• Title/Summary/Keyword: Play time information

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Design of Real-Time CAN Framework Based on Plug and Play Functionality

  • Kim, Sungheo;Hwang, Kwang-il
    • Journal of Information Processing Systems
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    • v.13 no.2
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    • pp.348-359
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    • 2017
  • Nowadays most vehicles are equipped with a variety of electronic devices to improve user convenience as well as its performance itself. In order to efficiently interconnect these devices with each other, Controller Area Network (CAN) is commonly used. However, the CAN requires reconfiguration of the entire network when a new device, which is capable of supporting both of transmission and reception of data, is added to the existing network. In addition, since CAN is based on the collision avoidance using address priority, it is difficult that a new node is assigned high priority and eventually it results in transmission delay of the entire network. Therefore, in this paper we propose a new system component, called CAN coordinator, and design a new CAN framework capable of supporting plug and play functionality. Through experiments, we also prove that the proposed framework can improve real-time ability based on plug and play functionality.

The Development of Orienteering App using Smart Devices (스마트 기기를 이용한 오리엔티어링 앱의 개발)

  • Kim, Sojeong;Kim, Donghyeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.101-102
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    • 2017
  • An orienteering is a sport that play with a map, a compass and a point map. However, it is difficult to measure the number of steps and the play time accurately. In this paper, we develop the Orienteering application to integrate the essential function for the orienteering sport. since the integrated UI display the map, the compass and the number of step at the same time, it is easy for an user to watch the progress of the orienteering and improve the accuracy by measuring the steps and the play time.

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The Relations of Child Care Quality and Teachers' Participation in Children's Play (어린이집의 질적 수준 및 교사의 놀이참여와 아동의 놀이행동 간의 관계)

  • Song, Hye-Rin;Rhee, Unhai
    • Korean Journal of Child Studies
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    • v.25 no.6
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    • pp.225-240
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    • 2004
  • Subjects were 15 teachers and 143 children at 15 child-care centers in Seoul that varied by quality of care. The Child Care Program Observation Scale(Rhee et at., 2003) was employed to observe the quality of the centers. Information on teachers' participation in play was collected by 20 units of observation for each teacher using a rating scale developed by the author. Children's behaviors were observed with time sampling method in 12 categories of play behaviors based on Social and Cognitive Play Scales(Rubin et al., 1978). Children's play behaviors varied by quality of child-care centers and teachers' participation in play. When child-care quality was high, teachers' participated actively in children's play and children showed developmentally appropriate play behaviors.

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Elimination of Discontinuity Phenomenon for Repeated Play of Finite DTV Stream (유한 DTV 스트림의 반복 재생시 불연속 현상 제거)

  • Han, Chan-Ho;Sohng, Kyu-Ik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.10A
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    • pp.951-961
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    • 2002
  • In general, there is discontinuity phenomenon like a black screen and an irregular sound for repeated play of a finite digital stream. In this paper, for repeated play we analyze the relation between source and stream time causes this phenomenon. We obtain the time relation between video frame rate, audio frame rate, and TS packet transmission rate to eliminate this phenomenon. Using this time relation, we propose a new generation method of elementary stream (ES) and transport stream (TS) to eliminate discontinuity phenomenon. The test results of the generate ES and TS using the proposed method show that the discontinuity phenomenon can be eliminated for repeated play of a finite proposed stream.

Analysis of Correlation between Real-time Sales Ranking and Information Provided by Mobile Movie Platform: Focus on Non-descriptive Information in Google Play Store's Best-selling Movies

  • Nam, Sangzo
    • Journal of Advanced Information Technology and Convergence
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    • v.9 no.2
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    • pp.41-54
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    • 2019
  • The cinema circuit is facing a digital, network, and mobile age, which expands non-theater accessibility to movies. Application platforms are situated as the most competitive business model that provide digital content such as games, music, books, and movies. Consumers can acquire content-related information not just offline, but online as well. Therefore, item information provided by application platforms is required. The information provided by application platforms consists of richly descriptive information such as storyline summary, consumer reviews, and related articles, while non-descriptive normative information covers data such as sales ranking, release date, genre, rental or purchase cost, domestic/foreign classification, consumer rating, number of consumer ratings, film rating, and so on. In this study, we surveyed and analyzed statistically the correlation between real-time sales ranking and other comparable non-descriptive information.

