• Title/Summary/Keyword: 게임 시장

Search Result 939, Processing Time 0.025 seconds

A Design and Implementation of Intelligent Self-directed learning APP for Considering User Learning Level (학습 수준정보를 반영한 지능형 자기 주도 학습 앱 설계 및 구현)

  • Lee, Hyoun-Sup;Kim, Jin-Deog
    • The Journal of Korean Association of Computer Education
    • /
    • v.16 no.4
    • /
    • pp.55-62
    • /
    • 2013
  • Most of the APP market today, it is biased in the field of games and entertainment. In contrast, market-share of the educational APP is very low. This phenomenon is due to two major problems. The first is a decrease in the reuse because of the test of simple pattern. The second is difficult to consider user-level range that was learned previously. In this case it is necessary for students to do additional effort. This paper, propose an educational intelligent educational APP to solve the problems described above and shows implementation results. This system analyzes the stored results that have been saved to determine the area of vulnerability. Time-based Re-validation module helps long-term memory of student. The proposed system in this way directly supports self-directed learning. Therefore, the students can be able to relearn weak area autonomously. It results in improved academic achievement.

  • PDF

Effects of Entrepreneurship Education on Entrepreneurial Intention of Undergraduate (대학의 창업교육이 학생들의 창업의지에 미치는 영향)

  • Park, Kwang-O
    • Management & Information Systems Review
    • /
    • v.33 no.5
    • /
    • pp.233-247
    • /
    • 2014
  • The purpose of this study was to analyze the influence of teaching style on entrepreneurial intention of undergraduate. And this study was to analyze the influence of teaching style on study attitude of undergraduate. Additionally, this study was to analyze the influence of teaching style on self-esteem of undergraduate. The results of this study can be summarized as follows. Firstly, entrepreneurial intention of undergraduate showed a statistically significant difference based on teaching style. Secondly, study attitude of undergraduate showed a statistically significant difference based on teaching style. Lastly, Secondly, self-esteem of undergraduate showed a statistically significant difference based on teaching style.

  • PDF

터치패널용 강화유리 기판상 고투과율 투명전도성 ITO 박막제조 및 특성

  • Choe, Seung-Hun;Lee, Dong-Min;Jeong, Myeong-Hyo;Son, Yeong-Ho;Jeon, Chan-Uk;Kim, In-Su
    • Proceedings of the Korean Vacuum Society Conference
    • /
    • 2010.08a
    • /
    • pp.140-141
    • /
    • 2010
  • 터치패널은 키보드나 마우스와 같은 입력장치를 사용하지 않고, 스크린에 손가락, 펜 등을 접촉하여 입력하는 방식이다. 누구나 쉽게 입력할 수 있는 장점으로 인해 기존에는 현금인출기, 키오스크 등 공공분야에 주로 많이 사용되어 왔으나, 최근의 터치스크린은 휴대폰, 게임기, 네비게이션, 노트북 모니터 등 개인정보기기의 입력장치로 활용분야가 넓어져가고 있다. 기존 터치패널은 유리 기판 위에 ITO박막(투명전도막)을 진공코팅하여 사용하여 왔지만, 최근 터치패널은 경량화를 고려하여 PET 필름 기판 위에 ITO 박막을 진공코팅하여 사용하고 있다. PET 필름의 유연성 때문에 ITO 코팅된 필름을 PC 혹은 강화유리 위에 OCA 물질을 이용하여 다시 고정하여야 한다. 이때 터치패널 제작시 생산공정이 늘어나 생산성이 떨어지고, 터치패녈의 광투과율도 떨어지는 2차적인 문제가 발생한다. 이를 해결코자하는 터치페널 업체의 needs가 있고, 최근에 이를 해결하기 위하여 PC, 강화유리, 그리고 COP 기판 위에 ITO 박막을 직접 진공코팅하는 공정개발이 진행되고 있다. ITO 박막은 진공코팅 중에 열을 가하여 결정화를 이루어야 하는데, PC, 강화유리 그리고 COP 기판의 열에 약한 특성을 고려하여, 열을 가하지 않고 ITO 박막을 진공코팅하여야 한다. 이러한 ITO 박막의 진공코팅 공정에는 In-line magnetron sputtering system이 사용된다. 본 연구에서는 In-line magnetron sputtering system을 사용하여 강화유리 기판 위에 터치패널용 고투과율 투명전도성 ITO 박막을 제작하고 그 특성을 조사하였다. ITO 박막의 면저항은 230Ohm/cm2, 최고 광투과율은 90.96%(@541~543nm), 그리고 550nm에서 광투과율은 90.45%로 ITO 박막 코팅 전후에 투과율 차이가 0.4임을 확인하였다. 정전용량방식의 터치패널에서는 ITO 박막 코팅 전후에 투과율 차이가 1 이하의 특성을 필요로 하는데, 이는 ITO 박막 패턴후에 패턴이 보이지 않게 하기 위해서이며, 이러한 시장의 needs를 고려하면 본 연구에서 매우 중요한 연구성과를 얻었다고 말할 수 있다.

