• Title/Summary/Keyword: PC Experience

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Information Ethics on the Net among Youths and Related Variables (청소년의 인터넷 정보윤리의식 및 영향요인에 관한 연구)

  • 진연주;김혜연
    • Journal of Families and Better Life
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    • v.20 no.5
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    • pp.99-112
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    • 2002
  • This study is aimed to investigate ethics cognition to information of youths who are main users of computers, but yet not built up the own ethics and the sense of value, as ethical problems are raised in information-oriented society. The research was focused on youths ethics cognition to information according to contact of multimedia pornography, surreptitious use of others and abusion of indecent languages in chatting. The survey was conducted to 520 students from middle and high schools in Jeju region and analyzed Probit Regression. The major results of this study are as follows; First, most of youths possess own-computers, and use Internet. Second, looking into experiencing or not according to sub-spheres of ethics cognition to information, the experience of contacting multimedia pornography was few. but the primary place of using it was a house. Most of youths approach multimedia pornography in awareness of a ban on youths' contact. The experience of surreptitious use of others was less than other spheres, and mainly only once. The number of youths who have an experience of abusing indecent languages was less than that of youths who don't have, but the frequency of was high when the youths have an experience. Third, the experience or no experience on each sub-sphere has a significant difference on personal-relative variables such as gender, age, education levels, number of siblings, academic records, personal expenses, relationship with friends. The experience or no experience on each sub-sphere has a meaningful influence upon family-relative variables such as father's education levels, Job, mother's age, education levels, employment, family type, monthly household expense. The experience or no experience on each sub-sphere has a meaningful influence upon PC-relative variables such as deviation experience in PC rooms, the experience of request for age confirmation(I.D. card), average use hour of PC rooms. The experience or no experience on each sub-sphere has a more meaningful influence on personal-relative variables and PC-relative variables than family-relative variables.

The effect of the PC experience on the usability of PDAs - make a comparison between Palm Vx and iPAQ Pocket PC on intuitive recognition to use the PDAs, based on laboratory-based usability testing (PC사용경험이 PDA사용에 대한 직관적 인지에 미치는 영향에 관한 연구)

  • 정상훈;이건표
    • Archives of design research
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    • v.16 no.2
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    • pp.301-310
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    • 2003
  • The interface design of mobile products has become a hot issue recently as a variety of products are being developed for extended usages. There have been two different views on interface design of mobile products like PDAs(personal digital assistants) or cellular phone. One 치aims that the current interface design of PC cannot be directly applied because mobile products have their own specific functions and requirements. On the meantime, the other argues that an extended application of PC metaphors to mobile products can have advantages because users'PC experiences can reduce the learning efforts and thus contribute to intuitive understanding mobile products. In this research, two types of PDAs, developed according to the aforementioned conflicting philosophies were compared and evaluated, based on laboratory-based usability testing conducted by novice users. The experiment consists of asking subjects to perform identical tasks for the two different types of products. The interaction data collected during usability testing were analyzed in terms of time taken, rate of success of tasks and errors. The experiment shows that there were some meaningful effects of users'experience of PC on the usability of PDAs.

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Effect of e-Commerce History on Consumer Perception: A comparative study of United States of America versus Vietnam

  • Pham Nguyen Bich Tram;Cheul Rhee;Jiyeol Kim
    • Asia pacific journal of information systems
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    • v.32 no.2
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    • pp.307-326
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    • 2022
  • Currently, Mobile-commerce is active around the world, and consumers' online activities have changed significantly from pc-base to mobile-base. Unlike IT advanced countries such as the United States, which experienced PC-based online commerce (hereafter, PC-commerce) before Mobile-commerce, developing countries such as Vietnam have a relatively short history of PC-commerce. Consumers' experience with PC-commerce may affect their acceptance and use of Mobile-commerce. In this study, we tried to see if different online commerce histories differently affect consumers' online purchasing behavior. We selected the United States and Vietnam, with longer PC-commerce experience and shorter one, respectively. Data were collected for the following four groups: 1) the U.S. PC-commerce (n=256), 2) the U.S. Mobile-commerce (n=283), 3) the Vietnamese PC-commerce (n=159), and 4) the Vietnamese Mobile-commerce (n=225). As results, it was first confirmed that different e-commerce histories in developed and developing countries make the online shopping process different. Second, navigability has a huge impact on consumers' decision support satisfaction in Vietnam where PC-commerce history is shorter. Third, we identified that pre-purchase phase is more related with decision support satisfaction and that purchase phase is more related with task support satisfaction.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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Data abnormal detection using bidirectional long-short neural network combined with artificial experience

