• Title/Summary/Keyword: Smartphone education

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Computer Programming Education using App Inventor for Android (안드로이드 앱 인벤터를 활용한 컴퓨터 프로그래밍 교육)

  • Kim, Byungho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.467-472
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    • 2013
  • Many people are showing interest on computing and computer programming ever as much as the smartphone become more popular. Computer programming languages, however, like Java or C++ being used to teach freshmen in computer science-related majors as the first programming language they will study are so difficult to understand. In this paper, we proposed a short-term curriculum for teaching computer programming using App Inventor for Android to freshmen students major in computer science as the first programming language they will study, which can encourage their interest in computer programming. According to survey from students participated in actual teaching, we found that the proposed curriculum can contribute to increase their interest on computer programming and even self-confidence on development of applications for smarphone.

Implementation of the L-SNS System based on Media Literacy as an Information Ethics Education Methodology (정보윤리 교육의 방법론으로서 미디어리터러시를 적용한 L-SNS시스템 구현)

  • Lee, Myung-Suk;Son, Yoo-Ek
    • The KIPS Transactions:PartA
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    • v.18A no.6
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    • pp.233-240
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    • 2011
  • In this paper, we design and implement an L-SNS system to reduce ever-increasing adverse effects of the Internet through the strengths of social network service system based on media literacy, including critical comprehension, creative expression, participation, communication ability, etc. The L-SNS system we proposed here was used the Smartphone as a medium of communication for learners, and to let them have indirect experience and real-time interaction. In addition, it provides the environment to make objective decisions through the process examining an in-depth discussion among other learners in the aspect of a third party.

Malicious Application Determination Using the System Call Event (시스템 콜 이벤트 분석을 활용한 악성 애플리케이션 판별)

  • Yun, SeokMin;Ham, YouJeong;Han, GeunShik;Lee, HyungWoo
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.4
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    • pp.169-176
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    • 2015
  • Recently smartphone market is rapidly growing and application market has also grown significantly. Mobile applications have been provided in various forms, such as education, game, SNS, weather and news. And It is distributed through a variety of distribution channels. Malicious applications deployed with malicious objectives are growing as well as applications that can be useful in everyday life well. In this study, Events from a malicious application that is provided by the normal application deployment and Android MalGenome Project through the open market were extracted and analyzed. And using the results, We create a model to determine whether the application is malicious. Finally, model was evaluated using a variety of statistical method.

A Study on HMD-AR based Industrial Training System for Live Machinery Operation

  • Lee, Beomhee;Choi, Jinyeong;Choi, Byunghoon;Lee, Jisung;Min, Byungjun;Cho, Juphil
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.65-70
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    • 2018
  • As technological development is progressing recently, various technologies are actively being studied in the course of the 4th industrial revolution. So, even in the educational field, virtual reality and augmented reality technology are used in educational environments, but specialized additional equipment is required and the price is very expensive. Also, since a plurality of equipment are required for a large number of people, it is urgent to study the technology that can be effectively applied to the industrial education field. So in this paper, we propose an industrial training system for HMD-AR, MPEG-DASH and SOAP based HTTP based Live Machinery Operation using Smartphone to solve the problems of existing system.

Legacy of Smart Device, Social Network and Ubiquitous E-class System

  • Abduljalil, Sami;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.1
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    • pp.1-5
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    • 2011
  • Everyday, technology is evolved in many different disciplines. Computer and smart devices revolution take part of the evolved technology that continuously promising new features. Moreover, social networks services recently become widely popular, which most people in the world become a social-network-fond. In addition to the revolution of the evolved technology and social networks services, ubiquitousness is taking significant part in our daily lives. Although, there are many e-learning systems already existed, which use Internet technology along with a Web technology to provide education in various ways, in despite of that, there is no such existing system exploits the usefulness of smart devices along with the legacy of the online social networks besides the power of the ubiquitous computing technology. Therefore, we propose a smart device application, which fills the gap that has been missing in the recent contemporary era. It is an application that runs on smart devices particularly Smartphone devices; we call our system “Smart Device based Social E-learning System(SDES)”. We have preliminary implemented our system on Android OS. In this paper, we intentionally propose the system in order to ease the way people learn, to provide interactive accessibility in our system, and to utilize the advanced technology more wisely.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

A Study on Characteristics of Serious Game User through Implementation of Mobile Sequence Game (모바일 수열 게임 개발을 통한 기능성 게임 사용자의 특성에 관한 연구)

  • Hong, Min;Lee, Hwa-Min
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.155-160
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    • 2012
  • This paper designed a smartphone application with sequence problems which users can improve their learning ability and this application is implemented as serious game which is designed for the special purposes of education with entertainment and game-like fun at anytime and anywhere during the spare time. Also to prove learning effects through sequence of number application under ubiquitous environment which is popular these days, the proposed serious game which has various types of sequence questions is implemented based on the iphone and android environments. User characteristics and learning effects which are based on game record of proposed application are analyzed according to socio-demographic characteristics.

