• Title/Summary/Keyword: Using Smart-phone

Search Result 1,349, Processing Time 0.102 seconds

A Study of Receptive Factors of Smartphone Service from the User's Perspective (스마트폰 서비스의 수용적 요인에 관한 연구 : 사용자 관점에서)

  • Choi, Junhyeog;Baek, Yeongtae;Han, Seungjin
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.11
    • /
    • pp.181-190
    • /
    • 2013
  • This study first aims to investigate from the users' perspective what service is the most efficient to users and what service is relatively the most effective in contrast to investment among a variety of services provided by smartphone manufacturers, telecommunication companies, and related corporations. In addition, this research suggests implicatively important elements for making the future model of smartphone services. For this end, this study finds out the factors which generate users' positive or negative attitudes towards smartphone use through a questionnaire of those who are using smartphones at present. In particular, by applying Theory of Planned Behavior, this study analyzes the influence exerted by the user's belief towards the kinds of services by setting up Attitudinal Belief, Subjective Norms, and Control Belief which have an influence on attitude from the perspective of smartphone providing detailed services. The results of this study will eventually help the smartphone manufacturers, telecommunication companies, and related corporations to establish smartphone marketing strategy as well as to select the smartphone services which will have popular appeal to their users.

A Research Analysis of QR code based on big data in Korea

  • Lee, Eun-ji;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.9
    • /
    • pp.189-200
    • /
    • 2021
  • Recently, Information and Communication Technology and SMART Phone Technology have been rapidly developed. According to the increase of data use, the era of big data has come. With the approach of non-contact society, QR Codes are becoming inseparable in our lives. In this paper, we are trying to figure out the implications of QR Code research based on Big Data in Korea. The purpose of this study is to first examine the previous studies on "QR Code" and conduct an analysis on keywords by field using Big Data. Second, for data visualization WordCloud analysis and network analysis are performed on "QR Code" frequent keyword. Third, we would like to present the research direction to future researchers regarding "QR Code". In the results, First of all, research trends showed that research is on the rise and that various fields are being utilized. Second, the results of the analysis of frequent keyword resulted in similar results overall, with some differences depending on the field and year. Third, we found that the visualization results according to the frequent keyword were also analyzed in the same way as the frequent keyword analysis results. The practical implications of the theoretical findings are as follows. First, 'QR Code' needs to be studied as a means of information delivery, not as a technical aspect. Second, it can be seen that "QR Code" is developing reflecting social trends or issues. With both theoretical and practical implications, we are trying to provide the strategic ways of QR-code in future.

A Study on the Compensation Methods of Object Recognition Errors for Using Intelligent Recognition Model in Sports Games (스포츠 경기에서 지능인식모델을 이용하기 위한 대상체 인식오류 보상방법에 관한 연구)

  • Han, Junsu;Kim, Jongwon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.5
    • /
    • pp.537-542
    • /
    • 2021
  • This paper improves the possibility of recognizing fast-moving objects through the YOLO (You Only Look Once) deep learning recognition model in an application environment for object recognition in images. The purpose was to study the method of collecting semantic data through processing. In the recognition model, the moving object recognition error was identified as unrecognized because of the difference between the frame rate of the camera and the moving speed of the object and a misrecognition due to the existence of a similar object in an environment adjacent to the object. To minimize the recognition errors by compensating for errors, such as unrecognized and misrecognized objects through the proposed data collection method, and applying vision processing technology for the causes of errors that may occur in images acquired for sports (tennis games) that can represent real similar environments. The effectiveness of effective secondary data collection was improved by research on methods and processing structures. Therefore, by applying the data collection method proposed in this study, ordinary people can collect and manage data to improve their health and athletic performance in the sports and health industry through the simple shooting of a smart-phone camera.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
    • /
    • v.15 no.2
    • /
    • pp.17-35
    • /
    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

The Comparative Study on Travel Behavior and Traffic Accident Characteristics on a Community Road - With Focus on Seoul Metropolitan City (생활도로에서의 교통행태와 교통사고특성에 관한 연구 - 서울특별시를 중심으로)

  • Lim, Joonbeom;Lee, Sooil;Choi, Jongchul;Joo, Sungkab
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.36 no.1
    • /
    • pp.97-104
    • /
    • 2016
  • In Korea, the number of crash accident victims per 100,000 population is three times higher than the average of OECD. In particular, 60% of it occurs on the community road. Thus, this study intends to analyze the causes of such accidents through a pedestrian and vehicle traffic survey. The purpose is to establish practical safety enhancement measures for community roads. In recent years, lots of changes have occurred in the pedestrian environment. A traffic survey shows that 65% of pedestrians walk on the right and 17% of people use smart-phones while walking. An eye camera experiment shows that the operation load of drivers on the community roads is more than 4 times higher than those in urban roads. According to a speed survey, 62% of vehicles drive at 30km/h or above. The characteristics of accidents on community roads are as follows. First, the ratio of accidents on the edge of the road is 2.3 times as high as those on other roads. Second, when people walk on the right, the ratio of accidents is 2.5 times as high as that of walking on the left. Third, it becomes more dangerous when people cross the road from the right to the left. The majority of accidents is caused by unsafe driving (84.4%). When a vehicle makes a left turn, the likelihood of accidents is 2.3 times as high as those caused by a right turn. The ratio of accidents caused by vehicles going backwards is 14% among all accidents. In community roads, the focus of drivers should be at least 4 times higher than those on urban roads. Thus, walking in the opposite direction of vehicles and careless behaviors are highly likely lead to accidents.

