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Effects of Self Message Type and Incidental Pride Type on Product Purchase Intention (제품의 구매의도에 대한 자아 메시지의 유형과 환경적 프라이드의 유형의 효과)

  • CHOI, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.10 no.10
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    • pp.53-65
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    • 2019
  • Purpose - Current study aimed at investigating the effects of the choice easiness as a thought triggered at the time of making decision and the goal achievement emotion as a prediction of how consumers feel in the state of achieving consumption goal on brand purchase intention. And It also explored moderation role of incidental pride type such as ambient hubris pride and ambient authentic pride felt before the event in the effects of message type such as self-verifying message and self-enhancing message on the choice easiness and the goal achievement emotion. Research design, data, and methodology - Message type was divided into self-verifying message and self-enhancing message. Incidental pride type was divided into hubris and authentic pride. Smart mobile phone was selected for empirical study. And the experiment was performed with 2(pride type: hubristic versus authentic) × 2(message type: self-verifying message versus self-enhancing message) between-subjects design. Questionnaires from 215 undergraduate students were used to test hypotheses by Macro process model 7. The hypotheses were tested at each of self-verifying message group and self-enhancing message group. Results - First, both choice easiness and goal achievement emotion positively influenced on the purchase intention at both self-verifying message group and self-enhancing message group. Second, at self-verifying message group, the positive effects of self verification on both choice easiness and goal achievement emotion were higher to the customers under incidental hubris pride than to those under incidental authentic pride customers. Third, at self-enhancing message group, the positive effects of self enhancement on goal achievement emotion were higher to the customers under incidental authentic pride than to those under incidental hubris pride. However, at self-enhancing message group, the positive effects of self enhancement on choice easiness (goal achievement emotion) were not higher (higher) to the customers under incidental authentic pride than to those under incidental hubris pride. Conclusions - Focusing on the results of this study, to promote their brand purchase intention, brand managers should use self-enhancing message to induce goal achievement emotion from incidental authentic pride customers. And the brand managers should develop and use self-verifying message to induce choice easiness as well as goal achievement emotion from hubris pride customers, which in turn, promote their brand purchase intention.

Urban Vitality Assessment Using Spatial Big Data and Nighttime Light Satellite Image: A Case Study of Daegu (공간 빅데이터와 야간 위성영상을 활용한 도시 활력 평가: 대구시를 사례로)

  • JEONG, Si-Yun;JUN, Byong-Woon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.23 no.4
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    • pp.217-233
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    • 2020
  • This study evaluated the urban vitality of Daegu metropolitan city in 2018 using emerging geographic data such as spatial big data, Wi-Fi AP(access points) and nighttime light satellite image. The emerging geographic data were used in this research to quantify human activities in the city more directly at various spatial and temporal scales. Three spatial big data such as mobile phone data, credit card data and public transport smart card data were employed to reflect social, economic and mobility aspects of urban vitality while public Wi-Fi AP and nighttime light satellite image were included to consider virtual and physical aspects of the urban vitality. With PCA (Principal Component Analysis), five indicators were integrated and transformed to the urban vitality index at census output area by temporal slots. Results show that five clusters with high urban vitality were identified around downtown Daegu, Daegu bank intersection and Beomeo intersection, Seongseo, Dongdaegu station and Chilgok 3 district. Further, the results unveil that the urban vitality index was varied over the same urban space by temporal slots. This study provides the possibility for the integrated use of spatial big data, Wi-Fi AP and nighttime light satellite image as proxy for measuring urban vitality.

Impacts of Parenting Attitudes Perceived by on Children's Smartphone Dependency: Based on Meditation Effect of Aggression and Social Withdrawal (부모의 양육태도가 아동의 스마트폰 의존도에 미치는 영향: 공격성과 사회적 위축의 매개효과를 중심으로)

  • Park, Hye-Jung
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.406-416
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    • 2020
  • The purpose of this study is to confirm the effect of parents' positive and negative parenting attitudes perceived by children on smartphone dependence. In addition, it is to verify whether aggression and social withdrawal play a mediating role in the relationship between parental attitude and dependence on smartphones. In order to achieve this goal, the data of the "Korean Children and Youth Panel Survey 2018(KCYPS 2018)" were used for analysis. The sample group is 2,399 "elementary school students 4 cohort". The research results of this study are as follows. First, it was found that autonomy support and coercion had a negative effect on aggression of children, but rejection and inconsistency had a positive effect on aggression. Second, it was found that inconsistency and rejection had a positive effect on children's social atrophy, but coercion had a negative effect. Third, it was found that aggression had a positive effect on children's dependence on smartphones, but social withdrawal had no significant effect. Fourth, it was found that autonomy support, rejection, coercion, and inconsistency indirectly affect children's dependence on smartphones through aggression. In this study's conclusion, practical implications for lowering children's dependence on smartphones were suggested.

