• Title/Summary/Keyword: culture of SmartPhone Usage

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A Qualitative Study Based on Features of Smartphone Use by University Students (질적 연구에 기반한 대학생의 스마트폰 사용 특성)

  • Lee, Myoun Jae;Ko, Ki Sook
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.301-310
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    • 2013
  • The purpose of this study is to explore the meanings of the features of university students with regard to their smartphone usage in order to establish the culture of good smartphone use. In-depth interviews were conducted with nine university students. The collected data were analyzed qualitative method. As a results, five theme and 18 subthemes of characteristic of smartphone usage were identified. Those themes include 1. background of smartphone usage, 2. attachment to smartphone usage, 3. building of my own the world, 4. emergence of new human relation, 5. burden of smartphone usage. This study provided practical suggestions and follow studies for good smartphone usage.

A study of Content Generation System using QR Code in Smart Phone Environment (스마트폰 환경에서 QR Code를 활용한 콘텐츠 생성시스템 연구)

  • Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2999-3004
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    • 2013
  • Smartphone subscribers exceeded 30 million people, Smart Korea is up on this track, and leaping to 'Smart powerful nation from 'IT powerful nation. Of course, the popularization of the smart phone called 'PC in the hands' has brought a revolutionary change to nation livelihood, and also to business and government, too. The current usage of Smartphone is not just a simple function call, people can communicate anytime, anywhere with it. The current usage of Smartphone is not just a simple function call, people can communicate anytime, anywhere with it. And it has become the culture of the terminal type in the hands whenever and wherever. However, the screen size and the existing flash or video files do not run when trying to access to the homepage for PC with Smartphone. and it may gives the inconvenience to people who use mobile devices. Therefore, in this paper, it is a study for the provision of an efficient service for Smartphone users through the establishment of website for mobile in mobile circumstances.

An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

A Study of Mobile Content Generation System using 2-Dimensional bar code in Smart Device Environment (스마트 기기 환경에서 2차원 바코드를 활용한 모바일 콘텐츠 생성 시스템 연구)

  • Jin, Byung-Wook;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2349-2354
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    • 2014
  • While the number of smart phone subscribers excessing 30 million people, Korea is leaping into the 'smart powerhouse' from IT powerhouse. The popularizat+ion of smart devices so called 'PC in the hand', brought surely change to people's life style, and also it had led to a revolutionary change to and also to business and government. In several corporations of each countries, a variety of smart devices smart devices such as smart phone, tablet PC and E-books have been developing. Nowadays, the usage of the smart phone is not only the simple function calling. It has become a culture of the terminal type in the hand anywhere at any time, which makes can communicate with the others in anywhere and anytime. However, some of the subscribers who visit the website for PC version with the mobile devices screen, can feel kind of discomfort while surfing the net on a smartphone devices because the install of the existing video and flash files and the screen size for computer is not available for mobile devices. Therefore, in this paper, we studied on effective mobile contents generation program using QR code that is two dimensions bar code under the smart device environment. Also, unlike previous QR code generator that decorate standardized design, we realize an original QR code generation system from user perspective.

Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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A Study on the Effect of Social Media on Country Image and Purchasing Intention: Focused on Chinese Consumers (소셜미디어가 국가이미지와 구매의도에 미치는 영향에 관한 연구 : 중국소비자를 대상으로)

  • Li, Guozhong;Park, Seong-Taek
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.119-128
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    • 2012
  • The changing paradigm due to the emergence of smart phone and the rapid spread of internet-based social media usage is considerably impacting the politics, economy, society, culture and many other fields. As the new communication tools, social media is receiving spotlight for its advantage of low cost but high efficiency. With the accelerating of the fulfillment of knowledge-based economy, country image is more and more recognized as the core competitiveness of a country. Therefore, it is very important to grasp the factors that affect country image. In this study, a literature review on the factors provided was conducted and affecting factors on country image were analyzed. In addition, on the assumption that social media, which are widely used on current days, have meaningful effects on country image and purchasing intention, features of social media are added as variables and analyzed. The results of analysis show that social media has meaningful effects on the country image and purchasing intention.

A Study on Factors Affecting the Usage of the Digital Copyright Exchange in Knowledge Service Convergence Era (지식서비스 융합시대 디지털저작권거래소 이용의도에 영향을 미치는 요인에 관한 연구)

  • Lee, Jung-Jae;Han, Kyeong-Seok
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.153-158
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    • 2012
  • Digital contents market has been drastically increasing under Clouding Computing and Smart Phone environment. The Contents industry is going to be more essential portion than manufacture or service industry in the near future. One good example of high value-added contents is the Harry Potter series which exceeds 10 years' net profit of Hundai automobile company. This one example shows us very well that digital contents market as a core-engine for culture industry development is economically influential and attractive as well. This study focuses on activation of Digital Copyright Exchange in knowledge service convergence era. First, it examines other services like stock exchange, electronic documents and authentication certificate etc. which are similar to DCE service. Then it analyzes what factors make copyright industry have interested in the DCE the through technology acceptance model. Based on the results of the analysis, finally, this study evaluates how the DCE contributes to copyright industry overall including fair utilization of works.