• Title/Summary/Keyword: Computer/Internet Use

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Plagiarism and Copyright Infringement Status and Countermeasures of Undergraduate Students in Smart Environments (스마트 환경에서 대학생들의 표절과 저작권 침해 실태 및 대응 방안)

  • Kim, Tae-Hee;Kang, Moon-Seol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.9
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    • pp.2180-2188
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    • 2015
  • Plagiarism in which people use other people's works partially or in entirety as if they are their own and infringement on copyrights that frequently occur in various forms under smart device environment are becoming one of the crucial problems that need to be solved for Korea to become an advanced nation. This paper investigates and analyzes how college students, the heaviest user of smart devices under various smart device environment, are committing plagiarism and copyright infringement and suggest a basic education plan to prevent plagiarism and copyright infringement. College students have a very low awareness of plagiarism and copyrights and the level of violation associated with plagiarism and copyrights infringement they commit from elementary school to college were found to be at a serious level. It was demonstrated that the solution suggested in this paper to solve these problems would be effective in enhancing the awareness of the bad effect of plagiarism and copyrights infringement along with their side effects.

A Teaching Method of Geography about the Ability Grouping and Strategy by WBI (웹 활용을 통한 지리과 수준별 과제해결학습의 수업방안)

  • Park, Cheol-Woong
    • Journal of the Korean association of regional geographers
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    • v.7 no.2
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    • pp.97-119
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    • 2001
  • The present education situations are rapidly changing to adapt to 'the Knowledge & Information-based Society'. Especially, the implementation of 'the 7th National Curriculum' put strong emphasis on the learner-centered education that refers to the ability grouping. Therefore, it is necessary that the change from a traditional teaching method to a learner-centered one in geography education will take place. This study will present a design of geography ability grouping through the Task-Solving Learning. This ability grouping method is suitable for the large class. And this study also presents a strategy by applying WBI, which make use of the advantage of computer and constructivism. This WBI model can be applied properly to many teaching-learning methods that includes Self-Directed Learning, Collaborate Learning, Ability Grouping, and Applying ICT Instruction. Actually they are demanded in the current education. A geography-classroom will have an accessible internet program as a precondition for this instruction.

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The Design and Implementation of the Multimedia End-to-End Server I/O System based on Linux (멀티미디어 End-to-End 서버용 리눅스 기반 I/O 시스템 설계 및 구현)

  • Nam, Sang-Jun;Lee, Byeong-Rae;Park, Nam-Seop;Lee, Yun-Jeong;Kim, Tae-Yun
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.311-318
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    • 2001
  • In recent years, users\` demands for multimedia service are increasing because of a diffusion of internet. Server systems, however, offer inefficient multimedia data service to users. Multimedia applications often transfer the same data between shared devices at very high rates, and therefore require an efficient I/O subsystem. Data copying and context switching have long been identified as sources of I/O inefficiency. Therefore we propose the new Multimedia Stream System Call (MSSC) mechanism, which is inserted into a Linux kernel: The MSSC mechanism operates in kernel domain with RTP (Real-time Transport Protocol). We present measurements indicating that use of our techniques resulted in a 12.5%∼14% gain in throughput as compared with a conventional Linux system.

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Industrial Transformation in digital economy: A Case Study on PC and Comsumer Industries (디지털경제와 산업 전환: PC와 가전 산업의 사례 연구)

