• Title/Summary/Keyword: Information Use Education

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Efficient Multi-hop Resource Reservation Scheme in WiMedia D-MAC for Multi-hop N-Screen Services (멀티 홉 N-스크린 서비스를 위한 WiMedia D-MAC에서의 효율적인 멀티 홉 자원 예약 기술)

  • Hur, Kyeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1091-1096
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    • 2015
  • In this paper, WiMedia Distributed-MAC protocol is adopted for development of multi-hop N-screen wireless services. Furthermore, to provide the multi-hop OSMU (One Source Multi Use) N-screen service through P2P streaming in the D-MAC protocol, a new multi-hop resource reservation scheme is proposed and analyzed to reduce end to end delay. For this Multi-hop resource reservation scheme, a new MSCDRP (Multi-Stage Cooperative DRP) IE is proposed. Simulation results show that our multi-hop MSCDRP scheme reduces the end to end delay and increases throughput at various multi-hop N-screen network environment.

Mobile Application Verification System Web-based (웹 기반 모바일 어플리케이션 검증 시스템)

  • Yoo, Ki-Sun;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.1075-1076
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    • 2009
  • The mobile application Open Market of the Apple company's App-store is serviced by the domestic communication company. The domestic developer concentrates on the development and trading ont the market of the application. But App-store's I-pod is different from the Korean mobile. The developer can't use the mobile test because there are a lot of mobile in korea. To solve this, we propose that developers can more easily use the mobile test with mobile simulators on the web. This system does the least amount of tests with many mobile terminals and is the verified trading application.

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On Mobile Assisted Language Learning (MALL) on English Grammar

  • Sung, Tae-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.65-71
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    • 2018
  • Using mobile technology in educational and learning environments has attracted a lot of attention in recent years. In this mobile environment, mobile phones have been used to enhance the effectiveness of education in the field, which has been recognized through numerous experimental studies so far. The study was proposed and conducted to find out how much the use of mobile phones can have to improve the grammatical knowledge of EFL students. Introduction of 95 intermediate courses to Chungnam area The second grade students of 4-year college participated in this study. Everyone in the experimental and control groups was given the opportunity to review and recur to use the six grammar formats, including the current complete tense, simple past tense, direct and indirect question sentences, and comparative and superative-based methods. During the class discussion, the participants of the group record their voice on their cell phones, analyze the mistakes in the expressions recorded as a task after the class, and explain the results in the next session. However, in the class of the control group participants, this recording process is omitted. Participants benefited from mobile learning were much more positive in multidimensional grammar tests than those in control groups.

Development of a Deep Learning Prediction Model to Recognize Dangerous Situations in a Gas-use Environment (가스 사용 환경에서의 위험 상황 인지를 위한 딥러닝 예측모델 개발)

  • Kang, Byung Jun;Cho, Hyun-Chan
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.132-135
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    • 2022
  • Recently, with the development of IoT communication technology, products and services that detect and inform the surrounding environment under the name of smart plugs are being developed. In particular, in order to prepare for fire or gas leakage accidents, products that automatically close and warn when abnormal symptoms occur are used. Most of them use methods of collecting, analyzing, and processing information through networks. However, there is a disadvantage that it cannot be used when the network is temporarily in a failed state. In this paper, sensor information was analyzed using deep learning, and a model that can predict abnormal symptoms was learned in advance and applied to MCU. The performance of each model was evaluated by developing firmware that can judge and process on its own regardless of network and applying a predictive model to the MCU after 3 to 120 seconds.

Prediction of Survival in Patients with Advanced Cancer: A Narrative Review and Future Research Priorities

  • Yusuke Hiratsuka;Jun Hamano;Masanori Mori;Isseki Maeda;Tatsuya Morita;Sang-Yeon Suh
    • Journal of Hospice and Palliative Care
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    • v.26 no.1
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    • pp.1-6
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    • 2023
  • This paper aimed to summarize the current situation of prognostication for patients with an expected survival of weeks or months, and to clarify future research priorities. Prognostic information is essential for patients, their families, and medical professionals to make end-of-life decisions. The clinician's prediction of survival is often used, but this may be inaccurate and optimistic. Many prognostic tools, such as the Palliative Performance Scale, Palliative Prognostic Index, Palliative Prognostic Score, and Prognosis in Palliative Care Study, have been developed and validated to reduce the inaccuracy of the clinician's prediction of survival. To date, there is no consensus on the most appropriate method of comparing tools that use different formats to predict survival. Therefore, the feasibility of using prognostic scales in clinical practice and the information wanted by the end users can determine the appropriate prognostic tool to use. We propose four major themes for further prognostication research: (1) functional prognosis, (2) outcomes of prognostic communication, (3) artificial intelligence, and (4) education for clinicians.

