• 제목/요약/키워드: Education Platform

검색결과 806건 처리시간 0.028초

Ubiquitous Service Platform using Contextual Information

  • Yoon, Hyung-Min;Jeong, Seong-Hun;Kwon, Oh-Young;Han, Tack-Don
    • Proceedings of the KAIS Fall Conference
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    • 한국산학기술학회 2003년도 Proceeding
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    • pp.231-235
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    • 2003
  • Network infrastructure has spread to an unprecedented extent and is used in various computing devices, such as smart appliances, smart phones, and embedded devices with sensors, which have all been appearing in the computing environment. To accommodate this trend, for a more intelligent service environment, the service platform needs to have abilities that facilitate the operation between services, dynamically share distributed computing resources, and manage appropriate contextual information. We have simulated a service platform to provide intelligent services using contextual information after having implemented the context management service. The context management service gathers raw contextual information from sensors and stores these in the context database. For a consistent basis of contextual information, time and location are used as the key values of the contextual information. The context management service also performs normalization to provide computable contextual information to context-aware applications. In this paper, a service platform based on Jini technology is proposed for constructing an interoperable, dynamic, and . intelligent service environment using contextual information.

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Relationship between the Impact Value of Electronic Body Protector and the Impact Force of Force Platform in the Taekwondo (태권도의 전자호구 충격값과 포스플랫폼 충격력과의 관련성)

  • Bae, Young-Sang
    • Korean Journal of Applied Biomechanics
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    • 제23권2호
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    • pp.125-130
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    • 2013
  • Although the electronic body protector has been officially adopted by the World Taekwondo Federation(WTF) in 2006, no scientific information is available about the reliability of its performance. The purpose of this study, therefore, was to investigate the relationship between the impact value of electronic body protector and the impact force of force platform. Male collegiate Taekwondo athletes([MCTA], n=21) and male collegiate Taekwondo students([MCTS], n=20) volunteered to participate in the study. Each subject performed the apchagi, dollyeochagi and dwichagi on the force platform and the electronic body protector. At the apchagi, it showed that MCTS(about 4,700 N) generated more maximum kick force than MCTA(about 3,900 N), but it expressed that MCTA(about 5,300 N) generated more maximum kicking force than MCTS(about 4,400 N) at the dwichagi. At the apchagi and the dwichagi, it indicated the high coefficient of correlation(over r=.8) which supports higher explanation force the relationship between the impact value of electronic body protector and the impact force of force platform, but there was no statistically significant difference at the dollyeochagi.

Development of Educational Electromagnetic Simulator using Java (자바를 이용한 교육용 전자계 시뮬레이터 개발)

  • 김태용
    • Proceedings of the Korea Society for Simulation Conference
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    • 한국시뮬레이션학회 2003년도 추계학술대회 및 정기총회
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    • pp.181-184
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    • 2003
  • Electromagnetic field simulator have been developed on Java 2 platform (J2SE) because provides robust solutions for applications as well as object oriented design. The simulator can be easily utilized with independent platform. Physical variables for the simulator can be controlled by the user. The numerical results are immediately displayed with graphical images in real time. Therefore, this simulator is intended to be used for education such as antenna engineering, microwave engineering, electromagnetic theory and so on.

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Mobile Edge Computing-based Webtoon Platform Service (모바일 엣지 컴퓨팅 기반의 웹툰 플랫폼 서비스)

  • Lee, Geum-boon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2022년도 제66차 하계학술대회논문집 30권2호
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    • pp.165-166
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    • 2022
  • 본 논문에서는 웹툰 플랫폼 서비스를 위한 모바일 엣지 컴퓨팅의 구조를 제안한다. 웹툰과 같이 모바일 디바이스에서 실행되는 데이터들을 클라우드 서버로 오프로드하거나 원격 서버로부터 필요한 응용프로그램들을 다운로드 받지 않고, 모바일과 가까운 곳에 캐싱 콘텐츠를 전개함으로써 전송 지연없는 서비스를 보장받으며, 데이터가 발생한 근접 지역에서 데이터 분석 및 처리가 가능하므로 딥러닝을 적용한 새로운 서비스 카테고리로 확장할 수 있음을 제시한다.

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Design and Development of a Web-based education system (웹 기반 가상학습 시스템의 설계 및 구현)

  • Ko, Il-Seok;Na, Yun-Ji;Yun, Yong-Ki;Leem, Chun-Seong
    • The KIPS Transactions:PartA
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    • 제9A권4호
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    • pp.631-638
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    • 2002
  • We have many difficult problems to efficient development and management of a Web-based education system because of the various requirements of various demanders. A Web-based education system consists of instructors and operation managers of system and learners. Those three factors are the most important e]ements of a Web-based education system and we must consider those elements for design and development. In constructivist approach. acquiring knowledge is made by experiences among each members or elements. So we can say that the constructivist elements of a Web-based education system is learners and instructors, operation managers. In this study, we design and implement a Web-based education system, based on the interactions of extended demanders of Web-based education system in constructivist approach and object oriented modeling. In this study we can improve portability and reduce cost because of platform independence from presented system. And in experiment, we compare and analyse two platform web-based education system a point of effectiveness, cost, convenience.

