• Title/Summary/Keyword: Play Environment

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Implementation of Web-based Learning Tool using Skemp's Theory and Its applications to Multiplication and Division Operations in Elementary School Math Education (Skemp 이론을 적용한 웹기반 학습도구 구현 및 초등학교 수학 교육의 곱셈과 나눗셈 영역으로의 적용)

  • Song, Ui-Sung;Park, Eun-Kyeong;Park, So-Young;Gil, Joon-Min
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.517-525
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    • 2010
  • Because the existing Skemp's play activities learning has only been done on the offline, the hassles of learning paper production, the understanding of achievement levels, and the difficulty of feedback and compensation have been pointed out as a serious problem. Therefore, the aim of this study is to develop web-based learning tool applied the Skemp's play activities for elementary school students who learn mathematical skills easily in the web environment. To demonstrate the effectiveness of implemented web-based learning tool, we have analyzed questionnaire survey conducted for academic achievement of the third grade elementary school students. The analysis results show that for improving the ability of multiplication and division operation, the learning using web-based tool applied the Skemp's play activities is more effective than the learning based on the existing educational process and the result is statistically significant at the 5% significance level.

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A Heuristic Search Based Optimal Transcoding Path Generation Algorithm for the Play of Multimedia Data (멀티미디어 자료 재생을 위한 경험적 탐색 기반 최적 트랜스코딩 경로 생성 알고리즘)

  • 전성미;이보영;허기중
    • Journal of the Korea Society of Computer and Information
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    • v.8 no.4
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    • pp.47-56
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    • 2003
  • According to rapidly developed mobile terminals and network in the play environment for multimedia presentation, different end-to-end QoS situations appear. Then the generation of transcoding path algorithm was reviewed to transcode a source'data satisfying the needed QoS from a destination and play it considering given transcoders and network. This method used only workload as a parameter although two parameters, workload and throughput, were needed to process multimedia stream in a transcoder, Therefore generated transcoding path with this method had additional calculation to check playability whether it was safisfed the QoS of a destination or not. To solve the problem this paper suggests T algorithm with evaluation function using isochronous property that is needed for multimedia stream to arrive a destination. That means, most playable path is selected with heuristic search based isochronous property between many transcoding paths. Using the suggested algorithm, a transcoding path can be generated faster to play the multimedia data with different end-to-end QoS in real-time transmission.

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Arduino-based power control system implemented by the MyndPlay (MyndPlay를 이용한 Arduino기반의 전원제어시스템 구현)

  • Kim, Byeongsu;Kim, Seungjin;Kim, Taehyung;Baek, Dongin;Shin, Jaehwan;An, Jeong-Eun;Jeong, Deok-Gil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.924-926
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    • 2015
  • In this paper, we use the interface, which many countries concentrates research of Brain - Computer Interface with the device and MyndPlay based on the IoT intelligent Arduino. Finally we will make the Brain - Computer Connection environment, the purpose of Brain - Computer Interface. Recognizes the EEG of a person who wearing the equipment, analyze, classify, and we did a research to design an intelligent thing to suit user's condition. In addition, we use the XBee, and Bluetooth to communicate to other devices, such as smart phone. In conclusion, this paper check users current status via brain waves, and it allows to control the power and other objects by using the EEG(Electroencephalography).

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Plug-and-Play Framework for Connectivity Control and Self-Reconfiguration of Weapon System Components (무기체계 구성장치의 연결성 제어 및 자율 재구성을 위한 플러그앤플레이 프레임워크)

  • Chang, HyeMin;Kang, SukJong;Cho, YoungGeol;Yoon, JooHong;Yun, Jihyeok
    • Journal of the Korea Institute of Military Science and Technology
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    • v.24 no.3
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    • pp.328-338
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    • 2021
  • A study on common modular design based on open standards to reduce the life cycle cost of ground weapon system is underway. Since the ground weapon system includes major mission equipment such as fire control system, it is essential to apply the concept of fault tolerance through automatic reconfiguration and blocking unspecified equipment through connectivity control. However, it is difficult to generalize due to the difference in operating characteristics for each system. In this paper, we propose a plug-and-play framework, which includes plug-and-play architecture and mechanism. The proposed method can be used in common by the application of each component as it is divided into a common service layer. In addition, the proposed connectivity control and autonomous reconfiguration method facilitates reflection of operating characteristics for each system. We constructed a verification environment that can simulate ground weapon systems and components, and verified that the proposed framework works through scenario-based functional tests.

A Study on The IPTV Quality Using FR or The NR Measurement (FR, NR 측정 방식을 이용한 IPTV 품질에 관한 연구)

  • Lee, Jae-Jeong;Nam, Ki-Dong;Kim, Chang-Bong
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.46 no.8
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    • pp.59-66
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    • 2009
  • Recently, as the expectation about the IPTV (Internet Protocol TV) service quality is rapidly increased by the development of the national high-speed internet and TPS (the Triple Play Service : data + image + audio) service Therefore, the enactment of the national quality standards about the IPTV service quality guaranteeing the real time video quality of a subscriber and the international standards are hastily needed. This paper built a test bed with the network domain and the subscriber set-top box domain including the headend area and commercial network characteristic in order to test in the environment which is similar to the characteristic of the service business network. And by using the constructed environment, the characteristics required for SLA(service Level Agreement) of the IPTV service are presented as the quality test according to the service environment change.