  • PDF

Making USB Wireless For Attaching to the Embedded System (임베디드 시스템 장착을 위한 USB 장치의 무선화)

  • Yoo Jin Ho;Cho Il Yeon;Lee Sang Ho;Han Dong Won
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.31 no.1B
    • /
    • pp.19-25
    • /
    • 2006
  • It's for USB to be used more frequently than another I/O devices. The Universal Serial Bus is the most successful interface in PC history. It's already the do facto interconnect for PCs, and has proliferated into consumer electronics(CE) and mobile devices as well. USB has built on many killer applications, many CE devices, many interfaces. The tangle of wires among the number of devices in your home demands wireless technology. If our devices is unwired, it solves the tangle of wires. In this paper we want to use Legacy USB functionalities, portabilities, multimedia capabilities with wireless interconnection. This paper is related to a study of USB implementation without wires. This paper is related to make the hub function of USB cordless, so it will connect host with devices without wires. In case making USB wireless, it must support the above functionalities. Moreover, It needs the data structure and the resources for host functionalities, e.g. ETD(Endpoint Transfer Descriptor), data memory. This will benefit a convenient use of USB.

The Impact of Oil Exploration and Development on the Dynamic Structure of Tariff Imposed by Oil Importing Country: The Case of OPEC (석유 탐사 및 개발이 석유 수입관세의 동태적 부과구조에 미치는 영향: OPEC의 경우)

  • Lee, Dug Man
    • Environmental and Resource Economics Review
    • /
    • v.25 no.2
    • /
    • pp.255-276
    • /
    • 2016
  • This paper is designed to investigate the dynamic structure of optimal tariff imposed by the oil importing country from OPEC when OPEC increases the oil reserves through exploration and development. For this purpose, we used a Stckelberg differential game modeling approach, and tried to analyze two cases such that the one is the extraction cost is dependent on the oil reserves and the other is the extraction cost is independent of it. On the basis of this analysis, we propose that the importing contry has to impose dynamically inconsistent tariffs if the extraction cost is dependent on the oil reserves. Otherwise, she should impose dynamically consistent tariffs announced at initial time. In addition, we found that whether or not the exporting country uses some portion of oil produced for domestic consumption does not affect our policy proposition stated above.

Mobile Jeju Tourism Culture Contents based on Interactive Storytelling (인터랙티브 스토리텔링에 기반한 모바일 제주관광문화콘텐츠)

