• Title/Summary/Keyword: 스마트폰 사용시간

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Development Of A Mobile Phone Game Using Illusion (착시현상을 이용한 스마트폰 게임 개발)

  • Ahn, So-Young;Yu, Wan-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.293-295
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    • 2011
  • 스마트폰으로 무선게임을 이용하는 인원이 가입자의 증가로 1,000만 시대에 돌입하였고 2015년까지 연평균 무선게임 증가율을 32%에 달할 것으로 예견된다. 이에 본 연구에서는 착시현상을 이용한 스마트폰 게임을 개발하여 스마트폰 이용자들이 휴식시간에 기분전환으로 본 게임을 사용하도록 개발하였다. 본 개발은 사용자의 감정상태 종류별로 메뉴를 설정해 두어 해당 감정을 전환하는 기능을 추가할 수도 있으며, 여러 사람들과 착시되는 대상을 찾는 놀이로 활용 가능하다. 착시현상을 보는 중 시간을 측정하는 기능을 추가한다면 게임의 기능을 한층 높일 수 있다.

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The Effects of Different Display Sizes of Smart Phones to the Task Performance (스마트폰의 화면 크기가 과제 수행도에 미치는 영향)

  • Yoon, Cheol-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.209-214
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    • 2016
  • The purpose of this study is to investigate the usability and user interface of different display sizes for smart phones. For this purpose, two different display sizes and two different operating systems were used. Estimation values and observation values were calculated using the key-stroke level model (KLM) for 11 functional factors. The processing times were decreased when a large display size was used, but this tendency did not have statistical significance. There was no difference in the processing times when different types of operating systems were used. Nevertheless, some character input tasks showed a little shorter processing times with large display size than with an ordinary display size.

Implementation of Power Management for CNU_RTOS (CNU_RTOS를 위한 Power Management 구현)

  • Oh, seung-take;Lee, cheol-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.27-28
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    • 2012
  • 최근 테블릿 PC 및 스마트폰과 같은 휴대용 전자제품의 사용량이 증가되고 있다. 이러한 휴대용 기기들은 배터리로 동작하기 때문에 실제 사용시간이 제한된다는 특징을 가진다. 이렇게 배터리로 동작하는 임베디드 시스템은 애플리케이션을 보다 오랜 시간 동안 동작할 수 있도록 저전력 기법이 적용된 운영체제를 필요로 한다. 본 논문에서는 스마트폰과 같은 휴대용 기기들에서 사용할 수 있는 실시간 운영체제인 CNU_RTOS에 S3C2440 칩셋에서 제공하는 CPU 상태 모드를 이용한 저전력 기법을 구현하여 전력 감소율을 측정하였다.

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Convergence Study on the Effects of Adaptation, Self-Esteem and Self-Control of University Students on Smartphone Addiction (대학생의 학교생활 적응과 자아존중감 및 자기통제력이 스마트폰 중독에 미치는 영향에 관한 융합연구)

  • Kim, Seo-Yeon
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.103-111
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    • 2017
  • The purpose of this study is to identify the factors affecting the adaptation, Self-esteem and self-control of college students to smart addiction. We surveyed 380 university students in Gwangju area. Data were analyzed by t-test, one-way ANOVA, Pearson correlation analysis. Smart phone addiction according to general characteristics showed the lowest in fourth grade and high in health-related majors. Smart phone usage time was the lowest in less than 3 hours due to the actual usage of smart phone. School life adaptation, self-esteem, and self-control according to general characteristics were higher in satisfaction with college life and majors. The most influential factors on the addiction of smart phone were perceived smart phone addiction, and the self-esteem and self-control were more likely to be addicted to smart phone. Therefore, it is necessary to develop education and programs to enhance self-esteem and self-control of college students and to find ways to prevent smart phone addiction.

Analysis of Current Use Smartphone of 3 to 5 Years old Children and Parents' Perception

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.293-298
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    • 2020
  • The purpose of this study is to confirm the use of smartphones by children aged 3 to 5 years old and to propose a plan for prevention of overdependence. To this end, the data of 909 people aged 3 to 5 years old were used in the study from the raw data of the '2019 Smartphone Overdependence Survey' conducted by the National Information Society Agency. The research results are as follows : Infants aged 3 to 5 were using their smartphone for an average of more than an hour a day, it was found that smartphones were used in the order of video services and games, listening to music, educational contents and search services. Parents were found to be tolerant of their children's smartphone usage time and dependence. In particular, despite the fact that most infants and toddlers use smartphones to watch videos and use game content, they are not concerned. Therefore, parental education content for the use of smartphones by infants and toddlers needs to include comprehensive content on media use.

