• Title/Summary/Keyword: 모바일 교육

Search Result 617, Processing Time 0.027 seconds

M-Learning Application for Ubiquitous Learning Based on Android Web Platform (안드로이드 웹 플랫폼 기반 U-Learning을 위한 M-Learning 애플리케이션)

  • Kim, Hye-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.12
    • /
    • pp.5564-5569
    • /
    • 2011
  • In this paper we introduced Augmented Reality (AR) on Android platform for ubiquitous learning (u-learning). Android is breaking new ground for mobile computing and open technologies. Android is versatile as it is not limited only to mobile phones, but it can be installed on various devices. Android gives developers the opportunity to leverage their development skills, while also building an exciting and active community. Augmented Reality (AR) is going to be the future of most apps; all it takes is a decent processor, a camera, a compass and a GPS, all of which are becoming increasingly common on smart phones. Through AR we can have educational tools that provide individuals with total flexibility to receive, send, and review training and detailed product information through an increasingly ubiquitous web-enabled communication device. In this paper, we proposed Augmented Reality for Species Identification using Android Smartphone with augmented reality in species determination. This study is appropriate in the field of Biology. This is useful in outdoor experimental activities of the students. Like for example while they are visiting the zoo, botanical garden and etc.

Real-time Optimized Composition and Broadcasting of Multimedia Information (다중 미디어 정보의 실시간 최적화 합성 및 방송)

  • Lee, Sang-Yeob;Park, Seong-Won
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.2
    • /
    • pp.177-185
    • /
    • 2012
  • In this paper, we developed the composition system that it can efficiently edit camera recording data, images, office document such as powerpoint data, MS word data etc in real-time and broadcasting system that the file is made by the composition system. In this Study, we developed two kinds of algorithm; Approximate Composition for Optimization (ACFO) and Sequence Composition using Memory Que (SCUMQ). Especially, the system is inexpensive and useful because the system is based on mobile devices and PCs when lectures hope to make video institutional contents. Therefore, it can be contributed for e-learning and m-learning. In addition, the system can be applied to various fields, different kinds of multimedia creation, remote conferencing, and e-commerce.

Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.675-678
    • /
    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

  • PDF

Is the Youth Generation Free from the Digital Divide? -A Study on the Utilization of Mobile Information of the 2030 Youth Generation in Korea- (청년은 정보 활용격차에서 자유로운가? - 한국 2030 청년세대의 모바일 정보 활용에 관한 연구 -)

  • Kim, Seolihn;Koo, Hye-Gyoung
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.1
    • /
    • pp.39-54
    • /
    • 2021
  • This study aim to demonstrate and categorize the status of level of mobile information utilization of the 2030 youth generation, and to identify factors that may affect the digital divide within the generation. For this purpose, 1779 data were analyzed using materials for the 2018 digital divide survey in Korea Ministry of Science and ICT. According to the level of information utilization, the consumers were categorized into three types : reference group (46.5%), high utilization group (27.2%), and low utilization group (26.3%). There were statistically significant differences in demographics variable, consumer capabilities, living satisfaction by type of consumer. In addition, the factors influencing the digital divide of the high utilization group and low utilization group were identified compared to the reference group. It is meaningful that this study confirmed the actual gap of information utilization and raised the possibility of the digital divide within the 2030 youth generation.

Relative Speed based Task Distribution Algorithm for Smart Device Cluster (스마트 디바이스로 구성된 클러스터를 위한 상대속도 기반 작업 분배 기법)

  • Lee, Jaehun;Kang, Sooyong
    • The Journal of Korean Institute of Next Generation Computing
    • /
    • v.13 no.3
    • /
    • pp.60-71
    • /
    • 2017
  • Smart devices such as smart phones, smart TVs, and smart pads have become essential devices in recent years. As the popularity and demand grows, the performance of smart devices is also getting better and users are dealing with a lot of things such as education and business using smart devices instead of desktop. However, smart devices that still have poor performance compared to desktop, even with improved performance, have difficulty running high performance applications due to limited resources. In this paper, we propose a load balancing algorithm applying the characteristics of smart devices to overcome the resource limitations of devices. in order to verify the algorithm, we implemented the algorithm after adding the distributed processing system service in Android platform. After constructing the cluster on the smart device, various experiments were conducted. Through the analysis of the test results, it is confirmed that the proposed algorithm efficiently improves the overall distributed processing performance by effectively aggregating different amounts of computing resources in heterogeneous smart devices.

Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.5
    • /
    • pp.927-934
    • /
    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.

