• Title/Summary/Keyword: Positive Computing

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The effects of affective feedbacks according to the learner's emotions in e-Iearning (이러닝 학습자의 감정 상태에 따른 감성 피드백의 효과)

  • Lee, Seung-Mi;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.125-133
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    • 2007
  • Many researches have tried to introduce affective computing for Human-Computer Interaction (HCI). In the affective aspect, emotional memories significantly affect on people's cognitive processing activities. In this paper, to observe the effect of affective feedback for emotional state of learners in an e-learning environment, selected emotional feedback messages and delivery method are integrated into an e-learning system. Self reporting button for recognizing learner's emotional state are used for detecting learner's emotional states and the test results show that providing affective feedback to learner has positive effects in e-learning environment in terms of learner's academic achievements.

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A Smart Framework for Mobile Botnet Detection Using Static Analysis

  • Anwar, Shahid;Zolkipli, Mohamad Fadli;Mezhuyev, Vitaliy;Inayat, Zakira
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.6
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    • pp.2591-2611
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    • 2020
  • Botnets have become one of the most significant threats to Internet-connected smartphones. A botnet is a combination of infected devices communicating through a command server under the control of botmaster for malicious purposes. Nowadays, the number and variety of botnets attacks have increased drastically, especially on the Android platform. Severe network disruptions through massive coordinated attacks result in large financial and ethical losses. The increase in the number of botnet attacks brings the challenges for detection of harmful software. This study proposes a smart framework for mobile botnet detection using static analysis. This technique combines permissions, activities, broadcast receivers, background services, API and uses the machine-learning algorithm to detect mobile botnets applications. The prototype was implemented and used to validate the performance, accuracy, and scalability of the proposed framework by evaluating 3000 android applications. The obtained results show the proposed framework obtained 98.20% accuracy with a low 0.1140 false-positive rate.

Experimental Evaluation of Unmanned Aerial Vehicle System Software Based on the TMO Model

  • Park, Han-Sol;Kim, Doo-Hyun;Kim, Jung-Guk;Chang, Chun-Hyon
    • Journal of Computing Science and Engineering
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    • v.2 no.4
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    • pp.357-374
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    • 2008
  • Over the past few decades, a considerable number of studies have been conducted on the technologies to build an UAV (Unmanned Aerial Vehicle) control system. Today, focus in research has moved from a standalone control system towards a network-centric control system for multiple UAV systems. Enabling the design of such complex systems in easily understandable forms that are amenable to rigorous analysis is a highly desirable goal. In this paper, we discuss our experimental evaluation of the Time-triggered Message-triggered Object (TMO) structuring scheme in the design of the UAV control system. The TMO scheme enables high-level structuring together with design-time guaranteeing of accurate timings of various critical control actions with significantly smaller efforts than those required when using lower-level structuring schemes based on direct programming of threads, UDP invocations, etc. Our system was validated by use of environment simulator developed based on an open source flight simulator named FlightGear. The TMO-structured UAV control software running on a small computing platform was easily connected to a simulator of the surroundings of the control system, i.e., the rest of the UAV and the flight environment. Positive experiences in both the TMO-structured design and the validation are discussed along with potentials for future expansion in this paper.

The Effect of Design-Oriented Model (NDIS) based on Computational Thinking in SW Education (SW 교육에서의 컴퓨팅 사고력 기반 디자인 중심 모형(NDIS)의 효과분석)

  • Ju, Soo-Jin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.13-21
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    • 2017
  • The purpose of this study is to verify the effect of the design - oriented model (NDIS) for enhancing learner's computing thinking in SW education. NDIS is a project-based learning model in which learners find real-life problems, analyze their needs, and design and implement them. In order to verify the effectiveness of NDIS, we experimented with middle level G education university students who had previously experienced SW education class. The traditional project model was applied to the control group and the NDIS model based on CT was applied to the experimental group. The experimental group showed a higher CT narrative performance evaluation score than the comparative group, which showed a significant difference. In addition, students showed a positive perception of self-confidence and CT improvement in solving real-life problems using computing.

Restaurant Employees' Attitudinal and Behavioral Changes by the Implementation of Computing Technology (컴퓨팅 테그놀로지 도입에 따른 레스토랑 종사자들의 태도와 행동의 변화)

  • Baek, Seung-Hee;Ham, Seon-Ok
    • Journal of the East Asian Society of Dietary Life
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    • v.19 no.5
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    • pp.827-835
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    • 2009
  • Computing Technology implementation suggests a dramatic change in work or organizational environment. The study aims to examine how IT adoption affected employees' attitudes toward jobs and behaviors toward customers in restaurant operations. The employee attitudinal variables examined in the study included employees' perceptions on internal work motivation, general job satisfaction, and pride in organization, while positive employee behaviors were used to examine employees' behavioral changes induced by IT implementation. The study sampled employees of full-service and mid-scale restaurants. To test the relationships among the employees of full-service and variables proposed in the research model changed by the IT implementation, six hypotheses were proposed. This study is meaningful in making a progress in finding a support for a link between task perceptions and attitudes in organizational environment change. The practical contribution of this research lies in for restaurant owners or managers to obtain a better perspective of the technology adoption and implementation decisions.

