• Title/Summary/Keyword: tablet PC

Search Result 315, Processing Time 0.032 seconds

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
    • /
    • v.25 no.1
    • /
    • pp.103-114
    • /
    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

SoUth Korean study to PrEvent cognitive impaiRment and protect BRAIN health through Multidomain interventions via facE-to-facE and video communication plaTforms in mild cognitive impairment (SUPERBRAIN-MEET): Protocol for a Multicenter Randomized Controlled Trial

  • Soo Hyun Cho;Hae Jin Kang;Yoo Kyoung Park;So Young Moon;Chang Hyung Hong;Hae Ri Na;Hong-Sun Song;Muncheong Choi;Sooin Jeong;Kyung Won Park;Hyun Sook Kim;Buong-O Chun;Jiwoo Jung;Jee Hyang Jeong;Seong Hye Choi
    • Dementia and Neurocognitive Disorders
    • /
    • v.23 no.1
    • /
    • pp.30-43
    • /
    • 2024
  • Background and Purpose: The SoUth Korea study to PrEvent cognitive impaiRment and protect BRAIN health through lifestyle intervention (SUPERBRAIN) proved the feasibility of multidomain intervention for elderly people. One-quarter of the Korean population over 65 years of age has mild cognitive impairment (MCI). Digital health interventions may be cost-effective and have fewer spatial constraints. We aim to examine the efficacy of a multidomain intervention through both face-to-face interactions and video communication platforms using a tablet personal computer (PC) application in MCI. Methods: Three hundred participants aged 60-85 years, with MCI and at least one modifiable dementia risk factor, will be recruited from 17 centers and randomly assigned in a 1:1 ratio to the multidomain intervention and the waiting-list control groups. Participants will receive the 24-week intervention through the tablet PC SUPERBRAIN application, which encompasses the following five elements: managing metabolic and vascular risk factors, cognitive training, physical exercise, nutritional guidance, and boosting motivation. Participants will attend the interventions at a facility every 1-2 weeks. They will also engage in one or two self-administered cognitive training sessions utilizing the tablet PC application at home each week. They will participate in twice or thrice weekly online exercise sessions at home via the ZOOM platform. The primary outcome will be the change in the total scale index score of the Repeatable Battery for the Assessment of Neuropsychological Status from baseline to study end. Conclusions: This study will inform the effectiveness of a comprehensive multidomain intervention utilizing digital technologies in MCI.

Evaluation Method of Big Data Efficiency (빅 데이터의 효율성 시험 평가 방법)

  • Yang, Hyeong-Sik;Kim, Sun-Bae
    • Journal of Digital Convergence
    • /
    • v.11 no.8
    • /
    • pp.31-39
    • /
    • 2013
  • Recently, integration between social media and the industry has been expended, and as the usage of Internet through various smart devices of not only the existing PC but also smart phone, tablet PC and so on, a lot of unstructured data has occurred, leading to increased interest on big data system. According to the institutes which specialize in market research, the data amount is predicted to increase by 9 folds in the next 5 years when compared to the present, and the big data market is also expected to grow bigger. This dissertation evaluates the efficiency test of big data through analysis on the requirements by identifying and fragmenting the items of efficiency quality evaluation that big data should be equipped with.

Bridge Displacement Measurement System Using Image Processing (영상처리를 이용한 비접촉식 교량변위 측정 시스템)

  • Lee, Jong-Wun;Oh, Ju-Sung;Kwon, Soon-Deuk;Kwok, Jong-Won
    • Proceedings of the KIEE Conference
    • /
    • 2005.05a
    • /
    • pp.284-296
    • /
    • 2005
  • Bridge displacement measurement system using image processing is developed to overcome the contact type system inefficiencies such as heavy, expensive property and temporary construction necessity. The system is composed of tablet PC with IEEE1394 digital camera, telescope lens and a designed target mark. The key is projection algorithm where all pixels are added up for each row(column) to find out the center line. The experimental results are shown compared with a contact type system.

  • PDF

Efficient Watercolor Painting on Mobile Devices

  • Oh, Junkyu;Maeng, SeungRol;Park, Jinho
    • International Journal of Contents
    • /
    • v.8 no.4
    • /
    • pp.36-41
    • /
    • 2012
  • We present a novel watercolor painting drawing system which can work even on low powered computing machine such as tablet PC. Most digital watercolor systems are generated to perform on desktop, not low powered mobile computing system such as iPad. Our system can be utilized for art education besides professional painters. Our system is not a naïve imitation of real watercolor painting, but handles with properties of watercolor such as diffusion, boundary salience, and mixing of water and pigment.

