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A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

Media-Content Repertoire Development and Difference Analysis: Focus on the Entertainment Content (미디어-콘텐츠 레퍼토리 개발 및 유형별 특성 분석: 엔터테인먼트 콘텐츠를 중심으로)

  • Lee, Minjoo;Ryu, Sunghan;Kim, Young-Gul
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.196-207
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    • 2015
  • This study introduced the concept of 'Media-content repertoire', which indicates the set of favorite media-content combinations of media users and extracted five media user types based on those combinations. We used the range of media(i.e., smartphone, tablet, PC, and TV) and entertainment content(i.e., movie, broadcasting, music, and game) for the analysis. Also, we investigated the differences between those types including demographic variables, individual characteristics, and content buying behavior and we found that statistically significant differences exist among them. Those include 'non-user'(i.e., lower level of media use), 'screen user'(i.e., 50s, TV-centered media use), 'variety seeker'(i.e., 20s. heavy public transport user), 'selective focus'(i.e., 20,30s, movie&broadcasting-centered media use), and 'heavy user'(i.e., high level of media use and consumption). The results provide both academic implications(e.g., extension of media repertoire concept) and practical implications(e.g., direction to the target marketing for each user type).

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.

TLC NAND-type Flash Memory Built-in Self Test (TLC NAND-형 플래시 메모리 내장 자체테스트)

  • Kim, Jin-Wan;Chang, Hoon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.12
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    • pp.72-82
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    • 2014
  • Recently, the size of semiconductor industry market is constantly growing, due to the increase in diffusion of smart-phone, tablet PC and SSD(Solid State Drive). Also, it is expected that the demand for TLC NAND-type flash memory would gradually increase, with the recent release of TLC NAND-type flash memory in the SSD market. There have been a lot of studies on SLC NAND flash memory, but no research on TLC NAND flash memory has been conducted, yet. Also, a test of NAND-type flash memory is depending on a high-priced external equipment. Therefore, this study aims to suggest a structure for an autonomous test with no high-priced external test device by modifying the existing SLC NAND flash memory and MLC NAND flash memory test algorithms and patterns and applying them to TLC NAND flash memory.

The analysis of technology of the connected car (커넥티드 카의 기술 분석)

  • Shim, Hyun-Bo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.211-215
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    • 2015
  • It comes into the spotlight as the new Blue Ocean in which the connected car industry in which the car and mobile communication technology is convergence. All sorts of infortainments services connecting with the portable electronic device(Smart phone, tablet PC, and MP3 player) and car are rapidly grown. The Connected car emphasizes the vehicle connectivity with the concept that the car has communication with the around on a real time basis and it provides the safety and expedience to the operator and using the thing of Internet (IoT) in the car and supports the application, presently, the entertainment service including the real-time Navigation, parking assistant function, not only the remote vehicle control and management service but also Email, multimedia streaming service, SNS and with the platform. Intelligent vehicle network is studied as the kind according to MANET(Mobile Ad Hoc Network) for the safety operation of the cars of the road and improving the efficiency of the driving. The intelligent vehicle network is comprised for the driving information offering changing rapidly of the communication(V2V: Vehicle to Vehicle) between the car and the car, communication(V2I : Vehicle to Infrastructure) between the infrastructure and the car, and V2X (Vehicle to Nomadic).

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A User Sentiment Classification Using Instagram image and text Analysis (인스타그램 이미지와 텍스트 분석을 통한 사용자 감정 분류)

