• Title/Summary/Keyword: Mobile Education Device

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The Development of a Behavioral Assessments and QR Code Based Mobile Web Application for Classroom (성격유형검사와 QR코드 기반의 모바일 학급 웹앱 개발)

  • Yoo, InHwan
    • Journal of The Korean Association of Information Education
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    • v.16 no.4
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    • pp.397-407
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    • 2012
  • According to the fast supply of the SMART device, many people have a lot of interests about SMART education. The Korean government is showing a lot of effort towards the promotion of SMART education. In this study, I developed a behavioral assessments and QR code based mobile web application for school education. The developed system works seamlessly across all popular mobile device platforms and if you save the data after the assessment, this system will automatically create each person's mobile web page. Students and teachers can add comments to this page and can improve the accessibility for finding the address of this page to QR code. The developed system can contribute to the class members understanding the personality of each other and make communication run smoothly. As a result of application of developed system, it is expected to contribute to increasing the interaction between a students, parents and teachers because the developed system provides a service based to education consumer's TPO(Time, Place, Occasion).

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A Study on the Changing Direction of Korean Education in the Age of the Fourth Industrial Revolution -focusing on Using the Mobile device-

  • Hwang, Shung-Eun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.7
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    • pp.91-97
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    • 2018
  • This study has an ultimate purpose to find some change direction of education in the Korean language education field, that is, in and out of the Korean language classroom keeping up with social changes. Especially, this study will investigate progressive educational ways in terms of not only developing software, but also grafting hardware relating to mobile technologies. For this, this study will classify the cases of teaching and learning happened in and out of Korean language classrooms and to introduce practical ways of education to apply mobile technologies according to the each case. As a concrete method, this paper proposed a change plan of classroom change that incorporates 'Miracast' and 'smart phone' and a change plan out of the classroom using mesh. This study can be meaningful in that the teaching and learning are linked more organically through the smart phone and the education is called 'IoT world' so that both teachers and learners can easily access education.

Implementation of GPU Acceleration of Object Detection Application with Drone Video (드론 영상 대상 물체 검출 어플리케이션의 GPU가속 구현)

  • Park, Si-Hyun;Park, Chun-Su
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.117-119
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    • 2021
  • With the development of the industry, the use of drones in specific mission flight is being actively studied. These drones fly a specified path and perform repetitive tasks. if the drone system will detect objects in real time, the performance of these mission flight will increase. In this paper, we implement object detection system and mount GPU acceleration to maximize the efficiency of limited device resources with drone video using Tensorflow Lite which enables in-device inference from a mobile device and Mobile SDK of DJI, a drone manufacture. For performance comparison, the average processing time per frame was measured when object detection was performed using only the CPU and when object detection was performed using the CPU and GPU at the same time.

The Effect of Exhibit Commentary Media on the Communication within Family Visitors: with Docent and Mobile Device (PMP) (박물관에서의 전시설명 매체가 가족단위 관람객들의 소통에 미치는 영향: 도슨트와 모바일 기기(PMP)를 중심으로)

  • Kim, Hyun-a;Park, Yong Wan;Byeon, Hyeon-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.10
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    • pp.545-556
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    • 2017
  • There are exhibit commentary media (docent, mobile device) for assisting family visitors in the museum, and the communication within family members could be affected by which media they use. When using a docent, family visitors lowered their voice or restrained talks for paying attention to a docent' explanation. When using a mobile device, family visitors mainly relied on a mobile device, so they did not pay attention to the objects. The results of the survey showed that parents reported no difference between the docent and the mobile device on some measurement items and preferred the docent to the mobile device on other measurement items. On the other hand, children showed strong preference toward the mobile deice over the docent because of their enjoyment for operating the mobile device. Regardless of which media they used, the communication among family members could be enhanced by being together. Therefore, the museum should design and operate a docent program for family visitors to enhance the communication among family members. In addition, the museum should consider how family visitors using a mobile device would pay attention to objects and enhance the communication.

A Study on Intelligent Jobs Information Recommendation Algorithm for a Mobile Environment (모바일 환경을 위한 지능형 일자리 정보 추천 알고리즘에 관한 연구)

  • Jeon, Dong-Pyo;Jeon, Do-Hong
    • Convergence Security Journal
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    • v.8 no.4
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    • pp.167-179
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    • 2008
  • As ubiquitous technology develops, there are many studies to provide various contents proper to users through a mobile device. However, there is a limit of information provision due to a small user interface of a mobile device. This study proposes a system that can solve a problem and provide an intelligent agent model appropriate to a mobile environment and job information positively that an individual user is interested. It is composed of a personalization engine to monitor users' behavior patterns and a learning algorithm to provide information to a mobile device. Analysis shows that preferred job items are different by sex, age and education, while a region affects job searching significantly.

