• Title/Summary/Keyword: 태블릿 기기

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A Study on University Students' Use and Assesment with Digital Devices and Services for Realizing Smart Campus (스마트 캠퍼스 실현을 위한 대학생의 디지털 기기/서비스 활용성 및 유용성 조사)

  • Lee, Jin-Myong;Jo, Eun-Bit;Li, Hua-Yu;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.27-39
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    • 2017
  • To grasp the current status of smart campus and look for future directions, this study investigated the usage rate and perceived usefulness of digital devices and services by conducting online survey of 580 university students. The main results are as follows. First, smartphones have the highest ownership rate, followed by laptops, desktops, and digital cameras. Purchase intention of virtual reality devices is highest followed by smart watches/bands, and tablets. Second, mobilization in campus life is almost realized, however the usage of desktops is still high in education and administration context. Digital devices have been perceived particularly useful when searching and sharing information. Third, students use digital services such as search engines, messengers, and online libraries in their learning, and they use messengers, music and video services in their lives. Service usage rate and perceived usefulness are not proportional.

Home ICTs environment for distance learning contexts: A longitudinal comparison of household smart devices (원격수업 시대, 가정의 ICTs 환경 적합성: 가구 및 가구원 수별 스마트기기 보유 단기 종단적 비교)

  • Chin, Meejung;Bae, Hanjin;Kwon, Soonbum
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.11-22
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    • 2021
  • The COVID-19 pandemic has led to distance learning in primary and secondary school. Little has been known whether home ICTs environment is appropriate for the distance learning. This paper aims to assess the current state of ICTs environment at home for the distance learning of children. Using 2012 and 2019 Korean Media Panel Survey, we investigated the number of smart devices owned by households and found differences in ownership by household characteristics. The results showed that the majority of household owned more than one smart devices per child. However, the difference in the proportion of households with less than one device per child varied depending on whether smartphone was included in smart devices. These results imply that public intervention is needed to prevent educational inequality caused by the home ICTs environment for the distance learning.

Multicast Algorithm based on Visual Information over Wireless N-Screen Networks (시각적 정보량 기반의 무선 N-스크린 환경에서의 멀티캐스트 기법)

  • Lee, In-Woong;Kwon, Beom;Oh, Hee-Seok;Lee, Kwang-Hyun;Oh, Taegeun;Lee, Sang-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.43-44
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    • 2013
  • 최근 멀티미디어 콘텐츠(영화, 음악 등)를 스마트폰이나 태블릿 PC, 랩탑 등의 기기에서 끊김 없이 연속적으로 받을 수 있는 N 스크린에 대한 관심이 커지고 있다. 기존에도 화질에 대한 향상을 위한 부선 자원 관리 문제를 푼 경우는 있었지만 다양한 기기의 해상도를 고려하는 N스크린 서비스의 화질 불균형 문제를 해결하고자 하는 노력은 부족했다. 본 논문은 N스크린 멀티캐스트 환경에서 기기의 해상도와 각 그룹마다 시용자의 만족도를 고려한 다중 레이어의 중요도를 새롭게 정의하고, 정의된 중요도에 따라 각 멀티캐스트 그룹의 통신 대역폭과 모듈레이션을 조정해 사용자의 만족도를 최대화하는 과정을 소개하고 있다. 또한 시뮬레이션 과정을 통해서 시각적 중요도를 가장 많이 증가시킬 수 있는 방법으로 자원을 할당하는 것이 실제로 멀티캐스트를 그룹 구성원들에게 화질의 이득을 가져오는 것을 확인하였다.

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A Study on the Self Configurable Smart E-Book Recognizing User's Look based on Face Recognition (얼굴인식을 이용한 사용자 표정감지 스마트 전자책 연구)

  • Cha, Jiyoon;Kim, Injae;Shin, Yurim;Lim, Gyumin;Yun, Sunghyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.566-567
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    • 2016
  • 최근 스마트기기가 발전함에 따라 종이책이 아닌 다양한 전자책뷰어가 등장하고 있다. 애플의 아이패드(iPad), 아마존의 킨들(kindle)과 같은 태블릿, 전자책 또는 스마트폰이 대표적인 예이며 스마트기기의 사용자 증가로 전용 단말기가 아닌 스마트폰 중심의 전자책 시장도 크게 성장하고 있다. 하지만 시니어 또는 스마트기기 사용을 어려워하는 사용자들이 전자책을 사용하는데 어려움을 느끼기 때문에, 전자책은 종이책에 비해 여전히 낮은 이용률을 나타내고 있다. 본 논문에서는 얼굴 표정에 따라서 전자책 설정을 자동으로 변경해 주는 방법을 제안한다. 제안한 방법은 표정감지를 위하여 OpenCV 라이브러리를 이용하여 얼굴을 검출하고, Haar-Like 피처 기법으로 사용자의 눈 모양을 검출한다. 눈이 감겨있는 경우와 찌푸린 경우를 감지하여 이에 맞게 글자크기와 화면을 자동으로 설정해 준다.

