• 제목/요약/키워드: media devices use

검색결과 258건 처리시간 0.023초

초등학교 3학년의 미디어기기 이용과 집행기능 곤란과의 관계: 의사소통의 조절효과를 중심으로 (A Study on the Relationship between the Media Device Use and Executive Function Difficulties in Third Grade: Focus on the Moderating Effect of Child's Communication Ability)

  • 정은화;이현아;이지영;이강이
    • Human Ecology Research
    • /
    • 제57권4호
    • /
    • pp.523-534
    • /
    • 2019
  • This study identifies correlations between the use of media devices, communication ability, and executive function difficulties for third grade students, as well as investigates the moderating effect of a child's communication ability. Data from the 10th (2017) Panel Study on Korean Children [PSKC] was employed (N=557). Descriptive statistics, Pearson's correlation and hierarchical regression were used along with SPSS 25.0(IBM Co., Armonk, NY, USA). The results were as follows. First, the executive function difficulties in the third-grade showed a significant positive correlation with media device use. While also, showing a negative correlation with a child's communication ability. Media devices use and communication ability has a significant negative correlation. Second, a child's communication ability has a moderating effect in relation to the use of media devices and executive function difficulties. The difficulty of executive function showed a reciprocal increase to a child's use of media devices and indicated a discriminatory effect of a child's communication ability. In conclusion, this study shows that communication ability is important as a personal factor for children who control the negative effects of media devices. Therefore, it is necessary to provide and support an environment for the development of a child's communication ability.

남편과 부인의 스마트폰 사용시간의 상관관계 (Correlation between Husband and Wife Smartphone Use Time)

  • 진미정;권순범;배한진
    • Human Ecology Research
    • /
    • 제57권4호
    • /
    • pp.473-483
    • /
    • 2019
  • Smartphones are representative multimedia devices capable of various functions that have emerged due to the development of information communication technologies (ICTs). The popularization of smartphones has changed the way ICTs media is used; consequnetly, it is expected that smartphones will influence family life by changing family communications and time use. However, there is a gap between the empirical research on ICTs media and family. This study explores any correlations in the amount of time spent on smartphones between a husband and wife. We marged 1,444 married couples' media diaries from the 8th Korean Media Panel Survey (2017) to analyze the average amount of time spent on communications and leisure shopping using smartphones. The results show that husbands' time use for communication has increased similarly to wives' time use. In addition, husbands' time use for leisure and shopping was positively related to wives' time spent on communications and leisure shopping. The findings show that the use of smartphones is interrelated within the family and suggested that a family systems approach is needed in ICTs media research. Future studies will provide a deeper understanding of the impact of ICTs media and how families are using a variety of ICTs media devices such as smartphones.

Beginning of a New Standard: Internet of Media Things

  • Kim, Sang-Kyun;Sahu, Nevadita;Preda, Marius
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제11권11호
    • /
    • pp.5182-5199
    • /
    • 2017
  • Recently, Internet of Things (IoT) drives a large variety of research, development, and new type of markets. All type of devices and sensors will be part of the Internet of Things and will be able to communicate not only plain data, but also audio-visual, olfactory, and haptic media data. In addition, as the devices and sensors getting smarter, it is highly probable that they can process acquired media and metadata to extract higher level of information (e.g., semantics). To support such enhanced functionalities, ISO/IEC SC29 WG11 (MPEG) starts a new standard project, ISO/IEC 23093, called Internet of Media Things (IoMT) to provide standard data formats and APIs for media things. This paper presents the standardization activities of IoMT focusing on explaining terms, standard scopes, and major media things with their use cases. One of the use cases, an IoT system for a blind pedestrian navigation assistance, is evaluated to prove its effectiveness.

