• 제목/요약/키워드: Smart Phone Use

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A Study on User Perception of Public Library Information Service Using Smart Phones (스마트폰을 통한 공공도서관 정보서비스의 이용자 인식에 관한 연구)

  • Lee, Eun-Hee;Lee, Jee-Yeon
    • Journal of the Korean Society for information Management
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    • v.28 no.3
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    • pp.377-392
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    • 2011
  • This paper aims to examine how users view information services that use today's rapidly expanding smart phones and what their demands are. The research focus is specifically on public libraries where related studies or the provision of services is still lacking. For this study, users of public libraries were targeted for surveys and interviews. The results that Public library users showed positive views on using library information services and e-contents service on smart phones. But the users viewed smart phones as another point of access in accessing information services, not as something revolutionary to the existing library information services.

Factors that Influence Mobile Application Usage among undergraduates in USM

  • Normalini, M.K.
    • Asia-Pacific Journal of Business
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    • v.8 no.1
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    • pp.15-32
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    • 2017
  • This study was designed to examine the antecedents of mobile app usage among smart phone users. An extended TAM, which included the additional factors of perceived enjoyment, perceived informative usefulness and perceived social usefulness, was applied to predict people's intention to use mobile apps. Overall, the hypothesized research model did a fairly good job explaining significant associations between the independent variables and the dependent variable. The findings had showed that perceived social usefulness, perceived enjoyment and attitude were significantly affect intention to use mobile apps. Meanwhile, perceived ease of use (PEOU) and perceived informative usefulness were not significantly effects attitude towards intention to use mobile apps. Therefore, mobile apps developers should develop mobile apps that are easier for the users to seek information. For the information available should be more precise and bringing more benefits to the users.

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The Study of Usability Evaluation in the GUI of Mobile Computing - Based on Benchmark Testing in the interface design of WIPI (Mobile Computing의 GUI 개발에 있어 사용성 평가 연구 - WIPI 인터페이스 디자인을 위한 Benchmark Testing을 중심으로 -)

  • 정봉금;송연승
    • Archives of design research
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    • v.17 no.1
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    • pp.49-62
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    • 2004
  • Due to the recent surge of wireless Internet and concurrent development of the end user terminal devices having standardized graphical user interface(GUI) and unified operation mechanism for better interactivity in information representation and ease of use, various efforts on the improvement of GUI is widely recognized as one of the key factors that will usher in the next stages of the wireless Internet for the users. Especially, improved usability along with unique visual effect are considered to be the key elements for GUI considering the rapid improvement of the resolution and color on the end user handset devices; thus, the study and research on the subject of GUI is expected to increase along with the wireless Internet using smart phones. User interface of the wires Internet end user handsets will have a definite and significant effect on the user interaction as well as productivity. Domestically, wireless Internet service providers and GUI design companies are making various efforts in producing a common GUI models for standardized operation scheme and improved graphical display capabilities of the hand phones, PDAs and smart phones. In the study, Nokia 3650 model and Microsoft Orange SPV model were chosen as test devices for usability comparison and data collection to collect directional benchmark data in developing next generation smart phone user interface integrating PDAs and phones. The mail purpose of this study is to achieve the most efficient user accessibility to WAP menu through intensive focus on developing WIPI WAP menu having most effective usability for the users in their twenties and thirties. The result of this study can also be used as the base research materials for WAP service development, VM browser development and PDA browser development. The result of this study along with the evaluation model is expected to provide effective analysis materials on the subject of user interface to the developers of the wireless Internet user devices, GUI designers and service planners while short listing key factors to consider in developing smart phones therefore serving as the GUI guideline of WIPI phones.

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The Character Recognition System of Mobile Camera Based Image (모바일 이미지 기반의 문자인식 시스템)

  • Park, Young-Hyun;Lee, Hyung-Jin;Baek, Joong-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1677-1684
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    • 2010
  • Recently, due to the development of mobile phone and supply of smart phone, many contents have been developed. Especially, since the small-sized cameras are equiped in mobile devices, people are interested in the image based contents development, and it also becomes important part in their practical use. Among them, the character recognition system can be widely used in the applications such as blind people guidance systems, automatic robot navigation systems, automatic video retrieval and indexing systems, automatic text translation systems. Therefore, this paper proposes a system that is able to extract text area from the natural images captured by smart phone camera. The individual characters are recognized and result is output in voice. Text areas are extracted using Adaboost algorithm and individual characters are recognized using error back propagated neural network.

A New Eye Tracking Method as a Smartphone Interface

  • Lee, Eui Chul;Park, Min Woo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.4
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    • pp.834-848
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    • 2013
  • To effectively use these functions many kinds of human-phone interface are used such as touch, voice, and gesture. However, the most important touch interface cannot be used in case of hand disabled person or busy both hands. Although eye tracking is a superb human-computer interface method, it has not been applied to smartphones because of the small screen size, the frequently changing geometric position between the user's face and phone screen, and the low resolution of the frontal cameras. In this paper, a new eye tracking method is proposed to act as a smartphone user interface. To maximize eye image resolution, a zoom lens and three infrared LEDs are adopted. Our proposed method has following novelties. Firstly, appropriate camera specification and image resolution are analyzed in order to smartphone based gaze tracking method. Secondly, facial movement is allowable in case of one eye region is included in image. Thirdly, the proposed method can be operated in case of both landscape and portrait screen modes. Fourthly, only two LED reflective positions are used in order to calculate gaze position on the basis of 2D geometric relation between reflective rectangle and screen. Fifthly, a prototype mock-up design module is made in order to confirm feasibility for applying to actual smart-phone. Experimental results showed that the gaze estimation error was about 31 pixels at a screen resolution of $480{\times}800$ and the average hit ratio of a $5{\times}4$ icon grid was 94.6%.