  • Yang, Kang;Jiang, Huachen;Ding, Youliang;Wang, Manya;Wan, Chunfeng
    • Smart Structures and Systems
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    • v.29 no.1
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    • pp.117-127
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    • 2022
  • Data anomalies seriously threaten the reliability of the bridge structural health monitoring system and may trigger system misjudgment. To overcome the above problem, an efficient and accurate data anomaly detection method is desiderated. Traditional anomaly detection methods extract various abnormal features as the key indicators to identify data anomalies. Then set thresholds artificially for various features to identify specific anomalies, which is the artificial experience method. However, limited by the poor generalization ability among sensors, this method often leads to high labor costs. Another approach to anomaly detection is a data-driven approach based on machine learning methods. Among these, the bidirectional long-short memory neural network (BiLSTM), as an effective classification method, excels at finding complex relationships in multivariate time series data. However, training unprocessed original signals often leads to low computation efficiency and poor convergence, for lacking appropriate feature selection. Therefore, this article combines the advantages of the two methods by proposing a deep learning method with manual experience statistical features fed into it. Experimental comparative studies illustrate that the BiLSTM model with appropriate feature input has an accuracy rate of over 87-94%. Meanwhile, this paper provides basic principles of data cleaning and discusses the typical features of various anomalies. Furthermore, the optimization strategies of the feature space selection based on artificial experience are also highlighted.

A Study on the Factors of Experience and Habit on Information Security Behavior of New Services - based on PMT and UTAUT2 (경험 및 습관이 신규서비스의 정보보호 행동에 미치는 요인에 대한 연구 - 보호 동기이론과 UTAUT2을 중심으로)

  • Lee, Hong-Je;Kho, Hyeong-Seog;Roh, Eun-Hee;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.93-102
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    • 2018
  • This study aims to present policy implications by analyzing information security behavior factors of internet users. The research model, based on PMT and UTAUT2, consists of perceived threat, severity, social influence, self-efficacy, experience and habits, PC and privacy behaviors, security behaviors on new services and set demographic characteristics, use places of internet, use of paid products, and experiences of accident as moderate variables to analyze the effect on security behavior. The results showed that perceived severity, self-efficacy significantly influenced on experience and habits, and experience and habits and self-efficacy had a high influence on PC and privacy behavior. Also, PC and privacy behaviors have a high impact on security behavior of new services. Age, income, use of paid products, and experience of accidents have a moderating effects on security behaviors. The results of this study are expected to help policy decision making to improve the level of information security of internet users.

A Basic Study of Crane Trajectory Distance Calculation for Sustainable PC Members Erection of Large Logistic Building (대형물류센터 PC부재 양중을 위한 크레인 궤적거리 산정 기초 연구)

  • Lim, Jeeyoung;Oh, Jinhyuk;Kim, Sunkuk
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2023.05a
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    • pp.77-78
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    • 2023
  • As large logistics buildings have high floor heights and long spans, these buildings are designed as PC structures, and large cranes are used to lift PC members. PC erection planning can generally cause errors depending on the field engineer's experience. To solve this problem, a basic analysis method is needed to establish a systematic PC member erection plan. Crane work can be minimized if the trajectory is easily and quickly calculated according to the location of the crane and applied to the site. Therefore, the objective of this study is a basic study of crane trajectory distance calculation for sustainable PC members erection of large logistic building. In this study, a crawler crane commonly used for lifting PC members is limited. The trajectory distance for the PC erection plan was automatically calculated using the algorithm.

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Design and Implementation of Multichannel Visualization Module on PC Cluster for Virtual Manufacturing (가상 공장 시뮬레이션을 위한 PC 클러스터 기반의 멀티채널 가시화 모듈의 설계와 구현)

  • Kim Yong-Sik;Han Soon-Hung;Yang Jeong-Sam
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.30 no.3 s.246
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    • pp.231-240
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    • 2006
  • Immersive virtual reality (VR) for the manufacturing planning helps to shorten the planning times as well as to improve the quality of planning results. However, VR equipment is expensive, both in terms of development efforts and device. Engineers also spend time to manually repair erroneous 3-D shape because of imperfect translation between 3-D engineering CAD model and VR system format. In this paper a method is proposed to link 3-D engineering CAD model to a multichannel visualization system with PC clusters. The multichannel visualization module enables distributed computing for PC clusters, which can reduce the cost of VR experience while offering high performance. Each PC in a cluster renders a particular viewpoint of a scene. Scenes are synchronized by reading parameters from the master scene control module and passing them to client scenes.

PC vs. Mainframe

  • Jang, Si-Young
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1989.10a
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    • pp.64-75
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    • 1989
  • This paper addresses the "PC vs. mainframe" issue by systematically evaluating the usefulness of PCs in an educational context. For this purpose the satisfaction of 47 undergraduate students working with a software package that is available on both PCs and the mainframe was measured and analyzed. The results of the analysis of variance show no interaction effects between computing context and computing experience. Users were more satisfied with PC LINDO than with its mainframe counterpart. Also experienced users showed significantly higher satisfaction than inexperienced users in this study.his study.

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