• Title/Summary/Keyword: Smart Training Program

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Personal Training Suggestion System based Hybrid App (하이브리드 앱 기반의 퍼스널 트레이닝 제안 시스템)

  • Kye, Min-Seok;Lee, Hye-Soo;Park, Sung-Hyun;Kim, Dong-Ok;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.665-667
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    • 2014
  • Wellness is IT fused with the user manage and maintain the health of a service can help you. If you are using an existing Fitness Center to yourself by choosing appliances that fit with the risk of injury in order to learn how the efficient movement had existed for a long time was needed. To resolve, use the personal training but more expensive cost of people's problems, and shown again in the habit of exercising alone will have difficulty. This paper provides a variety of smart phones based on a hybrid app with compatibility with the platform and personalized training market system. Users of the Fitness Center is built into smart phones in the history of their movement sensors or transmits to the Web by typing directly. This is based on exercise programs tailored to users via the training market. Personal training marketplace has a variety of users, check the history of this movement he can recommend an exercise program for themselves can be applied by selecting the. This provides users with the right exercise program can do long-term exercise habits can be proactive and goal setting.

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The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.225-232
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    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

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The Study On Creative RSPM(Robot Based Software Programming Method) Engineering Education And NCS Training Effectiveness Analysis Using Smart Robot (스마트 로봇을 활용한 창의적 RSPM 공학 교육 및 NCS 직무 교육 효과 분석에 관한 연구)

  • Lee, Byung-Sun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.8
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    • pp.136-144
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    • 2016
  • In general, it is this variety of learning methods and teaching tools for embedded software development and deployment training. In this paper, I want to take advantage of the smart robot to learn creative problem-solving methods that are required in embedded software engineering education. It analyzes the effect of creative engineering education with the smart robot and presents for RSPM Engineering Embedded SW teaching methods to improve NCS education. Embedded SW engineering education in a more creative and smart robot, EV3 system was utilized to improve SW programming skills. In this paper, we utilize the EV3 system to the parish through the creative RSPM engineering courses through the survey and analysis of the impact level, interests and program skills and influence in embedded SW engineering education propose for successful embedded software programming skills potential.

Design and Development of Programming Instruction Robot System using Smart Phone (스마트폰을 활용한 프로그래밍 학습용 로봇시스템 설계 및 개발)

  • Moon, Chae-Young;Kim, Se-Min;Ryu, Kwang-Ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.477-480
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    • 2012
  • In this study an programming instruction robot system using smart phone was designed and development. The system In this study is by direct programming using smart phone and program written using smart phone through a bluetooth module behavior is to be transferred to the robot control circuit. In this places, without the constraints of the robots in education and training means you can the robot's motion and, therefore, the results of students of programming through a smartphone is beyond the limits of the existing educational programming education.

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Examination of the Physical Environmental Readiness for Smart Learning in Special Schools and Classes and the Actual Utilization of Smart Devices by Special Education Teachers (특수학교 및 특수학급의 스마트교육 환경 조성 및 특수교사의 스마트기기 활용 실태)

  • Kim, Jung-Soo;Kim, Suk-Jin
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.415-424
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    • 2018
  • The purpose of this study was to examine the physical environmental readiness for smart learning and the actual utilization of smart devices by special education teachers, and to suggest ways to vitalize smart education. For this, a 14-item survey questionnaire was developed, which touched upon issues regarding the availability of wireless internet service and teachers' utilization of smart devices. An online survey was conducted among a randomly chosen sample of 991 special education teachers across the nation, including teachers who work at special schools for developmentally disabled students and in special classes at all three levels of regular schools.The collected data was analyzed with the method of a cross-time-frequency analysis using a SPSS 21.0 statistics program. The research findings indicated that both special schools and classes had a poor smart education environment and that special education teachers were having a harding time because of the lack of the infrastructure and additional expenses. In addition, special education teachers were found to use smart device mostly for the purpose of motivating students. These research findings propose that it is urgent to set up a proper smart education environment for special needs students and to provide a systematic training program for special education teachers.

