• Title/Summary/Keyword: electronic play

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A Comparative Analysis on the Effectiveness of Reformatting in Children's Brick Stack through Play Theory (놀이론을 통한 어린이 브릭 쌓기의 매체전환 효과성 비교분석)

  • Lee, Tae-Eun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.419-424
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    • 2020
  • The purpose of this study is to find out whether changed interactions due to reformatting has a significant effect on the play attribute of children's play from an instrumental point of view. Based on the study of Roser Caillois theory of play (Agon, Mimicry, Area, Ilinx) and previous studies, a questionnaire was written and experimental design was carried out through brick stack which are most preferred in the whole development of children. Brick stack were selected from physical and electronic spaces and the survey was conducted with children's experiences by dividing into experimental group and comparative group. Correlation and T-test results, the brick stack by reformating showed significant difference in the play attributes (Agon, Mimicry, Area, Ilinx) of Rose Caillois and we found that the effectiveness of play is doubled in the electronic space. Play properties evenly distributed in electronic space brick stacking suggest that pleasure and fun can double.

A Study on Improvement of Electronic Library Services Using User Review Data in Mobile App Market

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.11 no.1
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    • pp.85-111
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    • 2021
  • This study aims to analyze users' assessment of electronic libraries in the mobile app market and promote service improvement based on this. To this end, the basic background and purpose of the research, research method, and research scope were first set, and the relevant literature and empirical prior studies were analyzed. Next, users' evaluations of electronic libraries were collected and analyzed from Google Play Store. Based on the results analyzed, measures to improve the quality of electronic libraries were discussed. Based on the results of the study, the following improvement measures are proposed. Need for systemic improvement and stabilization. Provision of applications suitable for multi-device environments. Resumption of services after systematic inspection after updating. Simplification of sign up, log in, and authentication procedures. User support through real-time chat. Introduction of a detailed assessment of reviews. Provision of guidance and user manual for electronic libraries. Improvements to expand user convenience, and Securing differentiation from other similar services.

Design of electronic tongue using IEEE 1451.2 (IEEE 1451.2를 이용한 전자혀 설계)

  • Kim, Dong-Jin;Kim, Jeong-Do;Jung, Woo-Suk;Lee, Jung-Hwan;Kim, Myung-Guy;Yoon, Chul-Oh
    • Journal of Sensor Science and Technology
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    • v.16 no.2
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    • pp.150-158
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    • 2007
  • The IEEE 1451 publication are available, this standard defines interface between sensor and processor, and plug and play in processor is possible. Also, Intelligence of sensor was possible because sensor includes transducer electronic data sheet (TEDS). In IEEE 1451 standards, IEEE 1451.4 is suitable standard in single sensor, and IEEE 1451.2 is suitable standard in multi-sensors (array sensor). In this paper, apply IEEE 1451 to electronic tongue system. In the case of electronic tongue system, because array sensor is used, it is that complex and difficult to apply IEEE 1451.4 that is standard for single sensor. In this paper, apply IEEE 1451.2 for array sensor to design of electronic tongue system. Communication interface method of IEEE 1451.2 for electronic tongue system is presented, and implemented TEDS of electronic tongue system.

A Study on the commercialization of IoT gateway system using Plug and play technology (Plug and play 기술을 이용한 IoT gateway system의 실용화에 대한 연구)

  • Yoo, Hyeon-Min;Kim, Hyun;Kim, Young-Hyeong;Lee, Jung-Wook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.303-305
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    • 2019
  • 다양한 IoT 장비를 모니터링 하고 제어할 수 있는 gateway system을 설계하고 구현할 수 있었다. 본 연구는 효율적으로 스마트홈을 구축하기 위한 방안 및 방향을 제시하고자 한다. 현재의 스마트 홈 케어솔루션은 공기질 측정, 온/습도 측정, 동작 감지, 음성제어 장치 등 다양한 IoT 장치들을 사용하지만 사용자에 따라 필요성이 떨어지는 기능들이 존재한다는 단점이 존재한다. 이러한 이슈를 해결하면서 편리한 스마트홈을 구축할 수 있도록 plug and play 기술을 이용해 집안에서 사용하는 다양한 IoT 기능들을 사용자가 직접 선택할 수 있는 gateway system으르 제시하고자 한다. 저비용 고효율의 효율적 시스템을 구성할 수 있는 IoT 센서와 아두이노 및 라떼판다를 활용해 다양한 IoT 장비들을 모니터링하고 분석하여 쾌적하고 경제적인 스마트홈을 구축할 수 있는 방향을 제시할 수 있었다.

