• Title/Summary/Keyword: mobile application model

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모바일 오피스 환경에서 이동성(Mobility)이 PDA 활용에 미치는 영향 (Effects of the mobility on the PDA use of Mobile of office environments)

  • 이원준;강윤정;서영주
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2005년도 추계학술대회 및 정기총회
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    • pp.268-296
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    • 2005
  • Given the growing expectations on the value and application of mobile office, we need to understand the factors which affect its successful use and implementation. We in this paper present a parsimonious model which integrates the IS success model and the TAM. The main feature of the model is that it allows one to explore the role of mobility of mobile office systems in determining the level of system usage and dependence. Although mobility is the key property of any mobile system, there is little research effort exerted to understand how mobility affects the traditional IS factors such as perceived ease of use and usefulness. In addition to the system usage, this model also uses dependence as the dependent variable. This is expected to provide richer understanding of the study context. We collected survey data from 1,614 field service workers of a major domestic electronic company. They use PDAs to retrieve information regarding the specifics of the customer service requests and to report what has been done for each service job. The results from SEM analysis show that mobility improves the perceived ease of use which then leads the field service workers to depend more on the PDA systems. Interestingly enough, however, the workers’ satisfaction does not cause more frequent use of the system.

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모바일 카메라를 이용한 경량 3D 모델링 (Light 3D Modeling with mobile equipment)

  • 주승환;서희석;한성휴
    • 디지털산업정보학회논문지
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    • 제12권4호
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    • pp.107-114
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    • 2016
  • Recently, 3D related technology has become a hot topic for IT. 3D technologies such as 3DTV, Kinect and 3D printers are becoming more and more popular. According to the flow of the times, the goal of this study is that the general public is exposed to 3D technology easily. we have developed a web-based application program that enables 3D modeling of facial front and side photographs using a mobile phone. In order to realize 3D modeling, two photographs (front and side) are photographed with a mobile camera, and ASM (Active Shape Model) and skin binarization technique are used to extract facial height such as nose from facial and side photographs. Three-dimensional coordinates are generated using the face extracted from the front photograph and the face height obtained from the side photograph. Using the 3-D coordinates generated for the standard face model modeled with the standard face as a control point, the face becomes the face of the subject when the RBF (Radial Basis Function) interpolation method is used. Also, in order to cover the face with the modified face model, the control point found in the front photograph is mapped to the texture map coordinate to generate the texture image. Finally, the deformed face model is covered with a texture image, and the 3D modeled image is displayed to the user.

패션 앱을 이용한 모바일 쇼핑 태도 및 사용의도 영향요인 연구 -성별과 연령집단별 차이 비교- (A Study on the Determinants of Attitude toward and Intention to Use Mobile Shopping through Fashion Apps -Comparisons of Gender and Age Group Differences-)

  • 성희원
    • 한국의류학회지
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    • 제37권7호
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    • pp.1000-1014
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    • 2013
  • This study identifies the determinants that influence attitude toward and the intention to use mobile shopping services through fashion applications (apps) based on the technology acceptance model. In addition, gender and age group differences were examined. Data were collected from subjects who have used smartphone fashion related apps; subsequently, a total of 327 data were analyzed. About 46% of respondents were males, with a mean age of 34.4 years that ranged from 20 to 49 years old. Multiple regression models were developed based on the research model. Perceived usefulness, perceived ease of use, perceived enjoyment, perceived risks (security risk and quality risk), fashion involvement, and fashion app attributes (product attributes and service attributes) were employed as predictors of attitudes towards mobile shopping. Attitudes towards mobile shopping and subjective norms with the aforementioned variables measured the intention to use. Attitudes towards mobile shopping were predicted by perceived enjoyment, perceived usefulness, and service attributes. Attitudes toward mobile shopping and subjective norms were the most important predictors of the intention to use. Gender differences were found in that service attributes were significant for attitudes towards mobile shopping only in the male model. Age differences were also found and perceived usefulness was the most important predictor of attitudes toward mobile shopping among those in their 20's; however, perceived enjoyment was the most important among those in their 30's and 40's. Quality risk was only significant to explain intention to use among those in their 40's. The findings of this study are useful to understand the possibility of the adoption of mobile shopping though fashion apps and provide basic insight into market segmentation.

