon, Ye-Seul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1261-1264
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    • 2021
  • 현대 사회의 스트레스 문제가 심각해짐에 따라 각종 스트레스 관리 서비스가 꾸준히 개발되고 있으나, 해당 서비스들은 정서 상태 판단을 사용자가 직접 입력하는 데이터에만 의존하기 때문에 분석 결과를 완벽히 신뢰하기 어렵다. 본 연구에서 개발한 앱 S-detector는 스마트폰 사용 시간 및 빈도 정보를 자동으로 수집하고, 사용자가 작성한 일기 데이터에서는 감정 단어를 추출하여 스마트폰 사용 데이터와 일기 데이터를 각각 분석, 종합적으로 판단하는 알고리즘을 가지고 있다. 따라서 사용자가 심리·정신적 문제 가능성을 쉽게 인지하는 데 도움을 주는 앱으로서 해당 문제를 예방하거나 조기에 해결함을 목표로 한다.

A Study of Development for Travel Management Application (여행 관리 어플리케이션 개발에 관한 연구)

  • Park, Kwangsoo;Kim, Yongchun;Moon, SongChul
    • Journal of Service Research and Studies
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    • v.4 no.2
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    • pp.49-56
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    • 2014
  • Lately, We have experienced increasing of Smartphone. Therefore we have experienced increasing of Application for Smartphone. This study suggested Tour Management Application using the smartphone. When you travel, you need various information This study of Development for Application provide that guide of travel destination provide means of transportation, time of travel, traveling expensives management. This application will use conveniently This application provide various information of travel and this application will use tool of new mobile business.

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The Effects of Aesthetics of Smartphones on Usability (스마트폰의 심미성이 사용성에 미치는 영향)

  • Oh, Eui-Taek;Park, Min-Yong
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.249-258
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    • 2012
  • The aim of this study was to investigate the effects of aesthetics of smartphones on subjective and objective usability by the task factors. Although several studies have focused on the effects of aesthetics on subjective and objective usability, correlation between aesthetics and objective usability is ambiguous. Using smartphones which have same functions but different aesthetics, thirty-six subjects were asked to complete one of 3 types of tasks (inputting information, searching information, enjoying information). Both performance data and subjective measures were recorded. The results showed that high aesthetics had a more positive effect on subjective usability than low aesthetics before and after use, with smaller difference after use. High aesthetics seemed to yield longer task completion times. But objective usability was not significantly affected by both task factors and aesthetics. The results indicated that aesthetics may have multiple effects that go beyond affective satisfaction. The findings of this study could be applied to predict effects of aesthetics on subjective and objective usability in usability testing.

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Aided Distance Visual Acuity and Refractive Error Changes by Using Smartphone (스마트폰 사용이 원거리 교정시력과 굴절 이상 변화에 미치는 영향)

  • Kim, Bong-Hwan;Han, Sun-Hee;Shin, Young Gul;Kim, Da Yeong;Park, Jin Young;Sin, Won Chul;Yoon, Jeong Ho
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.3
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    • pp.305-309
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    • 2012
  • Purpose:This study was conducted to research any effect on aided distance visual acuity and refractive error changes by using smartphone at near for long term. Methods: 20($20.6{\pm}0.9$ years) young adults subjects with no ocular diseases, over 0.8 of aided distance visual acuity, normal amplitude of accommodation and normal accommodative facility agreed to participate in this study. The subjects were divided into two group, Group 1 (15 cm fixation distance) included 10 subjects and Group 2(40 cm fixation distance) included 10 subjects. Aided distance visual acuity and refractive error were measured before and after using smartphone for 30 minutes by auto-chart project (CP-1000, Dongyang, Korea), phoropter (VT-20, Dongyang, Korea), auto refractor-keratometer (MRK-3100, Huvitz, Korea). After then, the subjects looked at distance with wearing spectacles. Refractive error was measured at 5 minutes, 10 minutes, and 15 minutes later, respectively. Results: After using smartphone at 15 cm for 30 minutes, there was statistically significant reduction of aided distance visual acuity (p=0.030) and increasing myopia (p=0.001). The increased myopia was not statistically significant after 5 minutes rest (p${\geq}$0.464). However there was no statistically significant changes in aided distance visual acuity (p=0.163) and refractive error (p=0.077) after using smartphone at 40 cm for 30 minutes. Conclusions: It is recommend to keep 40 cm off the smartphone from eyes to avoid any aided distance visual acuity and refractive error changes. If smartphone is used closer than 40 cm, a rest for 5 minutes is also recommend after every 30 minutes use with smartphone to avoid any aided distance visual acuity and refractive error changes.

