• Title/Summary/Keyword: Smart device ability

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Development of Web Application Based on N-screen for Play Activities of Children with Developmental Disorder (발달장애 아동의 놀이 활동을 위한 N-스크린 기반의 웹앱 개발)

  • Kang, Jung Bae;Kim, Jin Hee;Kim, Chang Geol;Song, Beong Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.1-8
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    • 2013
  • In the modern society, instructional methods using diverse media have appeared thanks to the development of Information & Communication Technology, and applicability of such instructional methods has been fully corroborated. However, customized contents allowing for disabled children's environment are still insufficient. Hence, this study produced educational contents of play activities for children with developmental disability, through applying N-screen technology, IT technology that can provide the same contents via a variety of digital media. The produced contents allow programs to be set up according to a child's individual characteristics and be carried out anywhere and anytime via an Internet-enabled digital device. Further, the developed contents were produced so that they could be accessed from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable device, etc. and that the same educational program could be conducted in linkage at home, school, etc. Three children with Intellectual disability and autism spectrum disorder were applied to the manufactured content. As a result, Content interaction between interaction between teachers and students in play training could use as a medium.In addition, the children's ability to select the appropriate components and reinforcements, special education professionals have used the content of the interviews are helpful in mediation than the existing content.

An Analysis of the Influence of Digital Media Device and Communication Utilization Capabilities on Entrepreneurial Intention : Focusing on the Mediating Effect of Risk-Taking and Proactiveness (디지털 미디어 기기 및 커뮤니케이션 활용역량이 창업의도에 미치는 영향에 대한 분석 : 위험감수성 및 진취성의 매개효과를 중심으로)

  • Lee, Sang Gil;Leen, Jae Mahn
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.1
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    • pp.113-126
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    • 2021
  • After the Corona 19 pandemic in the first half of 2020, the business environment has been changed in a very different way. The convergence in digital device would be the keyword of the future business. Due to the Corona 19 incident, the ability to utilize digital media devices has emerged as an important topic as people are focusing on online. The Corona incident has reminded us of how important digitalization is at all points of contact. This study analyzed the effects of digital media device and communication utilization capabilities on entrepreneurial intention by reflecting the mediating effect of risk-taking and proactiveness. For this study, a survey of 250 ordinary people was conducted and finally 212 valid questionnaires were collected. Statistical techniques were analyzed using Amos23. The analysis of the collected data showed that digital media device utilization and communication utilization did not directly affect entrepreneurship intentions, but it was confirmed that entrepreneurship risk-taking would have an intention to start a business. Through this, it was suggested that the development of start-up programs based on entrepreneurship and digital media utilization capabilities should be strengthened in a smart society centered on information and communication to expand job creation for the digital generation.

Suggestion of New Educational Model with Smart Phone & QR Code: Integration of Mobile Device, QR Code and the Book-Type Textbooks (스마트 폰과 QR 코드를 이용한 새로운 교육모델의 제시 : 모바일, QR코드 그리고 서책형 교과서의 융합)

  • Park, Jae-Hyun;Park, Durk-Won
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.155-164
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    • 2011
  • As Information & Communication Technology is developed in fast speed, the educational field undertakes many changes in utilizing Information Technology(IT). As the smart phone's educational utilization brings many positive effects, so many people are interested in such educational application programs. The e-textbooks or learning contents based on the web have shown some limits in being utilized as main learning materials in school field. So this study identified such limits, and suggested a new direction for professional education by integrating mobile and QR code technologies with existing textbooks to realize a new book-type E-Textbook model. And this study purposed for students to participate in their classes more easily through making open-education environment for students studying specialized subjects and by applying new teaching-learning methods inducing more interest in them. Of course, this study's ultimate purpose is to raise students' learning ability about specialized subjects, and further, to improve their self-directed learning abilities with increased interests in classes. As the result operating this model, it was found that this model had enough learning effect.

Development and application of TPACK based STEAM program - Focused on the excretory organs in the 'structure and function of our body' unit - (TPACK 기반 융합프로그램 개발 및 적용 - '우리 몸의 구조와 기능' 단원 중 배설 기관을 중심으로 -)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.443-459
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    • 2021
  • In this study, a TPACK-based STEAM program was developed and applied under the theme of excretory organs in the 'Structure and Function of Our Body' of the elementary science curriculum. The program was produced and conducted through curriculum analysis and learning goal detailing, learning environment analysis, teaching·learning method and technology selection, TPACK elements arrangement and teaching·learning material development, application and effectiveness verification. Teacher's TPACK considered in STEAM program design process is content knowledge (appearance and work of excretory organs), pedagogical knowledge (STEAM, problem-based learning, research learning, discussion learning, cooperative learning, scientific writing) and technology knowledge (3D printer and smart device application technology). The program consisted of a total of 8 hours of project learning activities and was applied to 29 students in the fifth grade as an experimental group. A program of the same theme developed mainly from textbooks was applied to 27 students in the fifth grade of a comparison group. As a result of the application of the program, the experimental group showed significant improvement in creative problem-solving ability and scientific attitude compared to the comparison group, and the class satisfaction with the STEAM program was also high. However, there was no significant difference in academic achievement ability.