WebRTC-Based Remote Collaborative Learning Platform (WebRTC 기반 원격 협업 학습 플랫폼 기술 연구)

  • Oh, Hyeontaek;Ahn, Sanghong;Yang, Jinhong;Choi, Jun Kyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • 제40권5호
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    • pp.914-923
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    • 2015
  • Recently, as the number of smart devices (such as smart TV or Web based IPTV) increases, the way of digital broadcast contents is changed. This change leads that conventional broadcast media accepts Web platform and its services to provide more quality contents. Based on this change, in education field, education broadcasting also follows the trend. The traditional education broadcasting platforms, which just delivered the lecture in one-way, are utilized the Web technology to make interaction between teacher and student. Current education platforms, however, are insufficient to satisfy users' demands for two-way interactions. This paper proposes a new remote collaborative learning platform which able to provide high interactivity among users. Based on new functional requirements from original use case, the platform provides collaborative contents sharing and collaborative video streaming techniques by utilizing WebRTC (Web Real-Time Communication) technology. The implementation demonstrates the operability of proposed system.

A Study for Definition and Classification of Offshore Units (해양시설 용어 정의 및 분류 체계에 관한 일고찰)

  • LIM, Youngsub;KWON, Do Joong;LEE, Chang-Hee
    • Journal of Fisheries and Marine Sciences Education
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    • 제29권3호
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    • pp.689-701
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    • 2017
  • In recent offshore industries, various ambiguous terms have been used without clear definition or classification, causing difficulties in legal, technical, and educational understanding and usage. For an example, the commonly used term of 'Offshore Plant' in Korea is not an universal word technically. There has been no clear technical or legal definition about the 'Offshore Plant' and its classification is also very ambiguous; sometimes it is used to refer offshore oil and gas production platform or it is used to mean offshore renewable power generation plant in some cases. To build a conceptual framework, therefore, this paper suggests a classification of offshore units (1) using internationally agreed terms, (2) agreed with the technical classification used by the ship classification society and (3) being able to include not only the current but also future concepts of offshore units.

A Design of Broker Platform for a services interoperability on the collaboration cloud

  • Jung, Kyedong;Hwang, Chigon;Shin, Hyoyoung;Lee, Jongyong
    • International Journal of Internet, Broadcasting and Communication
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    • 제7권1호
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    • pp.70-74
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    • 2015
  • The cloud computing are provided various ways for accessing resources and services through collaboration. In this paper, we present a cloud computing model for collaboration in cloud environment. By introducing a model, it is possible to introduce and develop an application required for the database and business services. SaaS model can be applied overall or partially. In particular, business operations need various software. Since cost reduction and applying immediate service are available, it is possible to realize the business environment and high quality service.

Development of Obesity Management Application Based on Android -Focused on BMI and Calculate Momentum- (안드로이드 기반 비만 관리 애플리케이션 개발 - BMI 및 운동량 산출을 중심으로 -)

  • Hyun, Dong-Lim;Song, Kyung-Chul;Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • 제23권4호
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    • pp.568-581
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    • 2011
  • This thesis is the study about application development for management obesity and personal health matters systematically based on Android smart phone system. Growing obesity problem for students organized by the lack of a device or program to manage at home has been favored as a serious problem. Currently developed smart phones has come into wide use by portable features and many applications. And to support populations of these features smart phones will be available for obesity management in your home without any equipment using. Accordingly, this paper is the study about application development for management obesity for growing students at home based on the latest smart phone platform Android.

Technology Readiness as Moderator for Satisfaction and Destination Loyalty in Augmented Reality Environments

  • Taehyee Um;Jingwen Jia;Tie Xiaorui;Namho Chung
    • Asia pacific journal of information systems
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    • 제31권2호
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    • pp.220-235
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    • 2021
  • Technology has been changing the travel experience of visitors. Particularly, augmented reality (AR) is one of the emerging technologies, which widely used in cultural heritage tourism sites. This study is based on a new technology acceptance model and future modified this model to examine the relationship between product beliefs, consumer satisfaction with AR, and destination loyalty in cultural heritage sites. Moreover, this paper examined the role of technology readiness (TR) forming travellers' loyalty of destination with a kind of travel technology--AR. The results show that perceived usefulness and perceived ease of use have significant effects on the satisfaction of AR towards the travellers' loyalty of destination. TR is found to have moderating effects on this model.