이동통신서비스 확산에 대한 국가 간 영향 (Cross-National Effect in the Diffusion of Mobile Communication Service)

  • 주영진
    • 한국전자거래학회지
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    • 제17권2호
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    • pp.115-127
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    • 2012
  • 본 연구에서는 국가 간 이동통신서비스의 확산과정에서 국가 간 영향에 의해 한 국가에서의 확산성과가 다른 국가의 확산에 주는 영향을 분석하였다. 그동안 대부분의 이동통신서비스 확산에 대한 국가 간 비교연구들은 주로 국가별로 추정된 확산과정에 대해 사후적인 비교 분석이 일반적인 것에 반하여, 본 연구에서는 최근의 이동통신서비스의 확산이 국경을 넘어 영향을 미치고 있는 현실을 보다 적절히 설명할 수 있다. 본 연구에서는 이를 위하여 다국가 확산모형을 이용하여 한국과 중국, 미국, 일본, 홍콩 등 5개국에서의 이동통신서비스의 확산 과정을 분석하였다. 분석 결과 중국의 이동통신서비스의 확산은 한국, 미국, 일본, 홍콩 등 주변 국가들에서의 이동통신서비스의 확산에 유의한 영향을 받은 것으로 밝혀졌다.

An Exploration of Various Evaluation Methods to Improve Usability of Museum Mobile Device

  • Ahn, Mi-Lee;Cha, Hyun-Jin;Hwang, Yun-Ja;Kim, Hee-Jin
    • 대한인간공학회지
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    • 제30권6호
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    • pp.765-773
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    • 2011
  • Objective: This study aims towards exploring a model of the HCI evaluation methods to improve the usability of mobile device, based on a case of a Mobile PDA system in a Museum context. Background: Mobile PDA systems in a Museum context is widely utilized for the educational purposes, but it is criticized for low usability that the device only play a role in textbooks on legs without any interactive educational activities. Therefore, the usability improvements on the mobile PDA system should be considered. Method 1: This model was developed with a combination of the expert review and the user testing, and with a combination of the qualitative and quantitative studies. In more details, first of all, a qualitative study was conducted as a combination of three different methods: 1) expert review with heuristics, 2) interviews with persons working in a museum, and 3) contextual enquiry. Results 1: The experts review provided with critical usability issues, and the semi-constructive interview helped to understand the background of the mobile device. Lastly, the contextual enquiry showed user experience problems and directions of improving the device from user's perspective. Method 2: Based on the results of the qualitative study, a questionnaire was designed. Results 2: The analysis of the quantitative study was conducted to generalize the problems, and prioritize the direction of improving the device within the limitation of the cost and time in a museum. Conclusion: This study has implications in developing an example of a HCI evaluation model to improve the user experience of the mobile device as well as finding problems and directions of how to improve the mobile PDA systems in the museum. Application: In fact, most of the studies related to the evaluation of the mobile device have been conducted in a laboratory context due to the cost and time. This paper, however, attempted to apply to various HCI research techniques from different constituents in real context.

