• Title/Summary/Keyword: Hand Phone

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Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

Morphological Characteristics Optimizing Pocketability and Text Readability for Mobile Information Devices (모바일 정보기기의 소지용이성과 텍스트 가독성을 최적화하기 위한 형태적 특성)

  • Kim, Yeon-Ji;Lee, Woo-Hun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.323-332
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    • 2006
  • Information devices such as a cellular phone, smart phone, and PDA become smaller to such an extent that people put them into their pockets without any difficulties. This drastic miniaturization causes to deteriorate the readability of text-based contents. The morphological characteristics of size and proportion are supposed to have close relationships with the pocketability and text readability of mobile information devices. This research was aimed to investigate the optimal morphological characteristics to satisfy the two usability factors together. For this purpose, we conducted an controlled experiment, which was designed to evaluate the pocketability according to $size(4000mm^2/8000mm^2)$, proportion(1:1/2:1/3:1), and weight(100g/200g) of information devices as well as participants' pose and carrying method. In the case of male participants putting the models of information device into their pockets, 2:1 morphological proportion was preferred. On the other hand, the female participants carrying the models in their hands preferred 2:1 proportion$(size:4000mm^2{\times}2mm)$ and 3:1 proportion$(size:8000mm^2{\times}20mm)$. For the device in the size of $4000mm^2$, it was found that the weight of device has an significant effect on pocketability. In consequence, 2:1 proportion is optimal to achieve better pocketability. The second experiment was about how text readability is affected by size $(2000mm^2/4000mm^2/8000mm^2)$ and proportion(1:1/2:1/3:1) of information devices as well as interlinear space of displayed text(135%/200%). From this experiment result, it was found that reading speed was increased as line length increased. Regarding the subjective assessment on reading task, 2:1 proportion was strongly preferred. Based on these results, we suggest 2:l proportion as an optimal proportion that satisfy pocketability of mobile information devices and text readability displayed on the screen together. To apply these research outputs to a practical design work efficiently, it is important to take into account the fact that the space for input devices is also required in addition to a display screen.

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Crash Clearance Time Analysis of Korean Freeway Systems using a Cox Model (Cox 모형을 활용한 고속도로 사고 처리시간 영향인자 분석)

  • Chung, Younshik;Kim, Seon Jung
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.37 no.6
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    • pp.1017-1023
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    • 2017
  • Duration induced by freeway crashes has a critical influence on traffic congestion. In general, crash duration composes detection and verification, response, and clearance time. Of these, the crash clearance time determined by a crash clearance team has attracted considerable attention in the freeway congestion management since the interest of the first two time stages faded away with increasing ubiquitous mobile phone users. The objective of this study is to identify the critical factors that affect freeway crash clearance time using a Cox's proportional hazard model. In total, 6,870 crash duration data collected from 30 major Korean freeways in 2013 were used. As a result, it was found that crashes during the night, with trailer or larger size truck, and in tunnel section contribute to increasing clearance time. Crashes associated with fatality, completed damage of crashed vehicle (s), and vehicles' fire or rollover after crash also lead to increasing clearance time. Additionally, an increase in the number of vehicles involved resulted in longer clearance time. On the other hand, crashes in the vicinity of tollgate, by passenger car, during spring, on flat section, and of car-facility type had longer clearance time. On the basis of the results, this paper suggested some strategic plans and mitigation measures to reduce crash clearance time on Korean freeway systems.

The effects of the usability of products on user's emotions (제품의 사용성이 사용자의 감성에 미치는 영향에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.373-382
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    • 2006
  • In this study, emotional word logging software,'VideoTAME' was developed as an effective measurement tool for complementing the current psychological measuring methods. With the software, we measured the user's emotional changes while they interact with a product. The main goal of this study is to reveal the influence of usability on human emotions by analyzing the user's emotional changes while using a product. In this research, we asked 30 subjects to examine their emotional changes with watching the video clip recorded when they performed a series of tasks with a cellular phone in the experiment room. The results of this research indicated that negative emotion such as 'Uncomfortalbeness' was elicited mostly while they performed tasks which were difficult due to usability problems. On the other hand, positive emotion such as 'Satisfaction in Usability' was elicited for tasks which were easy to perform because of good usability. The reason for the user's emotional changes while they interact with a product can be assumed that the emotional changes were caused by specific situations they face when performing a task rather than the characteristics of task itself. We expect to clarify how usability of a product impact user's emotions in depth with more data collected and analyzed with the help of 'VideTAME'.

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Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

Using Virtual Reality in Design of Street Space by Citizen Participation (주민참여형 가로공간설계에서 가상현실(VR)의 활용)

  • Lee, Seul-Bee;Eo, Sang-Jin;Ryu, Kyung-Moo;Kim, Young-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.77-85
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    • 2018
  • Recently, many people have attempted to combine the 4th industry in various fields. Citizen participation has also become more important in the policy making and decision making process. Therefore, this study examined ways to encourage citizen participation by integrating the 4th industry in the field of urban planning and design. The research method was to design street space using virtual reality, and to examine the preference of design and the satisfaction of using a virtual reality device for Cheongju citizens and residents. The main result is that the use of VR in the design process of street space can achieve a sufficient outcome in terms of inducing resident participation. The opinions of the respondents before and after the VR experience were different from each other. After the VR experience, understanding, participation and interest in design were improved. On the other hand, during the course of the study, there are many difficulties in obtaining a place that satisfied the conditions of the PC-VR equipment. Although it can be used by connecting a smart phone and a VR device, the constraint of free movement and degradation of the graphic quality are inevitable. In addition, it is difficult to operate simple interfaces because VR devices are not yet popularized. Accordingly, it will be necessary to popularize and commercialize VR equipment and establish a legal basis.