Strategy for Developing Smart Learning System under Mobile Environment (모바일환경에서의 스마트러닝 시스템 개발 전략)

  • Min, Sung-Ki;Yang, Seung-Bin
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2011.06d
    • /
    • pp.16-19
    • /
    • 2011
  • 최근에 Smart Phone 보급의 급격한 확산에 따라 2012년경에는 국내에서 약 2천만명 정도가 Smart Phone을 사용할 것이며 전 세계적으로도 약 3억5천만대 정도의 사용자가 Smart Phone을 사용할 것으로 예상되고 있다. 이러한 Smart Phone에서 시작된 u-Device 변혁은 Smart Phone, Tablet-PC, Smart TV, Desk Top Computer를 연계한 Seamless 학습 환경 및 최근의 N-Screen 환경의 구현을 가능하게 하고 있다.

Study on the Standardizations Technology of Mobiloud (모빌라우드 표준화 연구)

  • Choi, Sung
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2012.11a
    • /
    • pp.1344-1347
    • /
    • 2012
  • Mobile Cloud Computing services anywhere, anytime access to the Internet via a mobile terminal means to provide services, speakers are called Mobiloud. Computing processing power limitations of mobile devices, storage, due to space constraints, the tasks handled by mobile devices and data processing services to move to cloud environments. In recent years, smartphone, tablet PC and mobile device companies and individuals to spread and spread, and the content of the accelerating cloud painters, mobile cloud that can communicate with each other requires a standard service.

Improvement of user interface design optimized for tablet PC environment (태블릿PC 환경에 최적화된 웹사이트의 유저 인터페이스 디자인 개선)

  • Oh, Hyoung-Yong;Min, Byoung-Won;Oh, Yong-Sun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2011.05a
    • /
    • pp.69-70
    • /
    • 2011
  • 웹표준 준수가 미비한 국내 모바일 인터넷 환경에서는 자유로운 인터넷 서핑이 어렵고, 국내 웹사이트의 대부분이 사용성이나 접근성 보다는 다양한 기능과 화려한 디자인에 주력하여 개발하고 있기 때문에 스마트폰이나 태블릿 PC에서 접속시 사용성 및 접근성을 떨어뜨리는 요인이 된다. 이에 본 연구는 모바일 환경에서 사용성과 접근성을 고려한 웹 인터페이스를 제안함으로써 기업과 사용자들에게 모바일 환경에서도 쉽게 웹사이트 접근할 수 있도록 개선 하고자 한다. 이를 통해 연구대상인 (주)링크소프트의 웹사이트에 적용하여 향후 기업 모바일 웹사이트를 개발하고자 하는 개발자들에게 유저 인터페이스(UI) 디자인 적용방향관한 지침을 제공한다.

  • PDF

Big Data Technology Trends and Analysis (빅 데이터 기술 동향 및 분석)

  • Shin, Hwa-Young;Park, Kyeong-Soo;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.953-954
    • /
    • 2013
  • Smartphone, Tablet PC users increases rapidly, the amount of data is an increasing number and their characteristics vary. Big Data field to collect vast amounts of data such that create new value by analyzing has attracted attention. In recent years, big data technology to use for marketing and product planning movement is growing. In this paper, we would like to analyze the trends of big data.

  • PDF

An Analysis on API Platform for Tizen Web Application (타이젠 웹 어플리케이션 API 플랫폼 분석)

  • Kim, Hyungjun;Jo, Geumsan;Choo, Hyunseung
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2012.11a
    • /
    • pp.142-144
    • /
    • 2012
  • Tizen은 삼성전자와 인텔(Intel), 리눅스 재단(Linux Foudation)이 공동으로 개발한 리눅스(Linux) 기반의 오픈 소스 플랫폼(Open Source Platform)이다. Tizen은 스마트폰(Smart Phone)과 태블릿 PC(Tablet PC)를 위한 운영체제이지만 GPS(Global Positioning System) 내비게이션을 포함한 자동차 인포테이먼트(In-Vehicle Infotainment) 시스템과 넷북(Netbook), 스마트 TV(Smart TV)에서도 사용될 수 있도록 개발되었다. Tizen은 안드로이드(Android)와 마찬가지로 리눅스 커널(Kernel)에서 실행할 수 있지만, 소프트웨어 프레임워크(Software Framework)는 HTML5(Hypertext Mark-up Language 5)로 설계되었다. 또한 Tizen은 HTML5 를 기반으로 다른 플랫폼에서도 쉽게 호환될 수 있는 웹 어플리케이션의 실행을 지원한다는 특징을 갖고 있다. 본 논문에서는 Tizen 웹 어플리케이션 개발의 기반이 되는 HTML5 API 와 Tizen 웹 API 를 중점적으로 살펴 본다. 그리고 이 두 가지 핵심 요소에 대한 이해를 통해 Tizen 의 향후 발전가능성을 조명한다.