• Title/Summary/Keyword: Digital Devices

Search Result 2,183, Processing Time 0.027 seconds

The Effect of Radiated Electromagnetic Wave by Digital Modulation Signals on the Electronic Devices (디지털 변조 전자기파 방사에 의한 전자기기에 미치는 영향)

  • Cho, Won-Seo;Kwak, Phil-Keun;Park, Chang-Yeol;Yang, Jun-Kyu;Geum, Hong-Sik
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
    • /
    • v.22 no.2
    • /
    • pp.220-227
    • /
    • 2011
  • With the rapid development of mobile communication technology, the technologies based on the diverse digital modulation schemes have been used for the frequency range of over 800 MHz. The only radiation immunity has been tested using only AM signal based on IEC 61000-4-3 without any consideration of the influence of electromagnetic radiation in Korea. However, it has not been tested by wideband digital modulation signals such as cdmaone(IS-95), WCDMA and PM signal. The purpose of this study was to review the standards. In addition, the input signals were analyzed and tested considering the environments in Korea. The results showed that the devices were influenced by digital modulation signal or PM signal more than by AM signal.

A Study of AR Art Exhibitions in a Post-COVID World (포스트 코로나 시대의 AR(증강현실)전시 유형 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.10
    • /
    • pp.264-273
    • /
    • 2021
  • To study how digital content can be effectively developed and transformed in a post-COVID world in which the normal operations of museums have been disrupted, this paper analyzes the rapid development and limitations of VR exhibitions and proposes, as an alternative, the development of AR exhibitions. Studying VR/AR exhibitions that ran before and after COVID-19, this paper finds that VR, on the one hand, translates physical objects into digital video, which lacks aesthetic depth, and encounters operational problems originated by devices. By using mobile devices that are widely distributed and convenient to use, AR exhibitions can, on the other hand, be divided into three types: "museum-specific exhibitions" can present digital content in a specific indoor space, while "place-specific exhibitions" can be used in open outdoor spaces. The "non-place-specific exhibitions", can, as third type, combine digital content with printed material sent by postal mail. Among these three types, the specific/unspecified place type shows the highest "uncontact effect," which can suggest the best direction for effective museum content development in the pandemic era.

The study of blood glucose level prediction using photoplethysmography and machine learning (PPG와 기계학습을 활용한 혈당수치 예측 연구)

  • Cheol-Gu, Park;Sang-Ki, Choi
    • Journal of Digital Policy
    • /
    • v.1 no.2
    • /
    • pp.61-69
    • /
    • 2022
  • The paper is a study to develop and verify a blood glucose level prediction model based on biosignals obtained from photoplethysmography (PPG) sensors, ICT technology and data. Blood glucose prediction used the MLP architecture of machine learning. The input layer of the machine learning model consists of 10 input nodes and 5 hidden layers: heart rate, heart rate variability, age, gender, VLF, LF, HF, SDNN, RMSSD, and PNN50. The results of the predictive model are MSE=0.0724, MAE=1.1022 and RMSE=1.0285, and the coefficient of determination (R2) is 0.9985. A blood glucose prediction model using bio-signal data collected from digital devices and machine learning was established and verified. If research to standardize and increase accuracy of machine learning datasets for various digital devices continues, it could be an alternative method for individual blood glucose management.

A Study of Undergraduate Students' Satisfaction and Dissatisfaction Factors with the Learning Media: Focusing on Tablet PCs and Digital Pens (대학생들의 학습 매체에 대한 만족 및 불만족 요인에 관한 연구: 태블릿PC와 디지털 펜을 중심으로)

  • Junyeong Lee
    • Journal of Practical Engineering Education
    • /
    • v.15 no.2
    • /
    • pp.389-400
    • /
    • 2023
  • Technological advancements in the field of information and communication have led to the advent and usage of various types of smart devices, which have significantly altered people's usage behaviors and environments. This change has also been applied to the learning environment, where various smart devices are appearing and the learning behavior of learners is changing accordingly. In this study, we investigate learners' perceptions of digital note-taking behaviors focusing on the recently emerged learning media, tablet PCs and digital pens. Drawing upon the expectancy-confirmation model, we conduct a study on the factors affecting the (dis)confirmation and (dis)satisfaction of undergraduate students with tablet PCs and digital pens by comparing their expectations with their actual use experiences. An open-ended survey was conducted among students at C University in Korea, and the responses were analyzed through qualitative content analysis to derive four factors of expectation-confirmation and satisfaction and three factors of expectation-disconfirmation and dissatisfaction. Based on these findings, we provide academic and educational implications.

