• Title/Summary/Keyword: ICT Use

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Smart Card and Dynamic ID Based Electric Vehicle User Authentication Scheme (스마트카드 및 동적 ID 기반 전기 자동차 사용자 인증 스킴)

  • Jung, Su-Young;Kwak, Jin
    • Journal of Digital Convergence
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    • v.11 no.7
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    • pp.141-148
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    • 2013
  • Smart grid can two-way communication using ICT(Information & Communication Technology). Also, smart grid can supply to dynamic power that grafted to electric vehicle can activate to electric vehicle charging infrastructure and used to storage battery of home. Storage battery of home can resale to power provider. These electric vehicle charging infrastructure locate fixed on home, apartment, building, etc charging infrastructure that used fluid on user. If don't authentication for user of fluid user use to charging infrastructure, electric charging service can occurred to illegal use, electric charges and leakgage of electric information. In this paper, we propose smartcard and dynamic ID based user authentication scheme for used secure to electric vehicle service in smart grid environment.

Analysis of difference in elementary-school students' recognition on CS education according to CS education with application of Education Programing Tool (교육용 프로그래밍 도구 활용의 정보과학교육을 통한 초등학생의 정보과학에 대한 인식 분석)

  • Shim, Jae-Kwoun;Kim, Ja-Mee;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.385-393
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    • 2010
  • Elementary information education is currently provided in accordance with the 2000 ICT educational guidelines. Although the focus of education has shifted from practical use to computer science since 2005, in which way academic education should be led isn't yet clear. The purpose of this study was to examine the impacts of computer science education(CS education) by an education programming tool on school children's awareness of that education. The selected students received education about unplugged, scratch and robot programming, part of the computer science curriculum, in 12 sessions. As a result, there were significant differences between the experimental and control groups in all the variables that included attitude to computer science, interest in that, satisfaction level, self-efficacy and perception of the value of CS education. The findings of the study suggested that in CS education, the improvement of thinking faculty should take precedence over practical use of what's learned, which is expected to heighten the value of that education.

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Perceived Substitutability between Video Clips of Naver TV Cast and Regular TV program (네이버TV캐스트 클립영상의 TV 방송프로그램에 대한 인지된 대체가능성)

  • Ham, Min-jeong;Lee, Sang Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.92-104
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    • 2019
  • This study aims to figure out perceived substitutability between video clips distributed on Naver TV cast and regular TV program. An online survey was conducted for a week on October 2017, and we collected several responses, such as viewing time, viewing motive, the extent of viewing for video clip categories, and perceived substitutability between video clips and regular TV program. The dependent variable is Naver TV cast users' perceived substitutability between video clips and regular TV program, and the independent variables are viewing time, viewing motive and viewing degree by video clip categories. With these variables, hierarchical regression was conducted. The result shows that viewing time, use motives, including personal relations, booming issue and selective use, and the extent of web-based video content viewing positively affect on Naver TV cast users' perceived substitutability.

Analysis of the Effect of The Internet Activation on Students in IoT Environment (사물인터넷 환경에서 인터넷 활성화가 학생에 미치는 영향 분석)

  • Lee, Dong-Woo;Cho, Kwangmoon;Lee, Seong-Hoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.55-62
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    • 2021
  • The world is changing rapidly as the Internet spreads and various smart devices appear. High-performance PCs and high-speed communication networks are rapidly spreading in every home, and all kinds of the internet sites are emerging. In particular, the high education enthusiasm of Korean parents adds to this, and the ratio of the internet users among teenagers is exploding every day. In the case of adolescents, most of them use the Internet for online games, indicating that online games are the main cause of the internet addiction. This study was conducted using a questionnaire for male and female high school students using the Internet, and demographic and sociological characteristics were used only as basic data. In this study, as much as parents, students and teachers think, the results of the internet addiction type analysis according to academic achievement in humanities high school students are to be investigated to determine whether internet use has an effect on academic achievement.

Emission-Notch Filter Fusion design for serially sectioned human image improvement (인체연속절단면 영상 개선을 위한 방사형-놋치필터 융합 설계)

  • Cho, Do Hee;Park, Hyung-Ju;Har, Dong-Hwan
    • Korea Science and Art Forum
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    • v.25
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    • pp.379-388
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    • 2016
  • There are some studies to get rid of slice patterns in coronal and sagittal images by FFT(Fast Fourier Transform) and Notch filter. However, the use of a notch filter is the ringing effect according to the rapid frequency change occurs in common. Therefore, this study will be to evaluate the shape and effect of the notch filter. In addition, it is proposed a new notch filter design. Results of the study are as follows. First, Emission-Notch filter was relatively naturally correcting the cutting pattern. Second, Emission-Notch filter to use as Ringing effect is reduced relatively. The next through these findings and further research progress more completely removed the Ringing effect, and expects to reproduce the data close to the actual human body information.