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Mobile Cloud System based on EMRA for Inbody Data

  • Lee, Jong-Sub;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.327-333
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    • 2021
  • Inbody is a tool for measuring health information with high reliability and accuracy to analyze body composition. Unlike the existing method of storing/processing and outputting data on the server side, the health information generated by InBody requires accurate support for health sharing and data analysis services using mobile devices. However, in the process of transmitting body composition measurement information to a mobile service, a problem may occur in data transmission/reception processing. The reason for this is that, since the network network in the cloud environment is used, if the connection is cut off or the connection is changed, it is necessary to provide a global service, not a temporary area, focusing on the mobility of InBody information. In addition, since InBody information is transmitted to mobile devices, a standard schema should be defined in the mobile cloud environment to enable information transfer between standardized InBody data and mobile devices. We propose a mobile cloud system using EMRA(Extended Metadata Registry Access) in which a mobile device processes and transmits body data generated in the inbody and manages the data of each local organization with a standard schema. The proposed system processes the data generated in InBody and converts it into a standard schema using EMRA so that standardized data can be transmitted. In addition, even when the mobile device moves through the area, the coordinator subsystem is in charge of providing access services. In addition, EMRA is applied to the collision problem due to schema heterogeneity occurring in the process of accessing data generated in InBody.

Implementation of Educational Service for Environmental Saver using Smart Device (스마트 기기를 활용한 환경 지킴이 교육 서비스 구현)

  • Lee, Yong-Hwan;Cho, Han-Jin;Lee, June-Hwan
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.1-8
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    • 2015
  • Various efforts are being made to live a Green life began to recognize an importance of eco-friendly living. In this paper, we have designed and implemented a mobile-based environmental keeping education service, which is offered well-defined category searching and environmental outreach related designed categories, for the purpose of supporting distribution of educational application. The implemented prototype system not only plays a function of environmental pollution report, related to simple environmental stewardship schemes, but also provides environmental monitoring service and integrated educational system supporting certified online volunteer activity. This study provides an one of famous methods to the youth for environmental monitoring education system based on mobile environments, and suggests an improvement to the environmental education for schools students.

Cases of IT Based Innovation in a Hospital (IT관점의 병원혁신 사례)

  • Hwang, Einjeong
    • Korea Journal of Hospital Management
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    • no.spc
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    • pp.74-84
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    • 2016
  • This research is for an innovative health information service cases based on Information Communication Technology (ICT), conducted at a general hospital in Korea. This study introduces a personal use self-diagnosis & self management device for pulmonary chronic disease patients, a mobile communication application service for doctor rounds, a surgical education system providing natural-user-interface with virtual reality for surgeons, and an Internet of things(IOT) technology using personal electrocardiogram (ECG) measurement device cases. Due to every case is on developing, there are still many issues needed to be improved. For this reason, various opinions with constructive critiques from the readers of this paper will be welcomed for better practical implementation.

Design and Implementation of Scratch-based Science Learning Environment Using Non-formal Learning Experience

  • Ko, Hye-Kyeong
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.170-182
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    • 2019
  • In this paper, we use scratch to design and develop non-formal learning experiences that are linked with contents of secondary science textbook to educational programs. The goal of this paper is to develop a convenient and interesting program for non-formal learning in a learning environment using various smart device. Theoretical approaches to mobile education, such as smartphones, and smart education support policies continue to lead to various research efforts. Although most of the smart education systems developed for students who have difficulty in academic performance are utilized, they are limited to general students. To solve the problem, the learning environment was implanted by combining the scratch, which is an educational programming that can be easily written. The science education program proposed in this paper shows the result of process of programming using ICT device using scratch programming. In the evaluation stage, we were able to display the creations and evaluate each other, so that we could refine them more by sharing the completed ideas.

Implementation of the Golf Play Advice System with Reasoning Rules Using Mobile Devices

  • Kim, Kapsu;Min, Meekyung
    • International journal of advanced smart convergence
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    • v.7 no.2
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    • pp.47-54
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    • 2018
  • This paper is a study on implementation of the golf play advice system which provides advice to golfers through mobile devices. The system consists of a mobile unit consisting of a GPS receiver, a data transmitter and receiver, and a display unit, and a server unit composed of a database and advice generator. The advice generator that provides advices to the users, generates advices with IF-THEN rule-based reasoning method. The reasoning module utilizes golfer's personal records and various information in the database of the server unit. This system provides the advice to the users who play on the golf course through mobile devices, so that it is possible to provide various information similar to the screen golf using the computer simulating technology in the outdoor golf course.