Digital Content Design Making Children Like Reading Books (아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인)

  • Wang, Lin;Lee, Ha-Na
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.11
    • /
    • pp.20-28
    • /
    • 2016
  • Recently, with various smart devices being used, more attention is paid to digital content development for kids. Many parents and teachers are using digital contents both at home and the classroom. However, there are many concerns on the delayed language ability development and lack of social skills due to children's overuse of digital technology. This study reviewed related literature on digital content for kids including storytelling videos, flash, animation, multimedia fairy tales, and app-books. Based on that, digital contents design guidelines were proposed. It was expected that by appropriate digital content design, children would like reading books just as they like watching digital contents.

Effects of edcuation about dental hygiene devices on their use (구강위생용품 관련 교육이 구강위생용품 사용에 미치는 영향)

  • Lee, Kyeong-Hee;Jung, Eun-Seo
    • Journal of Digital Convergence
    • /
    • v.13 no.2
    • /
    • pp.245-256
    • /
    • 2015
  • In this study, to provide the implications of dental health care training direction in the future after researching the effect on the use of dental hygiene devices, data were collected from 320 patients who visited dental clinics located in Seoul and Gyeonggi-do for about 6 months between December 2013 and May 2014. Among them, the following results were obtained by analyzing 299 copies accounting for 93.4% of the collected data after excluding 21 copies lacking in answer. It was shown that education about dental hygiene devices had statistically significant effects on the dependent variables, perception of dental hygiene devices (p<0.001). Based upon the results above, it is considered that for the sake of prevention of oral diseases, more opportunities to learn correct knowledge and usage of suitable dental hygiene devices for individual oral conditions should be provided for patients, and active patient education as well as the development, implementation and publicity of systematic and popular oral health education programs will contribute to improved oral health.

A Personal Memex System Using Uniform Representation of the Data from Various Devices (다양한 기기로부터의 데이터 단일 표현을 통한 개인 미멕스 시스템)

  • Min, Young-Kun;Lee, Bog-Ju
    • The KIPS Transactions:PartB
    • /
    • v.16B no.4
    • /
    • pp.309-318
    • /
    • 2009
  • The researches on the system that automatically records and retrieves one's everyday life is relatively actively worked recently. These systems, called personal memex or life log, usually entail dedicated devices such as SenseCam in MyLifeBits project. This research paid attention to the digital devices such as mobile phones, credit cards, and digital camera that people use everyday. The system enables a person to store everyday life systematically that are saved in the devices or the deviced-related web pages (e.g., phone records in the cellular phone company) and to refer this quickly later. The data collection agent in the proposed system, called MyMemex, collects the personal life log "web data" using the web services that the web sites provide and stores the web data into the server. The "file data" stored in the off-line digital devices are also loaded into the server. Each of the file data or web data is viewed as a memex event that can be described by 4W1H form. The different types of data in different services are transformed into the memex event data in 4W1H form. The memex event ontology is used in this transform. Users can sign in to the web server of this service to view their life logs in the chronological manner. Users can also search the life logs using keywords. Moreover, the life logs can be viewed as a diary or story style by converting the memex events to sentences. The related memex events are grouped to be displayed as an "episode" by a heuristic identification method. A result with high accuracy has been obtained by the experiment for the episode identification using the real life log data of one of the authors.

Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
    • /
    • v.8 no.2
    • /
    • pp.85-96
    • /
    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

  • PDF

Digital recess etching for advanced performance of 0.25$\mu\textrm{m}$­ Double-heterostructure AIGaAs/GaAs PHEMT (0-25 $\mu\textrm{m}$ gate Double-heterostructure AIGaAs/GaAs PHEMT의 성능향상을 위한 디지털 리세스에 대한 연구)

  • 류충식;장효은;범진욱
    • Proceedings of the IEEK Conference
    • /
    • 2002.06b
    • /
    • pp.213-216
    • /
    • 2002
  • A double-heterostructure AIGaAs/GaAs PHEMT (Pseudomorphic High Electron Mobility Transistor) using digital recess has been successfully realized. Futhermore, the differences of gm,nax, fT, fmax between two samples are as low as 0.62%, 1.58% and 2.56 % respectively. Experimental results are presented demonstrating the etch rate and Process invariability with respect to hydrogen peroxide and acid exposure times with uniformity among devices on a sample.

  • PDF