A Study on Consumer Value Perception through Social Big Data Analysis: Focus on Smartphone Brands (소셜 빅데이터 분석을 통한 소비자 가치 인식 연구: 신규 스마트폰을 중심으로)

  • Kim, Hyong-Jung;Kim, Jin-Hwa
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.123-146
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    • 2017
  • The information that consumers share in the SNS (Social Networking Service) has a great influence on the purchase of consumers. Therefore, it is necessary to pay attention to new research methodology and advertising strategy using Social Big Data. In this context, the purpose of this study is to quantitatively analyze customer value through Social Big Data. In this study, we analyzed the value structure of consumers for the three smartphone brands through text mining and positive/negative image analysis. Analysis result, it was possible to distinguish the emotional aspects (sensitivity) and rational aspects (rationality) for customer value per brand. In the case of the Galaxy S7 and iPhone 6S, emotional aspects were important before the launch, but the rational aspects was important after release date. On the other hand, in the case of the LG G5, emotional aspects were important before and after launch. We can propose two core advertising strategies based on analyzed consumer value. When developing advertising strategy in the case of the Galaxy S7, there is a need to emphasize the rational aspects of product attributes and differentiated functions. In the case of the LG G5, it is necessary to consider the emotional aspects of happiness, excitement, pleasure, and fun that are felt by using products in advertising strategy. As a result, this study will provide a good standard for actual advertising strategy through consumer value analysis. Advertising strategies are primarily driven by intuition or experience. Therefore, it is important to develop advertising strategies by analyzing consumer value through social big data analysis.

Empirical Study on Brand Authenticity Building Utilizing Product Quality (품질을 활용한 브랜드 진정성 구축에 대한 실증적 연구)

  • Koh, Inkon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.5
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    • pp.235-243
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    • 2020
  • The more consumers feel the brand as authentic, the better the brand image and the higher the purchase intention, so companies actively seek to build brand authenticity. On the other hand, the quality of products perceived by consumers comprehensively in consideration of various factors such as performance, durability, and materials can affect brand authenticity. The purpose of this study is to present useful implications by building a research model for quality and brand authenticity from a marketing point of view, and empirical analysis. For this, product quality and brand authenticity were theoretically defined, the relationship between them was identified, and ultimately the influence of these concepts on brand image was examined. In detail, a survey was conducted on a total of 286 consumers to find out the quality of the product, authenticity of the brand, and brand image, and the product to be surveyed was S20, the latest mobile phone of S Electronics. As a result of empirical analysis, although quality had a statistically significant positive effect on brand authenticity, the degree was not greater than expected. In addition, quality had a statistically significant positive effect on brand image, and its degree was large, but when quality and brand authenticity were considered together, it was found that the regression coefficient of brand authenticity was larger than that of quality. This means a partial mediating effect of brand authenticity. Therefore, in order to enhance the brand image and purchase intention of SMEs/Venture companies, a strategy that build brand authenticity simultaneously in consideration of the components presented in this study will be more effective than a strategy that focuses only on quality. This study proposes a variety of theoretical and practical implications by empirically examining the relationship between brand authenticity and brand image perceived by consumers through quality from a marketing perspective, based on a research model that was not discussed in previous studies. In particular, this study proposes a plan to build brand authenticity from the perspective of SMEs/Ventures.

Influence of Sexual Desire Caused by Watching Phonography on Human Body (음란물 시청으로 야기된 성욕이 인체에 미치는 영향)

  • Kim, Bong Hyun;Cho, Dong Uk;Kim, Hee Dae;Lee, Bum Joo;Park, Young;Jeong, Yeon Man
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.4
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    • pp.831-837
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    • 2017
  • The development of various electronic media such as the Internet and smart phones, each kinds of media informations has been accompanied by the fact that various types of media information are provided from one media, and on the other hand, various dysfunctions including smart phone addiction are also caused by a very large social problem. Especially, one of the biggest dysfunctions is the social crime problem such as sex crime caused by increased sexual desire according to watch the phonography, and even if it is not a social crime, watching the phonography has influenced bad mental and physical on human body. In this paper, we try to analyze what kind of change occurs in the voice in order to investigate what kind of bad influence it has on the human body after watching the phonography. In other words, the voice in the human body is the place where the human body signal is most expressed with the face. Therefore, the purpose of this study is to investigate the effects on the organs of the human body by comparing the change of voice before and after watching phonography. Experimental results showed that the stress hormone was increased by the inability to resolve sexual desire after watching the phonography, which resulted in an increase in the bandwidth of the 3rd formant frequency.

Analysis for SEM of ARCS Factor and Persistent Learning-Intension in Educational Mobile App (교육용 모바일 앱의 ARCS 요인과 학습지속의도에 관한 구조모형 분석)

  • Choi, Byongsu;Yoo, Sang-Mi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.239-247
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    • 2013
  • This study is aimed to perform the qualitative evaluation based on the ARCS Model of educational mobile applications for smart phones. The evaluation has been performed targeting 60 students who attending the subject of informational education in 3 different universities in 2012 by allowing them to select the available educational mobile App installed in their smart phone. After, the level of persistent learning-intension from each student and the efficacy of ARCS motivational strategy was measured at learner's perspective. The structural equation model(SEM) was established and analyzed with PLS method to understand the relationship between the ARCS motivational strategy and the persistent learning-intension. The results of the study could be summarized as followings. First, the educational mobile App in various the motivational strategies showed different results that is the highest attention as well as the lowest satisfactory level. Second, the relevance in motivation strategies had the statistically significant effect in attention, confidence, and satisfaction. On the other hand, the other factors of attention, relevance, and confidence showed statistically significant effect in satisfaction. Finally, result demonstrate that the relevance is the critical factor inducing the significant effect in persistent learning-intension among the motivational strategies.