• Title/Summary/Keyword: Experience device

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Exploring Possibilities of Science Field Experience in Jongmyo Shrine (종묘에서의 과학 현장 체험 학습 가능성 탐색)

  • Kim, Jin-Kyung;Shin, Dong-Hee
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.286-305
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    • 2014
  • We explored the possibilities of science field experience in Jongmyo Shrine in this study. To understand the educational value of self-leading science activities in Jongmyo Shrine, one of the World Heritage, we developed science program and applied it to the elementary students participating in a gifted education center. We collected and analyzed various data of opinionnaire survey before and after the program, field activity sheets, field observation, and individual- and group interview. The results showed the lack of students' spatial ability and proposed educational interests in science education. Also, a lot of students felt the difficulty in applying school science knowledge into the real life context. Students found the meaning of science learning through cooperative activities in the historically meaningful place. A proper use of smart device in science field experience was recommended. We found that activities with too much smart device might impede various scientific process skills.

ON TECHNICAL POSSIBILITY AND PRACTICAL EXPERIENCE OF ULTRASONIC SCALE PREVENTING DEVICES USE ON BOILERS AND HEAT-EXCHANGERS IN RUSSIA

  • Semenov, A.G.
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1994.06a
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    • pp.728-733
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    • 1994
  • Scientific foundation for ultrasonic scale preventing devices construction was given in 40S-50S of this century but their production in former USSR was organized later in 70th. Several different principles of scale preventing is overviewed together with physical principles of ultrasonic method. Practical experience received in USSR in 80S is discussed. Technical decisions and inventions used for construction of the first device UZU-1 produced in Cheboksary plant are enumerated and principles of UZU-2 device are briefly sketched.

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Methodology for Designing Inter-device Connectivity by Classifying User Experience Step (사용자 경험단계의 분류를 통한 기기간 연결성디자인 방법론)

  • Hong, Sung-Soo;Yoo, Soung-Min;Ahn, Hyo-In;Ko, Chang-Suk
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.456-459
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    • 2008
  • We are now in the era of digital convergence with CE products and PC at the center, but product diversification occurs in the same breath. Each device may perform its own functions itself independently, but proportion of the inter-device usage is increasing gradually by concept of a home network and ubiquitous widely prevailed. The consumer's need of inter-device connection will take the dominative position of the market. Therefore, we can easily forecast that diversification of the products may inevitably lead connectivity patterns complicated considering recent market situation and trends. In this paper, we propose the methodology for designing inter-device connectivity which covers issues such like segmenting numerous number of connectivity pattern, and establishing their structure of control. Our methodology also supports the inter-device connection with extensive latitudes and a multi-device simultaneous control. In order to present inter-device connectivity guideline, we define four stages of a user experience - Connection, Configuration, Use, Disconnection. Based on the 4 user experience stages, we suggest a specific connectivity designing guideline for each step.

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Development and application of career experience programs for fashion majors using LED devices (LED 디바이스를 활용한 패션전공 진로체험 프로그램 개발 및 적용)

  • Paek, Kyung Ja
    • The Research Journal of the Costume Culture
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    • v.30 no.2
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    • pp.319-329
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    • 2022
  • This study started from the practical need for a career experience program in the fashion major that is creative and responds to current methodologies. The purpose of this study is to propose a fashion work experience program that combines digital technology and practical experience. The research methods and procedures were as follows: fashion items and wearable devices were selected, the LED smart bag program was developed, and it was executed. A total of 123 students participated in the program, and a satisfaction survey was conducted after observation and oral evaluation. All of the participants completed the LED smart bag processes of design ideation, material selection, production, and styling using an eco-bag (one of the fashion items and as an LED wearable device). As a result of the participants' satisfaction (on a 5-point scale), most items showed a high level of satisfaction of 4.39 points or more. The smart bag program was evaluated to increase interest based on the time allotted and the students' level and to bolster their understanding of, and interest in, the fashion major. Therefore, this study is expected to be baseline to explore diversification of the fashion major work experience program, in order to create interest in the fashion major based on creative convergence competency.

A Study on Continuity of User Experience in Multi-device Environment (멀티 디바이스 환경에서 사용자 경험의 연속성에 관한 고찰)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.495-500
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    • 2018
  • This study examined the factors that can enhance the continuity of user experience in multi - device environment. First of all, regarding the structural difference and continuity of tasks, functional differences such as OS difference according to the characteristics of cross media, use of mouse and touch gesture were found to interfere with continuity. To increase continuity, metaphor and ambience To increase relevance and visibility. In the continuity part of visual memory and cognition, familiarity was given by the identity and similarity of visual perception elements, and it was found that familiarity factors are closely related to continuity. Finally, for the continuity of the user experience, we can see that the visibility factors as well as the meaning and layout consistency of the information are factors for the continuity of the user experience. Based on this, it was found that familiarity, consistency, and correlation were significant influences on continuity dimension of user experience, but visibility did not have a significant effect on continuity when regression analysis was conducted as factors of familiarity, consistency, correlation and visibility.

