• Title/Summary/Keyword: 태블릿 PC

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Development of Web Service for Teaching and Learning Support by Class Types (수업 유형별 맞춤형 교수학습지원 웹 서비스 개발)

  • Shin, Byung-joo;Kim, Tae-hyeon;Joo, Sang-hyun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.333-337
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    • 2020
  • 현재 많은 교육기관에서 활용되고 있는 교수학습지원시스템의 기능 부족과 교육환경에 부합하지 못해 낮은 이용성을 보이는 부분을 보완하여 일반적인 강의 형태를 일반형, 참여형, 실습형 등으로 세분화하여 수업의 형태에 필요한 기능을 개발하여 정적인 수업의 형태에서 교육자와 학생들 사이에 소통할 수 있는 환경을 구성하였고, 더 나아가 PC, 스마트폰, 태블릿 등 다양한 기기에서 접근 및 사용을 할 수 있는 웹을 기반으로 서비스를 제작하여 공간에 제약 없이 교육자와 학생의 효과적인 교육환경을 제공한다. 개발 과정에서 다양한 스타트업에서 이용되는 Django와 많은 사용자가 확보된 Javascript을 이용해 개발 기간 단축하였다. 또한 웹소켓(Websocket)을 이용해 최소한의 데이터 통신으로 빠른 실시간 통신을 구현하였고, 다양한 브라우저에 대응할 수 있도록 웹 표준을 준수하였다. 서버의 경우에는 아마존 웹 서비스(AWS)를 활용하였고, Linux 환경에서 동작 컨테이너화를 통해 보안성을 확보하였다.

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Power Control System for Checking Power Usage (전력사용 확인이 가능한 전원제어 시스템)

  • Kim, Tae-Sun;Lee, Won-Ho;Jo, Da-Hye
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.155-156
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    • 2020
  • 세상은 4차 산업 혁명 시대에 들어섰고 사회의 많은 부분들이 스마트화되었다. 이러한 기술들의 발전으로 집 안의 가전기기들을 태블릿 pc, 스마트폰 등을 통하여 장소와 시간에 구애받지 않고 관리할 수 있게 되었다. 하지만 모든 전자 제품들이 전력 사용량을 알 수 있는 것은 아니다. 그렇기에 대부분의 가정이 전력이 과소비되고 있는 것은 아닌지 외출 시 전열 기구의 전원이 제대로 꺼졌는지 등 이를 확인이 쉽지 않다. 본 과제물은 위의 문제를 해결하기 위해 아두이노로 라즈베리파이와 앱을 무선통신하여 '전력사용 확인이 가능한 전원제어 시스템'을 고안했다. 전력측정이 가능한 플러그를 사용하여 가전제품의 전력 사용량을 측정할 수 있으며 전원을 원격으로 제어할 수 있다. 또한, 터치스크린으로도 이것을 실시간으로 확인할 수 있으며, 애플리케이션과 같은 역할 수행이 가능하다. 이 기능으로 전력의 과소비 및 누전으로 인한 화재를 막고 전기세를 최대한으로 줄이면서 동시에 편리함을 증대 시킬 수 있다.

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A Study on Hangeul Mobile Handwriting Practice and Analyzing Application Development Based on Deep Learning (딥러닝 기반 한글 전자 필기 연습 및 분석 앱 개발에 대한 연구)

  • Ko, Ju-Eun;Oh, Jee-Eun;Min, Kyoung-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.322-325
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    • 2022
  • 전 세계적으로 코로나바이러스가 유행함에 따라 비대면 활동을 비롯하여 전자 필기 이용 및 상품 소비가 증가하였다. 전자 필기에 대한 수요가 늘어남에 따라 전자 필기 글씨체 교정에 대한 관심 또한 증가하는 추세이다. 본 논문에서는 전자 필기 이미지에서 음절과 음소 영역을 추출하여 글씨를 분석하고, 이를 사용하여 사용자의 손글씨에서 개선점을 찾아낼 수 있는 딥러닝 알고리즘을 제안한다. 제안한 알고리즘을 통해 사용자가 원하는 전자 필기 글씨체를 효과적으로 습득할 수 있도록 사용자 글씨에 대해 구체적인 피드백을 제공하는 딥러닝 기반 태블릿 PC 용 한글 전자 필기 연습 및 분석 앱에 대한 연구를 소개하였다.

Development of LPWA based Bus Entry Notification Systems for Smartphone Loss Prevention at Bus Stop Charging Stand (버스정류소 스마트폰 충전대에서 스마트폰의 분실 방지를 위한 LPWA 기반 버스 진입 알림 시스템 개발)

  • Jang, Won-Chang;Lee, Myung-Eui
    • Journal of Advanced Navigation Technology
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    • v.21 no.6
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    • pp.620-625
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    • 2017
  • Recently, the solar module for charging internet devices is installed in crowded areas to offers services so that people can charge their smartphones or tablets. But this charging module can not be linked with the information related to a bus approach so people are subject to let their belongings such as smartphone, tablet pc at the bus stop while they are still charging it. This paper proposes a system to inform the smart phone when the bus is accessed by using the LPWA technology and BLE technology to resolve such under-failures. This experimental result showed that the power usage of LPWA based bus entry systems is an average of X, confirming that the long period usage of low-power can be possible for low power consumption in this results, enabling information on the bus to be transmitted to smart phones using Advertising mode of BLE.