A Study on Development of Teaching Materials for App Inventor Programming Using the Waterfall Model (워터폴 모델을 적용한 앱 인벤터 프로그래밍 교재개발 연구)

  • Seol, Moon-Gu;Son, Chang-Ik
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.409-419
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    • 2013
  • The aims of this paper were to review the usable possibility of the educational App Inventor Program in the field of programming education and to develop programming teaching materials that can overcome limitations of the established programming instruction. The study showed that the learners' motivations were strengthened through smart device programs. Containing the elements of STEAM, the teaching materials were developed for the logical and systematic learning that deals with elementary students' real-life situations, and that helps children follow the procedures of software development. By introducing the Waterfall Model to the process of programming, students are able to follow the software developers' thinking process. In addition, beyond the simplistic programming language and simply acquiring related knowledge, the App Inventor programming was designed to enhance students' higher-order thinking skills such as creativity, problem solving ability, collaborative thinking, and so forth.

Development of Customized Exercise Service Program for Elderly and Evaluation of Usability (노인 대상 맞춤형 운동서비스 프로그램 개발 및 사용성 평가)

  • Yo-Han, Song;Il-Hyun, Bak;Seon-Yeong, Kwak;Hyun-Min, Lee
    • Journal of the Korean Society of Physical Medicine
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    • v.17 no.4
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    • pp.151-160
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    • 2022
  • PURPOSE: To evaluate the usability of a kiosk-based healthcare service that provides a fitness evaluation and customized exercise program for elderly or chronic musculoskeletal system patients. METHODS: To evaluate the usability of the customized exercise service program, healthy adults (n=20) from Welfare B, located in Gwangju, were selected and studied. Subjective safety, operability, and satisfaction of individual users were obtained as data by distributing questionnaires to subjects who experienced this program and having them fill out the questionnaire. For descriptive statistics related to the survey, frequency analysis was used to determine the frequency and ratio of the variable values of the measurement items. RESULTS: As a result of the usability evaluation, the average score was 4.166, and the average score of each item was 4.025 for safety, 4.272 for operability, and 4.143 for satisfaction. Most users obtained high satisfaction and positive impressions. CONCLUSION: The HARUFIT service, a user-customized exercise program used in this study, can be developed into a device that can improve self-management ability and increase understanding of health care by providing customized exercise based on the results of physical fitness evaluation. It is possible to diversify health management methods and maximize the effect of exercise by making exercise a habit of chronic musculoskeletal disease patients or the elderly using these smart devices.

Development of Electrical Sequence Control Safety Module Circuit Using Artificial Intelligence Controller (인공지능 컨트롤러를 이용한 전기 시퀀스 제어 안전 모듈 회로 개발)

  • Hong Yong Kim
    • Journal of the Society of Disaster Information
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    • v.18 no.4
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    • pp.699-705
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    • 2022
  • Purpose: Sequence control is widely used by being applied to manufacturing, distribution, construction, and automation in the medical industry. With the development of the fourth industry, artificial intelligence convergence technology in the control field is becoming an important factor in the industry. In particular, it is required to evaluate the safety and innovation of facilities where microprocessors and artificial intelligence are fused to existing systems and develop reliable equipment, so it is intended to develop equipment for educational purposes and drive the development of the field. Method: The self-developed all-in-one artificial intelligence controller module is a device that combines artificial intelligence capabilities with existing sequence and PLC control circuits. As the performance evaluation items of this equipment, the recognition ability of motion, voice, text, color, etc. and the stability and reliability of the circuit were evaluated. Conclusion: After designing the sequence and PLC circuit, the performance evaluation items of the integrated integrated artificial intelligence controller module were all satisfied, and there was no problem in the safety and reliability of the circuit.

Study on Visual Communication Design of Wearable Computing Devices (웨어러블 컴퓨팅 디바이스를 이용한 시각 디자인 구현 및 연구)

  • Lee, Su Jin
    • Korea Science and Art Forum
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    • v.34
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    • pp.251-262
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    • 2018
  • The purpose of this study is to understand how wearable computing devices are designed and how to design them in a technology based wearable device design research. Research is premised on the consideration of producers and consumers. There is wearable computer of eyeglasses, watches, clothes, and so on. The user can always wear these products comfort and use as part of the body without any sense of discomfort, and the goal is to supplement or double the ability of the human being. It should be easy to use them convenient, wear comfortable, safe and sociable at any time. For the satisfaction these conditions, the wearable computing devices have several factors. There are technical performances, visual aesthetics, Human body system and devices communication and safety. Furthermore, these factors have to match to operating system, real-time operating system and applied software. To comprehend wearable computing devices should be offered the design of the both software and hardware designed.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

The Design and Implementation of User Authorization Module based on Zigbee for Automotive Smart-key System (차량용 스마트키 시스템을 위한 지그비 기반의 사용자 인증 모듈 설계 및 구현)

  • Kim, Kyeong-Seob;Lee, Yun-Seob;Yun, Hyun-Min;Choi, Sang-Bang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.11
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    • pp.2442-2450
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    • 2010
  • Using sensor devices applied to various objects will be needed wireless network that it is easy to install in them. Tiny devices configured to processor that bas comparatively low computing ability are inappropriate to use devices that are wireless LAN, etc. In result, network devices needed to not only have simple communication protocol, but have Plug and Play function that it works as soon as it connects without installing any device driver. it also will industrially have both low power and low cost because of mobility of it. From IEEE 802.11 standard, WPAN(Wireless Personal Area Network) included in LAN is being developed by WPAN WG(Working Group) on area with low power consumption and low complexity. In addition to, it is standardizing MAC and PRY of the standard that is expected to wirelessly communicate within 10m. WPAN will be used generally in the more near future because of both low power and low cost of Zigbee. In this paper we designed zigbee based user authentication module for a automotive smart-key system.