• Title/Summary/Keyword: Online device

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Educational Utilization of Smart Devices in the Convergence Education Era (융복합 교육 시대에 스마트기기의 교육적 활용방안)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.29-37
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    • 2015
  • Entering the convergence education era, the emergence of smart devices removed the constraint of time and space for study, so if we use smart devices appropriately for education, it will strengthen students' abilities and cultivate creative human resource. Therefore the current study analyzed the general application condition of the smart devices through surveys targeted to students and proposed a measure in applying the smart device as an educational information. In relation to information application, a test was proceeded after carrying out education targeted to experiment group students by naming the group information search, communication, cooperation, sharing, report generation, data storage, online assessment and project management activity. Through the test and survey analysis, it was discovered that the experiment group students displayed higher self-efficacy and ability in applying the smart device as information compared to the control group.

An anti-noise real-time cross-correlation method for bolted joint monitoring using piezoceramic transducers

  • Ruan, Jiabiao;Zhang, Zhimin;Wang, Tao;Li, Yourong;Song, Gangbing
    • Smart Structures and Systems
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    • v.16 no.2
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    • pp.281-294
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    • 2015
  • Bolted joint connection is the most commonly used connection element in structures and devices. The loosening due to external dynamic loads cannot be observed and measured easily and may cause catastrophic loss especially in an extreme requirement and/or environment. In this paper, an innovative Real-time Cross-Correlation Method (RCCM) for monitoring of the bolted joint loosening was proposed. We apply time reversal process on stress wave propagation to obtain correlation signal. The correlation signal's peak amplitude represents the cross-correlation between the loosening state and the baseline working state; therefore, it can detect the state of loosening. Since the bolt states are uncorrelated with noise, the peak amplitude will not be affected by noise and disturbance while it increases SNR level and increases the measured signals' reliability. The correlation process is carried out online through physical wave propagation without any other post offline complicated analyses and calculations. We implemented the proposed RCCM on a single bolt/nut joint experimental device to quantitatively detect the loosening states successfully. After that we implemented the proposed method on a real large structure (reaction wall) with multiple bolted joint connections. Loosening indexes were built for both experiments to indicate the loosening states. Finally, we demonstrated the proposed method's great anti-noise and/or disturbance ability. In the instrumentation, we simply mounted Lead Zirconium Titanate (PZT) patches on the device/structure surface without any modifications of the bolted connection. The low-cost PZTs used as actuators and sensors for active sensing are easily extended to a sensing network for large scale bolted joint network monitoring.

A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

A study on Vitalizations of Science Museum with Digilog-Book (Digilog를 이용한 과학관의 활성화 방안)

  • Yoon, Young-doo;Choi, Hun;Choi, Eun-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.566-568
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    • 2013
  • Recently, the government as part of the creation of science for science education policies promoting the activation of the Science Museum. However the lack of infrastructure, budget and human resources are a reality that a lot of difficulties. In past, A field trip of Science Museum was a place of curiosity of youth. However, modern Science Museum has to competition with the online games and theme park in order to achieve the two goals of scientific experience and education, which it needs change display device is required. Looking at the cases of advanced foreign Science Museum is not merely a head of science education experience as a cultural space, provide relaxation and entertainment, and life science area in addition to a variety of genres such as art and fashion exhibits are planning to combine. In this study, the current uniform description panel of exhibition device described in the written text replaced with the digilog book with the age and grade of the visitors by providing a tailored service for scientific knowledge and intellectual curiosity induced measures can claim the satisfaction of visitors is proposed.

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Implementation of Educational Service for Environmental Saver using Smart Device (스마트 기기를 활용한 환경 지킴이 교육 서비스 구현)

  • Lee, Yong-Hwan;Cho, Han-Jin;Lee, June-Hwan
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.1-8
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    • 2015
  • Various efforts are being made to live a Green life began to recognize an importance of eco-friendly living. In this paper, we have designed and implemented a mobile-based environmental keeping education service, which is offered well-defined category searching and environmental outreach related designed categories, for the purpose of supporting distribution of educational application. The implemented prototype system not only plays a function of environmental pollution report, related to simple environmental stewardship schemes, but also provides environmental monitoring service and integrated educational system supporting certified online volunteer activity. This study provides an one of famous methods to the youth for environmental monitoring education system based on mobile environments, and suggests an improvement to the environmental education for schools students.

