• Title/Summary/Keyword: 기억부하

Search Result 34, Processing Time 0.016 seconds

An analysis on the difference in banking app usability by elderly age - Focusing on the PACMAD model - (고령층 연령에 따른 뱅킹앱 사용성 인식에 대한 차이 분석 -PACMAD 모델을 중심으로-)

  • Hyun Suk Joung
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.28 no.2
    • /
    • pp.61-75
    • /
    • 2023
  • This study aims to evaluate the usability of a banking app that is frequently used by the elderly. To this end, the usability PACMAD(People At the Center of Mobile Application Development) model that can be used in mobile was explained and the usability evaluation was empirically verified for the elderly over 60 years of age. For this study, descriptive statistics and variance analysis were conducted using SPSS 25.0 for 165 elderly people who had experience using banking apps. Looking at the analysis results of this study, efficiency, satisfaction, and effectiveness showed relatively high scores, and learnability, memorability, error, and cognitive load showed relatively low scores. In addition, in the verification of differences by age, it was confirmed that there were differences in all variables by age. These results suggest that the elderly's usability evaluation of banking apps and differences by age could be confirmed, but there is also a limitation that comparison with the general public is difficult because the age is limited to the elderly.

Effect of Digital Storytelling based Programming Education on Motivation and Achievement of Students in Elementary school (디지털 스토리텔링 기반 프로그래밍 교육이 학습자의 동기 및 학업 성취도에 미치는 영향)

  • Kim, Kwang-Yeol;Song, Jeong-Beom;Lee, Tae-Wuk
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.1
    • /
    • pp.47-55
    • /
    • 2009
  • The purpose of this study is to ermine the effect of digital storytelling as a strategy of programming education to improve students' learning motivation and achievement. To overcome the difficulty of programming education in elementary school and find teaching method which derives the students' motivation, we used a digital storytelling in programming class. Digital storytelling that is considered as an important factor of edutainment gives interest to learners with interaction and stories for programming materials. The result is that elementary school students are more interested in programming and attend actively and their motivation and achievement is improved. Therefore it can gives elementary school students a positive experience with programming that will hopefully contribute to a more positive attitude towards computer science.

Design of 5V NMOS-Diode eFuse OTP IP for PMICs (PMIC용 5V NMOS-Diode eFuse OTP IP 설계)

  • Kim, Moon-Hwan;Ha, Pan-Bong;Kim, Young-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.10 no.2
    • /
    • pp.168-175
    • /
    • 2017
  • In this paper, a 5V small-area NMOS-diode eFuse OTP memory cell is proposed. This cell which is used in PMICs consists of a 5V NMOS transistor and an eFuse link as a memory part, based on a BCD process. Also, a regulated voltage of V2V ($=2.0V{\pm}10%$) instead of the conventional VDD is used to the pull-up loads of a VREF circuit and a BL S/A circuit to obtain a wider operational voltage range of the eFuse memory cell. When this proposed cells are used in the simulation, their sensing resistances are found to be $15.9k{\Omega}$ and $32.9k{\Omega}$, in the normal read mode and in the program-verify-read mode, respectively. Furthermore, the read current flowing through a non-blown eFuse is restricted to $97.7{\mu}A$. Thus, the eFuse link of a non-blown eFuse OTP memory cell is kept non-blown. The layout area of the designed 1kb eFuse OTP memory IP based on Dongbu HiTek's BCD process is $168.39{\mu}m{\times}479.45{\mu}m(=0.08mm^2)$.

Mania Construction and Constitution based on Animation 'Full metal Alchemist's Character (애니메이션 '강철의 연금술사' 의 캐릭터를 중심으로 한 매니아 형성과 구조)

  • Park, Yoon-Sung;Kim, Hye-Sung;Lee, Ga-Young
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.12
    • /
    • pp.253-260
    • /
    • 2006
  • As media and product became variety, the propensity of the people is be coming various. From diversity, there we could search for some popularity is called 'the mania.' When Mania takes shape, the product will being longer even masses in these days only have short-term life. Also there are hundreds of animations that has short-term life whom people forgot everyday they watch. However, the animations could lasting its value which has the Mania. This thesis is a studies on the constitution of Mania from animation 'Fullmetal Alchemist's Character The BONES had made. We can learn that the audience were not just like the animation, but get crazy for it by comparing Japanese animation industry in those days; before it has been shrinking and manufacturing various contents from Fullmetal Alchemist means there is enough consumtions. There are many reasons to form Mania group, but specially the character symbols at the works as a whole. From this study is to know a cause of how the animation 'Fullmetal Alchemist' made huge Mania group, and significance value of the work those group left.

  • PDF