• Title/Summary/Keyword: 3-in-1 phone

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Classifying Latent Profiles in Mobile Phone Usage of Elementary School Students and Verifying the Relationship with Mobile Phone Dependency (잠재프로파일분석을 통한 초등학생의 휴대전화 이용유형분류와 의존도의 관계 검증)

  • Jeong, Kyu-Hyoung;Lee, Min-Joo
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.283-289
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    • 2019
  • The purpose of this study was to classify the elementary school students to latent groups according to the type of mobile phone usage and to verify the relationship with mobile phone dependency. The latent profile analysis was conducted using the first grade panel data of the elementary school in the Korea Children 's Youth Panel in 2016. The results found 3 latent classes of mobile phone usage: family and friend concentration (Type1), family concentration low level (Type2) and essential (Type3). The results of multiple regression analysis for verifying the relationship between mobile phone use type and mobile phone dependency showed a significant effect. The Type 2 showed more dependency than the Type 1, and the Type 1 showed more dependency than the Type 3. These findings provided basis for the guideline of mobile phones use and for proper intervention to prevent mobile phone dependency for elementary school students.

A Comparative Study for User Interface Design between TV and Mobile Phone (TV와 휴대폰의 사용자 인터페이스 디자인 비교 연구)

  • Pan, Young-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.27 no.1
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    • pp.29-35
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    • 2008
  • An estimated 1 billion mobile phone were sold globally in the year 2006. In Korea, people watch television 3.17 hours in a day. Television isn't what it used to be. Digital TV provides both interactivity and high definition. Mobile phone also transferred from 2G to 3G or 3.5G. This means the complexity of TV and mobile phone is increased, design of user interface is more difficult. Unlike the personal computer industry, TV and mobile phone industries have no standard user interface. A comparative study for user interface between TV and mobile phone is studied. User, task, system are analyzed in requirement analysis. User interface model and interaction are also analyzed between TV and mobile phone. This study provides some insights for user interface design. First, the UI designer have to consider another products because one user using one product at the same time using another products. Experience for one product affects that for another product. Second, TV and mobile phone show very similar pattern, especially interaction task and input interaction. Third, there are not sometimes optimized experience between service operator and device manufacturer. Cooperative design between them is required.

Cell Phone Addiction in Highschool Students and Its Predictors (고등학생의 휴대전화 중독과 예측 요인)

  • Koo, Hyun-Young
    • Child Health Nursing Research
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    • v.16 no.3
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    • pp.203-210
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    • 2010
  • Purpose: This study was done to identify cell phone addiction in high school students and variables predicting this addiction. Methods: The participants were 469 adolescents from four high schools. Data were collected through self-report questionnaires, and analyzed using the SPSS program. Results: Of the high school students, 88.4% reported being average users, 7.5%, heavy users, and 4.1%, cell phone addicted. Cell phone addiction was significantly correlated with immediate self-control, self-efficacy, depression, and peer support. Predictors of cell phone addiction were the following: receiving text message on weekends, immediate self-control, main use (text message), minute per call on weekdays, listening to music, gender (female), monthly call charges, depression, person called (friends), and self-efficacy. These factors explained 39% of variance in cell phone addiction. Conclusion: The above findings indicate that cell phone addiction in high school students was influenced by gender, cell phone use, and psychological factors. Therefore the approach to effective cell phone addiction management for high school students is to consider these variables when developing programs for these students.

The Comparative Study on Mother's Rearing Attitude and Communication among Mother and Student between Mobile Phone Addiction Group and Non-addiction Group: Middle School Students (휴대폰 중독군과 비중독군의 어머니의 양육태도와 의사소통 차이비교: 중학생을 대상으로)

  • You, Mee-Sook;Kwon, Mi-Kyung
    • Korean Parent-Child Health Journal
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    • v.14 no.2
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    • pp.76-83
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    • 2011
  • Purpose: The purpose of this study is to compare the mother's rearing attitude and communication between mobile phone addiction group and non-addiction group in middle school students. Methods: A cross-sectional descriptive study was performed with 574 students from 3 middle schools (1 boy school, 1 girl school, 1 coeducation school) at G-city in Gangwon Province. The data was collected from the 10th to 24th of July in 2010. Statistical analysis of the results was carried out by means, frequencies, chi-square, t-test and multiple regression with SPSS/WIN 18.0 program. Results: There were significant differences in mobile phone addiction group and non-addiction group in regard to sex, school year, grades, mother' age, purpose of mobile phone use, activity after school, phone bill per month. Also There were significant differences in mother's rearing attitude and mother's communication between two groups. Conclusion: Mobile phone addiction among students is not serious, however, possibility of becoming an addict still remains. This study suggests that we have to educate them about proper mobile phone use in advance to prevent them from becoming a mobile phone addict in early stage. Therefore, we need to develop an educational program to prevent mobile phone addiction.