  • Hong, Taekeun;Kim, Jeongin;Shin, Juhyun
    • Smart Media Journal
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    • v.5 no.1
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    • pp.61-68
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    • 2016
  • According to increasing SNS users and developing smart devices like smart phone and tablet PC recently, many techniques to classify user emotions with social network information are researching briskly. The use emotion classification stands for distinguishing its emotion with text and images listed on his/her SNS. This paper suggests a method to classify user emotions through sampling a value of a representative figure on a trigonometrical function, a representative adjective on text, and a canny algorithm on images. The sampling representative adjective on text is selected as one of high frequency in the samplings and measured values of positive-negative by SentiWordNet. Figures sampled on images are selected as the representative in figures; triangle, quadrangle, and circle as well as classified user emotions by measuring pleasure-unpleased values as a type of figures and inclines. Finally, this is re-defined as x-y graph that represents pleasure-unpleased and positive-negative values with wheel of emotions by Plutchik. Also, we are anticipating for applying user-customized service through classifying user emotions on wheel of emotions by Plutchik that is redefined the representative adjectives and figures.

A Study on the Decision Process for Adoption of Enterprise Endpoint Security solutions (기업용 Endpoint 보안솔루션 도입을 위한 의사결정 프로세스에 대한 연구)

  • Moon, Heoungkeun;Roh, Yonghun;Park, Sungsik
    • Journal of Information Technology and Architecture
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    • v.11 no.2
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    • pp.143-155
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    • 2014
  • In recent years, domestic electronics, banking, electricity, services, manufacturing, pharmaceutical, corporate type and malicious hackers is corporate security through the accident occurred and the resulting loss of corporate information and the damage each year is steadily increasing. Many companies have responded to domestic business activities and to protect critical information related to laptops, smart phones, tablets, and introduced a variety of Endpoint security solutions within. However, being introduced to senselessly Endpoint security solution across the over-budget, with the same features and performance, such as conflicts and problems arise, resulting in additional maintenance costs, in an effort to resolve the conflict in the operational security of the IT department's new difficulty in becoming. Here is the introduction and operation of these Endpoint security solutions in order to solve the problem on employees's PC into the center of the information security governance based on Endpoint security solution to provide the process for determining the solutions presented.

Energy Characteristic Specification Method of Reusable Component for Energy Efficient Embedded Software Development (저전력 임베디드 소프트웨어 개발을 위한 재사용 컴포넌트의 전력소모 특성 명세 방법)

  • Kim, Doohw an;Lee, Jae-Wuk;Hong, Jang-Eui
    • Journal of Software Engineering Society
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    • v.24 no.2
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    • pp.55-66
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    • 2011
  • Component-based Software development(CBSD) is widely used in various area due to its efficiency of time, cost and effort. In the embedded software which has high dependency of platform and can be developed by product family, the efficiency of CBSD is maximized by reuse. These embedded software has various limitations of the resources. Specially, the effective energy consumption is very important in the portable embedded software such as smart phone and tablet PC, because they are operated with limited energy source like a battery. Therefore, energy efficient problem became very important issue in the CBSD. In this paper, we identified characteristics and environment that influence energy consumption of components. Afterward, we defined a component specification language which is consisted to describe energy characteristics of the components. This supposed specification language can be utilized to energy efficient component search and selection.

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Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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Establishment of Cosmetic Raw Material Weighing and Bulk Manufacturing Management System Using Bar Code, QR Code and Database (바코드, 큐알코드와 데이터베이스를 활용한 화장품 원료 칭량 및 벌크제조 관리시스템 구축)

  • Lee, Chung-Hee;Bae, Jun-Tae;Hong, Jin-Tae
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.45 no.3
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    • pp.277-285
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    • 2019
  • In this study, effective cosmetic raw material weighing and bulk manufacturing management system were constructed by using bar code or quick response code (QR code) and database. Raw material labels and weighing labels for bulk manufacturing were published in web environment using the information entered in the database using ScriptX, a print component of Medi&Co. By checking the weighing and manufacturing process by using scanner, tablet and PC, it was possible to remarkably improve the product error caused by erroneous amount or misapplication which is the most cause of error in the production of cosmetic bulk. In conclusion, applying a database that utilizes bar code and QR code to cosmetics manufacturing can reduce the various problems in the process, thereby improving quality control and productivity of cosmetics.