• Title/Summary/Keyword: Smart-media

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A Study on the Development of Language Education Service Platform for Teaching Assistance Robots (교사도우미 로봇을 활용한 어학교육 서비스 플랫폼 구축방안 연구)

  • Yoo, Gab-Sang;Choi, Jong-Chon
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.223-232
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    • 2016
  • This study focuses on the new teaching assistance robot platform and the cloud-based education service model to support the server. In the client area we would like to use the teacher assistant robot in elementary school classrooms to utilize the language education service platform. Emerging IoT technology will be adopted to provide a comfortable classroom environment and various media interfaces. Extensive precedent review and case study have been conducted to identify basic requirements of proposed service platform. Embedded system and technology for image recognition, speech recognition, autonomous movement, display, touch screen, IR sensor, GPS, and temperature-humidity sensor were extensively investigated to complete the service. Key findings of this paper are optimized service platform with cloud server system and possibilities of potential smart classroom with intelligent robot by adopting IoT and BIM technology.

The differences of online word-of-mouth acceptance and re-delivery intention - Focusing on the interaction effects of fashion involvement and market maven - (온라인 구전수용 및 재구전의도의 차이에 관한 연구 - 의복관여도와 마켓메이븐의 상호작용효과를 중심으로 -)

  • Lee, Angie;Rhee, YoungJu
    • The Research Journal of the Costume Culture
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    • v.26 no.2
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    • pp.172-187
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    • 2018
  • For the past decade, the convenience of sharing information online has improved drastically with the development of smart devices and social media. Such changes have contributed to regarding online word-of-mouth (WOM) as one of the most important consumer information sources. Therefore, the purpose of this study is to examine online WOM effects (acceptance/redelivery intention) with the two-way interaction effects of fashion involvement and the market maven. The empirical study consisted of an offline survey that collected data from 341 respondents and analyzed the data by factor analysis, independent t-test, and two-way ANOVA with SPSS 20.0, producing the following results. First, the market maven effect was found to differ significantly based on the level of fashion involvement, and is also higher when fashion involvement is high. Second, fashion involvement primarily affected online WOM acceptance, while the market maven significantly affected redelivery intention. Moreover, fashion involvement and market maven had relevant two-way interaction with both of the online WOM effects. Third, market maven had measurable effects on WOM redelivery types (objective/subjective) and directions (positive/negative/ neutral), whereas fashion involvement did not have any primary effects on them. However, fashion involvement and market maven had two-way interaction effects on the positive and negative direction of WOM redelivery. Based on these findings, the study suggests the importance of investigating and understanding the complicated online WOM behaviors of consumers, specifically from both managerial and theoretical perspectives.

Category of positive game and approach of design for game designers (게임디자이너를 위한 포지티브게임의 범주와 디자인 접근)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.589-594
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    • 2012
  • In the initial stage, domestic games based online concentrated on game development focusing on income for some genres. However, various contents focusing on smart environment and social network are expanded at present and game materials are developed for more various objects. So, this study intends to examine new category, positive game, from the aspect of game designer for game approach based on various objects. And, game approaching process in the category based on pleasure was organized from the standpoint of designer, for the designer approach in the precedent stage of positive game development. From the aspect of designer, systemicity of game category and design approach are necessary to expand wire-wireless environment and new environment based on the convergence media to interactive contents focusing on games.

Validating the Entrepreneurial Intention Model on the University Students in Saudi Arabia

  • HODA, Najmul;AHMAD, Naim;AHMAD, Mobin;KINSARA, Abdullah;MUSHTAQ, Afnan T.;HAKEEM, Mohammad;AL-HAKAMI, Mwafaq
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.11
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    • pp.469-477
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    • 2020
  • The main objective of this paper is to examine the applicability of Linan and Chen's entrepreneurial intention model (EIM) in predicting the entrepreneurial intention. EIM is an adaptation of the Theory of Planned Behavior that focuses on entrepreneurial intention and hypothesizing slightly different patterns of relationship with regards to subjective norms. The model also includes human capital and demographic factors. Snowball sampling method was used to collect data using the entrepreneurial intention questionnaire (EIQ) through several social media platforms. The survey indicates that the overall entrepreneurial intention of Saudi students is high (mean = 5.41). Eight out of the seventeen hypothesized relationships were found to be significant. Among the demographic variables, gender-personal attitude was significant whereas self employment experience and years of business education were found to be significantly related with perceived behavioral control. The statistical analysis using partial least square structural equation modelling validated the model. All the three antecedents of entrepreneurial intention were significantly related with entrepreneurial intention. The results of this study will help policy makers to get deep understanding into the phenomenon of entrepreneurship among Saudi university students and thereby develop a conducive environment. This study also validates the entrepreneurial intention model in a different cultural context.

