• Title/Summary/Keyword: Online device

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An approach to model the temperature effects on I-V characteristics of CNTFETs

  • Marani, Roberto;Perri, Anna G.
    • Advances in nano research
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    • v.5 no.1
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    • pp.61-67
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    • 2017
  • A semi-empirical approach to model the temperature effects on I-V characteristics of Carbon Nanotube Field Effect Transistors (CNTFETs) is proposed. The model includes two thermal parameters describing CNTFET behaviour in terms of saturation drain current and threshold voltage, whose values are extracted from the simulated and trans-characteristics of the device in different temperature conditions. Our results are compared with those of a numerical model online available, obtaining I-V characteristics comparable but with a lower CPU calculation time.

An Implementation of Real Time Data Synchronization of Multiple Devices by Offline-first Strategy (오프라인 우선 정책에 의한 멀티 디바이스의 실시간 데이터 동기화 구현)

  • Lee, Dae-Myoung;Kim, Eun-hoo;Joo, Moon Gab
    • IEMEK Journal of Embedded Systems and Applications
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    • v.13 no.6
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    • pp.329-335
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    • 2018
  • Offline-first strategy is that it allows data to be saved while offline, and when connected online, data is synchronized to ensure that all devices have the same data. Multi-device is a term that shares data through synchronization on various platforms on Android, ios, etc. First, all of the data is stored in the local repository like SQLite and then on the server via HTTP communication. Then, the synchronization is completed by receiving the changed data from the server and storing it in the local repository at the time of the synchronization, and sending the changes to the server from the client. We proposed and implemented a database structure, APIs, and a illustrative application running on PC and Android phone.

A Study on the Design of Architecture on the Application of Ubiquitous Computing (Ubiquitous Computing을 적용한 건축디자인에 관한 연구)

  • Son, Hyun-Suk;Kweon,Young;Kim, Yong-Sung
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.200-203
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    • 2003
  • Ubiquitous Computing proposed technology for Next age be presented useful function and easier access by information technology that have existed just online move into physical space. Ubiquitous Computing described 'Anytime, Anywhere, Any device' is Intelligent Environment that help human life in hidden area. This study aimed to search that analyzed what find concept and technical peculiarity in Ubiquitous Computing on architectural vision for demanded elements in architectural design during creating space.

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Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning (스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향)

  • Park, Seyoung;Shin, Dong-Hee;Kim, Tae-Yang;Shin, Jae-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.507-519
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    • 2015
  • Along with the rapid diffusion of smart devices, smart learning has been taking place as a main pedagogy in education. Under these drastic changing circumstances, social presence and interaction between learners have been highlighted as key factors in educational research. In this light of rising importance, this study examined the effects of modality and smart device on users' perceived social presence and interaction experience in a smart learning environment. It conducted 2(text based interface vs. audio/video based interface) by 2(smartphone vs. tablet PC) between-subjects experiment. 80 participants were systematically recruited and randomly assigned to four conditions. The findings showed that social presence was higher in audio/video based interface condition than in text based interface condition. Modality also had a positive effect on learner's interaction experience. On the other hand, the effect of smart device is found to be statistically insignificant. Instead, interaction effect existed between modality and device on social presence. The result of this study suggests that the modality and characteristics of device should be considered seriously when designing interface of smart learning contents. The findings in this study provide future studies with heuristic implications by highlighting users' perceived cognition and experience.

Development of Online Speller using Non-contact Blink Detection Glasses (비접촉 눈 깜박임 측정 안경형 디바이스를 이용한 실시간 스펠러의 구현)

  • Lee, Jeong Su;Lee, Hong Ji;Lee, Won Kyu;Lim, Yong Gyu;Park, Kwang Suk
    • Journal of Biomedical Engineering Research
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    • v.36 no.6
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    • pp.283-290
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    • 2015
  • We proposed blink based online speller for the locked-in syndrome (LIS) patients, paralyzed in nearly all voluntary muscles expect for the eyes, with a simple and easy-to-use eye blink detection glasses. Electrooculogram (EOG) is the golden standard method of eye movement or blink measurement with Ag/AgCl electrodes. However, this method has several drawbacks such as skin irritation and dehydration of conductive gel. To resolve the shortcomings, we used a blink detection system based on a transparent capacitively coupled electrode, which is conductive indium tin oxide (ITO) films. The films make it possible to measure eye blink without direct skin contact and obstruction of field of view. We finally developed user-friendly blink based online speller with the blink detection system. To classify voluntary and non-voluntary blink, we used the double blink for command of the speller. The online speller experiment result with six healthy subjects shows that mean accuracy is 98.96% and letter per minute (LPM) is 4.73, which are better result by comparison with conventional P300 or auditory brain-computer interface (BCI) paradigm. The result of the experiment demonstrates the possibility of applying the proposed system as a communication method for the LIS patients.

Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1069-1076
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    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.

