• Title/Summary/Keyword: 통신교육

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An Analysis on the Status Quo of International Students' Media Information Literacy in Social Network Environment (소셜 네트워크 환경에서 국내 외국인 유학생의 미디어 정보 리터러시 현황분석)

  • Choi, Jin-Sik;Lee, Young-Suk;Uh, Je-Sun;Choi, Chul-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.6
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    • pp.1323-1332
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    • 2018
  • The purpose of this study is to analyze the level of Media Information Literacy of international students in K-university, who attend the courses in which the classes are delivered only in English. A survey was carried out to find out the level of media information literacy. In order to verify the validity and reliability of the measurement result gathered from the responses, an item analysis was carried out with SPSS21.0, a statistics analysis software, and the diversity of utilizing media information literacy was also measured according to the factors of each analysand group. The analysis result gathered through ${\chi}^2-test$, a frequency analysis tool, shows that international students use domestic media information literacy mainly for daily life activities such as the internet shopping and the bank transaction.

Analysis of Korean Gamers' Personality Patterns with respect to the Victim/Attacker of the Misogyny and the Misandry in Game Playing (게임 내 이성 혐오 가해자와 피해자의 성격 패턴 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1481-1488
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    • 2018
  • As female gamers are rapidly increasing, the misogyny and the misandry in game playing situation are also increasing. Recent #Gamergate and GodGunbae incident exhibit that such discriminative/hate behaviour in game playing can be developed into real physical threat or crime. In this paper, we investigate and analyze young Korean game players on how the attackers group, victims group, and gender-issue-indifferent group behave differently in game playing through survey. We found that male gamers had high hostile sexism against female gamers especially on females' game attitude and streotyped hatred with respect to the gender ${\times}$ group interaction. In big-5 personality test, however, it is not clear if attackers and victims had a noticeable different personality patterns. In result, we verify that there exist gender stereotype and high hostile sexism among young Korean gamers. Active gender-equality education on their adolescent period is necessary to avoid such destructive hatred in game playing.

Position Controller Implementation Using the Fractional Order Derivative (유리차수 미분을 이용한 위치제어기 구현)

  • Kang, Jung-Yoog;Jeon, Yong-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.1
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    • pp.185-190
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    • 2019
  • This study aims to apply the mathematical method of fractional order derivatives to the controller that controls the system response. In general, the Laplace transform of the PID controller has an exponent of the integer order of s. The derivative of the fractional order has a fractional exponent of s when it is transformed by Laplace transform. Therefore, this controller proposes a design method with the result of discrete time conversion. Because controllers with fractional exponents of s are not easy to design. This controller is applied to a standard secondary system and its performance is examined. Then, it applies to solenoid valve which is widely used in industrial field. A Luenberger's observer was designed to estimate the disturbance state and the observed state was applied to the fractional order controller. As a result, uniform and precise control performance was obtained. It was confirmed that the position error of the steady state is within 0.1 [%] and the rising time is within about 0.03 [s].

Multi-group Information Management Techniques to efficiently Protect User Privacy in Heterogeneous Environments of 5G (5G의 이질적인 환경에서 사용자 프라이버시를 효율적으로 보호하기 위한 다중 그룹 정보 관리 기법)

  • Kim, Kyoum-Sun;Yon, Yong-Ho;Jeong, Yoon-Su
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.1-7
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    • 2019
  • With the recent commercialization of the next generation of wireless 5G in everyday life, many changes have been made to organizations, industries and businesses of various sizes in various fields. However, although the improved speed and latency of 5G has improved, improvements in encryption, authentication and privacy are still required. In this paper, multiple groups of information management techniques are proposed to efficiently protect users' privacy in the heterogeneous environment of 5G. The proposed technique aims to allow distributed management of users' privacy links by clouding the privacy information generated by different heterogeneous devices to efficiently interface with different groups. Suggestion techniques process user-specific privacy information independently in a virtual space so that users can periodically synchronize their privacy information.

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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RaspberryPi board control with GPIO (GPIO를 사용한 RaspberryPi 보드 제어)

  • Lee, Sung-jin;Choi, Chul-kil;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.429-431
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    • 2014
  • Raspberry Pi is in the UK (Paspberry Pi) Foundation created a compact / Cheap PC and was developed as part of the educational project. RCA connection jack and has been released in March 2012 was also sold out in one hour. Raspberry Pi Linux kernel based operating system called Raspberry Pi using optimized Raspbian Debian-based operating systems are often used to be free. Raspberry Pi is currently in the field of IoT with the board quite Cubie limelight and Cubie board holds more data. Arduino is quite easy to reach and access to the avr but impossible to include any custom code associated to a library and customize drawbacks must be solved only. Raspberry Pi using the Raj Caribbean and limitations of low cost, but there is a small output. So, for a combination of the two, with GPOI was reminiscent of hardware control. In this paper, using GPIO Cooking Hacks RaspberryPi board for controlling input and output by using the shield is insufficient expansion raspberry pie was confirmed that the good operation was verified.

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A Design of Payment Approval Management System for Teenager Children's Indiscriminate Consumption Habit Prevention (청소년 자녀들의 무분별한 소비습관 방지를 위한 결제 허가 관리 시스템)

  • Kim, dayoung;Kim, KyeYoung;Moon, Daejin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.573-575
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    • 2016
  • Consumption habits of children who economic consumption habits has not been established is a very big concern for parents. According to the credit recovery committee (2006) youth consumption behavior and needs assessment of the education of, he answered that 60.9% of young people have experienced the impulse buying. Student consumption of is done in pin money to receive almost to the parent. Most of the pin money, in order to be paid in cash, is often consumed with the payment directly in the offline sales floor. Pin money is, or waste to students senseless consumption, to trick the price of the purchase goods, to parents, so as to require a greater amount without parental monitoring and agree. In this paper, we would like to propose a system to solve the problem of giving the authority to make decisions off-line payment from student to the parent.

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A Study for properties of Subdivision to 3D game character education (3D 게임 캐릭터 교육을 위한 Subdivision 특성 연구 (3ds Max의 Open subdivision을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.210-212
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    • 2016
  • Today, video games created via 3D softwares become a core part of the essential the video game contents field because their properties that can produce more easier than 2D games and can save budget of contents makings. It is very important that reducing polygon counts of 3D characters and environments for Gaming optimization. We can formulate elaborate 3D game models with low polygon counting in virtue of technological advancements, and these technologies continue to evolve. In 2012, Pixar made public Open subdivision which is the new technology to make high quality 3D models with low polygons and distributed that via Open source verification. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of these skills(Mesh smooth, Turbo Smooth, Open subdivision) and will inquire which method is the most efficient one to make 3D video games.

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HTML5-based Streaming System Designed for Real-time Store Video (HTML5기반 실시간 저장 영상에 대한 스트리밍 시스템 설계)

  • Ban, Tae-Hak;Bae, Eun-Ah;Kim, Jong-Moon;Jeong, In-Yong;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.736-738
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    • 2014
  • As part of real-time streaming service, which is one of the latest QoS technology has become the issue. But the current majority of streaming services are specific S/W I a separate setup program supports real-time streaming service a reality, will be stored until the end of the video, save for a video about editing and is not available. In this paper, a video about multi-threaded and distributed processing system applied to the Storm technique based on separate software or installation of programs without the H T M L 5-based Web content is produced by each device using a Web browser, real-time streaming system you want, no. This is a streaming service that provides users with real-time editing and the footage is stored as about and respond in real time between the server and the client and content sharing that need training and will be utilized in the field of multimedia streaming.

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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