• 제목/요약/키워드: Computer and TV use

검색결과 166건 처리시간 0.028초

Survey on Informatization Status of Farmers for Introducing Ubiquitous Agriculture Information System

  • Kwon, TaeHyeong;Kim, JoonYong;Lee, Chungu;Park, Gun-Hwan;Ashtiani-Araghi, Alireza;Baek, Seung Hwan;Rhee, Joong-Yong
    • Journal of Biosystems Engineering
    • /
    • 제39권1호
    • /
    • pp.57-67
    • /
    • 2014
  • Purpose: The modern IT can give enormous impacts on the agricultural production and consumption. However, farmer's ability to use IT devices has been known as one of the critical factors on success of IT in agriculture. This survey study was performed to evaluate the informatization status of farmers and to draw a strategy to develop and distribute a ubiquitous agricultural information system. Methods: A survey questionnaire with 19 questions on the degree of IT devices such as computers and smartphones and their utilization were developed. The survey was questioned 3 groups of farmers in Gyounggi Province and analyzed statistically by the ${\chi}^2$ test. Results: The order of IT devices distribution were computers, smartphones, smart TVs and tablet PCs in all groups. The ratios of ownerships of the devices are 97.7, 78.6%, 31.4%, 17.8% respectively. The active farmers in this survey showed higher informatization level than that of native and the general farmers. Conclusions: The ubiquitous agricultural information system was judged to be developed for the computer because spread and use of it exceeds the other devices. Also, the information system based on the smartphone could be a complementary way if the rapid of the smartphones continues and proper education on use of the phone is provided.

Changes in eating habits and lifestyle during COVID-19 curfew in children in Saudi Arabia

  • Hanbazaza, Mahitab;Wazzan, Huda
    • Nutrition Research and Practice
    • /
    • 제15권sup1호
    • /
    • pp.41-52
    • /
    • 2021
  • BACKGROUND/OBJECTIVES: Curfew due to the coronavirus disease 2019 (COVID-19) pandemic could influence health behaviors in people, especially in children, who can easily acquire unhealthy eating habits. This study aimed to investigate the effect of COVID-19 on weight, health behaviors including eating habits, physical activity, and sedentary behavior in children aged 6-15 years in Saudi Arabia. SUBJECTS/METHODS: We conducted a cross-sectional online survey that included 280 children aged 6-15 years in Saudi Arabia during the COVID-19 curfew. The survey included questions on sociodemographic characteristics, anthropometric measures, and health behaviors including eating habits, physical activity, and sedentary behavior. RESULTS: We observed a significant difference in the body mass index before and after the COVID-19 pandemic (P < 0.001). Children significantly tended to skip breakfast, along with a decreased intake of dairy products and fast food (P < 0.001). Moreover, children were less physically active and significantly tended to be involved in leisure screen-based activities, including watching TV and use of computer/games (P < 0.001). CONCLUSIONS: This study provides evidence for the negative influences of the COVID-19 curfew on health behaviors, including eating habits, physical activity, and sedentary behavior in children in Saudi Arabia.

청소년의 여가활동 특성과 여가장애에 따른 여가만족도 차이 (The Leisure Activity Pattern and Effects of Leisure Constraints on Leisure Satisfaction of Adolescents)

  • 이은희;민현선
    • 대한가정학회지
    • /
    • 제42권12호
    • /
    • pp.231-251
    • /
    • 2004
  • The purpose of this study us to determine the adolescents' leisure activity pattern, leisure constraints and leisure satisfaction and to identify the relevant variables. The subjects were middle and high school students. The data was collected by using the questionnaire and the final 741 cases were analyzed by SPSS Win 10.0 program. The major findings were as follows: 1. The adolescents' leisure activity hours were 2.27hours/day(weekday), 4.20hours/day(Saturday) and 5.35hours/day(Sunday). On weekdays, female students spent more time for leisure activity than male students. The most frequent activities were watching TV and playing computer. 2. The adolescents' leisure constraints were social-economic, psychological and situational. The degree of the adolescents' situational constraint was the highest. 3. The adolescents' leisure satisfactions were leisure use, leisure condition and leisure meaning. The adolescents' degree of leisure meaning satisfaction was relatively high. 4. The major related variable influencing the leisure satisfaction were psychological constraint, situational constraint and gender.