Adaptive Cloud Offloading of Augmented Reality Applications on Smart Devices for Minimum Energy Consumption

  • Chung, Jong-Moon;Park, Yong-Suk;Park, Jong-Hong;Cho, HyoungJun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.3090-3102
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    • 2015
  • The accuracy of an augmented reality (AR) application is highly dependent on the resolution of the object's image and the device's computational processing capability. Naturally, a mobile smart device equipped with a high-resolution camera becomes the best platform for portable AR services. AR applications require significant energy consumption and very fast response time, which are big burdens to the smart device. However, there are very few ways to overcome these burdens. Computation offloading via mobile cloud computing has the potential to provide energy savings and enhance the performance of applications executed on smart devices. Therefore, in this paper, adaptive mobile computation offloading of mobile AR applications is considered in order to determine optimal offloading points that satisfy the required quality of experience (QoE) while consuming minimum energy of the smart device. AR feature extraction based on SURF algorithm is partitioned into sub-stages in order to determine the optimal AR cloud computational offloading point based on conditions of the smart device, wireless and wired networks, and AR service cloud servers. Tradeoffs in energy savings and processing time are explored also taking network congestion and server load conditions into account.

A Case Study of Virtual Reality Contents Development Using Experience Device (가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례)

  • Yoo, Myoung-Eun;Lee, Seok-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.208-210
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    • 2019
  • Creating a virtual reality ecosystem is more important than anything else for virtual reality, which has recently been drawing attention as a sector of the fourth industrial revolution. Virtual reality ecosystem consists of content (C), device (D), platform (P), and network (N). While content is key among these, virtual reality depends on input and output devices, so device utilization is very important. Recently, hands-on devices are being developed for realistic experiences. This study presents examples of contents development using VirZOOM, an experienced device, to reduce immersion and motion sickness of VR contents. We look forward to further promoting the development of virtual reality content in the future through this study.

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Improving Device-to-Device Connectivity with Responsive Web Technology

  • Park, Minsoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.25-30
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    • 2022
  • Since Tim Berners-Lee introduced the idea of the web to the world in the late 1980s, the way information is produced, accessed and used has been constantly changing. This was once again an era of upheaval after Apple's Steve Jobs introduced the smartphone to the world in the mid-2000s. Before the advent of smart devices, web browsing was mainly done using desktops. After the advent of this device, the era of solving almost all human needs with a small PC in the palm of your hand has arrived. The necessity of seamless connectivity between devices, which are constantly emerging and evolving, asks our attention more than ever. In this study, we will discuss a case of design and development of a national open access website, which is optimized for dynamic online user behaviors with diverse devices. Our goal is to provide one true web for people to use in their environment. Device makers need to provide products identical to the desktop environment as much as possible. Service providers should also provide services optimized for each device in hyper-connected environments. Providing a web, optimized for user's online context, will eventually result in a sustainable user experience.

High Quality Network and Device Aware Multimedia Content Delivery for Mobile Cloud

  • Saleem, Muhammad;Saleem, Yasir
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.10
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    • pp.4886-4907
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    • 2019
  • The use of mobile devices is increasing in multimedia applications. The multimedia contents are delivered to mobile users over heterogeneous networks. Due to fluctuation in bandwidth and user mobility, the service providers are facing difficulties in providing Quality of Service (QoS) guaranteed delivery for multimedia applications. Multimedia applications depend on QoS parameters such as delay, bandwidth, and jitter to offer better user experience. The existing schemes use the single source and multisource delivery but are unable to balance between stream quality and network congestion for mobile users. We proposed a Quality Oriented Multimedia Content Delivery Scheme (QOMCDS) for the mobile cloud to deliver better quality multimedia contents for the mobile user. The multimedia contents are delivered to the mobile device based on the device's parameters and network environment. The objective video quality assessment models like Peak Signal-to-Noise Ratio (PSNR), Structural Similarity (SSIM), and Video Quality Measurement (VQM) are used to measure the quality of the video. The client side Quality of Experience metric such as Startup delay, Rebuffering events, and Bitrate switch count was used for evaluation. The proposed scheme is evaluated using dash.js and is compared to existing schemes. The results show significant improvement over existing multimedia content delivery schemes.

User experience of responsive web on multi-device environment (멀티 디바이스 환경에서 반응형 웹의 사용자 경험)

  • Kang, Jae-Shin;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.465-470
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    • 2018
  • This study investigated how layouts can be arranged to improve the user experience in response to changes in the size of responsive webs in a multi - device environment. The layout elements of the responsive web are largely divided into a header, a main concept image, a main content, a sub-content, and a footer. As the screen becomes smaller, the use of drawers and the menu of the scrolling menus rather than the vertical menus will help improve the user experience. The main concept image should be consistent and not lose readability through the use of system fonts. The main content and the sub content should be prevented from being long in the vertical scroll, and the card UI, the table list and the grid list could be alternatively presented for this purpose. Another problem with vertical scrolling is that the placement of user-selectable menus, such as more or new content corrections, is helpful in improving the user experience.