A Study on the Use Smartphone of Radiological Technologist (방사선사의 스마트폰 이용에 관한 연구)

  • Jeong, Bong-Jae
    • Journal of the Korean Society of Radiology
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    • v.14 no.7
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    • pp.915-922
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    • 2020
  • This study analyzed the content of use Tendency and addiction according to smartphone use of targeting radiological Technologist working in Gyeongnam area. The tool used as the data for the study is a survey. From April 21 to May 31, 2019, a total of 330 questionnaires were distributed to radiological Technologist working at medical institutions in Gyeongnam, and 300 copies suitable for the study were SPSS/PC Ver 18.0 program for Analysis was performed using. The factors of the study subject's tendency to use smartphone were communication, information, leisure, and convenience. As for the addiction factors, a total of 37 questions were analyzed, including daily living disorder, virtual world orientation, tolerance, and withdrawal. Smartphone-related characteristics were set as monthly average fee, usage time, and SNS usage time, and technical statistics, t-test, ANOVA, correlation and regression analysis were performed. The radiological Technologist tendency to use smartphones was 3.10±.55 points, which was average, and smartphone addiction was 2.34±.62 points, which was lower than the average. It was found that there was a significant correlation between the radiological Technologist Tendency to use smartphone and addiction. The effect of radiological Technologist tendency to use smartphone on addiction it was found to account for 10.8%. Through this study, it can be said that it is important to analyze the addiction factors according to the tendency use smartphone of radiological Technologist and to prepare a desirable plan for smartphone use.

A Study on the effect of the uses smart phone is ship navigation safety through Ship Handling Simulation (선박 조종 시뮬레이션을 통한 스마트폰 사용이 항행안전에 미치는 영향에 관한 연구)

  • Shin, Dae-Woon;Park, Young-Soo;Park, Jin-Soo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2016.05a
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    • pp.103-105
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    • 2016
  • Shin(2015) etc. published use of smart phones on the effect the use of smart phones released in the ship duty performed by survey of using smart phones Status and Usage in previous studies, soon as the survey provided this environment(36% on sailing) where you can use your smart phone from the ship, at the risk of officers using survey questionnaires were analyzed smart phones that use about twice the risk than before. In this study, maritime those who have experienced a period of sailors aboard a diagnostic test subjects Ship Handling Simulation analysis evaluation item of Maritime Traffic Admit, Proximity evaluation of a ship evaluation, by measuring the degree of danger that the subjective evaluation and control of the ship evaluation to evaluate the risk on navigation safety. Also indicated the risk of a smart phone quantitatively by measuring the time that the awareness of dangerous situation depending on using smart phone or not.

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Smartphone Usage Experience of College students (대학생들의 스마트폰 사용 경험)

  • Kim, Jungae;Cho, Eui-young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.187-201
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    • 2016
  • The purpose of this study was to analyze the smart phone usage experience structure for college students. The phenomenology approach was used by conducting 4 times in-depth interviews with the 7 college students age between 20~23. Collected Data was analyzed by Giorgi's phenomenological method. There were 4 general structure descriptions and 28 themes. General structure descriptions were 'Dependence on smart phone', 'Phenomenon of smart phone usage', 'Results of smart phone usage' and 'Relationship between stress and smart phone'. Themes consisted of 'Ambivalence', 'Positive feelings for smart phones', 'Separation anxiety', 'Negative feelings for smart phones'. 'Dependent feelings for smart phones', 'A sense of unity with smart phones', 'Helpful for my life', 'Deeply involved with my life', 'Useful tool in my life', 'Study, communication, relaxation and health care', 'Maintain personal relationship', 'The most important thing in my life', 'Shallow relationship stress', 'Interference with personal relationship', 'Forming a negative relationship', 'Invasion of privacy', 'Forming a Incorrect relationship', 'Unwanted participation', 'No effort to improve relationship', 'Poor concentration', 'Interference with academic study', 'Study assistance', 'Limited help for study in depth', 'Shelter from the stress', 'Amplification of the stress', 'Obsessive focus', 'Feel separation for the reality' and 'Waste of time'. Smart phone usage make college students dependent on smart phones and had negative influence on both personal relationship and academic results. Usage of smart phone also amplified stress. Therefore we need fundamental principles on usage of smart phone and propose to build cultural etiquette that provides reasonable way to use smartphone.

