• Title/Summary/Keyword: smartphone use

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Change of forward Head Posture in Cervical Flexion Positions while Watching Video on a Smartphone (스마트폰을 이용한 비디오 시청 시, 목뼈 굽힘 각도에 따른 앞쪽 머리 자세의 변화)

  • Bo ram Choi
    • Journal of Korean Physical Therapy Science
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    • v.30 no.3
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    • pp.23-30
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    • 2023
  • Background: Flexion of cervical and lumbar joints is required when viewing a smartphone screen. Thus, these joints are overused, together with the surrounding joints and muscles. Long-term use of smartphones will cause changes in cervical and lumbar posture. The effect on forward head posture will vary, depending on the angle of cervical flexion start position in relation to the smartphone. This study investigated how forward head posture changes over time when using a smartphone at 20° and 40° cervical flexion start positions. Design: Cross-sectional study. Methods: Twenty-five subjects with a forward head posture angle of 35° or less participated in the study. A Forward Head Posture app on the participants' smartphones measured forward head posture 5 and 10 minutes after watching videos on their smartphones. Cervical range of motion was used to set a smartphone watching start posture of 20° and 40° of cervical flexion. Results: There was no significant difference in forward head posture, irrespective of cervical flexion start position, but the angle of forward head posture increased more at cervical flexion of 40° than at cervical flexion of 20°. There was no significant difference in what according to smartphone video viewing times, but the angle of forward head posture increased over time. Conclusion: An increase in forward head posture over time with smartphone usage poses a potential risk of neck and shoulder pain. Therefore, smartphone users should avoid prolonged screen time.

The Effects of Consumption Value on Satisfaction and Loyalty: Focusing on Chinese Smartphone Users (소비가치가 만족과 충성도에 미치는 영향: 중국 스마트폰 이용고객을 중심으로)

  • Cho, Hyun-Jin
    • Journal of Distribution Science
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    • v.12 no.8
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    • pp.123-132
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    • 2014
  • Purpose - Recently, Korean companies have been struggling to perform well in the larger smartphone market in China, which is regarded as a blue ocean area. First, it is very important to accurately understand the Chinese consumers, who have a different consumption culture and value system from the Korean culture and system. This would help to identify priorities for the Chinese market. Further, considering the smartphone industry, where technological change is rapid, Korean companies will need to take prompt measures about market trends in order to establish strong competitiveness. Consequently, this study focused on analyzing the relationship between the variables of consumption value, satisfaction, and loyalty in the Chinese smartphone market. The principal dimensions of consumption value, which smartphones have, was analyzed, and the influence on satisfaction was identified. Moreover, the relationship among the variables of satisfaction, attitudinal loyalty, and behavioral loyalty was empirically analyzed. Research design, data, and methodology - This study examined the relationships between various consumption values (functional value, emotional value, social value, epistemic value, and economic value), along with satisfaction and loyalty. The data were collected through a questionnaire survey that was circulated to 310 customers who were users of smartphones in Chingdao and Yeontae regions in China. The survey was conducted from June 23 to August 4, 2013. A total of 301 responses to the questionnaires were collected and used for the data analysis. Moreover, a path analysis based on Lisrel 8.54 was used for the hypothesis test. Results - The variables of functional value, emotional value, social value, and epistemic value were revealed to have positive effects on satisfaction related to smartphone usage. However, the variables of monetary cost and psychological cost were not found to have negative effects on satisfaction related to smartphone usage. Moreover, satisfaction positively influenced attitudinal loyalty related to smartphone usage, but did not have a significant influence on behavioral loyalty related to smartphone usage. Specifically, satisfaction is essential, but not a sufficient condition for building behavioral loyalty in relation to smartphone usage. In addition, attitudinal loyalty positively influenced behavioral loyalty in relation to smartphone usage. Conclusions - First, this study shows that functional value, emotional value, social value, and epistemic value in relation to smartphone usage are important for marketing in the Chinese smartphone market. Particularly, functional value and emotional value play pre-eminent roles as regards customer loyalty in the use of smartphones. Second, the results of this study reveal that the variables of monetary cost and psychological cost are not important to the Chinese consumers. Specifically, the smartphone price and cognitive effort are not perceived as value barriers. Third, satisfaction did not guarantee behavioral loyalty in relation to smartphone usage, and the strategic approach for improving the repurchase and referral action in relation to smartphones based on solid attitudinal loyalty would be desirable and should be the focus of the marketing activities of Korean smartphone companies.

