• 제목/요약/키워드: use of computer

검색결과 10,192건 처리시간 0.047초

Plastic Pandemic caused by COVID-19; Based on Market Price of Recyclable Resources

  • Lee, Da Hye;Chang, In Hong;Kim, Youn Su
    • 통합자연과학논문집
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    • 제13권4호
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    • pp.158-169
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    • 2020
  • Modern people live in the age of plastics. It has been widely used due to its easy molding processing, mass production, and excellent durability. However, over-produced plastics for convenience cause plastic disasters and adversely affect the ecosystem. Since the COVID-19 outbreak, the use of single-use plastic waste due to the use of delivery services has increased. The COVID-19 pandemic has caused a plastic pandemic. Currently, domestic recycling policies depend only on recycling collection companies and market prices of recyclable resources. This paper confirms whether the outbreak of COVID-19 has affected the price of plastic waste. It also shows that the price of plastic waste is more unstable than metals with a high recycling rate. This urges businesses to share the cost of recycling on plastic waste, no longer being dependent on market prices for recyclable resources.

HTML5 기반스토리텔링 비디오북 저작 툴의 설계/구현 (Design and Implementation of HTML5 based Authoring Tool for Audio-Visual Book)

  • 김태현;심재연;김성환
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2013년도 추계학술발표대회
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    • pp.1442-1445
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    • 2013
  • Portable devices are growth such as smart phone and smart pad and e-book market is also growing, but existing publishers have some problem of conversion paper book to e-book with technology. In this paper propose to solve this problem using HTML5 for E-book making tool. HTML5 is new version of HTML. It can be use video and audio element. Also a lot of web Browser can be use HTML5 format. If we have HTML5 compatible browser devices, we can use anywhere and anytime. We propose video book making tool using these HTML5 characteristics, it is available to support of text or images.

업무상 컴퓨터 사용 정도가 작업관련 불건강 증상 경험 여부 및 회수에 미치는 영향 분석 (The effect of computer using work hours on work-related symptom experiences)

  • 김영선;이경용
    • 대한안전경영과학회지
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    • 제16권3호
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    • pp.219-229
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    • 2014
  • Employees used computer significantly(IT employee) is increased by technological development in workplace. This study tried to find the magnitude of IT employees and the profile of their working conditions and ill health experiences in South Korea. Korean Working Conditions Survey was used with descriptive and mean difference test in order to find the difference working conditions and ill health status among the groups classified by the degree of using computer during work. Some of working conditions was positively correlated with the density of computer use such as work autonomy, the exposure of repetitive movement of hand and arms. The pain of upper extreme was also more frequently found in the highest user group of computer than lower user groups. Based on the result of hierarchical regression analysis, the effect of computer using on the experience of work-related symptoms after controlling other factors was shown as U shape. This study as heuristic one suggest that some of depth analysis with hypothesis will be done to identify the causes and pathway of impact of computer use.

Analysis and Comparison of Sorting Algorithms (Insertion, Merge, and Heap) Using Java

  • Khaznah, Alhajri;Wala, Alsinan;Sahar, Almuhaishi;Fatimah, Alhmood;Narjis, AlJumaia;Azza., A.A
    • International Journal of Computer Science & Network Security
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    • 제22권12호
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    • pp.197-204
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    • 2022
  • Sorting is an important data structure in many applications in the real world. Several sorting algorithms are currently in use for searching and other operations. Sorting algorithms rearrange the elements of an array or list based on the elements' comparison operators. The comparison operator is used in the accurate data structure to establish the new order of elements. This report analyzes and compares the time complexity and running time theoretically and experimentally of insertion, merge, and heap sort algorithms. Java language is used by the NetBeans tool to implement the code of the algorithms. The results show that when dealing with sorted elements, insertion sort has a faster running time than merge and heap algorithms. When it comes to dealing with a large number of elements, it is better to use the merge sort. For the number of comparisons for each algorithm, the insertion sort has the highest number of comparisons.

Maplet을 이용한 미적분학 교수-학습 방법 (Teaching-Learning Method for Calculus Education with Maplet)

  • 한동숭
    • 한국학교수학회논문집
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    • 제6권2호
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    • pp.71-85
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    • 2003
  • 본 논문에서는 학교 미적분학 교육에서 maple 패키지인 maplet의 활용 가능성에 대하여 연구하였다. 컴퓨터나 계산기를 수학교육에 사용하는 것에 대하여 많은 논란이 있었지만, 컴퓨터를 효과적으로 활용하고 수학적 이미지를 시각화하여, 학생들의 흥미를 유발할 수 있을 뿐만 아니라 수학적 개념을 귀납적, 직관적으로 전달할 수 있다. Maple은 현재 대학교육에서 많이 활용되고 있지만, maplet이라는 maple 패키지를 이용하여 maple application을 활용한다면 중등 교육에서도 좋은 멀티미디어 교구가 될 것이다. 본고에서는 Maplet의 사용법을 알아보고, 미적분학에서 활용할 수 있는 몇 가지 application을 제작$.$소개하였다.