Smartphone Overuse and Upper Extremity Pain, Anxiety, Depression, and Interpersonal Relationships among College Students (대학생의 스마트폰 중독사용 정도에 따른 상지통증, 불안, 우울 및 대인관계)

  • Hwang, Kyung-Hye;Yoo, Yang-Sook;Cho, Ok-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.365-375
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    • 2012
  • This study aimed to survey the impact of smartphone overuse on upper extremity pain, anxiety, depression, and interpersonal relationships among college students. Subjects completed a structured questionnaire consisting of the Smartphone Addiction Inventory, the Musculoskeletal Symptom Checklist, the State-Trait Anxiety Inventory, the Beck Depression Inventory-II, and the Relationship Change Scale from May to June 2012. We analyzed the survey data from 525 responses, excluding unreturned or incomplete surveys. Data were analyzed using the $x^2$ test and t-test to determine the differences in smartphone overuse and its impact on upper extremity pain, anxiety, depression, and interpersonal relationships between two groups: the overuse and normal use groups. Moreover, Pearson's correlation coefficient was used to examine the correlation between smartphone overuse and upper extremity pain, anxiety, depression, and interpersonal relationships. The results placed 62 people (11.8%) in the smartphone overuse group. The extent of smartphone overuse was more severe among female than male college students, and longer time spent using smartphones per day was directly related to smartphone overuse. The smartphone overuse group evidenced higher shoulder pain than the normal use group did, but no differences were found in other sites of the upper extremities. State anxiety, trait anxiety, and depression were higher in the smartphone overuse group than in the normal use group. Subjects with a higher extent of smartphone overuse experienced increased state-anxiety, trait-anxiety, and depression. Moreover, subjects with higher state-anxiety, trait-anxiety, and depression scores were more likely to have poor interpersonal relationships. Therefore, early screening for smartphone overuse should be evaluated, because it can be useful in developing addiction prevention programs to improve posture, stress coping, positive mental health, and effective interpersonal relationships.

Re-Streaming Service of IP Camera Video through Wowza Media Server (Wowza Media Server를 이용한 IP 카메라 영상 리스트리밍 서비스)

  • Yun, Ho-Young;Ro, Kwang-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2011.12b
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    • pp.671-674
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    • 2011
  • 본 논문에서는 Wowza Media Server를 이용하여 IP Camera 영상을 스마트폰에 리스트리밍(Re-Streaming) 서비스하는 것을 연구하였다. 기존에 웹에 포함되어 있는 멀티미디어 파일은 서버로부터 다운로드받아 해당 파일을 실행시켰는데 이는 하드웨어 자원 문제와 다운로드 시간문제, 저장 공간을 필요로 하는 단점이 있었다. 이에 비해 스트리밍 서비스는 서버에서 실시간으로 전송되어 바로 재생이 가능하며 별도의 저장 공간을 필요로 하지 않기 때문에 스마트폰과 같은 제한적인 플랫폼에서 사용되기 적절한 서비스이다. IP Camera 영상을 스마트폰으로 스트리밍 하기위해서는 IP Camera의 영상을 Wowza Media Server로 실시간 스트리밍 한 뒤, Wowza Media Server가 이 영상을 다시 스트리밍서비스하는 리스트리밍(Re-Streaming)기법을 이용한다. 또한 VLC Player를 사용하여 IP Camera의 영상을 각기 다른 스마트폰 환경에 최적화된 영상으로 변환하여 스트리밍 서비스하였다. 이러한 IP Camera영상 스트리밍 서비스는 관공서, 공사장, 가게 등의 상황을 스마트폰으로 실시간 확인하고자 하는 수요를 만족시키기 위해 어플리케이션으로 개발되어 제공될 예정이다.

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