  • 배영자
    • Proceedings of the Technology Innovation Conference
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    • 2002.02a
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    • pp.133-149
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    • 2002
  • This study aims to investigate the impact of wide use of digital technology, in particular, the Internet, on innovation process and corporate strategy in electronics industry. The introduction of digital technology has changed innovation process, business model and organizational structure of the electronics companies. With the introduction of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. E-commerce has been a major agenda for e-business. Recently, collaboration among electronics companies through e-marketplace has emerged as an important issue. A web-based e-commerce standard, so called RosettaNet, has been developed for facilitating e-transactions of electronics firms. The development of digital technology has dramatically increased the processing speed and sophisticated the virtual reality technology. As simulation becomes easier and more effective, the uncertainty and risk involved in R&D has decreased significantly. Another positive impact is closer cooperation between R&D and manufacturing functions. Taking advantage of automated and flexible production technology, has a new type of firm, so called, EMS (Electronics Manufacturing Services) emerged, whose strategic focus is on manufacturing only. The EMS can be seen as a kind of innovative organization, that is, a modular organization for production function. Digital technology has made convergence of computer and communication possible at early years but right now the convergence has been accelerated in extensive areas of communication, broadcasting, information appliances, software, contents, and services. Firms' effort for an innovative product and service has been intensified and the competition for a new standard product and service has become severe in electronics industry. Business activities are always realized in a specific organizational context. Accordingly building up innovation-friendly organization has emerged as a critical concern. Due to the striking decrease of transaction cost, a network type of organization has proliferated, and a business function turns into a modular organization. As a whole, digital technology has pushed electronics firms into developing their own business model, which takes consideration of standardization of business platform and their core competency.

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A Study on Digital Literacy Education for Adults in US Public Libraries (미국 공공도서관의 성인을 위한 디지털 리터러시 교육에 관한 연구)

  • Jung, Youngmi
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.1
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    • pp.359-380
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    • 2018
  • In the digital society where ICT technology is highly developed, digital literacy is an essential competence for working and living. Developed countries around the world have been working hard to solve the digital divide and improve digital literacy. In this paper, we investigated and analyzed the case of US public libraries for improvement of digital literacy of adults including the older people. To do this, we analyzed the educational program type of digital literacy, education method, and the contents of the program, focusing on the best practices libraries of the program. Many of the educational programs still related to basic computer and Internet technologies, and training programs on Micro Office, e-mail, social media, and smartphone and tablet computing were also high. The most frequent and daily training method was informal point of use, and the content and level of education appeared to be very diverse. For digital literacy training, the librarians of the public library considered librarians' digital competence and retraining to be the most important, and the library facility and the latest equipment to be suitable for the operation of the digital literacy education program.

The Development of a Bag Design Using the Yi Tribe's Traditional Patterns: Focusing on the Fabric Pattern Design (이족의 전통문양을 활용한 가방디자인 개발 연구: 패브릭 패턴 디자인을 중심으로)

  • Lee, Mokgyul;Cho, Jeansuk
    • Journal of Fashion Business
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    • v.19 no.2
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    • pp.149-170
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    • 2015
  • The purpose of this study is to link the Yi tribe's traditional patterns to bag design. Yi tribe is a minor ethic group in China, whose traditional pattern has a high artistic value in that its shapes are diverse and each one has peculiar elegance. Traditional patterns are also indicative of spiritual dept or symbolic stories, rather than being indicative of simple formative beauty. Thus, reorganizing these patterns and applying them artistically to design- in terms of resource utilization- would be significant. Out of all of the Yi tribe's traditional patterns, the cherry blossom_(马樱花), water wave_(水波), sky father and earth mother_(天父地母), pomegranate blossom, triangle, sheep' horn, wisteria vine_(藤条), square and diaper_(四角菱形) and the zigzag_(曲折) patterns were chosen for use during the development of a bag design. This study is based upon document study, including research papers and internet web sites, the point of which was to investigate the form of the traditional patterns, and the creative design process. The design procedure includes these sub-processes: selection, arrangement and color-scheme. In the selection process, the form of the pattern was edited using Adobe Photoshop. The pattern was freely arranged to reflect various emotions. In terms of the color-scheme of the patterns, the colors used by Henri Matisse(1869-1954) in his work were selected and adapted when dyeing the patterns. Subsequently, the final design resulting from these design development processes was applied to the actual production of the bag by using canvas fabric and leather, after which the bag image was proposed using computer simulation. In conclusion, six bag designs were created using traditional patterns from the Yi tribe. Through the processes explained above, this study confirmed that traditional patterns could be widely applied as design motifs and that more sophisticated, modern, and creative designs could be developed based on traditional patterns.