Power Messaging System Using RFID and Smart Phone (RFID와 스마트폰을 이용한 파워 메시징 시스템)

  • Choi, Hwan-Soo;Jang, Moon-Soo;Choi, Bong-Jun;Moon, Mi-Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.799-802
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    • 2011
  • 최근 RFID (Radio Frequency Identification) 기술은 다양한 분야에서 관심을 받고 사용되고 있으며 RFID와 모바일을 접목시켜 현대사회의 의사소통을 해결 하는데 많이 적용되고 있다. 학교에서는 학생과 교수간의 원활한 소통을 위하여 주기적인 상담이나 인터넷 상담과 같은 다양한 방법들을 사용하고 있다. 그러나 교수와 학생이 각자의 바쁜 일정에서 빈 시간을 내어 매번 약속을 해서 만난다는 것은 번거로운 일일 수 있다. 그러므로 교수와 학생간 좀 더 쉽게 소통 할 수 있도록 도와주는 시스템이 필요하다. 이를 위해 RFID와 안드로이드 기반 스마트폰을 이용하여 교수/학생 파워 메시징 시스템을 구축하였으며, 본 논문에서는 그 내용에 대해 기술한다. 이 시스템에서 학생은 RFID 태그가 부착된 학생증을 교수 방 앞에 설치된 RFID 리더기에 인식시키고, 그 순간 교수가 남긴 메시지를 확인할 수 있다. 또한 교수와의 상담시간을 예약 할 수 있으며, 본인의 메시지도 남길 수 있다. 교수는 자신의 일정을 관리 할 수 있고, 스마트폰을 통해 학생이 다녀간 방문 기록, 예약 정보, 학생이 남긴 메시지를 실시간 확인 할 수 있다. 이 시스템을 구축함으로써 교수와 학생의 소통 기회는 증가할 것이고, 또한 교수는 원격으로 학생과 지속적인 의사소통 기회를 가짐으로써 보다 효율적으로 학생을 관리할 수 있게 된다.

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Usability Evaluation of ICloud Calendar and Naver Calendar -Focused on Mobile Application- (iCloud 캘린더와 네이버 캘린더의 사용성 평가 -모바일 애플리케이션을 중심으로-)

  • Yoon, Kahee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.443-449
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    • 2017
  • Since usage of smartphone becomes popular, Ecology of smart media based on smartphone is creating new ecological system of information. This research is for evaluating usability and sustainability of application due to development of smartphone usage in these days. For the research, precedent researches were analyzed and hypothesis were set up based on those researches. Then, iCloud Calendar and Never Calendar, which are two major calendar applications, were evaluated by in-depth interview and measuring task performance time of interviewees, and used these results to verify hypothesis. Then verify hypothesis through the research and analyze which type of users focus on aesthetic impression, and which users focus on usability and practicality. This research is to analyze success and failure points of Calendar Applications' user experience design, and suggests guideline for future transformation of offline to online.

The Development of Text-oriented Mindmap Application Based-on Android (안드로이드 기반의 텍스트 중심 마인드맵 애플리케이션 개발)

  • Kim, Tae-Hun;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.247-252
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    • 2011
  • Smartphones which are a recent worldwide trend, have the advantage of minimizing the constraints of time and space as using a variety of resources and capabilities. Mindmap which is for organizing ideas more systematically, helps develop the creativity and increase thinking power. In this study, we developed on application that can create text-based mind mapping based on the Android smart phones. Anywhere and anytime, using a mobile phone capable of taking advantage of creating a mind map will be a big help with your organizing, keeping and managing creative thinking. In my proposal, we need to develop another application which can use a variety ofmultimedia data and share with others' mindmaps.

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A QoS-Aware Energy Optimization Technique for Smartphone GPUs (QoS를 고려한 스마트폰 GPU의 에너지 최적화 기법)

  • Kim, Dohan;Song, Wook;Kim, HyungHoon;Kim, Jihong
    • Journal of KIISE
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    • v.42 no.5
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    • pp.566-572
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    • 2015
  • We proposed a novel energy optimization technique for smartphone GPUs, more aggressively lowering the GPU frequency while obtaining higher energy efficiency with a negligible negative impact on the GPU performance. In order to achieve the Quality of Service (QoS) specified by the smartphone application, the proposed optimization technique employed the minimal acceptable GPU frequency based on average Frames per Second (FPS) for each GPU frequency level. Our experimental results on a smartphone development board showed that the proposed technique can reduce the GPU energy consumption by up to 23% over the default DVFS algorithm with only a 0.45 frame drop.

Process Improvement through Earphones Function Test Device Development (이어폰 기능 검사장치 개발을 통한 공정개선)

  • Kim, Wan-Tae;Lee, Sang-Gu;Kim, Hyun-Sik
    • Journal of Advanced Navigation Technology
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    • v.20 no.5
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    • pp.468-474
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    • 2016
  • Recently with smartphones and tablets, personal earphones have been using to utilize a wide range of multimedia services. Especially smartphones sold domestically provide earphones as necessaries. As a life style listening to music through smartphones and tablets has been spread widely, there has been in increasing demand of earphones necessary for enjoying music anytime and anywhere. This paper has simplified the complex performance test processes to inspect defective products when producing a large amount of earphonesand has improved the existing performance test processes to reduce the costs and time for the performance test of earphones. In this paper, the improved performance test processes through developing the performance test equipment of earphones can reduce the performance test inspectors, cut down the performance test time, and increase the daily amount of the performance test.

Networked Smart Plug System for Power Management of PC & Peripherals (PC와 주변기기의 전력 관리를 위한 네트워크 기반의 스마트 플러그 시스템)

  • Ryu, Dae-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.10
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    • pp.2171-2176
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    • 2012
  • PCs and its peripherals uses more power in standby mode even if they are not actually being used. In particular, PCs and its peripherals used in school and office, plugged in at all times during working hours, but not used much time, even if turned off consume a portion of the power. In this paper, we developed Networked Smart Plug for Power Management of PC & Peripherals which is consist of EMS, Smart Plug, PC Agent and Smart Phone App. for power saving of PC and a variety of peripheral devices in office or home, and evaluated the performance of the system.