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Smart Phone Display Drop Simulation and Design (Smart Phone Display 낙하 Simulation과 설계)

  • Kim, Won-Jong
    • Journal of the Korean Society of Industry Convergence
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    • v.22 no.3
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    • pp.381-385
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    • 2019
  • In this Study, as the structure of smart phone display becomes thin to catch up with slim product trend, the reliability of display module is on the rise as a issue for product design. Especially, almost part of cellular phone should undergo drop test when they fall 1.5m above ground. Thus many manufacturers have considered design guide line using CAE and simulation for more efficive usage of limited resources om the martket. This test simulates the case when cellular phone slips through user's flingers while he is talking on the phone. This paper studies a drop simulation of glass for display in smart phone. This design for reliability improvements are suggested on the basis of the results of FE Analysis and display of smart phone design.

The Brain Temperature Change after the Use of Mobile Phone (휴대전화 사용 후 뇌 온도의 변화)

  • Koo, Eun-Jung;Lee, Il-Keun;Kong, Hea-Won
    • Annals of Clinical Neurophysiology
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    • v.5 no.1
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    • pp.16-20
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    • 2003
  • Background: Mobile phone has become a very popular device used in everyday our lives. However, the possible hazard to human body such as brain tumor has been proposed intermittently. This unwanted possibility was calmed down due to the absence of definite evidence of hazard. This study was performed to see the effect of mobile phone use on the brain temperature. Methods: In 20 volunteers, we performed 4 steps of temperature measuring procedure. Four steps are pre-use (S1, basal state), wire-phone (S2, conventional telephone), PCS phone (S3, using 1,750~1,900 MHz), cellular phone (S4, using 820 MHz) states. Brain temperatures were measured by radiothermometer at 10 sites (5 sites in each hemisphere) of the brain after 5minutes of telecommunication through the phones. The final data were compared using paired t-test. Results: In PCS phone user group (Average; $35.73708^{\circ}C$), brain temperature decreased (with statistical significance, p<0.05), compared to those of non-user group (Average; $35.9527^{\circ}C$) or conventional wire phone user group. In cellular phone user group (Average; $35.82155^{\circ}C$), brain temperature decreased slightly (without statistical significance, p>0.05) compared to those of non-user group (Average; $35.9527^{\circ}C$) or conventional wire phone user group (Average; $35.922^{\circ}C$). The temperature change was not limited to the mobile phone applied side but on both hemisphere of the brain. Conclusion: In conclusion, mobile phone (especially PCS phone) decreased brain temperature in both hemispheres without side-to-side temperature difference. In addition, this study suggests possibility of radiothermometer application to the study of electromagnetic wave effect and protection method research in the future.

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Influence of mobile phone texting on gait parameters during ramp ascent and descent

  • Kim, Hyunjin;Park, Jaemyoung;Cha, Jaeyun;Song, Chang-Ho
    • Physical Therapy Rehabilitation Science
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    • v.3 no.1
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    • pp.43-48
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    • 2014
  • Objective: The purpose of this study was to examine the influences on gait features during mobile phone use while ramp walking. Design: Cross-sectional study. Methods: Thirty-three healthy adult subjects performed four walking conditions on an outside ramp with a 5 m length, 1.5 m width, and a $5^{\circ}$ angle. All participants were touch screen mobile phone users. Four walking conditions were used: 1) ramp ascent, 2) ramp descent, 3) texting during ramp ascent, and 4) texting during ramp descent. In conditions 3) and 4), subjects texted the words of "Aegukga"-the song of patriotism-while walking. Upon the signal of start, the subjects walked the ramp during texting. Gait parameters were measured at the length of 3 m excluding 1 m of the start and end of the total length. Each situation was repeated three times for each subject, and mean values were calculated. For gait examination, a gait analyzer was used (OptoGait). Results: Subjects ranged in age from 23 to 38 years (mean age, 27.73). Eighty-three percent of subjects in our study had experienced an accident during mobile phone use. Texting on a mobile phone while walking significantly decreased ramp gait, speed, cadence, stride length, step length, and single support (p<0.05) and significantly increased stride time, step time, gait cycle, and double support (p<0.05). There was a significant difference in cadence, step length, stride time, step time, and single support during ramp ascent and descent (p<0.05). Conclusions: Texting on a mobile phone while walking significantly decreased gait quality.