Consumers' Willingness to Provide Information and Cooperation Intention in the Use of Mobile Product Recommendation Services for Fashion Stores (패션점포 내 모바일 제품추천 서비스에 대한 소비자의 정보제공의도와 협력의도)

  • Lee, Hyun-Hwa;Moon, Heekang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.8
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    • pp.1139-1154
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    • 2013
  • This study examined the effects of consumers' usefulness and the hedonic perception of their willingness to provide information and cooperation intention in the use of location-context based mobile product recommendation services for fashion stores. We examined the influence of consumers' beliefs regarding marketer's information practices on their perceptions of provided services. In addition, the moderating effects of consumers' epistemic curiosity and information control level were investigated. A total of 400 smartphone users were included as participants for the present study. The results showed that consumers who perceived information services as more hedonic and useful are more likely to provide personal information and cooperate with marketers. The findings of the study suggest that fashion retailers who plan to introduce mobile product recommendation services should pay attention to the hedonic aspects of the services. In addition, the effects of usefulness and hedonic perception of the two dependent variables were different according to the level of epistemic curiosity and information control.

Influence on the Use Intention of User's Traits in China Market

  • Lee, Jong-Ho;Wu, Runze;Fan, Linlin
    • Asian Journal of Business Environment
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    • v.7 no.2
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    • pp.21-29
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    • 2017
  • Purpose - Because of the development of smartphone and communication technology, Smart TV programs are filled with various contents and applications. This study included additional individual variables like innovativeness and self-efficacy, and characteristics of smart TV are both user-interface and function as exogenous factors based on TAM model. So, this study focuses on identifying the influencing factors of continuous use intention of smart TV traits and user ones and analyzing how they make influences on them in China market. Research design, data, and methodology - Totally 182 samples were adopted as appropriate ones for analysis in this study. They were collected from 20 February 2016 to 10 March 2016. Results - The results are as follows. First, function has positive influence on perceived usefulness. Second, innovation and user-interface make affirmative influences on perceived easiness. Third, perceived easiness has affirmative influence on perceived usefulness. Fourth, the perceived easiness and perceived usefulness make positive ones on continuous use intention. Fifth, perceived ease of use affects significantly on perceived usefulness. Conclusions - According to the findings, they (smart TV traits and user traits), influencing on continuous use intention, are possible to give significant implications on persistent development in China smart TV market.

How to Sustain Smart Connected Hospital Services: An Experience from a Pilot Project on IoT-Based Healthcare Services

  • Park, Arum;Chang, Hyejung;Lee, Kyoung Jun
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.387-393
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    • 2018
  • Objectives: This paper describes an experience of implementing seamless service trials online and offline by adopting Internet of Things (IoT) technology based on near-field communication (NFC) tags and Bluetooth low-energy (BLE) beacons. The services were provided for both patients and health professionals. Methods: The pilot services were implemented to enhance healthcare service quality, improve patient safety, and provide an effective business process to health professionals in a tertiary hospital in Seoul, Korea. The services to enhance healthcare service quality include healing tours, cancer information/education, psychological assessments, indoor navigation, and exercise volume checking. The services to improve patient safety are monitoring of high-risk inpatients and delivery of real-time health information in emergency situations. In addition, the services to provide an effective business process to health professionals include surveys and web services for patient management. Results: Considering the sustainability of the pilot services, we decided to pause navigation and patient monitoring services until the interference problem could be completely resolved because beacon signal interference significantly influences the quality of services. On the other hand, we had to continue to provide new wearable beacons to high-risk patients because of hygiene issues, so the cost increased over time and was much higher than expected. Conclusions: To make the smart connected hospital services sustainable, technical feasibility (e.g., beacon signal interference), economic feasibility (e.g., continuous provision of new necklace beacons), and organizational commitment and support (e.g., renewal of new alternative medical devices and infrastructure) are required.