Analysis of Online Educational Videos for Patients with Radiation Therapy (방사선치료 환자를 위한 온라인 교육 동영상 분석)

  • Kim, Dae-Gun;Jeong, Jae-Hong
    • Journal of radiological science and technology
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    • v.45 no.1
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    • pp.31-39
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    • 2022
  • This study aimed to analyze educational understanding and satisfaction by survey including for the online educational videos by used online platform (YouTube) which provide resolve patient's questions, require attention and treatment information for a patient with radiation therapy. Video viewing analysis was used by YouTube studio. The survey was analyzed general properties (age, academic ability, disease, and watched of no watched videos) and educational understanding and satisfaction for two groups as no watched and watched patients. The views number was 60% at the female higher than 40% at the male. Based on the standard viewing time (hours), the non-subscription rate was 86.7%. The device type mostly used the mobile phone (82.8%). The viewership of educational videos was lower as the age increased and the academic ability decreased in the survey. The educational understanding increased by 22% at watched group as 4.15 point from at no watched group as 3.4 point (p<0.001), and the educational satisfaction increased by 15.8% at watched group as 4.25 point from at no watched group as 3.67 point (p<0.01). The correlation of understanding (r=0.761) and satisfaction (r=0.767) was high for both no watched and watched groups (p<0.01). The online educational videos increased educational understanding and satisfaction for the patient with radiation therapy. Our study could be used references data for improving the quality of medical services.

A Study on Middle School Students' Smart Media Literacy and Learning in a Context of Online Inquiry-based Mathematics and Science Learning

  • LEE, Sunghye;CHAE, Yoojung
    • Educational Technology International
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    • v.17 no.2
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    • pp.229-251
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    • 2016
  • This study was designed to investigate the relationship between middle school students' smart media competency and online learning outcomes. The context of this study was on online inquiry-based mathematics and science learning environment, and four-hundred and fifty-five (455) 7th to 9th grade students in Korea participated in this research. To assess students' smart device competency, Smart Media Literacy Quotient (SMLQ) which consisted of 18 items regarding the operation ability of smart media and its application (14 items) and positive beliefs of smart media (4 items) was administered to each student. The findings of this study first showed that students' smart media literacy varied according to their characteristics such as gender, grade, class (subject), and socio-economic status. Female students' scores were higher in overall smart media literacy operation and learning ability of smart media than male students. 7th grade middle school students represented lower smart media literacy scores, compared to 8th and 9th graders. Also, minority students were significantly lower in smart media literacy, operation and learning ability of smart media, and positive belief of smart media than the non-minority students. Second, overall smart media literacy and operation and learning ability of smart media varied among high, medium, and low score achievers in inquiry tasks. Low scored students in inquiry tasks were significantly lower in overall smart media literacy and operation and learning ability of smart media than medium scored students. Lastly, smart media literacy also varied by students' dropout/completion. Students who dropped out reported significantly lower scores in overall smart media literacy, operation and learning ability of smart media, and positive belief of smart media.

A Study of the Relationship between Perception and Activities in the News Replies -Focused on News Perception and Credibilities- (온라인 댓글 인식과 댓글 활동의 관계에 관한 연구 -댓글의 신뢰도와 인터넷뉴스 수용자의 수용경향 중심으로-)

  • Kweon, Sang-Hee;Kim, Ik-Hyun
    • Korean journal of communication and information
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    • v.42
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    • pp.44-78
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    • 2008
  • The present study explored the agenda setting effects of replies called "Daet-Gul", and perception of the news replies. This study has established three research questions: 1) the recognition of the online communication 2) the degree of the reading and writing on online spare 3) the amount of the effects on the online communication. This study is performed using survey method. The survey results indicated in that the participants are very passive readers and writers on the online spare. In addition, the survey repliers evaluated that replies' mechanical device and antigravitational speed have high score, whereas they marked low store in the content and credibility of 'the replies. Therefore, they did not estimate the effects of the replies highly. All the results indicate that 'the replies' is not the fundamental factors of the deliberative democracy. It's because online communication with 'the replies' are thought to be fated the abuse and slander. Therefore, it's essential to improve the online communication with 'the replies', through the introduction of the 'trackback', which is a sort of the 'remote replies'

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The Effect of Digital Divide on the Use of Online Services in the Severely Disabled People: Focusing on Online Accessibility (중증장애인의 온라인 서비스 이용에 대한 디지털 정보격차의 영향: 온라인 접근성을 중심으로)

  • Jang, Changki;Sung, WookJoon
    • Informatization Policy
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    • v.27 no.3
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    • pp.56-81
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    • 2020
  • The purpose of this research is to empirically examine the effects of motivation and skill for digital devices and the Internet on the use of online services in the severely disabled people. In addition to the general effect of digital divide, particularly for the case of severely disabled people, the effects of physical and mental inconvenience of individuals were taken into account and the moderating effect was confirmed by classifying the groups that need help with online activities and those that do not. The 2018 Digital Divide Survey data of the National Information Society Agency was used for the study. As a research method, path analysis and multi-group analysis using a sequence access model to Internet use were performed. As a result, it was confirmed that even in the case of the disabled, the motivational factor affects the skill for digital device operation and Internet use, and this access skill sequentially affects the use of online services. In particular, it was found that the effect of strategic and technical skill for internet use is the most important for the use of online services for the disabled rather than the motivation or a simple operational skill for digital devices. In addition, it was found that even in the disabled group, those requiring help in using the Internet was more passive in using the online service than the rest in the group. The results of this study suggest the need for stronger capacity for physical access as well as support in building strategic and technical skills that enhance responsibilities and protect from risks in using the Internet among the people with disabilities.