A Study on the Practice of Performance Assessment in the Elementary School Mathematics - Focussing on Self-assessment and Peer-observation - (초등학교 수학과 수행평가 실천에 관한 연구 - 자기평가.동료평가.관찰평가를 중심으로 -)

  • Kim Song-Ja;Choi Chang-Woo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.67-87
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    • 2006
  • This study is to recognize a problem in the practice of performance assessment in elementary school, and to find out some suggestive points for improvement of teaching·learning method in elementary mathematics through assessment by reducing time restriction according to assessment through the practice of self-assessment, peer-assessment and observation, and then by reflecting the results of assessment on teaching learning plan. For that, the questions of study set up are as follows ; 1. How should self-assessment and peer-assessment be applied to in elementary mathematics assessment? 2. How should the time for 'let's play an interesting game' be managed for assessment of elementary mathematics? 3. How should the results of assessment be reflected on the Process of teaching and learning of mathematics? To solve these problems, a researcher of this thesis performed self-assessment, peer-assessment on 40 students of second grade under her charge as a class teacher, and applied observation in the time management process for 'let's play an interesting game' for a semester. self-assessment was made by mathematics journal, self-assessment chart, peer-assessment was by the analysis of conversation record among students in the situations of assessment, and observation was by observation of activity when playing with the results data of play analyzed. the concrete methods of application as follows ; First, mathematics journal was applied $1{\sim}2$ times by each unit with reconstruction into the level of second grade on the basis of the preceding-study models. Second, peer-assessment was applied to the unit-assessment time and the play-activities time by the method of recording·analyzing the contents of conversation among students in the process of assessment. Third, mathematical attitude & dispositions of students making use of the self- assessment table were examined referring to the teaching learning plan. Fourth, the time management for 'let's play an interesting game' was made through the prior recognition of play method and the joyful play-activities by use of the play-plate. Assessment depended on analysis of play-activities results of students making use of an observation form. Fifth, the results of self-assessment, peer-assessment, and observation were analyzed, and then they were made use of as self-observation data, of teacher her/his self, or teaching·learning improvement data. Students' self-assessment datum (mathematics diary, self-assessment sheets, conversation contents in the process of assessment) and observation materials (check lists, Play-activity result materials, conversation contents in the process of play) obtained in the process of application was analyzed as follows ; 1. From the practice of self-assessment in form of mathematics journal, I could obtain not only datum showing how much students was understanding the learning aims by unit time and to any degree they reached but also information about their response to learning datum and favorable type of learning. 2. Assessment by self-assessment chart was useful in planning the mathematics teaching learning process because it helps ascertain mathematical attitude & dispositions of students. 3. Through the application of peer-assessment, students had the opportunity of communicating with other students looking back on his/her explaining process, and teachers could obtain basic materials for assessment of students. 4, In case of time management for 'let's play an interesting game', there was natural extension of play made through time-security by prior looking into the method of play-activity, and then, for a remained time, by making children play a new game. 5, I could easily record the activities of students by use of the observation. form, and make use of it as basic data for descriptive assessment. 6, Each kinds of data obtained from the results of assessment was helpful for securing self-observation materials in the process of teaching learning and for their betterment in mathematics subject. However, because they were in the second grade of elementary school and there was an individual difference, some students could not make use of mathematics diary or self-assessment form properly. In case of these students, assessment data would be obtained through interview or observation. And for effective operation of play, its purpose & method and matters that demand special attention when play-acting should be clearly guided. Also, when applying an effective play in addition to play activities in textbook, to lessons, interesting mathematics lessons could be guided.