Development of Realtime Multimedia Streaming Service using Mobile Smart Devices (모바일 스마트 단말을 활용한 실시간 멀티미디어 스트리밍 서비스 개발)

  • Park, Mi-Ryong;Sim, Han-Eug
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.51-56
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    • 2014
  • Thesedays, there are many smart device applications developed, especially on the using various sensors included in the smart device. Smart devices have several sensors which are camera, GPS, mike, and communication module for collecting ubiquitous environment, and many applications are developed by using such sensors. In this paper, we developed the multimedia stream architecture and examined the smart device applications based on open source with front and back-end server clouds for developing the conceptual architecture. Also, we examined the back-end distributed servers, realtime multimedia stream transferring, multi-media store, and media relay for other server and smart devices. We test the examined architecture on the real target environment to collect the SIP initial setup time, media stream delay, and end-to-end play time. The test results show that there have good network operation environment to provide realtime multimedia services, and we need to improve the end-to-end play time by minimizing the initial setup time.

A Study on the Regional Cooperation for the Prevention of Marine Pollution in the Yellow Sea (황해에 있어서의 해양오염방지를 위한 지역적 협력에 관한 연구)

  • 이윤철;최성규
    • Journal of the Korean Institute of Navigation
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    • v.16 no.2
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    • pp.41-52
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    • 1992
  • It is, as everyone knows, very important for human beings to protect and conserve marine environment. We has believed the ocean is so wide and deep that it cannot be polluted. But it has begun to doubt the capacity of self-purification of the ocean due to pollution arising from marine casualities. It has proved that semi-enclosed sea is likely to be polluted and cannot be restored easily once pollution occurs. Therefore, first of all it is important to take preventive measures for prevention of marine pollution in the semi-enclosed sea like the Yellow Sea. Many of regional conventions for prevention of marine pollution have come into existence. this dissertation was set out for the fact that the Yellow Sea is semi-enclosed sea which is vulnerable to marine pollution. It is desirable not to deal with marine preservation of the Yellow Sea by a single exclusively but to deal with it by cooperation of all coastal states under the present circumstances. I proposed a program of regional cooperation to protect and conserve the Yellow Sea. This program must be progressed with gradual arrangements. First, they must establist a basic cooperation committee to work basic affairs on the protection of marine environment within the Yellow Sea. The Committee Mainly play parts of study and research concerned with pollution of the Yellow Sea in the non-governmental side and consist of legal and scientific experts. Second, they must establish the control Committee to prevent marine pollution of the Yellow Sea substantially. There is a reason that regional cooperation cannot be directly concluded with the regional tready. Because there is a problem of Recognition of States left. In principle, a subject of tready must be a state in the International Law. But they have not made Recognition of State which is demanded by International Law between North and South Koreas. Therefore, the Control committee must play a substantial part of prevention from pollution instead of the treaty. Finally, we concluded tentatively named $\ulcorner$Convention on Regional Cooperation for Protection of Marine Environment of the Yellow Sea from Pollution$\lrcorner$ if the matter is settled which is related to Recognition of States in the International Law.

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A Study on the Spatial Characteristics of 'space experience' in Early Childhood Education Facilities - Focusing on the Movement of the space - (유아교육시설에서 나타나는 '공간 체험'의 특성에 관한 연구 - 이동 공간을 중심으로 -)

  • Moon, Suk-Young;Kim, Jin-Mo
    • Journal of the Korean Institute of Educational Facilities
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    • v.19 no.5
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    • pp.3-10
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    • 2012
  • In recent times, education facilities for children have focused on the importance of the "living environment" of children. This is because children have a more sensitive response than adults in their lives. All of the field activities, body movement, and play they go through in their living environment exhibit a great educational effect while promoting their emotional, physical, and mental development; therefore, these are the main priority factors in planning an education facility for children. A space may be deemed to be created by the relationship between objects and the people who perceive them. Also, space cognition may be defined to be made of the perception of a space, integration with experience, and restructuring. Physical factors and visual factors, which are the basic factors composing a space, either play their roles as independent variables in a space or form a relationship through a combination between the factors; thereby, diverse types of space experiences may be created. Space experience may be realized through the "movements" of a user, and a user selectively experiences a space through his/her voluntary movements, while experiencing the space against their will through flexible movements. In particular, space experience through movements has an effect on children in terms of making them feel like having daily exploration, and it also has a positive effect on education. A movement space in which "movements" appear most strongly in an education facility for children connects various nearby spaces, and it also portrays a transfer role. Furthermore, in this space, a variety of space changes can be found; thereby, children are able to have diverse selective space experiences.

An Exploratory Study of Privacy Issues and Concerns in the Digital Convergence Environment (디지털 컨버전스 환경에서의 프라이버시 이슈와 프라이버시 침해 우려)

  • Bang, Young-Sok;Lee, Dong-Joo;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.11 no.2
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    • pp.91-111
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    • 2009
  • Collection and use of personal information have enabled firms to improve their value propositions by offering personalization. On the other hand, they have caused widespread concerns by consumers that their privacy is invaded. Because previously distributed personal information can be integrated and utilized to offer more personalized services, those concerns may be intensified with the progress of the digital convergence environment. In this study, factors for privacy invasion and their impact on the privacy concerns are suggested. Then, an empirical study is conducted to examine some of the suggestions. From the analysis, several results are derived. First, as more personal data are collected, secrecy and autonomy concerns increase exponentially rather than steadily. Second, as targeting accuracy is improved, greater secrecy and autonomy concerns are expressed by consumers, but less seclusion concerns. Finally, monetary reward such as coupons can reduce seclusion concerns when targeting accuracy is high. Based on the results, implications for managing consumer privacy concerns are provided under digital convergence environment.

Design of Dynamic-Game Environment based on Behavior Patterns of Game Player (게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계)

  • Yoon, Tae-Bok;Hong, Byung-Hoon;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.125-133
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    • 2009
  • Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.

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