A study on community care using AI technology (AI 기술을 활용한 커뮤니티케어에 관한 연구)

  • Seungae Kang
    • Convergence Security Journal
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    • v.23 no.5
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    • pp.151-156
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    • 2023
  • Currently, ICT is widely used in caring for the elderly living alone and preventing the disappearance of the elderly with dementia. Therefore, in this study, based on the government policy direction for the 4th industrial revolution, the use of AI technology-based care services, which are gradually increasing in community care, was sought to explore the current status and prospects for utilization and activation.AI speakers and caring robots, services that can be used for community care, help solve various problems experienced by the elderly, and are also used to relieve lack of conversation or loneliness by adding emotional functions. In order to activate community care using AI technology in the future: First, there is a need for continuous education to familiarize the elderly with AI devices and 'user experience (UX) design' for the elderly. Second, it is necessary to use human-centered technology that has a complementary relationship and enables emotional mutual relationships rather than using function-oriented technology. Third, it is necessary to solve ethical problems such as guaranteeing the user's right to self-determination and protecting privacy.

An Analytical Study on the Importance and Performance of Factors of Online Video Usage: Focusing on the Comparison of Chinese and Korean Platforms

  • So-Hyun Park;Seung-Chul Kim;Tae-Won Lee
    • Journal of Korea Trade
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    • v.26 no.7
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    • pp.145-166
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    • 2022
  • Purpose - The field of online videos has seen rapid changes in information and communications technology (ICT) development. Despite active academic research on the use of online platforms, few studies have analyzed the relative importance among the factors determined. In this study, the relative importance of factors found in previous studies was identified for users of online video platforms in China and Korea. Through this, factors that should be considered first in research on online video use were derived. In addition, the quality level of online video platforms currently used in China and Korea was measured and used for analysis. The analysis results can provide information for companies to enter Chinese and Korean markets and also be useful to platform providers aiming to increase usage. Design/methodology - Among the factors of Online Video Usage identified in previous studies, 13 factors to be studied were selected through focus group interviews and hierarchized into 2 layers. For the analytic hierarchy process (AHP), each factor was designed as a pairwise comparison questionnaire. The survey included questions on the quality of online video platform currently in use. Data collection was conducted on 16 platforms in China and 11 platforms in Korea, and the relative importance of factors and user perspectives was compared and analyzed using importance performance analysis (IPA). In the analytical process, platforms were divided into over-the-top (OTT) group and Creator group according to the weight of user-generated content, and data analysis focused on these groups. Findings - As a result of AHP, China and Korea showed both "Fun" and "Interests" factors at the top, while the importance of the Entertainment factor "Vicarious satisfaction" was very different for China and Korea. "Relationship with content creators" was the most important factor in China, but it ranked the lowest in Korea. The IPA showed that the factors with high importance and performance were fun, interests, and easy accessibility for both China and Korea. In contrast, the factors that showed low performance compared to high importance in China were relationship with content creators, relationship with acquaintances/friends, and trustworthiness. As for Korea, vicarious satisfaction was observed; thus, this study has raised the need for academic and industrial interest in vicarious satisfaction. The results show that fun, interests, vicarious satisfaction, and easy accessibility of the platform are factors that must be included in further studies on online videos. Originality/value - Existing studies related to the use of online platforms have derived factors or focused on the influence relationship between factors and performance. However, few studies have analyzed the relative importance among the determined factors. This paper explores factors to be considered in future studies by deriving the relative importance between these factors from the perspective of users in China and Korea.

A Study on the Effects of O2O Commerce Characteristics and Consumer Characteristics on Trust, Desire and Intention to Use in China (중국 O2O 커머스 특성과 소비자 특성이 신뢰, 욕구 및 이용의도에 미치는 영향)

  • Zhang, Ping;Moon, Hee-Cheol
    • Korea Trade Review
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    • v.42 no.1
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    • pp.141-163
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    • 2017
  • The purpose of this study to analyze the relationship among three characteristics of O2O commerce and extended goal-directed behavior(EGB) model(trust, desire and intention to use). From June to July in 2015, the questionnaires were sent to Chinese customers using O2O commerce. Among 494 questionnaires gathered, 433 valid ones are analyzed using SPSS and AMOS. Among ten research hypotheses derived from prior research and the research model, eight hypotheses are tenable, while the rest hypotheses are untenable. Online features of mobility and Offline features of service quality. The Online features of mobility bring consumers convenience but also has some latent customer privacy issue. On other hand, because of the untenable hypothesis, there is inconformity between online service and offline service, and customer have distrust on the O2O commerce. To achieve continuous online consumption, offline businesses need to improve their service. The perceived quality of selling company exerts a significant effect on the customers' reliability for the brand equity of open market company and selling company, such as the brand awareness of the open market, open market image, brand awareness of selling company, and the perceived quality of selling company. Thus, selling company should improve self-brand service and quality in order to improve customers' reliability. In addition, the consumer characteristics of attitude, subjective norm, and perceived behavioral control are all tenable. These results mean that O2O commerce is a favorite way of consumption by Chinese consumers.