The Current Situation of "Using a Smartphone while Doing Something Else" and Related Factors ("보행 시 스마트 폰 사용"의 현상과 관련 요인)

  • Tomomi, MIZUNO;Katsum, TOKUDA;CHO, Hong-joong
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.561-569
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    • 2016
  • Purpose : We will clarify the situation of using a smartphone and what kind of factors are currently related when people use a smartphone while doing something else in order to obtain basic information to educate people to prevent the use of smartphone while doing something else. Methods : We conducted an anonymous self-administered questionnaire survey with 885 people who commuted by train to six companies located in Tokyo, Chiba, and Osaka and 550 university students who commuted by train to five universities located in the same areas. The research period was from April to May of 2014. Results : 33% of the subjects used a feature phone and 73% of the subjects used a smartphone. 38% of them listened to music, using their smartphones or feature phones while walking. Binominal logistic regression analysis was done with dependent variables of using a smartphone while walking and independent variables of age, sex, and educational advertisement. The results showed that people in their 20s used a smartphone while walking 4.93 times more than people in their 30s(p <0.00). No significant difference was found in the relationship between sex and educational advertisement(poster, TV, or magazine) and using a smatphone while doing something else.

Effects of Smartphone Game Addiction by Elementary Schoolers on School Violence Awareness (초등학생의 스마트폰 게임중독이 학교폭력인식에 미치는 영향)

  • Im, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.417-425
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    • 2020
  • In the present study, practical measures were to be presented for prevention of smartphone game addiction and school violence by analysis of the effects aspect of the smartphone game addition by elementary school students on school violence awareness. For this purpose, a questionnaire survey was conducted for the subject of 6th graders attending an elementary school located in K city of Jeollanam-do, and a total of 258 copies were utilized as the final analysis data. Considering the analysis results, significant differences in the smartphone game addition were observed first as a function of the elementary school students' sex and game use time. The level of smartphone game addiction was observed to become higher for male students than female students, and the higher the longer the game use time during a day. Secondly, a positive (+) correlation was observed to exist between the smartphone game addiction and the school violence awareness. Thirdly, the variable affecting the school violence awareness among individual sub-variables for the smartphone game addiction was shown to be a problem with loss of control and power of reality test. The higher the addiction level of each variable, the negative tendency for school violence awareness was shown to be increased. Based on such analysis results, policy-wise, practical suggestions as well as directions for the follow-up studies have been presented for the improvement of smartphone game addiction and school violence awareness.

Secure Management Method for Private Key using Smartphon's Information (스마트폰 고유정보를 이용한 안전한 개인키 관리 방안)

  • Kim, Seon-Joo
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.90-96
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    • 2016
  • The 3390 million people, around 83% of the adult population in Korea use smartphone. Although the safety problem of the certificate has been occurred continuously, most of these users use the certificate. These safety issues as a solution to 'The owner of a mobile phone using SMS authentication technology', 'Biometric authentication', etc are being proposed. but, a secure and reliable authentication scheme has not been proposed for replace the certificate yet. and there are many attacks to steal the certificate and private key. For these reasons, security experts recommend to store the certificate and private key on usb flash drive, security tokens, smartphone. but smartphones are easily infected malware, an attacker can steal certificate and private key by malicious code. If an attacker snatchs the certificate, the private key file, and the password for the private key password, he can always act as valid user. In this paper, we proposed a safe way to keep the private key on smartphone using smartphone's unique information and user password. If an attacker knows the user password, the certificate and the private key, he can not know the smart phone's unique information, so it is impossible to use the encrypted private key. Therefore smartphone user use IT service safely.