Executable Code Sanitizer to Strengthen Security of uC/OS Operating System for PLC (PLC용 uC/OS 운영체제의 보안성 강화를 위한 실행코드 새니타이저)

  • Choi, Gwang-jun;You, Geun-ha;Cho, Seong-je
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.2
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    • pp.365-375
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    • 2019
  • A PLC (Programmable Logic Controller) is a highly-reliable industrial digital computer which supports real-time embedded control applications for safety-critical control systems. Real-time operating systems such as uC/OS have been used for PLCs and must meet real-time constraints. As PLCs have been widely used for industrial control systems and connected to the Internet, they have been becoming a main target of cyberattacks. In this paper, we propose an execution code sanitizer to enhance the security of PLC systems. The proposed sanitizer analyzes PLC programs developed by an IDE before downloading the program to a target PLC, and mitigates security vulnerabilities of the program. Our sanitizer can detect vulnerable function calls and illegal memory accesses in development of PLC programs using a database of vulnerable functions as well as the other database of code patterns related to pointer misuses. Based on these DBs, it detects and removes abnormal use patterns of pointer variables and existence of vulnerable functions shown in the call graph of the target executable code. We have implemented the proposed technique and verified its effectiveness through experiments.

An Analysis on the Status Quo of International Students' Media Information Literacy in Social Network Environment (소셜 네트워크 환경에서 국내 외국인 유학생의 미디어 정보 리터러시 현황분석)

  • Choi, Jin-Sik;Lee, Young-Suk;Uh, Je-Sun;Choi, Chul-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.6
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    • pp.1323-1332
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    • 2018
  • The purpose of this study is to analyze the level of Media Information Literacy of international students in K-university, who attend the courses in which the classes are delivered only in English. A survey was carried out to find out the level of media information literacy. In order to verify the validity and reliability of the measurement result gathered from the responses, an item analysis was carried out with SPSS21.0, a statistics analysis software, and the diversity of utilizing media information literacy was also measured according to the factors of each analysand group. The analysis result gathered through ${\chi}^2-test$, a frequency analysis tool, shows that international students use domestic media information literacy mainly for daily life activities such as the internet shopping and the bank transaction.

Design and Implementation of Zigbee-CoAP-based Standby Power Saving System (Zigbee-CoAP 기반 대기전력 절감 시스템 설계 및 구현)

  • Jang, Young-Hwan;Lee, Sang-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.5
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    • pp.616-622
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    • 2020
  • Recently, as the interest in power saving increases with the development of IoT technology, research on power saving of smart devices, which are being miniaturized, is being actively conducted. In particular, due to the diversification of IoT-based smart devices and the increase in personal penetration rate, the issue of standby power even when not in use is increasing. However, there is a drawback of physically unplugging the outlet or turning off the power in order to substantially reduce standby power. Since Zigbee is used instead of the existing IP, it is necessary to change to the IoT standard protocol based on the Internet network. Therefore, this paper designed and implemented the standby power saving system applying CoAP, the IoT standard protocol, to the existing Zigbee technology. Existing systems and evaluations confirmed that the average standby power of about 8.4Wh was reduced.

Development of Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System for Smart Tourism (스마트 관광을 위한 혼합 현실 기반 백제 능사 문화유산 현장 가이드 시스템 개발)

  • Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.481-488
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    • 2020
  • In recent years, realistic contents technology such as virtual reality, augmented reality, and mixed reality has been spreading in travel and tourism industries, and hence there have been various smart tourism AR, VR contents developed. In the past, people mainly used books and Internet for travel, but the use of VR, AR and MR technologies will be used more for consumption of cultural leisure contents in the future. This study describes the Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System to accelerate smart tourism. In this study, the immersive mixed reality HMD was used to provide visitors with more intuitive and effective information about the historical, cultural and architectural values of Baekje Neungsa through virtual experiences. The cultural heritage on-site guide system module supports various Meta Data services and can be easily used for mixed reality content development by designating Meta Data scripts. This research can make contributions to the development of mixed reality based smart tourism contents.