• 제목/요약/키워드: use of computer

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Analysis of 3D Building Construction Applications in Augmented Reality

  • Khan, Humera Mehfooz;Waseemullah, Waseemullah;Bhutto, Muhammad Aslam;Khan, Shariq Mahmood;Baig, Mirza Adnan
    • International Journal of Computer Science & Network Security
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    • 제22권10호
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    • pp.340-346
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    • 2022
  • Construction industry is considered as one of the oldest industries in the world since human came into being and the need of their own space is realized. All this led to make the world a space of many beautiful constructive ventures. As per the requirements of today's world, every industry is recognizing the need for use and adoption of modern as well as innovative technologies due to their benefits and timely production. Now construction industry has also started adopting the use of modern and innovative technologies during their projects but still the rate of adoption is so slow. From design to completion, construction projects take a lot to manage for which technology based solutions have continuously been proposed. These include Computer Aided Design (CAD), building information modeling (BIM) and cloud computing have been proved to be much successful until now. The construction projects are high budgeted, and direly require timely and successful completion with quality, resource and other constraints. So, the researchers observe the need of more clear and technology based communication between the construction projects and its constructors and other stakeholders is required before and during the construction to take timely precautions for expected issues. This study has analyzed the use of Augmented Reality (AR) technology adopting GammaAR, and ARki applications in construction industry. It has been found that both applications are light-weighted, upgradable, provide offline availability and collaborative environment as well as fulfil most of the requirements of the construction industry except the cost. These applications also support different screen size for better visualization and deep understanding. Both applications are analyzed, based on construction's application requirements, usability of AR and ratings of applications user collected from application's platform. The purpose of this research is to provide a detail insight of construction applications which are using AR to facilitate both the future developers and consumers.

ROM BIOS를 이용한 컴퓨터 하드웨어 장애인식 모듈 설계 (Design of Computer Hardware Fault Detector using ROM BIOS)

  • 남의석
    • 한국융합학회논문지
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    • 제4권3호
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    • pp.21-26
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    • 2013
  • PC에서 모니터나 본체에서 전원인가 후 아무런 외부적인 반응이 없는 경우, 이것이 하드웨어 장애인지 아니면 소프트웨어 장애인지 일반 사용자의 경우 확인이 어려운 상황이다. 본 연구는 이러한 경우 컴퓨터 하드웨어 장애 인지 소프트웨어 장애인지를 구별하고 하드웨어 장애인 경우 어떤 하드웨어가 장애인지를 알려주는 모듈을 개발하였다. 즉, 본 연구는 일반 PC의 OS 부팅 전에 하드웨어 장애로 인한 부팅 실패시 하드웨어 장애를 인식하는 모듈을 개발한 것으로 컴퓨터 PCI slot에 장착되며 컴퓨터 전원 인가시 CPU는 메인보드 롬바이어스 내용을 순차적으로 처리하는데 특정 하드웨어 장애시 순차적 진행을 중단한다. 본 연구의 개발 모듈은 이러한 경우 롬바이어스의 중단 번지를 인식하여 장애 하드웨어를 사용자에게 알려주는 역할을 한다. 개발된 하드웨어 장애인식 모듈은 모의 평가 시험을 통해서 정확하게 인식할 수 있었다.

Ability of children to perform touchscreen gestures and follow prompting techniques when using mobile apps

  • Yadav, Savita;Chakraborty, Pinaki;Kaul, Arshia;Pooja, Pooja;Gupta, Bhavya;Garg, Anchal
    • Clinical and Experimental Pediatrics
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    • 제63권6호
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    • pp.232-236
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    • 2020
  • Background: Children today get access to smartphones at an early age. However, their ability to use mobile apps has not yet been studied in detail. Purpose: This study aimed to assess the ability of children aged 2-8 years to perform touchscreen gestures and follow prompting techniques, i.e., ways apps provide instructions on how to use them. Methods: We developed one mobile app to test the ability of children to perform various touchscreen gestures and another mobile app to test their ability to follow various prompting techniques. We used these apps in this study of 90 children in a kindergarten and a primary school in New Delhi in July 2019. We noted the touchscreen gestures that the children could perform and the most sophisticated prompting technique that they could follow. Results: Two- and 3-year-old children could not follow any prompting technique and only a minority (27%) could tap the touchscreen at an intended place. Four- to 6-year-old children could perform simple gestures like a tap and slide (57%) and follow instructions provided through animation (63%). Seven- and 8-year-old children could perform more sophisticated gestures like dragging and dropping (30%) and follow instructions provided in audio and video formats (34%). We observed a significant difference between the number of touchscreen gestures that the children could perform and the number of prompting techniques that they could follow (F=544.0407, P<0.05). No significant difference was observed in the performance of female versus male children (P>0.05). Conclusion: Children gradually learn to use mobile apps beginning at 2 years of age. They become comfortable performing single-finger gestures and following nontextual prompting techniques by 8 years of age. We recommend that these results be considered in the development of mobile apps for children.