Effects of four novel root-end filling materials on the viability of periodontal ligament fibroblasts

  • Akbulut, Makbule Bilge;Arpaci, Pembegul Uyar;Eldeniz, Ayce Unverdi
    • Restorative Dentistry and Endodontics
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    • v.43 no.3
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    • pp.24.1-24.12
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    • 2018
  • Objectives: The aim of this in vitro study was to evaluate the biocompatibility of newly proposed root-end filling materials, Biodentine, Micro-Mega mineral trioxide aggregate (MM-MTA), polymethylmethacrylate (PMMA) bone cement, and Smart Dentin Replacement (SDR), in comparison with contemporary root-end filling materials, intermediate restorative material (IRM), Dyract compomer, ProRoot MTA (PMTA), and Vitrebond, using human periodontal ligament (hPDL) fibroblasts. Materials and Methods: Ten discs from each material were fabricated in sterile Teflon molds and 24-hour eluates were obtained from each root-end filling material in cell culture media after 1- or 3-day setting. hPDL fibroblasts were plated at a density of $5{\times}10^3/well$, and were incubated for 24 hours with 1:1, 1:2, 1:4, and 1:8 dilutions of eluates. Cell viability was evaluated by XTT assay. Data was statistically analysed. Apoptotic/necrotic activity of PDL cells exposed to material eluates was established by flow cytometry. Results: The Vitrebond and IRM were significantly more cytotoxic than the other root-end filling materials (p < 0.05). Those cells exposed to the Biodentine and Dyract compomer eluates showed the highest survival rates (p < 0.05), while the PMTA, MM-MTA, SDR, and PMMA groups exhibited similar cell viabilities. Three-day samples were more cytotoxic than 1-day samples (p < 0.05). Eluates from the cements at 1:1 dilution were significantly more cytotoxic (p < 0.05). Vitrebond induced cell necrosis as indicated by flow cytometry. Conclusions: This in vitro study demonstrated that Biodentine and Compomer were more biocompatible than the other root-end filling materials. Vitrebond eluate caused necrotic cell death.

A Study on the User Experience through Analysis of Earphones Use Behavior of Generation Z (Z세대의 이어폰 사용 행태 분석을 통한 사용자 경험 연구)

  • Koo, Eun-Seo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.317-323
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    • 2020
  • This research is based on product development that improves user experience such as design and function by analyzing the usage behavior of elements experienced by generation Z as customers and users in the process leading to disposal of earphones even before purchase. The behavior of earphones in Generation Z was analyzed through in-depth interview and surveys of the customer experience and user experience of earphones. The results of the study were common or characteristic. They are user experience based on brand dependency, sharing experiences and seeking simplified design and convenience, which is related with the lifestyle of the generation Z. This study is expected to be a fundamental study of product research and marketing strategies that will take advantage of the characteristics of Generation Z, who will be the main player of the market in the future.

A study on the User Experience of Online Hobby Platform -Focused on the Art Field- (온라인 취미 플랫폼의 사용자 경험 연구 -미술 분야를 중심으로-)

  • Youn, Soo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.401-406
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    • 2020
  • This study is an analysis of the user experience of online hobby class platform, focusing on the art field, which reduces space-time constraints and lowers accessibility. To this end, I investigated cases of online hobby class platforms and conducted surveys to measure user experience for university students and office workers in their 20s and 30s in Korea. As a result, we found the gap between the elements satisfying the user experience and the current domestic service, and suggested a way to narrow it down. This study is meaningful in that it proposed ways to further promote online hobby class platforms in the future leisure culture market. It is hoped that this study will be used as data on the user experience of future online hobby platforms and further help discuss practical activation measures.

A Study on the Importance of Information on Lunchbox Labels in Convenience Stores (편의점 도시락 레이블의 정보 중요성에 관한 연구)

  • Lee, Yeon-Jung;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.371-376
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    • 2020
  • This study is about convenience store lunchbox labels for efficient information transmission. Its purpose is to identify the importance of the information that buyers want and to establish labels that can help buyers when purchasing lunchbox. The literature research and survey identified the factors that buyers consider important when purchasing lunchbox, analyzed the information identified on the label and the order of importance of the information. The study found that label information that lunchbox buyers think is important was in order of price, expiration date, calories, lunchbox components, and date of manufacture. Also, buyers who do not check labels pointed the less readable labels. This study expects that the information that buyers think is important will be newly established on labels so that buyers can easily check and purchase information through labels.

A study on the Design of Recipe Sharing Service for Single-Person Households (1인 가구를 위한 레시피 공유 서비스 디자인 연구 -백주부 요리 레시피를 중심으로-)

  • Kim, Han-Jun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.419-425
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    • 2020
  • This study proposes functional services within the cooking recipe sharing application. Many single-person households often eat alone, and eating out. their usual eating habits are not considered well. when living alone, the risk of exposure to mental illnesses increases compared than multi-person households, and if nutrition has unbalanced, it can be easily exposed to diseases. in this study, define these problems and emphasize the importance of maintaining physical and mental health of one-person households, and explored user experience and expectations through cano models, focusing on the Baekjubu fooe recipe is often used by 20-30s. and users can feel the cooking process is not a hassle. and they will have a cooking themselves and even manage their mental health through communication with neighbors.

A Study on the operation of smart remote lecture - Focusing on Cisco Webex meeting- (스마트 원격강의 운영에 관한 연구 -시스코 웹엑스 미팅을 중심으로-)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.317-322
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    • 2020
  • The purpose of this study is to lay the groundwork for the operation method for correctly operating remote lectures at universities. Among the universities that started non-face-to-face classes due to 'COVID-19', college students and graduate students from some universities who conducted remote lectures through Cisco's Webex meeting were studied on how to operate the remote lecture platform. First, the requirements for lectures for remote lectures were established through the literature survey, and effective operation measures were proposed through the survey. The research method was conducted on a total of 45 college and graduate students from April 21 to May 15, 2020. The results of the study showed that the operation plan for the basic and meeting elements. Based on this study, we expect it to be used in disaster situations or classes that may occur after COVID-19. In the future, the usability evaluation of the remote class platform and the direction in which the domestic remote lecture platform should move should be presented.