The effect of smartphone usage motivation on application display advertising attitude and avoidance: Mediating effect of ad intrusion (스마트폰 이용동기가 어플리케이션 디스플레이 광고태도와 광고회피에 미치는 영향: 광고침입성의 매개효과)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.559-567
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    • 2022
  • The effect of smartphone usage motivation on application display advertising attitude and advertising avoidance was investigated. In addition, the mediating effect of advertising intrusion was confirmed. The total number of participants in the study was 309, and the data collection method used a survey method. Covariate structural analysis was conducted to investigate the causal relationship between smartphone usage motivation and advertising attitude and the mediating effect of perceived intrusion on advertising avoidance. There are five results. First, the motivation for using smartphones had a significant effect on the display advertising attitude of smartphone applications. Second, the display advertising attitude of the smartphone application had a significant effect on the advertising avoidance behavior. Third, the display advertising attitude of smart phone application had a significant effect on perceived advertising intrusion. Fourth, the perception of intrusiveness of display advertising in smartphone applications had a significant effect on advertising avoidance behavior. Finally, it was confirmed that the perceived ad intrusion has a partial mediating effect in the causal relationship of the smartphone application display advertising attitude to the ad avoidance behavior. The results of this study will contribute to suggesting strategies to reduce advertising avoidance behavior.

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
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    • v.15 no.2
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    • pp.17-35
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    • 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.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

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
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    • v.16 no.3
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    • pp.79-93
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    • 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.

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
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    • v.27 no.1
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    • pp.55-65
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    • 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.

Characteristic Study of Small-sized and Planer Resonator for Mobile Device in Magnetic Wireless Power Transfer (소형 모바일 기기용 공진형 무선전력전송 시스템의 공진기 평면화 및 소형화에 따른 특성 연구)

  • Lee, Hoon-Hee;Jung, Chang-Won
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.4
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    • pp.16-21
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    • 2017
  • In this paper, a Small-sized and planer resonator design of Magnetic Resonance - Wireless Power Transfer(MR-WPT) were proposed for practical applications of mobile devices, such as a laptop, a smart-phone and a tablet pc. The proposed MR-WPT system were based on four coil MR-WPT and designed as a transmitter part (Tx) and a receiver part (Rx) both are the same shape with the same loop and resonator. There are four different spiral coil type of resonators with variable of line length, width, gap and turns in $50mm{\times}50mm$ size. The both of top and bottom side of substrate(acrylic; ${\varepsilon}_r=2.56$, tan ${\delta}=0.008$) ere used to generate high inductance and capacitance in limited small volume. Loops were designed on the same plane of resonator to reduce their volume, and there are three different size. The proposed MR-WPT system were fabricated with two acrylic substrate plane of Tx and Rx each, the Rx and Tx loops and resonators were fabricated of copper sheets. There are 12 combinations of 3 loops and 4 resonators, each combination were measured to calculate transfer efficiency and resonance frequency in transfer distance from 1cm to 5cm. The measured results, the highest transfer efficiency was about 70%, and average transfer efficiency was 40%, on the resonance frequency was about 6.78 MHz, which is standard band by A4WP. We proposed small-sized and planer resonator of MR-WPT and showed possibility of mobile applications for small devices.

Effects of Dry Eye Symptoms on Work Productivity and General Activity in Newly Building (신축건물에서 안구건조증이 작업생산성과 일상활동에 미치는 영향)

  • Kim, Hyojin;Park, Chan-Jung;Lim, Byung-Seo;Kim, Ho-Hyun
    • Journal of Korean Ophthalmic Optics Society
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    • v.19 no.3
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    • pp.389-396
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    • 2014
  • Purpose: The study examined dry eye symptoms of occupants in a newly constructed building and its effects on their work productivity and general activity. Methods: The study subjects were 33 office workers who spent more than eight hours per day on average in a new building constructed in the past three months. The indoor air quality of the new building was evaluated by measuring aldehydes, temperature and humidity. The level of dry eye symptoms was classified into normal, mild, moderate and severe by using the Ocular Surface Disease Index (OSDI). The experience of LASIK surgery, use of eye makeup, daily use time of a computer and smart-phone, and average daily working hours were also examined. The Work Limitation Productivity Questionnaire was used as the questionnaire about work productivity and general activity to measure the impairment level on a ten-point scale. Results: The concentration variation of formaldehyde in the office was $42.42{\pm}6.30{\mu}g/m^3$. The temperature and humidity were $26.2{\pm}0.70^{\circ}C$ and $40{\pm}1%$, respectively. The respondents with normal, mild, moderate and severe dry eye symptoms were 15.2%, 18.2%, 18.2% and 48.5%, respectively. The severity of dry eye symptoms and impairment of work productivity and general activity demonstrated high correlations of 0.599 and 0.655, respectively (p<0.001). Compared to the normal case, severe dry eye symptoms demonstrated significantly high impairment of work productivity and interruption of general activity (p<0.001). The case of serious dry symptoms showed the possibilities of having impairment level of work productivity and interruption of general activity above three points 3.26 times (p=0.032) and 2.25 times (p=0.045), respectively, higher than that of the normal case. Conclusions: It was confirmed that dry eye symptoms among office workers in a newly constructed building affects work productivity and general activity.