미디어 리터러시가 스마트 디바이드 형성에 미치는 영향 (Effect of Media Literacy on the Formation of Smart Divide)

  • 이승민
    • 정보관리학회지
    • /
    • 제38권2호
    • /
    • pp.19-38
    • /
    • 2021
  • 이 연구는 스마트기기 이용이라는 맥락에서의 다변화하는 정보격차인 스마트 디바이드의 형성에 미디어 리터러시가 미치는 영향을 실증적으로 분석하였다. 분석 결과, 미디어 리터러시의 대부분의 요인들은 스마트기기를 이용해서 사회적 네트워크를 구축하고, 이를 기반으로 정보적, 사회적 활동의 범위를 확장하는데 영향을 미치고 있다. 또한 미디어 리터러시는 스마트기기를 통해 입수한 정보의 가치 평가능력에도 유의미한 영향을 미치는 것으로 분석되었다. 따라서 미디어 리터러시를 확보한 사람들과 그렇지 못한 사람들 사이에는 스마트기기의 활용을 통한 정보적, 사회적 이익이라는 측면에서 보다 심화된 사회적 격차가 발생할 수 있으며, 이는 스마트 디바이드를 유발하는 기제로 작용할 수 있다.

A Metadata Design for Augmented Broadcasting and Testbed System Implementation

  • Choi, Bumsuk;Kim, Jeonghak;Kim, Soonchoul;Jeong, Youngho;Hong, Jin Woo;Lee, Won Don
    • ETRI Journal
    • /
    • 제35권2호
    • /
    • pp.292-300
    • /
    • 2013
  • Augmented reality (AR) is a popular service in mobile devices, and many AR applications can be downloaded from app stores. As TV broadcasting has continued to integrate with the Internet, it has become an area in which the AR concept is able to reside, although in a simple form, such as an advertisement placed in the static region of a scene. There are some restrictions against TV broadcasting realizing AR since TVs are fixed devices and typically do not have GPS, geomagnetic, or acceleration sensors, which are standard equipment in mobile devices. However, the desire to experience AR on a large TV screen has triggered research and development for an ideal AR business model and service type. This paper introduces several use cases for augmented broadcasting services and also presents an augmented broadcasting metadata scheme designed for a broadcasting environment. We also verify some of the use cases and an augmented broadcasting metadata scheme in an implemented augmented broadcasting system based on a hybrid TV platform.

레인보우 미디어의 성능과 구현 (The Performance and Capacity of Rainbow Media)

  • 강영주;차성운
    • 대한기계학회:학술대회논문집
    • /
    • 대한기계학회 2001년도 춘계학술대회논문집C
    • /
    • pp.451-456
    • /
    • 2001
  • Today, most of data storage devices use digital storage type. In this thesis, a new digital storage media called rainbow disk was introduced. It doesn't use 1-bit digital signal, but 2 or 4 bits digital signal using colors, so it can increase $2{\sim}4$ times more capacity than existing digital media in case of having the same spot size. It has made possible by means of technological advancement of devices and software. The photo quality paper was used for writing data by color inkjet or laser printing, and high resolution scanner was used for reading data. To extract data from image, the converting program was used. This paper shows the concept of rainbow disk as well as its performance and capacity. Axiomatic design was used for evaluating and developing the whole system.

  • PDF

HMD 기반 중강현실 응용을 위한 인터페이스 (Interface for HMD based AR Applications)

  • 안상철;이경준;김형곤
    • 한국컴퓨터그래픽스학회논문지
    • /
    • 제13권2호
    • /
    • pp.39-46
    • /
    • 2007
  • 본 논문에서는 HMD 기반의 증강현실(Augmented Reality) 응용을 위한 인터페이스로 핸드폰이나 PDA 등의 모바일 장치를 사용하는 것을 제안한다. 최근 모바일 장치는 사람들 대부분이 가지고 있고, 이를 가지고 영화를 보고 인터넷을 하는 등 생활의 필수품으로 자리 잡아 가고 있어서 사용자에게 익숙한 인터페이스 기기이다. 또한, 기술의 발전으로 모바일 장치의 성능이 높아지고 있으며 프로그래밍도 가능하여 사용자에게 익숙한 인터페이스 장치로 사용하기에 적합하다. 더욱이 모바일 장치의 화면은 다양한 마커의 디스플레이를 통하여 가변 마커의 효과를 낼 수 있기 때문에 다양한 증강현실이 가능하여 모바일 장치는 사용자에게 익숙한 증강현실 인터페이스로 적합하다. 본 논문에서는 모바일 장치를 HMD 기반의 증강현실 인터페이스로 구성하는 방법을 제안하고 데모를 통해 이의 효용성을 보인다.