Exploring the Types of AI Platforms for Creative Activities and How to Use Them (창작활동을 위한 인공지능 플랫폼의 종류와 활용방안 탐색)

  • Park, Ju-Yeon;Ahn, Su-Jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.361-364
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    • 2022
  • This study was carried out for the purpose of Exploring the types of AI platforms for creative activities and how to use them. In order to learn AI in the fields of art creation and music creation, which are representative areas of creative activity, types of AI platforms that can experience AI and perform simple programming were investigated. In addition, the utilization plan was presented so that each AI platform can be used to express students' ideas abundantly and to enhance their creativity. Through this, it is meaningful to suggest that the AI platform can be used as a teaching aid to enhance students' expressive power and creativity in creative activities.

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Core Factors Influencing the Perceptions of Adolescenses in Higher Education Relating to The Impact of Technological Innovations on Human Interaction

  • Gurola, Mehmet Ali;Ozgurb, Ergun
    • Journal of Information Technology Applications and Management
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    • v.21 no.1
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    • pp.69-83
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    • 2014
  • This paper aims to reach the perceptions, ideas and intentions of the higher education adolescences on the effects of technological innovations over interrelation/communication between individuals. While advances in technology commonly works for the welfare and benefit of humankind, paradoxically in some instances could have negative outcomes on interrelations among individuals, minimizing face-to-face communication. The perceptions, so ideas of the individuals on the matter could differ depending on their age, gender, race and the culture beyond their relative intimacy and closeness to ICT tools. In order to penetrate the basic initiatives leading the perceptions of adolescents on the effects of technological improvements on human interrelations/ communication, a survey is conducted with 157 students in high education consisting of Asian, African, Cypriot, Turkish nationals. Results indicate that participants use technological tools for communication which lessens their face-to-face interaction. However they prefer social media more than face-to-face communication during conflict or undesirable situations.

Applications of 3D CAD and 3D Printing in Engineering Design Education (3D CAD 와 3D프린팅을 연계한 공학설계교육 활용)

  • Park, Keun
    • Journal of the Korean Society for Precision Engineering
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    • v.31 no.12
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    • pp.1085-1091
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    • 2014
  • Recently, 3D printing has received increasing attention due to its boundless potentials. Because 3D printing starts from 3D geometry information, computer-aided design (CAD) is an essential technology to build 3D geometry data. These days, education of 3D CAD for engineering students has been changed from the theoretical lecture to practical design training using commercial CAD software. As a result, open-ended design projects have replaced the traditional theoretical examinations to evaluate students' outcomes. However, such design projects are not enough to evaluate students' outcomes because their results are expressed in two-dimensional ways. In this paper, applications of 3D printing in engineering design education are discussed by describing the procedure and outcomes of design projects. It was found that the use of 3D printing could improve students' outcomes by fabricating real physical models out of their designs.

An Analysis of Students' Secondary School Computer Education Experiences (중등 컴퓨터 교육 경험의 실태분석)

  • Kim, Jong-Sun
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.223-229
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    • 2006
  • The purpose of this paper is to evaluate the computer education experience of high school graduates that were taught under the 7th curriculum and present insight into the making of required courses for college. To achieve this purpose questionnaires were given to college freshmen to fill out about computer education performed not only during middle school, but also outside of the classroom. For suggestions towards computer courses for college students, how students are being taught the use of computers, how students are using computers, and the computer proficiency of the students were assessed.

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Developing Geometry Software for Exploration-Geometry Player

  • Yuan, Yuan;Lee, Chun-Yi;Huang, Jiung-Rong
    • Research in Mathematical Education
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    • v.11 no.3
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    • pp.209-218
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    • 2007
  • The purpose of this study is to create an interactive tool Geometry Player for geometric explorations. In designing this software, we referred to van Hiele's geometric learning theory of and Duval's cognitive comprehension theory of geometric figures. With Geometry Player, it is easy to construct and manipulate dynamic geometric figures. Teachers can easily present the dynamic process of geometric figures in class, and students can use it as a leaning tool to construct geometric concepts by themselves. It is hoped that Geometry Player can be a useful assistant for teachers and a nice partner for students. A brief introduction to Geometry Player and some application examples are included in this paper.

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