VCO 이득 변화와 주파수 간격 변화를 줄인 DTV용 광대역 CMOS VCO 설계 (Design of a Wide-Band CMOS VCO With Reduced Variations of VCO Gain and Frequency Steps for DTV Tuner Applications)

  • 고승오;심상미;서희택;김정규;유종근
    • 대한전기학회:학술대회논문집
    • /
    • 대한전기학회 2008년도 학술대회 논문집 정보 및 제어부문
    • /
    • pp.217-218
    • /
    • 2008
  • Since the digital TV signal band is very wide ($54{\sim}806MHz$), the VCO used in the frequency synthesizer must also have a wide frequency tuning range. Multiple LC VCOs have been used to cover such wide frequency band. However, the chip area increases due to the increased number of integrated inductors. A general method for achieving both reduced VCO gain(Kvco) and wide frequency band is to use the switched-capacitor bank LC VCO. In this paper, a scheme is proposed to cover the full band using only one VCO. The RF VCO block designed using a 0.18um CMOS process consists of a wideband LC VCO with reduced variation of VCO gain and frequency steps. Buffers, divide-by-2 circuits and control logics the simulation results show that the designed circuit has a phase noise at 100kHz better than -106dBc/Hz throughout the signal band and consumes $9.5{\sim}13mA$ from a 1.8V supply.

  • PDF

Energy-efficient Multicast Algorithm for Survivable WDM Networks

  • Pu, Xiaojuan;Kim, Young-Chon
    • Current Optics and Photonics
    • /
    • 제1권4호
    • /
    • pp.315-324
    • /
    • 2017
  • In recent years, multicast services such as high-definition television (HDTV), video conferencing, interactive distance learning, and distributed games have increased exponentially, and wavelength-division multiplexing (WDM) networks are considered to be a promising technology due to their support for multicast applications. Multicast survivability in WDM networks has been the focus of extensive attention since a single-link failure in an optical network may result in a massive loss of data. But the improvement of network survivability increases energy consumption due to more resource allocation for protection. In this paper, an energy-efficient multicast algorithm (EEMA) is proposed to reduce energy consumption in WDM networks. Two cost functions are defined based on the link state to determine both working and protection paths for a multicast request in WDM networks. To increase the number of sleeping links, the link cost function of the working path aims to integrate new working path into the links with more working paths. Sleeping links indicate the links in sleep mode, which do not have any working path. To increase bandwidth utilization by sharing spare capacity, the cost function of the protection path is defined to use sleeping fibers for establishing new protection paths. Finally, the performance of the proposed algorithm is evaluated in terms of energy consumption, and also the blocking probability is evaluated under various traffic environments through OPNET. Simulation results show that our algorithm reduces energy consumption while maintaining the quality of service.

The Effect of Gesture-Command Pairing Condition on Learnability when Interacting with TV

  • Jo, Chun-Ik;Lim, Ji-Hyoun;Park, Jun
    • 대한인간공학회지
    • /
    • 제31권4호
    • /
    • pp.525-531
    • /
    • 2012
  • Objective: The aim of this study is to investigate learnability of gestures-commands pair when people use gestures to control a device. Background: In vision-based gesture recognition system, selecting gesture-command pairing is critical for its usability in learning. Subjective preference and its agreement score, used in previous study(Lim et al., 2012) was used to group four gesture-command pairings. To quantify the learnability, two learning models, average time model and marginal time model, were used. Method: Two sets of eight gestures, total sixteen gestures were listed by agreement score and preference data. Fourteen participants divided into two groups, memorized each set of gesture-command pair and performed gesture. For a given command, time to recall the paired gesture was collected. Results: The average recall time for initial trials were differed by preference and agreement score as well as the learning rate R driven by the two learning models. Conclusion: Preference rate agreement score showed influence on learning of gesture-command pairs. Application: This study could be applied to any device considered to adopt gesture interaction system for device control.

온라인 활동 데이터를 활용한 영상 콘텐츠의 하이라이트와 검색 인덱스 추출 기법에 대한 연구 (Extraction of Highlights and Search Indexes of Digital Media by Analyzing Online Activity Data)

  • 하세용;김동환;이준환
    • 한국멀티미디어학회논문지
    • /
    • 제19권8호
    • /
    • pp.1564-1573
    • /
    • 2016
  • With the spread of social media and mobile devices, people spend more time on online than ever before. As more people participate in various online activities, much research has been conducted on how to make use of the time effectively and productively. In this paper, we propose two methods which can be used to extract highlights and make searchable media indexes using online social data. For highlight extraction, we collected the comments from the online baseball broadcasting website. We adopted peak-finding algorithm to analyze the frequency of comments uploaded on the comments section of the website. For each indexes, we collected postings from soap opera forums provided by a popular web service called DCInside. We extracted all the instances when a character's name is mentioned in postings users upload after watching TV, which can be used to create indexes when the character appears on screen for the given episode of the soap opera The evaluation results shows the possibility of the crowdsourcing-based media interaction for both highlight extraction and index building.