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A Study on Actual Usage of Information Systems: Focusing on System Quality of Mobile Service (정보시스템의 실제 이용에 대한 연구: 모바일 서비스 시스템 품질을 중심으로)

  • Cho, Woo-Chul;Kim, Kimin;Yang, Sung-Byung
    • Asia pacific journal of information systems
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    • v.24 no.4
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    • pp.611-635
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    • 2014
  • Information systems (IS) have become ubiquitous and changed every aspect of how people live their lives. While some IS have been successfully adopted and widely used, others have failed to be adopted and crowded out in spite of remarkable progress in technologies. Both the technology acceptance model (TAM) and the IS Success Model (ISSM), among many others, have contributed to explain the reasons of success as well as failure in IS adoption and usage. While the TAM suggests that intention to use and perceived usefulness lead to actual IS usage, the ISSM indicates that information quality, system quality, and service quality affect IS usage and user satisfaction. Upon literature review, however, we found a significant void in theoretical development and its applications that employ either of the two models, and we raise research questions. First of all, in spite of the causal relationship between intention to use and actual usage, in most previous studies, only intention to use was employed as a dependent variable without overt explaining its relationship with actual usage. Moreover, even in a few studies that employed actual IS usage as a dependent variable, the degree of actual usage was measured based on users' perceptual responses to survey questionnaires. However, the measurement of actual usage based on survey responses might not be 'actual' usage in a strict sense that responders' perception may be distorted due to their selective perceptions or stereotypes. By the same token, the degree of system quality that IS users perceive might not be 'real' quality as well. This study seeks to fill this void by measuring the variables of actual usage and system quality using 'fact' data such as system logs and specifications of users' information and communications technology (ICT) devices. More specifically, we propose an integrated research model that bring together the TAM and the ISSM. The integrated model is composed of both the variables that are to be measured using fact as well as survey data. By employing the integrated model, we expect to reveal the difference between real and perceived degree of system quality, and to investigate the relationship between the perception-based measure of intention to use and the fact-based measure of actual usage. Furthermore, we also aim to add empirical findings on the general research question: what factors influence actual IS usage and how? In order to address the research question and to examine the research model, we selected a mobile campus application (MCA). We collected both fact data and survey data. For fact data, we retrieved them from the system logs such information as menu usage counts, user's device performance, display size, and operating system revision version number. At the same time, we conducted a survey among university students who use an MCA, and collected 180 valid responses. A partial least square (PLS) method was employed to validate our research model. Among nine hypotheses developed, we found five were supported while four were not. In detail, the relationships between (1) perceived system quality and perceived usefulness, (2) perceived system quality and perceived intention to use, (3) perceived usefulness and perceived intention to use, (4) quality of device platform and actual IS usage, and (5) perceived intention to use and actual IS usage were found to be significant. In comparison, the relationships between (1) quality of device platform and perceived system quality, (2) quality of device platform and perceived usefulness, (3) quality of device platform and perceived intention to use, and (4) perceived system quality and actual IS usage were not significant. The results of the study reveal notable differences from those of previous studies. First, although perceived intention to use shows a positive effect on actual IS usage, its explanatory power is very weak ($R^2$=0.064). Second, fact-based system quality (quality of user's device platform) shows a direct impact on actual IS usage without the mediating role of intention to use. Lastly, the relationships between perceived system quality (perception-based system quality) and other constructs show completely different results from those between quality of device platform (fact-based system quality) and other constructs. In the post-hoc analysis, IS users' past behavior was additionally included in the research model to further investigate the cause of such a low explanatory power of actual IS usage. The results show that past IS usage has a strong positive effect on current IS usage while intention to use does not have, implying that IS usage has already become a habitual behavior. This study provides the following several implications. First, we verify that fact-based data (i.e., system logs of real usage records) are more likely to reflect IS users' actual usage than perception-based data. In addition, by identifying the direct impact of quality of device platform on actual IS usage (without any mediating roles of attitude or intention), this study triggers further research on other potential factors that may directly influence actual IS usage. Furthermore, the results of the study provide practical strategic implications that organizations equipped with high-quality systems may directly expect high level of system usage.

Analyzing in-service primary and secondary teacher's experience on development of instructional media with Scratch: Based on the ASSURE model (초·중등 현직 교원의 스크래치 활용 교수자료 개발에 대한 경험 분석: ASSURE 모형 기반)

  • Cha, Hyeon-Jin;Lee, Gyeong-Suk
    • Journal of The Korean Association of Information Education
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    • v.24 no.4
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    • pp.265-278
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    • 2020
  • The purpose of this study is to analyze the experience of the process of developing instructional media by using Scratch for in-service teachers, after they participated in programming education with Scratch conducted as part of teaching methods using ICT. In particular, this study aimed to explore in-service teachers' thoughts and experiences of the objectives and methods integrated the programming education into their subjects creatively and convergently. To achieve the objective, they conducted an instructional design in accordance with their subject's learning goals and methods on the framework of the ASSURE model. Then, they conducted a project to develop instructional media with Scratch as part of the instructional design. 10 in-service teachers who attends the Graduate School of Education at K University in the second semester of 2019 were participated in this study. As a result, teachers showed positive expectation that the use of media developed by Scratch could bring significant results to attract students' interest and promote students' participation to lead learner-centered classes. This study has implications for future direction on programming education for professional development programs of prospective teachers as well as in-service teachers.