• Title/Summary/Keyword: Online device

Search Result 237, Processing Time 0.022 seconds

Classification of Online Tracking Technology and Implications in User Perspective (온라인 트래킹 기술 분류 및 이용자 관점에서의 시사점)

  • Lee, Bohan;Rha, Jong-Youn
    • Journal of Digital Convergence
    • /
    • v.16 no.9
    • /
    • pp.159-172
    • /
    • 2018
  • This study searched and analyzed online tracking technologies. It tried to understand what to consider when establishing policies related to online tracking. Online tracking technologies were classified into 'general cookies', 'super cookies', 'fingerprinting', 'device ID tracking' and 'cross-device tracking'. Political considerations should include the layers of online tracking, the subjects of tracking technology, purpose of use, duration and storage format of information, and development of technology. The implications of this study are as follows: first, policy makers and industry should be aware that the degree of risk perceived by users may vary according to the characteristics of online tracking technology. Secondly, it is necessary to understand factors that affect the classification of online tracking technology. Finally, in the industry, preemptive measures such as building an integrated privacy system are needed to relieve anxiety of users and to build trust.

A Study on the Relationship Analysis between Online Self-regulated Learning (OSRL), Satisfaction, and Continuous Participation Intention of Online Courses in University

  • Hanho JEONG
    • Educational Technology International
    • /
    • v.24 no.2
    • /
    • pp.203-236
    • /
    • 2023
  • The purpose of this study is to explore the structural relationship between COVID-19-induced sub-dimensions of Online Self-Regulated Learning (OSRL) and satisfaction in online courses conducted in the 'post-COVID-19 era,' as well as to investigate the moderating effects of situational variables such as 'course planning,' 'device type,' and 'course repetition.' To achieve this, the study constructs a measurement model with sub-dimensions of Environment Structuring, Learning Strategy, Help Seeking, and Self-Evaluation as components of OSRL. Participants in this study were selected from university students who enrolled in online courses offered by the Department of Education at University A in the metropolitan area. The research findings reveal several key insights. First, among the sub-dimensions of Online Self-Regulated Learning, Environment Structuring, Learning Strategy, and Self-Evaluation significantly influence satisfaction with online courses. Second, students' satisfaction with online courses significantly influences their intention to continue participating in such courses. Third, 'course planning' during online course hours and 'course repetition' play a moderating role in the relationship between sub-dimensions of Online Self-Regulated Learning and satisfaction. Based on the discussion of these research results, this study concludes by suggesting some future implications and challenges of online courses.

Improving Device-to-Device Connectivity with Responsive Web Technology

  • Park, Minsoo
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.1
    • /
    • pp.25-30
    • /
    • 2022
  • Since Tim Berners-Lee introduced the idea of the web to the world in the late 1980s, the way information is produced, accessed and used has been constantly changing. This was once again an era of upheaval after Apple's Steve Jobs introduced the smartphone to the world in the mid-2000s. Before the advent of smart devices, web browsing was mainly done using desktops. After the advent of this device, the era of solving almost all human needs with a small PC in the palm of your hand has arrived. The necessity of seamless connectivity between devices, which are constantly emerging and evolving, asks our attention more than ever. In this study, we will discuss a case of design and development of a national open access website, which is optimized for dynamic online user behaviors with diverse devices. Our goal is to provide one true web for people to use in their environment. Device makers need to provide products identical to the desktop environment as much as possible. Service providers should also provide services optimized for each device in hyper-connected environments. Providing a web, optimized for user's online context, will eventually result in a sustainable user experience.

Beauty Mirror using Face Recognition (얼굴 인식을 이용한 뷰티 미러)

  • Park, Sang-min;Shon, Byeong-Su;Kim, Myung-sik;Choi, Byung-Yun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.05a
    • /
    • pp.518-520
    • /
    • 2021
  • Sample cosmetics used in cosmetics department in a situation where an infectious disease problem arises due to the emergence of COVID-19 can be a cause of infection. To prevent this, each cosmetic store can use a Beauty Mirror. The Beauty Mirror is composed of an operation device and a mirror device. In order to recognize the user's face in the mirror device, the feature points of the face are searched and the feature points are divided and used for each part. For communication between the operation device and the mirror device, data is transmitted and received through Serial communication using the FTDI232 chip. Beauty Mirror is not limited to cosmetics department, but can be applied to online shopping malls to enable testing in an online environment.