Analysis and Design of Smart-phone App. for O2O Restaurant Service (O2O 음식점 서비스 개발을 위한 스마트폰 앱의 분석/설계)

  • Cho, Byung-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.2
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    • pp.125-132
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    • 2017
  • O2O service contribute to sales increment by marketing of offline store using online. In particular, O2O business allowed various services by smart-phone due to rapid increase of mobile device use and various services depend on customer's location. This O2O service play major roll in real purchase making of offline store. In smart-phone apps. development for O2O service, recent an Object-oriented Analysis and Design Method, that is, UML is more useful method than Structured Analysis and Design Method. Therefore in this paper, Software analysis and design method which is smart-pone app. for O2O restaurant service is presented. Also it shows that this analysis/design method is very useful for the Restaurant O2O Commercial System production.

A User Adaptive Mobile Commerce Support System (개인 적응형 모바일 전자상거래 지원 시스템)

  • Lee Eunseok;Jang Sera
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.2
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    • pp.180-191
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    • 2005
  • The rapid growth of mobile communication technology has provided the expansion of mobile internet services, particularly mobile commerce takes much weight among them. Even though current mobile commerce service has serious problems which check its development, such as limited contents, expensive charge system and hardware restriction of mobile device, it is strongly expected as one of the next generation Internet services. In this paper, we summarize the problems like above and provide some total solution to meet them as follows: a function for automatic gathering of product information on online Internet and automatic translation it to data for mobile commerce, a middlelet application which provides functions for product search and order on the mobile device through off-line processing, and a function of user adaptive recommendation. We have actually designed and implemented the proposed system and verified the functions and effectiveness of the system.

Analysis of the Categorization of Wearable devices for Infants and Children by Function, Characteristics, and Improvements (영유아용 웨어러블 디바이스의 기능별 분류, 특성 및 개선점에 대한 분석)

  • Roh, Eui Kyung
    • Fashion & Textile Research Journal
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    • v.23 no.5
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    • pp.655-666
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    • 2021
  • This study aims to classify wearable devices for infants and children according to their function, and to analyze the types and attachment methods of the devices by function, operating system, characteristics of materials, and types of batteries, and to identify the points for improvement. Forty-eight types of devices investigated through previous studies and keyword research online were analyzed. Wearable devices for infants and children were classified according to their functions into wearable monitors, wearable thermometers, GPS trackers, and smart watches. Devices had different shapes and attachment methods according to their functions, and were mainly clothes or accessory types. The accessory type devices were attached to the body using velcro, clips, bands, or adhesives. Wearable monitors and thermometers mainly used Bluetooth to transmit data wirelessly, and location trackers used various combinations of 4G(LTE), 5G networks, GPS, Wi-Fi, and Bluetooth. Smartwatches had different functions depending on whether smart phones were linked to them or not. Wearable monitors and thermometers mainly used by infants provided material information, but other devices did not. These devices used rechargeable, replaceable, non-rechargeable or non-replaceable batteries. Wearable devices need to be improved to reduce the discomfort experienced by infants and children due to the attachment position, malfunction, skin trouble caused by materials, short time of use of batteries, version conflict and complexity with the device when linking with a smart phone, and non-operation when using Bluetooth.

A study on non-face-to-face art appreciation system using emotion key (감정 키를 활용한 비대면 미술감상 시스템 연구)

  • Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.57-62
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    • 2022
  • This study was conducted with the purpose of listening to the explanations of artworks in the non-face-to-face class and confirming the learner's feelings as a result of the class. The proposed system listens to the explanation of the artwork, inputs the learner's emotions with a dedicated key, and expresses the result in music. To this end, the direction of the non-face-to-face art appreciation class model using the emotion key was set, and based on this, a system for non-face-to-face art appreciation was constructed. The learner will use the 'smart device using the emotion key' proposed in this study to listen to the explanation of the artwork and to input the emotion for the question presented. Through the proposed system, learners can express their emotional state in online art classes, and instructors receive the results of class participation and use them in various ways for educational analysis.

Desing of VR Contents for Visual Function Enhancement (VR 기반 시기능 강화 콘텐츠 설계 및 제작)

  • Yong-Ju Kim;Sang-Joong Jung
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.2
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    • pp.70-75
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    • 2022
  • With the spread of various digital devices, devices have become commonplace in modern society. Moreover, due to the increase in device usage and online learning while staying indoors during the COVID-19 pandemic, symptoms such as an increase in myopia in children due to eye fatigue, an increase in young presbyopia, and dry eye syndrome are increasing, and now people are paying attention to eye health. This is different from before. There are various prescriptions for eye health, but in this paper, we would like to propose a training method for enhancing visual function using VR contents. The analog methods of the existing teaching aids for visual function reinforcement training were planned and produced as digital contents, and VR-based training contents were selected from among the various methods carried out with teaching aids at the visual function training center, which can be made into contents. was developed with In the training process for each content, it was proposed to apply eye tracking to the VR device in order to give the user feedback on their participation in the training so that the management and concentration of the training process could be analyzed.