A Study on the Experience of College Students Using Smartphones During Class : Focused on students of Child Care Departments in colleges (대학생의 수업 중 스마트폰 사용 경험에 관한 연구 : 영유아교육 관련학과 대학생을 중심으로)

  • Mo, A-Ra;Lee, So-Hyun
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.303-309
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    • 2017
  • The purpose of this study is to determine the cause and result of the smartphone use in the classroom, focusing on students from Child Care departments in colleges. The targets of this study were 10 college students from child care departments and data was collected through in-depth interviews. The results of the study are as follows. [Cause of use] was divided into and . [Negative result] has been identified by and . [positive result] has been identified by < Learning Support >, < Memory Support >. The study is believed to contribute to identifying the problems of smartphone use of college students in the future and contributing to the provision of basic materials for the use of favorable purposes.

Fall Detection System using Smartphone for Mobile Healthcare (모바일 헬스케어 지원을 위한 스마트폰을 이용한 낙상 감지 시스템)

  • Jeong, Pil-Seong;Cho, Yang-Hyun
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.435-447
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    • 2013
  • If we use a smartphone to analyze and detect falling, it is a huge advantage that the person with a sensor attached to one's body is free from awareness of difference and limitation of space, unlike attaching sensors on certain fixed areas. In this paper, we suggested effective posture analysis of smartphone users, and fall detecting system. Suggested algorithm enables to detect falling accurately by using the fact that instantaneous change of acceleration sensor is different according to user's posture. Since mobile applications working on smart phones are low in compatibility according to mobile platforms, it is a constraint that new development is needed which is suitable for sensor equipment's characteristics. In this paper, we suggested posture analysis algorithm using smartphones to solve the problems related to user's inconvenience and limitation of development according to sensor equipment's characteristics. Also, we developed fall detection system with the suggested algorithm, using hybrid mobile application which is not limited to platform.

Trend analysis for social networking of Smartphone (스마트폰의 소셜 네트워킹의 경향분석)

  • Wonginjun, Montinee;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.920-923
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    • 2012
  • Recently, a Smartphone than a normal phone functions for computing ability, connectivity and communication is used as a handheld device, as used in the mobile social networking has been a breakthrough. This advanced Smartphone social networking and social life of the everyday of people living in communication found that many were affected. In this paper, the value of Smartphones and Smartphone users who use social networking to see how any of the benefits and the future of social networking between people on the impact of communications were analyzed.

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A study on the Applications Implementation using Smartphone in the e-Navigation (e-NAV 관련 스마트폰 어플리케이션 구현에 관한 연구)

  • Han, Chang-Soo;Park, Hyeon-Jo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2010.04a
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    • pp.545-550
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    • 2010
  • Due to the advancements in mobile communication recently, the smartphone is coming to wide use in variety of fields with powerful functions which are GPS, Wi-Fi, built-in camera, and so on. I'm going to discuss the application implementation using Smartphone in the e-Navigation.

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Combining Communications and Tracking: A New Paradigm of Smartphone Games

  • Lee, Soong-Hee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.2
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    • pp.202-215
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    • 2013
  • The generalization trend of smartphones has brought many smartphone games into daily lives. These games are mainly dependent on the interactions on the display of the phone using finger touches. On the other hand, functions for detecting the positions and actions of the phones such as gyro-sensors have been rapidly developed over the former orientation sensors and acceleration sensors. Though it has become technologically possible to detect the users' motion via the smartphone devices and to use the phone device directly as the game device, it is hard to find the actualized cases. This paper proposes a new paradigm that includes basic frameworks and algorithms for the games combining the motion tracking and mutual communications on the smartphones and presents the details of its implementation and results.