Power Conscious Disk Scheduling for Multimedia Data Retrieval (저전력 환경에서 멀티미디어 자료 재생을 위한 디스크 스케줄링 기법)

  • Choi, Jung-Wan;Won, Yoo-Jip;Jung, Won-Min
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.33 no.4
    • /
    • pp.242-255
    • /
    • 2006
  • In the recent years, Popularization of mobile devices such as Smart Phones, PDAs and MP3 Players causes rapid increasing necessity of Power management technology because it is most essential factor of mobile devices. On the other hand, despite low price, hard disk has large capacity and high speed. Even it can be made small enough today, too. So it appropriates mobile devices. but it consumes too much power to embed In mobile devices. Due to these motivations, in this paper we had suggested methods of minimizing Power consumption while playing multimedia data in the disk media for real-time and we evaluated what we had suggested. Strict limitation of power consumption of mobile devices has a big impact on designing both hardware and software. One difference between real-time multimedia streaming data and legacy text based data is requirement about continuity of data supply. This fact is why disk drive must persist in active state for the entire playback duration, from power management point of view; it nay be a great burden. A legacy power management function of mobile disk drive affects quality of multimedia playback negatively because of excessive I/O requests when the disk is in standby state. Therefore, in this paper, we analyze power consumption profile of disk drive in detail, and we develop the algorithm which can play multimedia data effectively using less power. This algorithm calculates number of data block to be read and time duration of active/standby state. From this, the algorithm suggested in this paper does optimal scheduling that is ensuring continual playback of data blocks stored in mobile disk drive. And we implement our algorithms in publicly available MPEG player software. This MPEG player software saves up to 60% of power consumption as compared with full-time active stated disk drive, and 38% of power consumption by comparison with disk drive controlled by native power management method.

An Empirical Analysis on the Persistent Usage Intention of Chinese Personal Cloud Service (개인용 클라우드 서비스에 대한 중국 사용자의 지속적 사용의도에 관한 실증 연구)

  • Yu, Hexin;Sura, Suaini;Ahn, Jong-chang
    • Journal of Internet Computing and Services
    • /
    • v.16 no.3
    • /
    • pp.79-93
    • /
    • 2015
  • With the rapid development of information technology, the ways of usage have changed drastically. The ways and efficiency of traditional service application to data processing already could not satisfy the requirements of modern users. Nowadays, users have already understood the importance of data. Therefore, the processing and saving of big data have become the main research of the Internet service company. In China, with the rise and explosion of 115 Cloud leads to other technology companies have began to join the battle of cloud services market. Although currently Chinese cloud services are still mainly dominated by cloud storage service, the series of service contents based on cloud storage service have been affirmed by users, and users willing to try these new ways of services. Thus, how to let users to keep using cloud services has become a topic that worth for exploring and researching. The academia often uses the TAM model with statistical analysis to analyze and check the attitude of users in using the system. However, the basic TAM model obviously already could not satisfy the increasing scale of system. Therefore, the appropriate expansion and adjustment to the TAM model (i. e. TAM2 or TAM3) are very necessary. This study has used the status of Chinese internet users and the related researches in other areas in order to expand and improve the TAM model by adding the brand influence, hardware environment and external environments to fulfill the purpose of this study. Based on the research model, the questionnaires were developed and online survey was conducted targeting the cloud services users of four Chinese main cities. Data were obtained from 210 respondents were used for analysis to validate the research model. The analysis results show that the external factors which are service contents, and brand influence have a positive influence to perceived usefulness and perceived ease of use. However, the external factor hardware environment only has a positive influence to the factor of perceived ease of use. Furthermore, the perceived security factor that is influenced by brand influence has a positive influence persistent intention to use. Persistent intention to use also was influenced by the perceived usefulness and persistent intention to use was influenced by the perceived ease of use. Finally, this research analyzed external variables' attributes using other perspective and tried to explain the attributes. It presents Chinese cloud service users are more interested in fundamental cloud services than extended services. In private cloud services, both of increased user size and cooperation among companies are important in the study. This study presents useful opinions for the purpose of strengthening attitude for private cloud service users can use this service persistently. Overall, it can be summarized by considering the all three external factors could make Chinese users keep using the personal could services. In addition, the results of this study can provide strong references to technology companies including cloud service provider, internet service provider, and smart phone service provider which are main clients are Chinese users.

