• Title/Summary/Keyword: Digital Devices

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Probability-based Deep Learning Clustering Model for the Collection of IoT Information (IoT 정보 수집을 위한 확률 기반의 딥러닝 클러스터링 모델)

  • Jeong, Yoon-Su
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.189-194
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    • 2020
  • Recently, various clustering techniques have been studied to efficiently handle data generated by heterogeneous IoT devices. However, existing clustering techniques are not suitable for mobile IoT devices because they focus on statically dividing networks. This paper proposes a probabilistic deep learning-based dynamic clustering model for collecting and analyzing information on IoT devices using edge networks. The proposed model establishes a subnet by applying the frequency of the attribute values collected probabilistically to deep learning. The established subnets are used to group information extracted from seeds into hierarchical structures and improve the speed and accuracy of dynamic clustering for IoT devices. The performance evaluation results showed that the proposed model had an average 13.8 percent improvement in data processing time compared to the existing model, and the server's overhead was 10.5 percent lower on average than the existing model. The accuracy of extracting IoT information from servers has improved by 8.7% on average from previous models.

Applications of English Education with Remote Wireless Mobile Devices (무선 원격 시스템의 모바일 장치를 이용한 영어 학습 방법 연구)

  • Lee, Il Suk
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.255-262
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    • 2013
  • Useful applications for English education enable immediate conversion of mobile devices into remote wireless systems for classroom computers. Once the free software has been installed in the main computers in the classroom, using powerpoint, students can operate the computers through their mobile devices by installing Air mouse on them. By using this, the students can draw or write on the "board" to manipulate the educational resources from where they are/from their seats. The study of English language encompasses not only academic study but also language training. Until recently, the issue of the English language learning has been ridden with certain problems-instead of being a tool that facilitates communication, its main purpose has been for school grades, TOEIC, and TOEFL. This study suggests English language learning methodology using various applications such as mobile, VOD English language content, and movie scripts in implementing easy and fun English language learning activities that can be studied regularly. This is operationalized by setting a specific limit on learning and by using various media such as podcast, Apps, to increase interest, motivation, and self-directed learning in a passive learning environment.

A Study of Authentication Scheme using Biometric-Based Effectiveness Analysis in Mobile Devices (모바일 장치에서 신체정보기반의 효용성 분석을 이용한 인증기법에 관한 연구)

  • Lee, Keun-Ho
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.795-801
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    • 2013
  • As the life which existed only offline has changed into a life part of which is led online, it is an important problem to identify whether an online user is legitimate one or not. Biometric authentication technology was developed to identify the user more correctly either online or in offline daily life. Biometric authentication is a technology where a person is identified by his or her unique characteristics, and is highlighted as a next-generation authentication technology replacing password. There are various kinds of traits unique to each individual, and biometric authentication technologies drawing on such traits use various devices and algorithms. Firstly, this paper classified such various biometric authentication technologies, and analyzed the effects of them when they are applied on smartphone, smartwatch and M2M of the different devices platforms. Secondly, it suggested the effectiveness-based AIB(Authentication for Integrated Biometrics) authentication technique, a comprehensive authentication technique, which can be used in different devices platforms. We have successfully included the establishment scheme of the effectiveness authentication using biometrics.

Data Sharing Technique between Heterogeneous based on Cloud Service (클라우드 서비스 기반 이기종간의 데이터 공유 기법)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.3
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    • pp.391-398
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    • 2018
  • There are many problems caused by data sharing between general heterogeneous digital devices due to various interfaces. To solve this problem, this paper proposes heterogeneous data sharing with cloud service and mobile through D2D communication that supports communication between different devices. The proposed technique is used to reduce the load on the server to perform data synchronization. Also, in order to minimize data latency caused by data replication between different devices, a technique to enhance the speed of data writing with copying only the modified parts in the chunk list is adopted and cloud service model integrated with mobile environment is realized in order to minimize the network bandwidth consumed for synchronization for data sharing. Therefore, it is possible to share data in different spaces efficiently with maintaining data integrity and minimizing latency in data.