A Study on the Intention to Use of Tablet PCs by Their Owners (태블릿 PC 소유자의 사용의도에 관한 구조적 연구)

  • Lim, Yang Whan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.2
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    • pp.173-186
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    • 2014
  • There are a variety of alternative products in the computer markets. A tablet PC, which is a small type of computer, is expanding its market share as an independent type of computer products. The purpose of this study is to find out what the factors are that led to the success of the tablet PC. A research study was carried out on the intention to use of tablet PCs by consumers. The factors that affect the intention to use of tablet PCs users were structured on the basis of attitude theory. According to the one-dimensional theory of attitude, cognitive factors affect the affective factors, which in turn affect conative factors. In the study, the relations between each dimension were set up. The hypothesis was tested by structural equation modeling. The test results are as follows. First, the values and satisfaction that the owners of tablet PCs feel from the products and the positive comments on the products from their nearby acquaintances affect in a positive way how much they like their products. Second, the products surrounding the tablet PCs did not affect the intention to use of the products. Third, the product favorability that the owners of tablet PCs feel affects the intention to use in a meaningful way. The results of the research also show that hi-tech products such as tablet PCs affect their attitude after they buy and use the products. This attitude affects intention to use of the products. The managers of companies that produce hi-tech products should consider the cognitive and affective aspects of the product owners when manufacturing and marketing products.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

OpenGL ES 2.0 Emulation on Desktop PCs (데스크탑 상에서의 OpenGL ES 2.0 에뮬레이션)

  • Baek, Nakhoon
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.4
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    • pp.125-128
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    • 2014
  • OpenGL ES(OpenGL for Embedded System) 2.0 is one of the most widely used 3D graphics API(application progrma interface) standard for smart phones and tablet PCs at this time. During programming with this API, they prefer desktop environment rather than the target mobile environment, which has relatively low computing power. Thus, we need to emulate the OpenGL ES 2.0 API on the desktop PCs, where only OpenGL API libraries are available. In this paper, we present technical difficulties and their solutions to emulate OpenGL ES 2.0 on desktop PCs. Our final implementation of OpenGL ES 2.0 emulation library works on desktop PCs and passed over more than 96% of the official CTS(conformance test suites) to prove the correctness of our implementation. Additionally, for the commercially available benchmark programs, our implementation shows equivalent execution speeds to the previous commercial OpenGL ES 2.0 implementations.

Home ICTs environment for distance learning contexts: A longitudinal comparison of household smart devices (원격수업 시대, 가정의 ICTs 환경 적합성: 가구 및 가구원 수별 스마트기기 보유 단기 종단적 비교)

  • Chin, Meejung;Bae, Hanjin;Kwon, Soonbum
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.11-22
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    • 2021
  • The COVID-19 pandemic has led to distance learning in primary and secondary school. Little has been known whether home ICTs environment is appropriate for the distance learning. This paper aims to assess the current state of ICTs environment at home for the distance learning of children. Using 2012 and 2019 Korean Media Panel Survey, we investigated the number of smart devices owned by households and found differences in ownership by household characteristics. The results showed that the majority of household owned more than one smart devices per child. However, the difference in the proportion of households with less than one device per child varied depending on whether smartphone was included in smart devices. These results imply that public intervention is needed to prevent educational inequality caused by the home ICTs environment for the distance learning.

Foot-and-mouth Disease Information Using Android (안드로이드를 이용한 구제역 정보제공)

  • Choi, Eun-Gyu;Kim, Chi-Ho;Lee, Sang-Yoon;Song, Joo-Hwan;Ha, Yun-Hae;Hwang, Gun-Soon;Kim, Tae-Hyeung;Son, Won-Geun;Kim, Ki-Youn;Kim, Hyeon-Tae
    • Journal of agriculture & life science
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    • v.46 no.5
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    • pp.137-141
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    • 2012
  • The foot and mouth disease(FMD) was occurred from Andong city on November 23, 2010 and spread out the whole country except Jeju island and Jeolla-do. About 3.4 million livestock such as cow and pig was buired at 4,200 sites during preventive measures of FMD. Government did not effectively respond to the FMD crisis management so FMD spread out the whole country. To Prevent the spread FMD, Farms have to fast approaching and respond directly to smartphones and Tablet PC applications. Resolve the difficulties of using smart devices and easy to operate for the effective utilization of the development of simple applications. This application of FMD, developed for the prevention and alarm applications, foot and mouth disease will be caused, farmers around the farm in case of risk and the seriousness of the FMD will notify smartphone, FMD prevent additional damage due to be interested in preventing further that allows your application is for development purposes.

A Study on A Tablet-PC Based Application Design For Self-examination of Dementia (치매 자가 진단을 위한 태블릿 PC용 어플리케이션 설계 연구)

  • Ryu, Neung Hwa;Park, Seung Ho
    • Design Convergence Study
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    • v.13 no.2
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    • pp.143-164
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    • 2014
  • In this study, we suggest a tablet-PC based application as an instrument for self-examination of dementia and aim to evaluate its usability for the practical use. The tool for the self-diagnosis of dementia is testing a person's sentence comprehension, which is investigated by the accuracy of a sentence-picture matching task, and the result of the test can differentiate individuals with dementia of Alzheimer's type from normal aging population. According to its use for diagnosis of dementia, we developed a new version of sentence-picture matching task by a cooperative study with NABLE(Neurogenic communication And Brain Lab at Ewha) and applied to the application as a main function. Targeting the New Silver who are preliminary aged people in Korea, this application can provide them with three values: 'self-', 'easy', and 'simple'. When using this application, users can gain these values by an instruction manual with the recorded guide voice, easy-to-use functions and the simplified menu structure of it. After prototyping, we conducted the usability test and it was proved as a result that the New Silver users can easily operate the application by themselves.