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TMN 컴포넌트 기반 소프트웨어 개발을 위한 망 장애해결 Use Case 모델링 (A Use Case Modeling of Telecommunication Network Fault Correction for the Component-Based Software Development)

  • 김효수;신정길;이용권;백청호
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2003년도 춘계학술발표논문집 (중)
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    • pp.751-754
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    • 2003
  • 통신산업환경의 변화 즉 통신시장의 개방화, 글로벌화 및 경쟁체제의 돌입으로 통신사업자는 기존의 단위시설의 운용관리 개념에서 네트워크관리, 서비스관리, 사업관리개념으로 통합 발전되고 있는 국제 표준권고의 통신망의 운용 경영 방식인 TMN(Telecommunications Management Network)에 부합한 개방형 운용정보공유 및 일원화된 통신망 운용관리시스템 구축 및 관리로 전환하려는 추세이다. 본 연구에서는 TMN 컴포넌트 기반 소프트웨어 개발을 위한 망 장애 해결 Use Case 모델링을 설계하였다.

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청소년 컴퓨터용 가구특성과 요구에 관한 연구 (The Characteristics and Needs of Computer Furniture for the Adolescent)

  • 박희진
    • 한국주거학회논문집
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    • 제19권4호
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    • pp.1-10
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    • 2008
  • According to the Korean National Statistics Office(KNSO), more than 90% of Korean adolescents aged from 15 to 19 use a computer for more than 10 hours per week. The KNSO also reveals that this age group mostly uses a computer in their own room, followed by a commercial place. It is also found that the house for the adolescent is not simply a physical environment, but is rather a center of their personal lives where their personal and social developments are formed. Therefore, the physical environment where computers are used is very important. The purpose of this study was to investigate the characteristics and needs of computer furniture for the adolescent. Data were collected through self-administered questionnaires and 414 adolescents participated. The results of this study are as follows: (1) Most of the respondents(42%) used the internet for less than one hour per day and it was used for community visits and operations, game, and chat rooms. (2) The desks where computers were used were specially designed and made of wood. Chairs were typically height adjustable with armrests and there was no task lighting for computer use. (3) The preferences of computer furniture were chairs with a high back, casters and armrests. The overall satisfaction of individual computer rooms was low. However, it is important for an adolescent to be provided with a user friendly environment for sound growth and development. Further study is therefore needed regarding environmental variables through empirical study.

A Study on the Actual Condition of Smartphone Usage and the Influential Variables of 3 to 5 Years Old Children

  • Choi, Dea-Hun
    • 한국컴퓨터정보학회논문지
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    • 제24권2호
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    • pp.179-184
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    • 2019
  • As the tendency of children's overdependence on smart phones increased, it was obligatory to carry out preventive education more than once a year in kindergarten and day care center, but there is no specific guidance on contents and method of preventive education. This is due to the lack of prior studies on the actual use of smartphones and the influence variables of infants and young children. The purpose of this study was to investigate the effects of use time, frequency of use, and sociological background variables on the actual situation of smartphone usage and overdependency on smartphone among 3-5 year old children nationwide. For the analysis, the frequency of the use of smartphone for 3-5 year old children was analyzed by frequency analysis, and the influence variables were correlated and multiple regression analysis. Research shows that smartphone overdependence of 3-5 year old children have an influence on the use time and frequency of use. The results should include content that restricts the use time and frequency of use of smartphones and prevention education programs for 3-5 year olds and young children. Suggesting a need for a transition to the educational method used.

A Study on Factors Affecting the Use Intention of Virtual Reality(VR) Devices: Based on UTAUT and VAM Model

  • Li, Zhou-Yang;Yoon, Sung-Joon;Liu, Zi-Yang
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.35-43
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    • 2019
  • The purposes of this study is to derive the influence factors of Virtual Reality(VR) technologies acceptance based on the study of unified theory of acceptance and use of technology and value-based acceptance model to test the use and acceptance of VR devices. The survey methods were used for this study, and the data from a total of 400 consumers were used for the analysis. And the structural equation model was used to analyze the data. The results of the study are as follows: First, benefit components perceived enjoyment(EN) and sacrifice components personal innovative(PI) of VR devices were positively related to perceived values and use intention of VR devices, although the benefit components performance expectancy(PE) was positively related to perceived values(PV) but was not positively related to the use intention of VR devices. Second, sacrifice components perceived cost(PC) and anxiety(ANX) of VR devices were negatively related to perceived value(PV), but were not negatively related to the use intention of VR devices. Third, perceived values was not obvious related to the use intention(UI) of VR devices. The results of this study contribute to the literature as a new attempt to examining the effect on consumer use intention in VR technology areas.

Association between the Using Goals of Computer and Self-regulated Learning Ability in Primary School Student Focusing on Gender Differences

  • Sung, Eunmo;Huh, Sunyoung
    • Educational Technology International
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    • 제15권1호
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    • pp.27-48
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    • 2014
  • The purpose of the present research was to examine the relationship between the using goals of computer and self-regulated learning ability on the gender difference. To accomplish this goal, we have analyzed the data of Korea Children and Youth Panel Survey III which is nationally collected from primary school students, currently on the 6th grade in South Korea. 2,219 samples were used in the study excluding missing samples. The participants were 1167 males (49.5%) and 1052 females (50.5%). The mean age was 13.94 years (SD=.25). As results, female students spent more time on using computer than male students did: (1) the male students' time spent on Playing game was significantly larger than that of female students, but (2) on the rest seven using goals of computer including e-Learning/Information retrieval for learning, the female students spent significantly more time than the male students did. Also, in terms of the self-regulated learning ability, using computer for e-Learning/Information retrieval for learning itself gave significantly positive effects on both male and female students' self-regulated learning ability. On the other hand, Playing game gave significantly negative effects on both. Based on the results, some strategies were suggested on the proper use of computer for learning.