• Title/Summary/Keyword: Smart Pad

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Consumers' preference about the attributes of Post PC: reaults of a contingent ranking study (Post PC의 속성별 소비자 선호 분석 : 조건부 순위결정법을 이용하여)

  • Lee, Ju-Seok;Yu, Seung-Hun;Gwak, Seung-Jun
    • Journal of Korea Technology Innovation Society
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    • v.8 no.1
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    • pp.135-153
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    • 2005
  • With an explosive growth of internet and a change of consumer's demand, Post PC is emerging as a substitute for the existing desktop computer and laptop computer. Post PC is a new computer which is portable with wireless networking, cheaper than the existing PCs and specialized in the specific function that consumers want. Furthermore, the shape and the ability of Post PC are dependent on its specific function. The rudimentary Post PCs such as PDA, web-pad and smart-phone are already usable. And in the future, owing to the progress of technologies, the heterogeneity of relate companies and the low entry barrier, various Post PCs will be developed. In this paper, we analyze consumers' willingness-to-pay for Post PC with the attributes such as the portability, the speed of CPU, the data input method (using key board, or notepad etc), the size of monitor and price. To estimating consumers' willingness-to-pay for the attributes of Post PC, we apply a contingent ranking method, which makes the respondents rank hypothetical Post the portability, the speed of CPU, the data input method (using key board, or notepad etc),the size of monitor and price. To estimating consumers' willingness-to-pay for the attributes of Post PC, we apply a contingent ranking method, which makes the respondents rank hypothetical Post PC alternatives featuring various combinations of attributes, to a survey data collected in Korea. Using the estimated willingness-to-pay, we predict the shape and the ability of future's Post PC and draw policy implications for the national and company level R&D strategies.

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Investigation of health and safety impact from the 'Site BIM' tools in the live construction sites

  • Shah, Raj;Edwards, Joel
    • Journal of Construction Engineering and Project Management
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    • v.6 no.2
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    • pp.1-7
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    • 2016
  • Construction in the UK is the second most dangerous industry in terms of fatal and minor injuries according to the 2014 report of HSE. The use of mobile devices such as iPad, Tablets and Smart phones on the live construction projects is also on the increase in the UK due to the 2016 - Level 2 BIM (Building Information Modelling) implementation target, set by the UK Government. Hence, the use of such devices may become a distraction from work activities on the construction sites and will cause a major risk to the end users. The subject of improving safety of BIM use is widely researched, but there is a gap in knowledge about the actual use of the mobile devices and perception of 'Site BIM', on the construction site activities. The main gap identified in the 'Site BIM' is the health and safety aspect of using such devices on the construction sites. A safer way of working with such devices needs to be identified to avoid any potential site hazards and fatalities before the widespread use of the devices are found on the construction projects. In that context, the paper is aimed to highlight the safety issues that are required to address for the successful implementation of the mobile devices for safer use of the 'Site BIM'. Questionnaire survey was used to collect the site information among construction professionals in the UK. The survey findings suggested that a proactive approach may be helpful to stop potential hazards and risks causing by the use of mobile devices and potential measures need to be identified before any injuries and incidents occur. The paper concludes that training, changing size of mobile devices and ensuring a separate induction training for 'Site BIM' tools will improve the health and safety of the end users of the mobile devices at the live construction sites.

Elementary Students' Perceptions on the Use of Digital Science Textbooks (과학 디지털교과서 활용에 대한 초등학생들의 인식)

  • Lim, Heejun;Oh, Phil Seok;Kwon, Gyeong Pil;Shin, Youngjoon;Ahn, Seonghun;Kim, Chongmin;Park, Sunheung
    • Journal of Korean Elementary Science Education
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    • v.33 no.4
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    • pp.795-805
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    • 2014
  • In this study, we investigated elementary students' perceptions of digital science textbooks after they used the digital science textbooks based on 2009 national science curriculum. For this study, 103 $3^{rd}$ and $4^{th}$ grade students were participated. They responded to the survey items about use comfortableness and satisfaction of the digital textbook. Descriptive survey and interviews were administered to understand their perceptions of advantages and disadvantages of the digital science textbooks. The analyses of the data show that students' perceptions of the digital science textbooks were positive in general and their satisfaction appeared to be quite high. They perceived the most advantage as having chances to use multimedia like video clips, pictures, and sound. They also mentioned other advantages like viewer functions such as highlights and notes, learning support functions such as supplementary materials and videos for science experiments, and smart pad functions to operate with hands. On the other hand, they pointed out disadvantages that there were many errors and lags in operation. We also discussed the educational implications about improving digital science textbook for effective science learning.

A Design of 40GHz CMOS VCO (Voltage Controlled Oscillator) for High Speed Communication System (고속 통신 시스템을 위한 40GHz CMOS 전압 제어 발진기의 설계)

  • Lee, Jongsuk;Moon, Yong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.3
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    • pp.55-60
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    • 2014
  • For an high speed communication, a 40GHz VCO was implemented using a 0.11um standard CMOS technology. The mm-wave VCO was designed by a LC type using a spiral inductor, and a simplified architecture with buffers and a smart biasing technique were used to get a high performance. The frequency range of the proposed VCO is 34~40GHz which is suitable for mm-Wave communication system. It has an output power of -16dBm and 16% tuning range. And the phase noise is -100.33dBc/Hz at 1MHz offset at 38GHz fundamental frequency. The total power consumption of VCO including PADs is 16.8mW with 1.2V supply voltage. The VCO achieves the FOMT of -183.8dBc/Hz which is better than previous VOCs.