  • PDF

A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.6
    • /
    • pp.852-865
    • /
    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.11
    • /
    • pp.1384-1390
    • /
    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.6
    • /
    • pp.89-97
    • /
    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

A Security Assessment on the Designated PC service

  • Lee, Kyungroul;Yim, Kangbin
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.12
    • /
    • pp.61-66
    • /
    • 2015
  • In this paper, we draw a security assessment by analyzing possible vulnerabilities of the designated PC service which is supposed for strengthening security of current online identification methods that provide various areas such as the online banking and a game and so on. There is a difference between the designated PC service and online identification methods. Online identification methods authenticate an user by the user's private information or the user's knowledge-based information, though the designated PC service authenticates a hardware-based unique information of the user's PC. For this reason, high task significance services employ with online identification methods and the designated PC service for improving security multiply. Nevertheless, the security assessment of the designated PC service has been absent and possible vulnerabilities of the designated PC service are counterfeiter and falsification when the hardware-based unique-information is extracted on the user's PC and sent an authentication server. Therefore, in this paper, we analyze possible vulnerabilities of the designated PC service and draw the security assessment.

Partial Discharge Measurement by a Capacitive Voltage Probe in a Gas Insulated Switch (가스절연개폐기에서 용량성 전압프로브를 이용한 부분방전의 측정)

  • Kil, Gyung-Suk;Park, Dae-Won;Choi, Su-Yeon;Kim, Il-Kwon;Park, Chan-Yong
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
    • /
    • v.21 no.1
    • /
    • pp.85-89
    • /
    • 2008
  • An objective of this paper is to develop a partial discharge (PD) measurement device for monitoring gas insulated switches installed in power distribution system. A capacitive voltage probe was studied and designed to detect PD pulse without an electrical connection. The PD measurement device consists of the capacitive voltage probe attached outside of a bushing, a coupling network which attenuates AC voltage by 270 dB, and a low noise amplifier with the gain of 40 dB in ranges of 500 kHz${\sim}$20 MHz. The sensitivity of the prototype device calculated by a calibrator was 1.98 m V /pc. An application experiment was carried out in a 25.8 kV gas insulated switch and the peak pulse of 76.7 pC was detected. From the experimental results, it is expected that the PD measurement device can be applied to online monitoring system of gas insulated switches.

How Does Smart-device Literacy Shape Privacy Concerns: The Moderation of Privacy and the Mediation of Online Social Participation and Information Veracity (스마트기기 활용역량과 프라이버시 우려: 온라인 사회참여 활동과 정보 사실성 판단 능력의 매개효과 및 프라이버시의 조절효과)

  • Hyeon-jeong Kim;Beomsoo Kim
    • Knowledge Management Research
    • /
    • v.24 no.1
    • /
    • pp.51-72
    • /
    • 2023
  • Digital literacy is vital knowledge and ability of an individual in the information society. As the level of digital literacy increases, the interest in privacy protection increases. This change may hinder the use of digital technologies and services. This research examines (1) the mediating effect of online social participation and information veracity on smart device literacy and privacy concerns, and (2) the moderating effect of privacy literacy. Using Korean media panel survey data reported in 2020 and in 2021, this study analyzes the responses of 7,737 people who use smart devices and participate in online activities. SPSS and PROCESS Macro are used to test the research model and hypotheses. In the analysis of 2020 and 2021 survey, this research shows that smart device literacy has major effects on privacy concerns; confirms that the mediating effect of online social participation; moderated meditating effect of privacy literacy. Although information veracity is not significant in 2020, mediating and moderated mediating effects are found in 2021.