The Mobile Shopping System using MVLS (MVLS를 이용한 모바일 쇼핑 시스템)

  • Kim, Young-Jong
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.119-124
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    • 2010
  • In this paper planed mobile shopping system using MVLS. MVLS is based on braille system, and list this to a square color box. This is can accomplish convenience of use and encipherment of fundamental personal information. Also, this system has advantage to fast communication speed because that has little size packets. Planed system does and fit this in shopping to graft together mobile-phone, smart-phone and tablet-pc that the such MVLS and most of internal adult are possessing. User can more fast finish shopping just photographing and press the button that show on TV or PC monitor and printed materials etc. by camera of mobile phone.

Wireless Webcam Implementation and Application Utilizing Wireless USB Technology (무선 USB 기술을 활용한 무선웹캠 구현 및 적용방법)

  • Chae, Jung-Sik;Ban, Tae-Hak;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.569-575
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    • 2014
  • These days as smart TVs or android set top boxes have come into wide use, VoIP(Voice over Internet Protocol) services such as the Skype which can beused on computer system, can be also accessed by smart TVs or set top boxes. and the various kinds of distance learning programs have been developed on smart TVs or set top boxes. but when users have utilized a webcam with smart TVs or set top boxes, users have to go in front of smart TVs or set top boxes In this research paper, the new technology can be solved the problem of webcam use according to chaned environment. This tech is related with the wireless webcam one which can be applicable to open spaces such as living room with some distance between user and smart TV. There are few problems in long distance the test results show high reliability in living room with some distance.

Comparison of QEEG between EEG asymmetry and Coherehnce with elderly people according to smart_phone game Addiction Tendency (노인의 스마트 폰 게임 중독 경향에 따른 뇌파 비대칭(asymmetry)와 연결성(Coherehnce)의 정량화뇌파(QEEG) 비교 분석)

  • Weon, Hee Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.644-652
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    • 2017
  • The purpose of this study was to analyze the EEG according to the elderly's tendency to be addicted to smartphone games. We compared the effects of smartphone addiction on mental health such as brain waves, sleep problems and depression through comparative analysis of asymmetry and connectivity in quantitative EEG results. The study participants were two elderly people who were addicted to smartphone game and one elderly person who did not use smartphone (Ed- to confirm: only 3 participants?!). The participant's addiction tendency of smartphone was measured by using the smartphone addiction scale and EEG (QEEG) was used for EEG analysis. The results are as follows. First, the brain waves of elderly people and smartphone non-user elderly who showed symptoms of immersion and smartphone game showed a difference in asymmetry in both opening and closing anisles. Second, there were significant differences in the openness and the anxiety of the elderly who were immersed in the mobile phone and the elderly who did not use the smartphone. Through this, it is also meaningful to explore the relationship between senile cognitive impairment and smartphone use by exploring the effect of smartphone game use on brain cognitive function through comparison of EEG analysis.

The Negative Effects of University's Students Smartphone Addition on Daily Life (대학생들의 스마트폰 중독이 일상생활에 미치는 부정적 영향)

  • Ahn, Hyun Sook;Kim, Hyo Jung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.285-296
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    • 2014
  • Recently, the use of Smartphones has been widespread and changed our lives positively. Smartphones which are called as PC in the hand and spread general people rapidly are becoming a medium to use generally various functions such as internet, work, multimedia, etc. beyond the simple function of telephone communication in the past. However, the excessive use of Smartphones has also produced many side effects. The purpose of this study is to examine the Smartphone Addiction on Daily Life Impact. This model tests various theoretical research hypotheses relating to Self-Esteem, Enjoyment, Flow, Social Impact, Smartphone Addiction and Daily life impact. The proposed model is analyzed to target 299 University Students and Smart Partial Least Square(PLS) 2.0 have been utilized for deriving the study results. The Result of Hypothesis testing are as follows. First, Self-Esteem negatively influence Smartphone Addiction. Second, Enjoyment, Flow and Social Impact positively influence Smartphone Addiction. Third, Smartphone Addiction positively influence Daily Life impact. This Research makes a basic research for smart phone addiction papers that will be investigated a lot in the future.

A Study on the Impact of the App-Book Purchasing Behavior of Smart phone Users in Korea (국내 스마트폰 사용자들의 앱북 구매행위에 미치는 영향요인 연구)

  • Lee, Jong-Ok;Kim, Yong-Moon
    • The Journal of Society for e-Business Studies
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    • v.18 no.3
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    • pp.45-67
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    • 2013
  • In order to research the factors influencing on the intentions for smart phone users to purchase "App-Book" in Korea, the study examines the levels of influences using on an additional variable, "cost", as well as the four key variables(performance expectancy, effort expectancy, social influence, and facilitating conditions) proposed by Unified Theory of Acceptance and Use of Technology(UTAUT; Venkatesh et al., 2003) validation. The result of the research confirms that the hypotheses of UTAUT model variable are generally supported by the information technology and many related previous researches. There is one exception, however, that facilitating conditions do not influence on the App-Book purchasing behavior by smart phone. It is revealed that the "age" and "experience" of the independent variables, as the proposed control variables, are most visible effect of control on the purchase intention and purchase behavior. This study has an academic significance of presenting a new integrated model to perform the research of the similar next App-Book services and purchase behavior related to the acceptance of new media. It also clarifies to the related companies that the usefulness of App-Book, the easiness of use, the cost and the social influence of purchasing App-Book by Outsider's intent. These aspects have practical implications as being presented.