  • PDF

지능형 사용자 인터페이스 플랫폼 변환장치 (The Converter Device for Smart User Interface Platform)

  • 김승규;김보라;문상미;이창건;최훈;이칠우;황인태
    • 스마트미디어저널
    • /
    • 제2권1호
    • /
    • pp.37-41
    • /
    • 2013
  • 스마트폰의 차세대 인터페이스 연구의 일환인 지능형 사용자 인터페이스 플렛폼(Smart Use Interface Platform : SUIP)은 스마트폰의 플랫폼을 확장하기 위하여 연구되었으며 플랫폼 기능이 탑재된 외부 디바이스의 찾기와 해당 디바이스의 디바이스 드라이버의 동적 로딩기능 등을 가지고 있다. 본 논문은 지능형사용자 인터페이스 플렛폼에 직접 접속하기 힘든 센서네트워크나 기타 디바이스들을 중간에 변환과정을 통해 플렛폼에 접속이 가능하게 하며 아울러 접속된 디바이스의 기능을 강화할 수 있는 센서 등을 결합한 플랫폼 변환기인 SUIP 변환기를 구현하고 이에 대한 용용을 소개하고 있다.

  • PDF

A Novel Web-based Management of Networked Display for Advanced Collaboration Environment

  • Ramachandra, Vinay;Han, Sang-Woo;Bae, Chang-Hyeok;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2009년도 학술대회
    • /
    • pp.221-226
    • /
    • 2009
  • Not many years ago, people found the contemporary technology expensive and difficult to use in collaborative type of meetings. Today, with the technology advanced to high standards and accessible at cheaper price, its adaption is becoming more and more ubiquitous with wide range of applications. Today's meeting rooms are not just plain old telephone systems with microphones and speakers. Today's meeting rooms are smart and intelligent. They can identify the participants; they can provide natural view of remote participants; they can proactively manage resources for collaboration and so on. More effective collaboration is possible with deployment of devices like high-definition cameras, advanced displays, sensors, gigabit networks, trackers, pointers, and high-end audio devices. Devices alone are not enough in the meeting rooms. We need software infrastructure to manage the devices and meeting contexts. One such software infrastructure is SMeet, a Smart Meeting space, which we have developed to provide an effective multi-party remote collaboration environment. Networked display systems are used in such advanced collaboration environment for better visualization. In this paper we discuss a novel approach to control and manage networked display systems in SMeet environment.

  • PDF

RESTful 기반의 Android - PC간 동영상 이어보기 구현 (Implementation of a Continuous Playing Schemes on Android - PC Environment Based On RESTful)

  • 김정길
    • 한국위성정보통신학회논문지
    • /
    • 제8권4호
    • /
    • pp.70-74
    • /
    • 2013
  • 최근 모바일 디바이스 보급의 확산으로 다양한 기종의 디바이스를 다수 보유중인 사용자의 수가 지속적으로 증가하고 있는 추세이다. 이에 따라 하나의 미디어 콘텐츠를 사용자가 보유한 다양한 기기에서 서로 공유해야 할 필요성이 증가하고 있으며, 이는 연결성, 이동성, 통합성 기반의 N-screen 서비스의 확대를 가지고 왔다. N-screen 서비스는 하나의 미디어 콘텐츠를 공유하여 사용자가 보유한 다양한 디바이스에서 서로 이어보기가 가능하게끔 서비스를 제공한다. 그러나 N-screen 서비스들은 서비스 제공 사업자의 전용 플랫폼에서 시행되는 문제점을 가지고 있다. 따라서 본 논문은 개방형 서비스 플랫폼에서의 이어보기 기능의 설계를 위하여 시험적으로 이어보기 기능을 제공하는 RESTful 기반의 이어보기 기능 제공이 가능한 프로토타입 프로그램을 개발하였으며 동작검증은 Android - PC간 시행하였다.