Factors that Influence Mobile Application Usage among undergraduates in USM

  • Normalini, M.K.
    • 아태비즈니스연구
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    • 제8권1호
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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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ARCS 동기 이론을 적용한 학습용 모바일 앱 설계 연구 (The Use of the ARCS Motivation Model in Mobile Learning Apps Design)

  • 김의호;양해술
    • 디지털융복합연구
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    • 제13권4호
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    • pp.69-79
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    • 2015
  • 증강현실까지도 구현할 수 있는 기능을 가진 스마트폰의 보급률이 높아지면서 그 활용 범위도 급격하게 증가하고 있다. 그러나 다양한 기능이 있음에도 학습용 앱은 부족한 상황이다. 모바일의 장점인 이동성은 학습자가 시공간의 제한 없이 학습할 수 있지만 학습자가 학습하는데 적합하지 않은 장소도 제공될 수 있다는 의미이다. 이러한 관점에서 학습 동기를 유발시키고 지속시킬 모바일 기반 학습용 앱이 필요한 상황이다. 본 논문에서는 ARCS 이론의 동기 전략과 웹 기반 콘텐츠의 UI를 분석하여 모바일 학습용 앱 설계 시 고려할 사항을 제안하였다. 또한, ARCS 이론을 적용한 모바일 학습용 앱 설계의 절차적 모형을 구안하고 이를 바탕으로 모바일 학습용 앱 설계 방안을 제안하였다.

유비쿼터스 환경에서 자발적 상호연동을 지원하는 역할 기반 응용 모델 (Role-Based Application Model for Supporting Spontaneous Interoperation in Ubiquitous Environments)

  • 정종윤;류기열;이정태
    • 한국IT서비스학회지
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    • 제11권3호
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    • pp.269-285
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    • 2012
  • The spontaneous interoperation is an important characteristic of ubiquitous applications and is closely related with mobility. The mobile components in ubiquitous environments are liable to appear in and disappear from one physical space to another. Because this characteristic certainly influences the structure and behavior of applications, they should adapt themselves to the changed environments by configuring their structure and behaviors. Consequently, developers are faced with the above challenging issue when they design and implement ubiquitous applications. The role concept is an efficient tool to model participant entities, their relationship, and collaboration, so role-based model are appropriate to describe a structure and behavior of software system. But, little attention has been given to reflect characteristics of ubiquitous applications. To tackle the problem, this study considers a ubiquitous application as a software organization which consists of software components and proposes an enhanced role-based application model for supporting spontaneous interoperation.

보도교 상판의 감쇠율 분석 (Analysis of Damping Ratio of Foot-bridges)

  • 윤성원;문상현
    • 한국공간구조학회논문집
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    • 제14권4호
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    • pp.39-46
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    • 2014
  • In Seoul, total 27 places of foot-bridges were chosen to evaluate the damping ratio through vibration measurement by mobile-phone application. Model vibration test was performed to compare the natural frequency and damping ratio between the conventional accelerometer and mobile-phone application. Measured average damping was compared with the one of Bachmann. The relation between the damping ratio and span was also investigated. Measured average damping ratio was greater than that of Bachmann. It was shown that there is no distinct trend between damping and span.

뉴로 - 퍼지 GMDH 모델 및 이의 이동통신 예측문제에의 응용 (Neuro-Fuzzy GMDH Model and Its Application to Forecasting of Mobile Communication)

  • 황흥석
    • 산업공학
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    • 제16권spc호
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    • pp.28-32
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    • 2003
  • In this paper, the fuzzy group method data handling-type(GMDH) neural networks and their application to the forecasting of mobile communication system are described. At present, GMDH family of modeling algorithms discovers the structure of empirical models and it gives only the way to get the most accurate identification and demand forecasts in case of noised and short input sampling. In distinction to neural networks, the results are explicit mathematical models, obtained in a relative short time. In this paper, an adaptive learning network is proposed as a kind of neuro-fuzzy GMDH. The proposed method can be reinterpreted as a multi-stage fuzzy decision rule which is called as the neuro-fuzzy GMDH. The GMDH-type neural networks have several advantages compared with conventional multi-layered GMDH models. Therefore, many types of nonlinear systems can be automatically modeled by using the neuro-fuzzy GMDH. The computer program is developed and successful applications are shown in the field of estimating problem of mobile communication with the number of factors considered.