The Design and Implementation of ECU Simulator for the Smart Vehicle based on FOTA (FOTA 기반 지능형 자동차를 위한 범용 ECU 시뮬레이터 설계 및 구현)

  • Park, In-Hye;Ko, Jae-Jin;Kwak, Jae-Min
    • Journal of Advanced Navigation Technology
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    • v.18 no.1
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    • pp.22-28
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    • 2014
  • This paper presents the design and development of ECU simulator in order to verify automatic firmware update system of ECU SW on the vehicle. We designed and developed general-proposed ECU simulator as devide into HW and SW parts. HWadopt 32bit MPU, CAN, LIN, LCD, and touch-pad button to satisfy general-proposed ECU level. And SW constructed as finite-state-machine structure in order to support HW spec. We developed ECU manager which deliveries update data to verify validity of operation. And we tested ECU simulator with ECU manager. For test of validity of ECU simulator, we set 4 scenarios between ECU simulator and manager. As the result, we confirmed validity of operation in ECU simulator for automatic SW update system.

A Delphi Survey for Establishment of Standards Development Strategy in Digital Publication (전자출판 분야 표준 개발 전략 수립을 위한 델파이조사 연구)

  • Oh, Mi-Ja;Cho, Yong-Sang;Shin, Sung-Wook
    • Journal of Internet Computing and Services
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    • v.14 no.3
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    • pp.1-13
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    • 2013
  • The recent emergence of diverse platform-based media devices such as smart phones and iPads has aroused interest of consumers all across the world. This interest has led to digitalization of paper books and a steep growth in the digital publishing industry at home and abroad. However, advent of various devices and content has caused the issue of compatibility and produced needs and demand for standardization to exchange and share content related to digital publication. Through collection of opinions of 16 stakeholders from the industrial, academic, research, and public sectors, this study aims to examine predictable future changes about content and its distribution, devices, standardization, technical protective measures, and obstacles in future digital publishing and eventually to draw out areas and elements for future standards development.

A Study of Recommending Service Using Mining Sequential Pattern based on Weight (가중치 기반의 순차패턴 탐사를 이용한 추천서비스에 관한 연구)

  • Cho, Young-Sung;Moon, Song-Chul;Ahn, Yeon S.
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.711-719
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    • 2014
  • Along with the advent of ubiquitous computing environment, it is becoming a part of our common life style that the demands for enjoying the wireless internet using intelligent portable device such as smart phone and iPad, are increasing anytime or anyplace without any restriction of time and place. The recommending service becomes a very important technology which can find exact information to present users, then is easy for customers to reduce their searching effort to find out the items with high purchasability in e-commerce. Traditional mining association rule ignores the difference among the transactions. In order to do that, it is considered the importance of type of merchandise or service and then, we suggest a new recommending service using mining sequential pattern based on weight to reflect frequently changing trends of purchase pattern as time goes by and as often as customers need different merchandises on e-commerce being extremely diverse. To verify improved better performance of proposing system than the previous systems, we carry out the experiments in the same dataset collected in a cosmetic internet shopping mall.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.69-76
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    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.

Mobilizing Learning: Using Moodle and Online Tools via Smartphones

  • Al-Kindi, Salim Said;Al-Suqri, Mohammed Nasser
    • International Journal of Knowledge Content Development & Technology
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    • v.7 no.3
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    • pp.67-86
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    • 2017
  • The emergence of smart devices such as smartphones (e.g., iPhone) and tablets (e.g., iPad) may enhance e-learning by increasing communication and collaborative learning outside the classroom. These devices also facilitate the use of online technologies such as Facebook. However, the adaptation of Learning Management System (LMS) services to mobile devices took longer than social networks or online tools such as Facebook and Twitter have already been long used via smartphone. The main purposes of this study are to explore students' skill levels of LMS (Moodle) and their knowledge of online tools or technologies and then examine if there is a correlation between smartphone use and using of online tools and Moodle in learning. The study conducted among 173 students in the Department of Information Studies (DIS) in Oman, using online survey. The study found that most students demonstrated high levels of accessing course/subject materials and regularly engaging with studies of using LMSs. YouTube, Wikipedia and Facebook were clearly recorded as the most popular sites among students while LinkedIn and Academia.edu were two online tools that had never been heard of by over half of the 142 participants. Emailing and searching are recorded the most popular online learning activities among students. The study concluded that students prefer to use smartphone for accessing these tools rather than using it to access LMSs, while a positive correlation was found between the use of these tools and smartphones, but there was no correlation between smartphones and using LMSs.

Implementation of Maritime Telemedicine System Using Android (안드로이드를 이용한 해양원격진료시스템 구현)

  • Lee, Ho-Tae;Kim, Byoung-Chul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.221-228
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    • 2018
  • The purpose of this study is to design and implement a maritime telemedicine system to provide the best medical service for patients who rescue and happens in sailing ship. For this purpose, INMARSAT and MVAST, which are necessary communication channels for maritime telemedicine, were examined and diversity in maritime communication path was suggested. It was implemented to enable maritime telemedicine by linking smart devices and medical devices for physical examination. The marine telemedicine system adopts the HTTP communication protocol to configure the web server and process the client request. The patient's chart information was entered using an application for AndroidPad and the patient was diagnosed using Bluetooth electronic stethoscope for diagnosis. This system enables appropriate medical treatment to emergency patients at maritime, which ultimately can improve medical services. It is expected to be a more effective medical support system through linkage with various medical equipment.