A Study on the VDT Workstations Usage for Office Workers

  • Kim, Daysung;Lee, Dong-Kyung;Cho, Hae Kyeong
    • 대한인간공학회지
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    • 제34권2호
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    • pp.179-190
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    • 2015
  • Objective and Background: Due to increase in Musculoskeletal Disorders (MSDs) relating to computer use, a number of ergonomics recommendations have been proposed in order to tackle this problem. However, some of these recommendations have been conflicting. Method: This study was to survey the VDT (Visual Display Terminal) use of office workers. The subjects were 452 workers at 13 places of business and the data were collected by self-administered questionnaire. Results: As a result, prevalence of self-reported MSDs of all VDT workers was 90.2% and shoulder took up 57.0% and neck 38.3% by symptom part of body. The population of computer use of more than 6h/day was 84.5%, and 33.8% also reported using the VDT 2~3h/day without the rest time. Desktop computer users were 95.6%, and a 17-inch monitor accounted for 42.0% among the desktop users. As a result of satisfaction survey on overall computer work, 21.1% of the total respondents said satisfied, desk complaint was about 24.6%, and chair complaint was 33.4%. Despite the importance of computer environment, satisfaction was from fair to uncomfortable. Conclusion and Application: In conclusion, office workers are prone to the MSDs due to their work environment. Additionally, this study found that task was a significant effect for the majority of dependent variables, and therefore, the improvement of computer workstations work environment is urgent, and the improvement of desk height adjustment, chair seat size (length, width), backrest condition, location of keyboard (mouse) and arm rest is required.

온톨로지 저장소 관리에 관한 연구 (The Research for Ontology Repository Management)

  • 이동훈;양정진
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 추계학술대회 논문집
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    • pp.124-127
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    • 2005
  • The increased use of ontologies fur knowledge sharing emerges in many applications where knowledge applicability plays a critical role. The trend demands the need for an infrastructure that allows management tools to use ontology more easily such as ontology editors, storing, integration and inference engines towards comprehensive ontology-based solutions. We call such an infrastructure as ontology repository. This paper designed ontology repository for scalable ontology data

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개인별 주요 블록의 다중 반경 LBP 매칭을 이용한 모바일 환경에서의 얼굴인증 (Face Authentication using Multi-radius LBP Matching of Individual Major Blocks in Mobile Environment)

  • 이정섭;안희석;금지수;김태형;이승형;이현수
    • 방송공학회논문지
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    • 제18권4호
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    • pp.515-524
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    • 2013
  • 본 논문에서는 모바일 환경에서의 얼굴인증을 위해 개인별 주요 블록에 대한 LBP 매칭 기반의 새로운 방법을 제안한다. 주어진 사진으로부터 개인별 주요 블록을 구성하기 위하여 유사도가 높은 블록을 찾아 블록별 확률 분포를 계산하고 임계값을 적용하여 사람마다 다른 블록의 개수를 얼굴인증에 사용하도록 한다. 그리고 단일 반경 LBP 기반 얼굴인증 방법의 성능 향상을 위하여 다중 반경 LBP 히스토그램을 이용하여 개인별 주요 블록을 결정한다. 실험 결과 다중 반경 LBP 히스토그램을 이용함으로써 단일 반경 LBP 히스토그램만 사용하여 얼굴인증을 수행할 때보다 타인의 인증을 수락하는 오인수락율을 줄일 수 있었다. 또한, 기존 방법과의 성능 비교에서 제안한 방법이 블록의 개수는 기존 방법의 44.59%만 사용하면서 인증 오류율은 평균 7.72% 낮은 결과를 얻었다.

업무특성, 기술, 경험, 태도에 따른 전자우편의 사용에 관한 연구 ((An empirical study on e-mail use according to attitudes, experiences, skills toward e-mail, and task characteristics))

  • 김태열
    • 한국컴퓨터산업학회논문지
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    • 제3권9호
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    • pp.1261-1268
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    • 2002
  • 본 연구의 목적은 정보풍부성이론과 사회적 영향이론의 접목을 통하여 업무특성, 기술 및 경험이 전자우편에 대한 태도에 미치는 영향과 태도가 전자우편의 사용에 미치는 영향을 분석하는데 있다. 커뮤니케이션 매체에는 직접대면, 서신, 팩시밀리, 전자우편 등이 있지만 본 연구에서는 e-mail에 초점을 맞추었다. 본 연구의 결과는 전자우편에 대한 태도는 전자우편의 경험 및 기술에 영향을 받으며 전자우편의 사용은 전자우편에 대한 태도에 영향을 받는 것으로 나타났다. 본 연구의 결과는 정보풍부성이론과 사회적영향이론에서 예측한 결과와 동일한 것으로 나타났다.