A Study on Intuitive IoT Interface System using 3D Depth Camera (3D 깊이 카메라를 활용한 직관적인 사물인터넷 인터페이스 시스템에 관한 연구)

  • Park, Jongsub;Hong, June Seok;Kim, Wooju
    • The Journal of Society for e-Business Studies
    • /
    • v.22 no.2
    • /
    • pp.137-152
    • /
    • 2017
  • The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.

Experimental and Numerical Analysis of Package and Solder Ball Crack Reliability using Solid Epoxy Material (Solid Epoxy를 이용한 패키지 및 솔더 크랙 신뢰성 확보를 위한 실험 및 수치해석 연구)

  • Cho, Youngmin;Choa, Sung-Hoon
    • Journal of the Microelectronics and Packaging Society
    • /
    • v.27 no.1
    • /
    • pp.55-65
    • /
    • 2020
  • The use of underfill materials in semiconductor packages is not only important for stress relieving of the package, but also for improving the reliability of the package during shock and vibration. However, in recent years, as the size of the package becomes larger and very thin, the use of the underfill shows adverse effects and rather deteriorates the reliability of the package. To resolve these issues, we developed the package using a solid epoxy material to improve the reliability of the package as a substitute for underfill material. The developed solid epoxy was applied to the package of the application processor in smart phone, and the reliability of the package was evaluated using thermal cycling reliability tests and numerical analysis. In order to find the optimal solid epoxy material and process conditions for improving the reliability, the effects of various factors on the reliability, such as the application number of solid epoxy, type of PCB pad, and different solid epoxy materials, were investigated. The reliability test results indicated that the package with solid epoxy exhibited higher reliability than that without solid epoxy. The application of solid epoxy at six locations showed higher reliability than that of solid epoxy at four locations indicating that the solid epoxy plays a role in relieving stress of the package, thereby improving the reliability of the package. For the different types of PCB pad, NSMD (non-solder mask defined) pad showed higher reliability than the SMD (solder mask defined) pad. This is because the application of the NSMD pad is more advantageous in terms of thermomechanical stress reliability because the solderpad bond area is larger. In addition, for the different solid epoxy materials with different thermal expansion coefficients, the reliability was more improved when solid epoxy having lower thermal expansion coefficient was used.

A Study on the Improvement for Medical Service Using Video Promotion Materials for PET/CT Scans (PET/CT 검사에서 동영상 홍보물을 통한 의료서비스 향상에 관한 연구)

  • Kim, Woo Hyun;Kim, Jung Seon;Ko, Hyun Soo;Sung, Ji Hye;Lee, Jeoung Eun
    • The Korean Journal of Nuclear Medicine Technology
    • /
    • v.17 no.1
    • /
    • pp.30-35
    • /
    • 2013
  • Purpose: One of the current services, providing information to the patients and their guardians by using promotion materials induces positive responses and contributes to the improvement of the hospital reliability. Therefore, the objective of this study is to evaluate the effectiveness of audio visual materials, one of the means of promotion, as a way to give accurate medical information to resolve patient's curiosity about purpose and procedure of their examination and deplete complains about waiting which attributes negative effect to service quality assessment. Materials and Methods: 60 patients(mean age $53.97{\pm}12.24$, male : female = 26 : 34) who had $^{18}F-FDG PET/CT$ scan from July 2012 to August 2012 in Seoul Asan Medical Center were referred to the study. All of the patients having PET/CT scan were asked to watch an informative video material before the injection of radiopharmaceutical ($^{18}F-FDG$) and to fill in a questionnaire. Results: As a result of analyzing the contents of questionnaire, 52% of 60 patients had PET/CT scan for the first time and 72.4% of the patients read the PET/CT guidebook offered from their outpatient department or inpatient wards before their scan. After we searched the level of previous knowledge of the purpose and method of PET/CT scan, the patients answered 25.1% "know well", 34% "not sure", 40.9% "don't know" respectively. And 84.7% of the patients answered that watching the PET/CT guide video before the injection helps understanding what exam they were having and 15.3% of the patients did not. For the question asking ever the patients have experienced using our homepage or smart phone QR code to see the guide video before they visit out PET center, only 3.3% of them answered "yes". Lastly, the patients answered 60.1% "yes", 31.4% "so so" and 8.5% "no" respectively for the question asking whether watching the video makes the patients to fill the waiting time short. Conclusion: It is found that understanding of objective and method of the PET/CT scan and level of satisfaction was improved after the patients watched the guide video whether they had PET/CT scan before and read the PET/CT guidebook or not. Also, watching the video was effective for the reduction of perceptible waiting time. But while displaying the PET/CT guide video is useful for providing information about the scan and shortening the waiting time as one of the medical service, utilization of service was actually very poor because of the passive promotion and indifference of the patients about their examination. Therefore, from now on, it is necessary to construct the healthcare system which can be offered to more patients through the active promotion.

  • PDF