A Study on Game Development for Enter Literacy Evaluation (진학소양평가 게임 시스템 개발에 관한 연구)

  • Jeon, Joong Yang;Kwon, Do Soon
    • Information Systems Review
    • /
    • v.16 no.2
    • /
    • pp.61-76
    • /
    • 2014
  • Recently, students have raised negative awareness of the test because of school records and irrational difficulty level of the College Scholastic Ability Test. They go so far as to commit suicide because of failure in entering school. It becomes a social problem and it is rising more and more interested in entering school. The educational game was created based on considering this social environment. Namely, students can enter university as playing online or mobile game through Enter Literacy Assessment game service. The Enter Literacy Assessment game service provides various tests which are math, english, science or essay that real university wants through online or mobile game. For this, general concept about Enter Literacy Assessment game service and characteristic establishment and limitation of existing research should be understood. The research refers to relationship between Self-Determination Theory which is the representative theory related with psychological desire of human intrinsic and Enter Literacy Assessment game service. Therefore, development of Enter Literacy assessment Serious Game is a new opportunity factor to take two dominants which are secure of university competitive power and excellent personnel and challenge for development of serious game.

Development of mobile-application based cognitive training for Menopausal Women with Cognitive Complaints (갱년기 여성을 위한 앱 기반의 인지기능훈련 프로그램 개발)

  • Kim, Ji-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.5
    • /
    • pp.150-166
    • /
    • 2020
  • Based on the theory of cognitive reserve, we undertook this study to develop a cognitive function training program for woman in menopausal transition with complaints of declining in cognitive function. The program was established by applying the analysis, design, and development stages of the network-based instructional system designed by Jung. The cognitive function training program developed by us is an was an 8-week program composed of cognitive and video training using a mobile application. The program consists of 24 sessions, each with 20-30 minutes of duration, to be completed 3 sessions per week. The contents of the cognitive function training comprise of memory, attention, language function, and scenario-based problem-solving for executive functions, all of which are cognitive areas found to be the most vulnerable for menopausal women. The educational contents were developed for eight subject areas, one subject area per week, including the definition of menopause, its causes and symptoms, menopause and brain function, etc. During the pilot test, the cognitive function training program was applied to 10 menopausal women who complained of cognitive function decline. The results indicated that, after eight weeks of training, the overall cognitive function of participants increased, revealing statistically significant differences (t=-3.04, p=.014) after the program was completed. The mobile app-based cognitive function training program might not only improve patients' memory functions but also potentially reduce the incidence of dementia.

A Study on Quality Evaluation Model of Mobile Device Management for BYOD (BYOD 환경의 MDM 보안솔루션의 품질평가모델에 관한 연구)

  • Rha, HyeonDae;Kang, SuKyoung;Kim, ChangJae;Lee, NamYong
    • The Journal of Korean Association of Computer Education
    • /
    • v.17 no.6
    • /
    • pp.93-102
    • /
    • 2014
  • A mobile office environment using mobile devices, such as tablet PC, mobile phone is gradually increased in enterprises, banking and public institutions etc which is no limitation on places. It occurs advanced and persist security threats that are required effective security management policy and technical solution to be secure. For BYOD (Bring Your Own Device) environment, technical security management solutions of network control based, MDM (Mobile Device Management), MAM (Mobile Application Management), MCM (Mobile Contents Management) were released, evolved and mixed used. In perspective of integrated security management solution, mobile security product should be selected to consider user experience and environment and correct quality evaluation model of product is needed which is provided standards and guidance on the selection criteria when it was introduced. In this paper, the most widely used MDM solution is selected to take a look at its features and it was reviewed the product attributes with related international standard ISO/IEC25010 software quality attributes. And then it was derived evaluation elements and calculated the related metrics based on the quality analysis model. For the verification of quality evaluation model, security checks list and testing procedures were established; it applied metrics and analyzed the testing result through scenario based case study.

  • PDF

Development and Usage of Interactive Digital Linear Algebra Textbook (대화형 수학 디지털교과서 개발과 활용 사례 연구 - 선형대수학을 중심으로-)

  • Lee, Sang-Gu;Lee, Jae Hwa;Park, Kyung-Eun
    • Communications of Mathematical Education
    • /
    • v.31 no.3
    • /
    • pp.241-255
    • /
    • 2017
  • The 4th industrial revolution is coming. In order to prepare for the new learning environment with it, we may need digital mathematics textbooks that fully utilize all possible technologies. So various attempts have been made in elementary and middle school mathematics education. However, despite the importance of higher mathematics, we haven't seen a best possible math digital textbooks yet in Korea. In this paper, we introduce our new model of interactive math digital textbook about Linear Algebra/ Calculus/ Differential Equations/ Statistics/ Engineering Math. Especially, this manuscript focuses on our experience of using digital contents and interactive labs for developing a new model for linear algebra digital textbook. We introduce our works on linear algebra digital textbooks which include pdf e-book, web contents, video clips of lectures, interactive lab. Using this linear algebra digital textbook, students can freely use any mobile devices to access diverse learning materials, lessons, and hands-on exercises without any limitations. Also, times saved in the computation, coding, and typing process can be used to have more discussions for deeper understanding of mathematical concepts. This type of linear algebra digital textbook, which contains all interactive free cyber-lab with codes and all lectures for each sections, can be considered as a new model for the next generation of math digital textbook.