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부산 . 경남지역 중학교 남학생의 학년에 따른 컴퓨터 음란물 접촉실태에 관한 연구 (A Study on the contact to lascivious computer programs and sexual attitude and behaviour by the grade of middle school students in Pusan and Kimhae area)

  • 손혜숙;김혜옥;김대환;이종태
    • 보건교육건강증진학회지
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    • 제16권2호
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    • pp.55-66
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    • 1999
  • To evaluate the status of the contact to lascivious computer programs and sexual attitude and behaviour by the grades of middle school boy students, the questionnaire survey was done on 715 students of five middle schools in Pusan and Kimhae area from December 15 to December 24, 1997. The data were analyzed by PC SAS; $X^2$ -test. The level of significance was 0.05. 404 students (56.5%) had a personal computer in their home. 516 students(72.2%) have experienced of using a computer program. 294(57%) of them usually played a game with computer. 514 students(71.9%) had experiences of the contact to a lascivious computer program, which increased with the grades of the students(p〈0.05). The first exposure to a lascivious program was when they were elementary school students in 24.6% of first grade middle school student, 13.8% of second grade, and 11.3% of 3rd grade students. 92% of the students was introduced to first contact through their friends. 63.7% of them watch the program at their friends home. The most common drives to contact to a lascivious programs were curiosity (53%). Sexual desire was a higher drive in third grade students (20.6%) than lower grades. After contacting to a computer lascivious program, desire of masterbation was more frequent in lower grade students. and feeling disgust was more frequent in higher grade students (p〈0.05). Frequence of masterbation or sexual intercourse was higher in high grade students(p〈0.05) In conclusion, distribution and popular use of computer attributes to the increased exposure to lascivious programs and lowering the age of first exposure. There was the difference according to the grades in the feeling and sexual behaviour after contacting to computer lascivious program. Appropriate methods to protect young students to contact a lascivious program should be sought. The use of computer should be educated in elementary school students accompanied by proper sex education.

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서울지역 일부 초등학생의 식생활 양상 변화에 대한 연구 - 컴퓨터 사용을 중심으로 - (A Study on the Change in Dietary Patterns of Some Elementary School Children in Seoul - concerning the Frequent Use of Computers -)

  • 강영림;김애정
    • 동아시아식생활학회지
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    • 제13권4호
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    • pp.284-292
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    • 2003
  • This study was conducted to investigate the changes of dietary attitudes and behaviors in relation to the use of computers of elementary school children in Seoul. The total of 451 elementary school children, consisting of 235 females and 216 males, participated in the study. The result of domestic characteristics, dietary attitudes and behaviors, the level of the use of computers, and health-related symptoms of the subjects were achieved through the questionnaires as follows: The average height, weight, BMI and obesity-index of the participants were 149.0 cm, 42.4 kg, 19.0, -8.6, respectively. Anions subjects, 42.8% answered their bed times were between 11~12 pm, and 82.4% answered that they had extracurricular activities. The most desired activity as their leisure was computer works (female: 44.3%, male: 62.5%). 38.4% of children used the computers for 1~2 hours a day and the most general usage of computers was a computer game (66.1%). The changes in dietary habits of the subjects were such as eating faster(30.2%), having lots of snacks(28.8%), eating anything at hand(26.4%), skipping breakfast due to over-sleeping(18.4%). As changes in life patterns, those in the time managements for watching T.V.(35.3%), reading(35.0%), exercising(31.9%), sleeping(27.5%), relaxing(27.5%) and other hobbies(26.4%) were observed. In conclusion, many children were being affected by the socioeconomic factors changing the environments, especially by the need for the use of computers. The rates of eating alone and skipping breakfast were getting higher in the dietary patterns of elementary school children. We found that the changes in social environments according to the heavy use of the computer were affecting on their dietary pattern. The direction and method of nutrition education had to be established for the proper understanding of the desirable dietary behaviors.

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Factors affecting adoption of Internet Banking: A case study from India

  • Malhotra, Pooja;Kassim, Normalini Md;Ramayah, T.
    • 아태비즈니스연구
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    • 제5권2호
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    • pp.13-24
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    • 2014
  • The objective of this research is to find out the factors affecting adoption of Internet banking in India. The data is based upon a survey of 150 bank customers using a convenience sampling technique with the aid of a structured self-administered questionnaire. The research model was analyzed using Partial Least Squares (PLS) analysis. The recommended procedures have been tested which is measurement model and structural model. Perceived Usefulness, Perceived Ease of Use, Perceived Risk, Image, Results Demonstrability, Perceived Behavioral Control and Subjective Norm were influence intention to use Internet banking. However, Perceived Ease of Use, Perceived Credibility and Computer Self Efficacy were not influence intention to use Internet banking. The findings of this study are expected to be of great use to the bank marketers. An understanding of the factors identified in this study allows bank managers to direct efforts and resources in the most effective and efficient way to increase bank business in the long run and encourage their bank customer's to adopt Internet banking. Moreover, this paper contributes to the empirical literature of diffusion of financial innovations, particularly Internet banking in a developing country, such as India.

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