• Title/Summary/Keyword: Smartphones Content

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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 Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.273-277
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    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.

Mobilizing Learning: Using Moodle and Online Tools via Smartphones

  • Al-Kindi, Salim Said;Al-Suqri, Mohammed Nasser
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.3
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    • pp.67-86
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    • 2017
  • The emergence of smart devices such as smartphones (e.g., iPhone) and tablets (e.g., iPad) may enhance e-learning by increasing communication and collaborative learning outside the classroom. These devices also facilitate the use of online technologies such as Facebook. However, the adaptation of Learning Management System (LMS) services to mobile devices took longer than social networks or online tools such as Facebook and Twitter have already been long used via smartphone. The main purposes of this study are to explore students' skill levels of LMS (Moodle) and their knowledge of online tools or technologies and then examine if there is a correlation between smartphone use and using of online tools and Moodle in learning. The study conducted among 173 students in the Department of Information Studies (DIS) in Oman, using online survey. The study found that most students demonstrated high levels of accessing course/subject materials and regularly engaging with studies of using LMSs. YouTube, Wikipedia and Facebook were clearly recorded as the most popular sites among students while LinkedIn and Academia.edu were two online tools that had never been heard of by over half of the 142 participants. Emailing and searching are recorded the most popular online learning activities among students. The study concluded that students prefer to use smartphone for accessing these tools rather than using it to access LMSs, while a positive correlation was found between the use of these tools and smartphones, but there was no correlation between smartphones and using LMSs.

How to Search and Evaluate Video Content for Online Learning (온라인 학습을 위한 동영상 콘텐츠 검색 및 평가방법)

  • Yong, Sung-Jung;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.24 no.3
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    • pp.238-244
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    • 2020
  • The development and distribution rate of smartphones have progressed so rapidly that it is safe for the entire nation to use them in the smart age, and the use of smartphones has become an essential medium for the use of domestic media content, and many people are using various contents regardless of gender, age, or region. Recently, various media outlets have been consuming video content for online learning, indicating that learners utilize video content online for learning. In the previous research, satisfaction studies were conducted according to the type of content, and the improvement plan was necessary because no research was conducted on how to evaluate the learning content itself and provide it to learners. In this paper, we would like to propose a system through evaluation and review of learning content itself as a way to improve the way of providing video content for learning and quality learning content.

Design and Implementation of a Content Model for m-Learning

  • Shon, Jin Gon;Kim, Byoung Wook
    • Journal of Information Processing Systems
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    • v.10 no.4
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    • pp.543-554
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    • 2014
  • It is difficult for mobile learners to maintain a high level of concentration when learning content for more than an hour while they are on the move. Despite the attention span issue, many m-learning systems still provide their mobile learners with the same content once used in e-learning systems. This has called for an investigation to identify the suitable characteristics of the m-learning environment. With this in mind, we have conducted a survey in hopes of determining the requirements for developing more suitable m-learning content. Based on the results of the survey, we have developed a content model comprised of two types: a segment type and a supplement type. In addition, we have implemented a prototype system of the content model for Apple iPhones and Android smartphones in order to investigate a feasibility study of the model application.

A Study on Smartphone Use by Korean Adult ELT Learners (한국 성인 영어 학습자의 스마트폰 활용 연구)

  • Kim, Youngwoo
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.21-32
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    • 2014
  • Recently, the number of Koreans who use smartphones has increased drastically; many use smartphones to learn English. In this study, one hundred Korean adult ELT (English language teaching) learners were surveyed to investigate their use of smartphones and factors influencing such use. For comparison, sixty-two students of a Korean cyber university were surveyed; these students were able to study using their smartphones in a smart campus environment. The research results showed that both groups positively used smartphones frequently, and that many intended to continue using them. With regard to ELT, both groups intended to learn English using their smartphones. Furthermore, they preferred certain types of ELT content: thirty-minute or less learning sessions, receptive English skills that focused on listening and reading, and short units of framed language items such as pronunciation and vocabulary. However, few of the respondents in both groups installed ELT apps on their smartphones, and few of the ELT apps satisfied them. The cyber university students responded similarly about smartphone use, although their responses regarding smartphone use for ELT purposes were less positive. These results indicate that the goal of cyber universities in achieving optimum learning outcomes through smart learning and the smart campus has not yet been realized.

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.

A Study on the Actual Condition of Smartphone Usage and the Influential Variables of 3 to 5 Years Old Children

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.2
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    • pp.179-184
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    • 2019
  • As the tendency of children's overdependence on smart phones increased, it was obligatory to carry out preventive education more than once a year in kindergarten and day care center, but there is no specific guidance on contents and method of preventive education. This is due to the lack of prior studies on the actual use of smartphones and the influence variables of infants and young children. The purpose of this study was to investigate the effects of use time, frequency of use, and sociological background variables on the actual situation of smartphone usage and overdependency on smartphone among 3-5 year old children nationwide. For the analysis, the frequency of the use of smartphone for 3-5 year old children was analyzed by frequency analysis, and the influence variables were correlated and multiple regression analysis. Research shows that smartphone overdependence of 3-5 year old children have an influence on the use time and frequency of use. The results should include content that restricts the use time and frequency of use of smartphones and prevention education programs for 3-5 year olds and young children. Suggesting a need for a transition to the educational method used.

Development of Dynamic Vehicle Service Simulation Tool based on Node-RED (Node-RED 기반 동적 차량 서비스 시뮬레이션 툴 개발)

  • Ryu, Minwoo;Lee, Jongeon;Cha, Si-Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.4
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    • pp.77-83
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    • 2022
  • As users' needs for customized services increase, the service provision method is changing from a vertical structural service provision method to a horizontal structural service provision method. This paradigm shift has led to a change from the way existing users find the content they want to find and provide customized needs of users by content providers. With the recent development of smartphones and various AI technologies, demand for providing seamless services such as smartphones is increasing in automobiles. However, it is difficult to provide services in line with changes in this service paradigm because automobile services provide services centered on finished car manufacturers rather than individually providing services tailored to user needs. In this paper, we develop a Node-RED-based dynamic vehicle service simulation tool so that users can use the service they want in cars. The simulation tool developed provides a simulation environment for services authored by the user using NodeRed by writing, registering, and using NodeRed.

Preference Analysis of the Mobile Service Users on the Rural Tourism (농촌어메니티자원 정보서비스 모델 개발을 위한 관광정보 모바일서비스 이용자 선호도분석)

  • Kim, Sang Bum;Son, Ho Gi;Lee, Dong Gwan;Park, Mee Jeong
    • Journal of Agricultural Extension & Community Development
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    • v.19 no.4
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    • pp.833-857
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    • 2012
  • This study was carried out aiming to provide information and enhance the satisfaction of real-time smartphones users on Rural Amenity Resources Information Services. For this purpose, domestic and international discussions and surveys on technology developments and expert analysis smartphone technology were reviewed. And empirical data were collected from 600 people through structured questionnaires including smart-phone experience, smartphone usage behavior, the required content, service items, service quality, Through this information, the content of rural amenity resources, how to take advantage of smart phones. Service Plan and developed, and a rural village locations to target mobile phone technology, the content was established. Through the preference analysis of the collected data, we designed the contents of rural amenity resources information based on smart-phone. It will be helpful to enhance the interchange between urban and rural such as farmer's market and rural tourism.