Educational Method of Algorithm based on Creative Computing Outputs (창의적 컴퓨팅 산출물 기반 알고리즘 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.49-56
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    • 2018
  • Various types of SW education are being operated by universities for non-major undergraduates. And most of them focus on educating computational thinking. Following this computing education, there is a need for an educational method that implements and evaluates creative computing outcomes for each student. In this paper, we propose a method to realize SW education based on creative computing artifacts. To do this, we propose an educational method for students to implement digital logic circuit devices creatively and design SW algorithms that implement the functions of their devices. The proposed training method teaches a simple LED logic circuit using an Arduino board as an example. Students creatively design and implement two pairs of two input logic circuit devices, and design algorithms that represent patterns of implemented devices in various forms. And they design the functional extension and extended algorithm using the input device. By applying the proposed method, non-major students can gain the concept and necessity of algorithm design through creative computing artifacts.

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.

Effect of Media Literacy on the Formation of Smart Divide (미디어 리터러시가 스마트 디바이드 형성에 미치는 영향)

  • Lee, Seungmin
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.19-38
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    • 2021
  • This study empirically analyzed the effect of media literacy on the formation of the smart divide, which is a multi-faceted digital divide that occurs in the context of the use of smart devices. As a result, most of the factors of media literacy affect the establishment of social relations and social network through the use of smart devices, which, in turn, leads to the expansion of the range of informational and social activities. In addition, media literacy has a significant effect on the competence to evaluate the value of information acquired through the use of smart devices. Based on these results, there can be social disparity between those who have secured media literacy and those who do not from the perspective of informational and social benefits through the use of smart devices, which can function as a mechanism to generate the smart divide.

NBAS: NFT-based Bluetooth Device Authentication System (NBAS: NFT를 활용한 블루투스 장치 인증시스템)

  • Hwang, Seong-Uk;Son, Sung-Moo;Chung, Sung-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.5
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    • pp.793-801
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    • 2022
  • Most Bluetooth devices are commonly used in various ways these days, but they can be often lost due to small-size devices. However, most Bluetooth protocol do not provide authentication functions to legitimate owners, and thus someone who obtains the lost Bluetooth device can easily connect to their smart devices to use it. In this paper, we propose NBAS can authenticates legitimate owners using NFT on lossy Bluetooth devices.NBAS generates a digital wallet on the blockchain using the decentralized network Ethereum blockchain and facilitating the MAC address of the Bluetooth device in the digital wallet. The owner of the wallet uses a private key to certify the Bluetooth device using NFT. The initial pairing time of NBAS was 10.25 sec, but the reconnection time was 0.007 sec similar to the conventional method, and the pairing rejection time for unapproved users was 1.58 sec on average. Therefore, the proposed NBAS effectively shows the device authentication over the conventional Bluetooth.

The Mediating Effect of the Outcome of Digital Device Use between Digital Informatization & Life Satisfaction (디지털정보화와 일상생활만족도의 관계: 디지털기기 이용성과의 매개 효과 분석)

  • Kim, Ban-Ya;Kwon, Jong-Sil
    • Informatization Policy
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    • v.29 no.2
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    • pp.91-105
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    • 2022
  • This study investigates the effects of different types of digital informatization (i.e. access, skill, utilization) on life satisfaction. The mediation effects of the outcome of digital device use between digital informatization and life satisfaction are also tested. The '2020 Survey on the Digital Divide' conducted by the National Information Society Agency was referenced for empirical analysis. The findings show that in general, digital informatization contributes to improving life satisfaction. In addition, the outcome of digital device use mediates the positive relationship between digital informatization and life satisfaction. However, the magnitudes of the effects of digital informatization and mediation effects differed according to the types of digital informatization. This study supports the necessity and justification for a digital informatization policy and provides valuable information that helps establish and promote digital informatization policies. In addition, this study helps to understand the determinants of the third-level digital divide information by examining the relationship between digital informatization and the outcome of digital device use.

A Study on Player's Immersion by Difference of Input Control Devices in Computer Games (컴퓨터 게임에서 조작도구의 차이가 플레이어의 몰입에 미치는 영향 연구)

  • Yang, Shin-Duk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.35-45
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    • 2010
  • This study sets a hypothesis on that the use of input control devices, which are similar to what we experience in real life, to control activities in games increases players' immersion rate, and compares general input control devices with dedicated input control devices in order to show appropriate results. Accordingly the process of the study is derived and the hypothesis is substantiated by understanding the relationship between game controlling activities and immersion rate. Overall satisfaction survey result on the use of dedicated devices shows that most players responded that they felt immersed enough in games when used dedicated devices and were highly satisfied. The use of the dedicated devices had positive impact on the increase of immersion rate in general. In order to increase immersion rate with controlling activities in games, the use of input control devices that are easy to handle and enable precise control is required, which shows that it will bring more fun and more increased immersion rate.