User Acceptance of Social Network Games on Smart Devices: An Extension to the Technology Acceptance Model (스마트 기기 상에서의 소셜 네트워크 게임의 사용자 수용 연구: 확장된 기술수용모형)

  • Kim, Su-Yeon;Lee, Sang-Hoon;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.5
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    • pp.173-184
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    • 2011
  • Today smart devices such as smart phones, smart pads and tablets have become necessities of modern people in both daily life and business as they have widely proliferated. One of the most popular application areas of smart devices is a game-related area. Among these applications social network games, played with other users through social networks, are ranked top in their popularity. Though much research of PC games and online games have been performed, little research of social network games and the factors affecting acceptance of social network games are not vigorous yet. Therefore, we aim to analyze the factors and their structural influence on acceptance of social network games. We add a couple of factors such as Social interaction, Mobility, Subjective Norm, and Flow reg arding the characteristics of social network games and analyze the structural relationships among these factors using Structural Equation Modeling. Analysis results and implications are suggested with concluding remarks.

Optimal Parameter Selection of H.264 Encoder For Mobile Devices (모바일 기기를 위한 H.264 인코더의 최적 매개변수의 결정)

  • Ryu, Minhee;Kim, Hyungshin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4780-4785
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    • 2012
  • As many mobile devices such as smart phones and tablets are widely spread, optimized mobile video encoder used during video recording application is needed. In this paper, we implemented H.264/AVC base profile video encoder on a mobile device and empirically optimized control parameters of the encoder. As the experiment, we more than 100 test cases were designed with varying Lagrangian optimization, Hadamard Transform, search range, I-frame period, and reference frames. During the experiment, we measured picture quality, bit-rate, encoding time, motion estimation time, and power consumption. From the result, we can determine optimal values for the H.264 control parameters.

Analysis of 27MHz Wireless Keyboard Electromagnetic Signal Using USRP and GNU Radio (USRP와 GNU Radio를 이용한 27MHz 무선 키보드 전자파 신호 분석)

  • Kim, Ho-Yeon;Sim, Bo-Yeon;Park, Ae-Sun;Han, Dong-Guk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.1
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    • pp.81-91
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    • 2016
  • Nowadays, electronic device is in a close relationship with human life. Above all, the use of wireless electronic devices such as smart phone, tablet pc, and wireless keyboard is increasing owing to the high convenience and portability. Furthermore, according to the increasing use of sensitive personal and financial information from the electronic device, various attacks for stealing information are being reported. In this paper we do an analysis of 27MHz wireless keyboard vulnerability and set up an analysis environment. Moreover, we make an experiment and show that there are real vulnerabilities. An experimental result will be used for safety analysis and vulnerability verification of wireless electronic devices.

The blocking method for accessing toward malicious sites based on Android platform (안드로이드 플랫폼 기반 악성사이트 차단 방법)

  • Kim, Dae-Cheong;Ryou, Jae-Cheol
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.3
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    • pp.499-505
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    • 2014
  • According to the increasing use of smart devices such as smart phones and tablets, the service that targets mobile office, finance and e-government for convenience of usage and productivity has emerged significantly. As a result, important information is treated with the smart devices and also, the malicious activity that targets smart devices is increasing steadily. In particular, the damage case by harmful sites, malware distribution sites and phishing sites that targets smart devices has occurred steadily and it has emerged as a social issue. In the case of smart devices, the Android platform is occupied the 90% in Korea, 2013 therefore the method of device block level is required to resolve the social issues of smart devices. In this paper, we propose a method that can be effectively blocked when you try to access an illegal site to Web browser on the Android platform and develop the application and also analyze the wrong site block function.

Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning (스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향)

  • Park, Seyoung;Shin, Dong-Hee;Kim, Tae-Yang;Shin, Jae-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.507-519
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    • 2015
  • Along with the rapid diffusion of smart devices, smart learning has been taking place as a main pedagogy in education. Under these drastic changing circumstances, social presence and interaction between learners have been highlighted as key factors in educational research. In this light of rising importance, this study examined the effects of modality and smart device on users' perceived social presence and interaction experience in a smart learning environment. It conducted 2(text based interface vs. audio/video based interface) by 2(smartphone vs. tablet PC) between-subjects experiment. 80 participants were systematically recruited and randomly assigned to four conditions. The findings showed that social presence was higher in audio/video based interface condition than in text based interface condition. Modality also had a positive effect on learner's interaction experience. On the other hand, the effect of smart device is found to be statistically insignificant. Instead, interaction effect existed between modality and device on social presence. The result of this study suggests that the modality and characteristics of device should be considered seriously when designing interface of smart learning contents. The findings in this study provide future studies with heuristic implications by highlighting users' perceived cognition and experience.

Implementation of a Hybrid-App of a Path Tracking System Using Geolocation and Maps on Mobile Devices (위치정보와 지도를 이용한 경로추적 시스템의 모바일 기기에서의 하이브리드 앱 구현)

  • Yoo, Moon-Sung
    • Journal of Advanced Navigation Technology
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    • v.17 no.6
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    • pp.633-637
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    • 2013
  • By using geolocation and maps, we need to trace the path of ourselves, others, or the objects. Until now, we used a native apps development mehod to develop path tracking systems in mobile devices such as smart phones and tablet computers. A disadvantage of this method is that we have to work again to provide the same service on different platforms. Web Apps and Hybrid Apps are developed to recover this disadvantage. Since Hybrid Apps look like Native Apps apparently, users prefer Hybrid Apps to Web Apps. In this paper, we develop a hybrid app which can trace the path on mobile devices. The recently suggested next generation markup language, HTML5, has geolocation features. By using them, we implemented a hybrid app for a path tracking system. First, we create a web app using HTML5, CSS, and JavaScript, Then, PhoneGap, a mobile development framework, is used to convert it to the hybrid app. By implementing hybrid app, various apps which need path tracking can be developed rapidly and effectively, regardless of the mobile devices.