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The Study on Parents' Perceptions of and Implementation of Children's Right to Play (유아의 놀이 권리에 대한 부모의 인식과 실행에 관한 연구)

  • Won, Kye Son;Hyun, Eun Sun
    • Korean Journal of Childcare and Education
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    • v.13 no.1
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    • pp.143-166
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    • 2017
  • Objective: The purpose of this study is to gain basic information for parental education by investigating parent's implementation and perception of children's right to play. Methods: The subjects of this study were 458 parents who have a child in kindergarten or 1st grade of elementary school in J city. The research tool used in this study, the Parent's Perception of and Implementation for Children's Right to Play(PPICRP), was developed by researchers. PPICRP is a 5type rating scale questionnaire which includes the selection of a space for play, play time, play mate, instrument, etc. The data were analyzed by using the SPSS 18.0 program. Results: The results showed that the parent's implementation for children's right to play was lower than the parent's perception of it except for the selection of play instrument. Conclusion/Implications: The results of this study imply that there is a need for parent education which contains concepts and stresses the importance of play, which implement children's right to play. The unexpected result in the play instrument, the excessive organization of the play by adults, and the difference of parent's implementation according to the gender of their children were further discussed.

One Pass Identification processing Password-based

  • Park, Byung-Jun;Park, Jong-Min
    • Journal of information and communication convergence engineering
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    • v.4 no.4
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    • pp.166-169
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    • 2006
  • Almost all network systems provide an authentication mechanism based on user ID and password. In such system, it is easy to obtain the user password using a sniffer program with illegal eavesdropping. The one-time password and challenge-response method are useful authentication schemes that protect the user passwords against eavesdropping. In client/server environments, the one-time password scheme using time is especially useful because it solves the synchronization problem. In this paper, we present a new identification scheme: OPI(One Pass Identification). The security of OPI is based on the square root problem, and OPI is secure: against the well known attacks including pre-play attack, off-line dictionary attack and server comprise. A number of pass of OPI is one, and OPI processes the password and does not need the key. We think that OPI is excellent for the consuming time to verify the prover.

Implement for EzPlay and PC-EPG of Multimedia Remote Control System (EzPlay/EPG를 적용한 멀티미디어 원격제어 시스템 구현)

  • Park Nho-Kyung;Jin Hun-Jun;Kim Sang-Pok;Park Sang-Bong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.2 s.302
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    • pp.39-48
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    • 2005
  • In this paper, we implement the multimedia remote control system by using existing internet service or wired online. We also provide user-friendly convenient environment with developed application program named EzPlay and PC-EPG. The multimedia remote control system consists of integrated wireless transceiver of PC and TV connected USB type and the users can easily use lots of contents because EzPlay program provides appropriate UI mode on the PC and TV screen. The unposed system can operate real-time playing, reserved video receding and data storing function using internet mesh based on signal detecting control theory. The PC-EPG system is implemented by server/client web program and the client program based on visual C++/MFC processes data storing in client computer through TCP/IP. It also provides intelligent function that constructs database according to user's preference.

Darwin Streaming Media Synchronization Algorithm Using Normal Play Time Information (Normal Play Time 정보를 활용한 다윈 스트리밍 미디어 동기화 알고리듬)

  • Jung, Tae-jun;Go, Myeong-Pil;Seo, Kwang-deok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.11a
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    • pp.118-120
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    • 2015
  • 본 논문에서는 IP 망을 통한 다윈 스트리밍 미디어 전송 서비스에서 압축된 미디어를 RTP 패킷화하여 전송할 때 RTP 패킷의 헤더에 기록될 타임스탬프 (timestamp) 정보로부터 유도해 낼 수 있는 Normal Play Time 정보를 활용하여 비디오와 오디오 간에 미디어 동기화 지원 방법을 제안한다. 모의실험을 통해 제안된 미디어 동기화 알고리듬을 적용함으로써 서로 다른 미디어 간에 정확한 동기화가 제공됨을 확인할 수 있었다.

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