Development of Smart Driving System Using iPod and Its Performance Evaluation for People with Severe Physical Disabilities in the Driving Simulator

  • Jung, Woo-Chul;Kim, Yong-Chul
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.5
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    • pp.637-646
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    • 2012
  • Objective: The aim of this study was to develop the adaptive device for severe physical disabilities using smart device in the driving simulator and its performance evaluation. Development of appropriate driving adaptive device for the people with serious physical limitation could contribute to maintain their community mobility. Background: There is lack of adaptive driving devices for the people with disabilities in Korea. However, if smart device systems like iPod and iPhone are used for driving a car, the people with serious physical limitations can improve their community mobility. Method: Both gyroscope and accelerometer from iPod were used to measure the tilted angle of the smart device for driving. Customized Labview program was also used to control three axis motors for steering wheel, accelerator and brake pedals. Thirteen subjects were involved in the experiment for performance evaluation of smart device in simulator. Five subjects had driver licenses. Another four subjects did not have driver licenses. Others were people with disabilities. Results: Average driving score of the normal group with driver license in the simulator increased 46.6% compared with the normal group without driver license and increased 30.4% compared with the disabled group(p<0.01). There was no significant difference in the average driving score between normal group without driver license and disabled group(p>0.05). Conclusion: The normal group with driver license showed significantly higher driving score than other groups. The normal group without driver license and disabled group could improve their driving skills with training in simulator. Application: If follow-up studies would be continued and applied in adapted vehicle for on road environment, many people with more severe disabilities could drive and improve the quality of life.

A study on the improvement of work and training to make better Korean 119 dispatcher's response ability (119 상황 접수 요원의 대응능력 향상을 위한 업무 및 훈련 개선방안 연구)

  • Kim, Tae-hwan;Kim, Jung-Gon;Woo, Nam-kyu;Kim, Je-hyun
    • Journal of the Society of Disaster Information
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    • v.13 no.4
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    • pp.550-561
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    • 2017
  • This paper deals with the improving issues and methods for 119 dispatcher's work and training manual in order to improve their emergency response ability in Korea. Firstly, it was investigated and compared on manuals and training methods for the reception of emergency calls between South Korea and the USA. And then, specific improvement methods were considered by questionnaire for 95 dispatchers who work at 119 communication center in Gyeonggi-do in the basis of surveys. As a result, people and equipment related to 119 have been continuously upgraded, however, their work depend on their personal experiences and capabilities but because of the insufficient pretraining for the dispatchers. Also, the manpower is still insufficient overall compared to the work. Therefore, it is necessary to secure the expertise of the dispatchers through the systematic training program and proper training and test standards for 119 dispatchers, and to prevent errors in the logic of the situation and systematize their work by standardizing the response work and arranging appropriate manpower.

Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.

Effectiveness Evaluation of Web-Based Cognitive Training Program for the Elderly Registered in the Rural Dementia Center (농촌 치매안심센터에 등록된 노인을 위한 웹기반 인지훈련 프로그램의 효과성 평가)

  • Ahn, Eun Jung;Kim, Hyunli
    • Journal of Convergence for Information Technology
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    • v.11 no.5
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    • pp.38-49
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    • 2021
  • This study is single-group pretest-posttest design study to examine the effects of web-based cognitive training program using tablet on cognition and depression in the elderly with high risk of dementia or mild dementia living in a rural area, enrolled in dementia center. Intervention was provided to the 18 participants once a week for 10 weeks within 1 hour. Data was analyzed with SPSS 24.0 and interview data was categorized. The study result proves that after intervention, the participants' cognitive score increased significantly(Z=-3.35, p=.001) and the depression scores were significantly decreased(Z=-3.13, p=.002). Also, interview shows positive effect of the intervention on cognition and depression. It is necessary to improve access environment for smart devices so as not to be restricted by time and place, and to develop and apply various types of web-based programs for each cognitive level. Then, the intervention could be used as a cognitive training program incorporating information and communication technology for the prevention and management of dementia in rural areas.

The Effect of Social Support on Service Quality of Youth Training Facility Employees in Internet of Thing Environment: The Mediating Effect of Empowerment (사물인터넷 환경에서 청소년수련시설 종사자의 사회적 지지가 서비스 질에 미치는 영향: 임파워먼트의 매개효과 중심으로)

  • Youn, Ki-Hyok;Lee, Jin-Yoel
    • Journal of Internet of Things and Convergence
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    • v.6 no.1
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    • pp.31-38
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    • 2020
  • This study was intended to verify the parameter effects of empowerment in the effect of social support of the employees of youth training facilities on the quality of service. The purpose of this study was to provide basic data for improving the service quality of youth training facility workers. As a result of this study, first, social support and empowerment had a positive effect on service quality. Second, the partial mediating effect of empowerment can be confirmed. Based on the results of this study, the following suggestions were made. First, for the social support of the employees, the middle managers and facility managers of youth training facilities should use the Internet environment such as the Internet and smart phones. Second, in order to improve empowerment, support for information related to work, material support related to compensation, and evaluation support related to business processing should be provided. Third, to improve the empowerment of workers, it is necessary to augmented reality(AR), virtual reality(VR), and flip learning program using the Internet of Things environment.