Implementation of the Plug & Play Support System Using SOME/IP and SOME/IP-SD (SOME/IP, SOME/IP-SD 를 이용한 Plug & Play 지원 시스템 구현)

  • Woo-Jin Sung;Hye-Min Kim;Sung-Soo Yoon;Sung-Bhin Oh;Jae-Wook Jeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2024.05a
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    • pp.128-129
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    • 2024
  • SOME/IP-SD 통신 프로토콜을 활용하여 네트워크 시스템의 데이터 전송 효율성을 향상시키고, 서비스 발견 및 동적 서비스 구성을 통해 시스템의 유연성과 확장성을 증대하는 방법을 탐색한다. SOME/IP-SD 는 네트워크 수신자의 요청에 따라 데이터를 전송, 불필요한 데이터 소비를 최소화함으로써 통신 효율을 극대화한다. 또한, Plug & Play 방식을 통해 네트워크의 변경 사항을 자동으로 인식하고 연결하여 서비스 관리 자동화에 기여한다. 이 프로젝트는 Renesas Electronics 의 RA6M3 MCU 보드를 사용하여 e2 studio 개발 환경에서 구현되었으며, 이를 통해 네트워크 관리 간소화 및 차량 시스템의 성능과 안전성 향상에 기여할 것으로 기대된다.

The Exploratory Study of Children's Use of Smart Devices in Information Society (정보사회에서 어린이들의 스마트기기 이용생활에 대한 탐색적 연구 -초등학교 고학년을 중심으로-)

  • Han, Byoungrae;Gu, Jungmo
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.423-432
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    • 2014
  • With wide spread of smart devices, the use of children's smart devices were increased. We have performed an exploratory study about children's use of smart devices in the viewpoint of lives of children. The children was encouraged on the school centered learning by their parents. In this study, we wanted to explore the state of life of children's using of smart devices in the view of the children's life at the age of information society. The results show that there was a difference in children's using of smart devices between big and small city. This research shows that the students have the lack of the experiences of learning of desired usages and learning with devices. In the play with the non-electronic media, outside play was more than indoor play. Half of the answers at the amount of time to play the game and to watch the TV were "within an 1 hour". We know that the proportion of children's indoor play portion is more than outdoor play of it.

Electronic Dash-pot System Development for Power Electronic Circuit Protection using the Current Sensor

  • Kim, Chul-Ki;Ryu, Jae-Heun;Yoon, Dal-Hwan
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1401-1403
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    • 2002
  • This paper presents the development of an electronic dash-pot(EDP) system it)r protecting the power electronic circuit. The EDP play role protecting an equipment by disconnecting between voltage source and load system. Also, converting the existed electrical system into an electronic mechanism, it can reduce the power consumption and prevents the system damage due to over current.

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Implementation of Play and Copy Control of DMB contents using Watermarking and Encryption on PMP (워터마킹과 암호화를 이용한 DMB 콘텐츠의 재생 및 복사 제어를 PMP에 구현)

  • Jeong, Yong-Jae;Moon, Kwang-Seok;Kim, Jong-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.2
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    • pp.52-57
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    • 2009
  • Recently, the regular service of a terrestrial digital multimedia broadcasting(T-DMB) made faster distribution of T-DMB receiver. The problem of an illegal distribution is increasing owing to a large distribution of T-DMB receiver. In this paper, we propose a watermarking and encryption method on T-DMB bit-stream for a copy and Play control to prevent an illegal distribution of T-DMB contents. We implement our proposed method on a portable multimedia player (PMP) which has T-DMB receiver. The proposed method insert the encrypted information for control of copy and play after finding padding area of program map table (PMT) and program association table (PAT) from analysis of transport stream (TS) of T-DMB. In implementation result, we can control use of contents according to information of copy and play control. The proposed method can be used to content Protection software for blocking of an illegal distribution of T-DMB contents on a mobile T-DMB receivers.

A Multi-Channel Trick Mode Play Algorithm and Hardware Implementation of H.264/AVC for Surveillance Applications (H.264/AVC 감시 어플리케이션용 멀티 채널 트릭 모드 재생 알고리즘 및 하드웨어 구현)

  • Jo, Hyeonsu;Hong, Youpyo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.12
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    • pp.1834-1843
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    • 2016
  • DVRs are the most common recording and displaying devices used for surveillance. Video compression plays a key role in DVRs for saving storage; the video compression standard, H.264/AVC, has recently become the dominant choice for DVRs. DVRs require various display modes, such as fast-forward, backward play, and pause; these are called trick modes. The implementation of precise trick mode play requires a very high decoding capability or a very intelligent scheme in order to handle the high computation complexity. The complexity is increased in many surveillance applications where more than one camera is used to monitor multiple spots or to monitor the same area using various angles. An implementation of a trick mode play and a frame buffer management scheme for the hardware-based H.264/AVC codec for multi-channel is presented in this paper. The experimental results show that exact trick mode play is possible using a standard H.264/AVC video codec with keyframe encoding feature at the expense of bitstream size increase.

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.