새 밀레니엄에서의 청소년 문화창조를 위한 생태학적 지원체계(VII) 청소년의 공간 및 정보환경에 대한 생태학적 접근 -주변시설과 매체물을 중심으로- (Ecological Support System for Promoting Youth Culture in a New Millennium Age An Ecological Approach to Adolescents′Spatial and Informational Environment)

  • 박미석;이정우;김명자;계선자;김경아
    • 대한가정학회지
    • /
    • 제39권9호
    • /
    • pp.103-120
    • /
    • 2001
  • The purpose of this study was to contribute to adolescents'welfare by investigating an actual condition of harmful environment and finding helpful ones. A total of 1125 questionnaires were used for the final data analysis. The study revealed the following results. 1. When it comes to spatial environment, adolescents go to PC rooms most frequently among facilities. They showed that the degree of use of harmful facilities is extremely low. The study revealed that frequency of exposure to harmful environment can be reduced more efficiently if adolescents are made to realize the harmfulness than when they are simply made to follow strict regulations. Significant differences were found in spatial environment according to gender and residence. 2. When it comes to informational environment, TV had an enormous influence on adolescent and they were exposed to computer at an early stage than expected. The frequency to see pornography was on the higher increase than ever, which showed outstanding difference according to gender. Also, pornography was mainly spread through friends.

  • PDF

디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류 (Digital Motion Capture for Types and Shapes of 3D Character Animation)

  • 윤황록;유석호;이동열
    • 한국콘텐츠학회논문지
    • /
    • 제7권8호
    • /
    • pp.102-108
    • /
    • 2007
  • 디지털 시대를 맞아 21세기 주목받는 문화산업 중에서도 가장 대표적인 게임산업은 최근 어느 때 보다도 그 관심도가 높아지고 있다. 2D 및 3D 애니메이션은 컴퓨터 기술의 발전과 더불어 보다 사실적인 동작표현에 맞추어 계속적인 성장과 발전을 이루고, 컴퓨터 하드웨어 및 소프트웨어 기술의 빠른 변화를 통하여 2D 및 3D 애니메이션 활용범위는 TV, 영화, GAME 산업 등에서 그 영역을 넓히고 있는 추세이다. 한편으로 최근 게임 그래픽의 추세는 2D의 단순조작 게임 중심에서 플레이어의 몰입감과 조작감을 높이는 3D 게임 그리고 3D 게임 캐릭터의 활성화로 2D에서 3D로 그 무게가 변화하고 있는 추세이다. 본 논문에서는 3D 게임 캐릭터의 실사움직임(Motion Capture)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델분류를 하는데 그 의의를 두고 있다. 이를 위해 먼저 3D 게임 캐릭터의 개요 및 실사움직임 사례에 대해 알아보고, 그리고 3D 게임 캐릭터 애니메이션의 종류별 모델 분류, 형태별 모델 분류 데이터를 제안함으로써 향후 게임산업 및 디지털 콘텐츠 산업에 효율성이 높고 빠른 시간에 적용 가능한 캐릭터애니메이션 제작과정 및 3D 캐릭터 애니메이션 응용에 그 효과가 클 것으로 사료된다.

이차함수와 타원의 문제해결 지도를 위한 멀티미디어 학습자료 개발 (Development of Instructional Models for Problem Solving in Quadratic Functions and Ellipses)

  • 김인수;고상숙;박승재;김영진
    • 대한수학교육학회지:수학교육학연구
    • /
    • 제8권1호
    • /
    • pp.59-71
    • /
    • 1998
  • Recently, most classrooms in Korea are fully equipped with multimedia environments such as a powerful pentium pc, a 43″large sized TV, and so on through the third renovation of classroom environments. However, there is not much software teachers can use directly in their teaching. Even with existing software such as GSP, and Mathematica, it turns out that it doesn####t fit well in a large number of students in classrooms and with all written in English. The study is to analyze the characteristics of problem-solving process and to develop a computer program which integrates the instruction of problem solving into a regular math program in areas of quadratic functions and ellipses. Problem Solving in this study included two sessions: 1) Learning of basic facts, concepts, and principles; 2) problem solving with problem contexts. In the former, the program was constructed based on the definitions of concepts so that students can explore, conjecture, and discover such mathematical ideas as basic facts, concepts, and principles. In the latter, the Polya#s 4 phases of problem-solving process contributed to designing of the program. In understanding of a problem, the program enhanced students#### understanding with multiple, dynamic representations of the problem using visualization. The strategies used in making a plan were collecting data, using pictures, inductive, and deductive reasoning, and creative reasoning to develop abstract thinking. In carrying out the plan, students can solve the problem according to their strategies they planned in the previous phase. In looking back, the program is very useful to provide students an opportunity to reflect problem-solving process, generalize their solution and create a new in-depth problem. This program was well matched with the dynamic and oscillation Polya#s problem-solving process. Moreover, students can facilitate their motivation to solve a problem with dynamic, multiple representations of the problem and become a powerful problem solve with confidence within an interactive computer environment. As a follow-up study, it is recommended to research the effect of the program in classrooms.

  • PDF