  • Youn, Mi-Jin;Kim, Do-Kyoung;Hur, Chi-Hoon;Ko, Jae-Ho;Kim, Ju-Young;Yoo, Min-Young;Jung, Mun-Ik;Chun, Sung-Su;Cho, Jung-Won
    • Proceedings of the KAIS Fall Conference
    • /
    • 2006.05a
    • /
    • pp.143-146
    • /
    • 2006
  • 좁은 국토와 한정된 자원, 주변 국가와의 외래 관광객 유치 경쟁의 심화 등의 이유로 관광산업의 지속적인 발전이 힘들다는 전망이 대두되고 있다. 따라서 날로 다양해지는 관광소비자의 욕구를 정확하게 분석하고, 국내외 관광시장의 흐름을 파악해야 하며, 이러한 관점에서 분석한 결과, 국내 관광지에는 관광객을 유혹할만한 정보를 얻기 힘들고, 이미 통용되고 있는 관광정보 또한 기본적이고 단순한 정보에 지나지 않음을 알 수 있었다. 이에 본 연구는 이야기가 있는 관광지의 정보를 제공하여 보다 흥미 있는 관광정보를 제공하고, 여행자 개개인의 적극적 참여를 유도하기 위해 콘텐츠에 이야기, 애니메이션 및 게임을 제공하고, 주변상점과의 제휴를 통해 상호작용이 가능한 콘텐츠를 개발하였다. 또한 모바일 기기를 기반으로 하여 칼라코드, SMS등의 이용으로 보다 흥미롭고 사용이 편리한 콘텐츠를 개발하고자 노력하였으며, 캐릭터를 개발하여 과학적인 마케팅 전략의 수립으로 지속적인 제주관광발전을 도모하고자 하였다.

  • PDF

Location-based Services to Support Using Mobile Android Hiking Application "배낭메Go" (위치정보검색 기반의 '배낭메Go' Application 개발에 관한 연구)

  • Park, Sang Hyun;Kim, Kyung Hoon;Sim, Seung Bo;Park, Se Hee;Moon, Songchul
    • Journal of Service Research and Studies
    • /
    • v.2 no.2
    • /
    • pp.81-90
    • /
    • 2012
  • Hardware technology will be widen the area of involvement. If the smart phone capabilities by the pc, PC-free areas will have much higher utilization of smartphones. even subway or bus. and You also enjoy the game and information that you want to connect to the Internet. Because of the advantages of these smartphones, the world market has become more spread by the phone. In the recently, You need to boot your PC or notebook. In this project, using the GPS feature, and Android hiker safety and convenience applications for the purpose. Consumer-friendly via search for the mobile devices around the mountain and near by mountain. and we may be able to help the trail more easily research and develope that were using.

  • PDF

Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
    • /
    • v.15 no.9
    • /
    • pp.443-452
    • /
    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

The Status, Problem and Improvement Method for Cross-ownership between Agency and Production (매니지먼트사와 외주제작사간 상호겸영 실태와 문제점 및 개선 방안)

  • Kim, Jeong-Seob
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.12
    • /
    • pp.60-69
    • /
    • 2016
  • Korean management agency and production's size is bigger than ever applying diversification strategy since the Korean Wave started in 2000. Thus, the cross-ownership between two sectors is widespread and it's side effect such as unfair trading occurred among them. Came up with this problem, this study has focused on the analysis of the cross-ownership status of the entire Korean listed agencies and productions and the quest of the alternatives to solve the problem through in-depth interviews of the stakeholders and experts. Results showed that the horizontal regulation and American regulatory systems should be applied considering the previous law because the cross-ownership level was so high. In conclusion, it was proposed three regulatory models as follows : first, accept the cross-ownership and prohibit casting their contracted actors in their art, second, ban on the cross-ownership and allow mutual investment within a 10 to 20 percent stake, third, blanket ban on the cross-ownership and investment.

The study on convergence technology for sports related health (건강관련 스포츠 융합 기술 연구)

  • Kang, Seungae
    • Convergence Security Journal
    • /
    • v.15 no.7
    • /
    • pp.119-124
    • /
    • 2015
  • The purpose of this study was to examine the current status and future prospects through the Classification of sports and ICT convergence technology for the health. Sports and ICT convergence technology could be classified into three types-sports and virtual reality, wearable devices, application and platforms. First, the application of virt ual reality technology gives a user the feeling of reality, fun, and flow through the sensing technology. And this was extended to 'Gamification' concept, gamification of the Nike Plus has become a catalyst in the spread of wea rable devices market. Second, the fastest growing sector in the wearable device area is the health and sports. Chin ese and start-up companies as well as global ICT companies is competing for expanding the pool by releasing the fitness-related wearable devices. Third, the building of platform that can utilize the health and exercise-related dat a collected through the application is expanding.