Case study - Design a cell phone cover by using reverse engineering (사례 연구 - 3차원 역설계를 이용한 휴대폰 보호 커버 설계)

  • Kim, Daejoon;Sung, Jinho;Chung, Sungdae;Chung, Yunchan
    • Design & Manufacturing
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    • v.6 no.1
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    • pp.29-33
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    • 2012
  • A 3D scanner scans and captures the shape of a real-world object. The captured shape can be used to construct three-dimensional model for CAD/CAM applications. In this study we have tried to design a cell phone cover by using the 3D scanner and reverse engineering. A 3D scanner is used to capture the shape of a cell phone. The 3D scanner generates a point cloud as the shape information. A three-dimensional CAD model for the cell phone is constructed from the point cloud. A cell phone cover is designed based on the CAD model of the cell phone. To check the integrity of this design process a prototype of the cover is made and assembled with the cell phone.

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The User Characteristics of Different Age Groups to Design Mobile Phone (휴대전화 설계를 위한 연령대별 사용자 특성)

  • Kim, Jung-Yong;Kim, Sung-Hoon;Cho, Young-Jin
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.3
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    • pp.297-310
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    • 2010
  • The purpose of this study is to investigate the user characteristics in different age groups by investigating the level of satisfaction and preference of design and function of mobile phone. 160 subjects participated in the experiment. Subjects with different ages were selected and divided into four groups: young age group (20 to less than 45), $1^{st}$ middle age group (45 to less than 55), $2^{nd}$ middle age group(55 to less than 65), and elderly group(over 65). A questionnaire was developed based on the previous design guideline, and additional questions were made to test newly developed function and design of the mobile phone. In particular, depth interviews were conducted in order to have a proper response from old subjects who have difficulties in completing written questionnaire. In result, it was found that except for price the major criterion to purchase mobile phone was the design, and the function of phone was the next except for elderly group. In the case of elderly group, the screen size is the first. Statistical results indicated that 37.5% of the young age group, 22.5% of $1^{st}$ middle age group, 22.5% of $2^{nd}$ middle age group and 10.0% of the elderly group preferred the design to function when they purchase mobile phones. Most elderly people were not satisfied with the supplementary function of the mobile phone. The $1^{st}$ middle age group did not know exactly how to use the supplementary service although they were willing to use it. Regarding the emotional preference on the type of phone, the sliding type was preferred most. Current results can be used to anticipate the future trend of mobile phone and design a user-friendly product for the aged population.

Realizing Organic Content Based on 3Screen Play and Presenting a Direction for its Development (3 screen play 기반의 유기적 콘텐츠 구현 및 발전 방향 제시)

  • Hong, Je-Hoon
    • Journal of the HCI Society of Korea
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    • v.5 no.1
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    • pp.1-9
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    • 2010
  • The objective of this study is to present a prototype of organic content, using 3 Screen as the basic concept, and to examine the possible applications of such models. Organic content is something with the characteristics of an organism, which adapts to each unit while maintaining connectivity without losing identity, according to the situation of the user and the characteristics of each unit, opposed to contents that exist without connectivity among units. To this end, I produced a prototype called "Fishing Phone," which crosses over TV, 모바일 and PC. In the Fishing Phone, the fish adapts to each unit as it interacts differently with users while maintaining its own identity. It is an organic content that travels freely through the 3Screen. Fishing Phone was created by using technology and products widely used and serviced today, such as WiFi, java networking, flash player 7, omnia2, and space censors. It demonstrates that organic content can transcend the limitations of space in existing contents, generating new value, realizing complex interaction, and ultimately providing advanced applications for marketing.

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