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Effects of Physical Computing Education Using App Inventor and Arduino on Industrial High School Students' Creative and Integrative Thinking (앱 인벤터와 아두이노를 이용한 피지컬 컴퓨팅 교육이 공업계 고등학생의 창의·융합적 사고에 미치는 영향)

  • Choi, Sook-Young;Kim, Semin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.45-54
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    • 2016
  • The purpose of this study is to investigate the effects of Android application programming education to control Arduino using App Inventor on industrial high school students' creative and integrative thinking ability. We developed an instructional content based on integrative learning and creative problem-solving model and taught a class on it. The result of this study showed that there was a significant improvement in divergent thinking and motivation items among the sub elements of creative problem solving. In addition, students' survey on the integrated thinking has shown that many students think that they could design an IoT system applied to everyday life based on the knowledge they have learned in this class. Therefore, it can be confirmed that physical computing education using App Inventor and Arduino has a positive effect on students' creative and integrative thinking ability.

Analysis on Creativity and Solving-Problem Ability with Hackathon-based Elementary SW Education (해커톤 기반 초등 SW교육이 창의성과 문제해결력에 미치는 효과성 분석)

  • Lee, Si-Hoon;Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.995-1000
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    • 2017
  • The purpose of this study is to analyze the educational effect on creativity and solving-problem ability based on hackathon of elementary SW education. We divided into control and experimental groups with activities of physical computing or robots. The control groups conducted by traditional project based learning collaboratively and the experimental group in hackathon. The outcomes from students were evaluated to by elementary teachers with questionnaire and analyzed to the creativity and solving-problem ability of physical computing or robot productions. As a result, a group of hackathon showed significant positive results in the accuracy on creativity and solving-problem skills statistically. We concluded that the free atmosphere of hackathon for communication and consultation have been attributed to various ideas of students.

Influence of Convergence Education Based on Computing ThinkingAbility on Problem Solving Ability and Interest (컴퓨팅 사고력을 토대로 한 융합활동이 문제해결력 및 관심도에 미치는 영향)

  • Lee, Seung Bum;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.179-187
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    • 2020
  • This study was conducted to verify the effect of convergence education applying computing thinking ability of elementary school students on problem solving ability and interest. The subjects of this study were 23 students in 3rd grade elementary school and 15 students in 6th grade, totaling 38 subjects. As a research method, problem-solving ability and interest were measured through questionnaires, and data were analyzed through T-test to see the pre-post differences of the experimental group. As a result of the study, first, it was found that convergence education applying computing thinking ability had a positive effect on problem solving ability. Second, it was found that convergence education applying computational thinking has a partial effect on the degree of interest by subject. Looking at the details, interest in software education and physical activity was high, but interest in eating habits was relatively low. From the above results, it can be seen that convergence education based on computational thinking contributes to drawing students' problem solving ability, and interest.

Assessing the Relationship Between Core Technologies of the Fourth Industrial Revolution and Company Sales (4차 산업혁명 핵심기술과 기업의 매출액 간 상관관계 평가)

  • Hanmin Gu;Uihyun Hwang;Kabsung Kim
    • Industry Promotion Research
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    • v.8 no.2
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    • pp.1-9
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    • 2023
  • To bridge the research gap in the area of the Fourth Industrial Revolution, we explore the correlation between the core technologies of the Fourth Industrial Revolution and the economic performance of companies. The results show that the technologies have a statistically significant positive (+) correlation with company sales. The size of the correlation is highest for 3D printing (139%), followed by big data (129%), cloud computing (127%), artificial intelligence (78%), and the internet of things (70%). We also found a statistically significant negative (-) interaction effect between the internet of things and 3D printing, cloud computing and big data, and cloud computing and 3D printing when examining the interaction effect of introducing core technologies of the Fourth Industrial Revolution on company sales. This paper represents an early attempt to examine the correlation between the core technologies of the Fourth Industrial Revolution and the economic performance of companies and may serve as a basis for further empirical research.

Cloud Computing Adoption and Job Performance based on Diffusion of Innovation Theory (한국 중소기업의 클라우드 컴퓨팅 오피스환경 도입에 따른 확산요인이 업무성과에 미치는 영향)

  • Kim, Jong Mok;Lee, Junkwan;Kim, Hyung Jae
    • International Area Studies Review
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    • v.21 no.1
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    • pp.97-117
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    • 2017
  • This research highlights the process of adopting cloud computing technology from users' perspective. Concentrating on perceived mechanism from employees side that lead to job performance at work. Cloud computing, the new player in our modern business environment, authors employ diffusion of innovation theory to capture how this new technology affect employees in workplace in terms of job performance. Education for this new system and managerial support by firm were used as moderating variable to test dependent variable, job performance. Research was done through survey from total 284 people working in metropolitan area at South Korea. The result shows that cloud computing system affect positively on work efficiency, and the extent of diffusion factors that influence from the most to least are as follow: 1. Users' Skill, 2. System Quality, 3. Information Quality, 4. Group Awareness, 5. Attitude towards New System. To test diffusion factors of cloud computing and job performance, South Korean people actually felt that cloud computing help their job performance and the extent of diffusion factors that influence from the most to least are as follow: 1. Users' Skill, 2. System Quality, 3. Information Quality, 4. Attitude towards New System, 5. Group Awareness. As for diffusion factors of cloud computing and productivity, result proved that cloud computing really helps firms, and the extent of diffusion factors that influence from the most to least are as follow: 1. Information Quality, 2. Attitude towards New System, 3. Group Awareness, 4. System Quality, 5. Users' Skill. Two moderating variables, employee education and managerial support were tested to prove whether these two variables affect the job performance and the result displays positive affect for both two factors. To conclude, adopting cloud computing helps firms by increase employees' work efficiency and job performance. In order to accelerate the process employees education really matters because users' skill is the most crucial among diffusion factors.