• Title/Summary/Keyword: Tablet PC-based

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A Study of Telematics Platform Realizatipn Strategy & Business Modelusing Tablet PC System (Tablet PC를 이용한 차세대 텔레메틱스 플랫폼 전략과 이를 응용한 비즈니스 모델에 관한 연구)

  • Kim Se-Joong;Kim Tae-Gyu
    • Management & Information Systems Review
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    • v.15
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    • pp.187-222
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    • 2004
  • The existing fixed telematics facilities for car were restricting of efficiency, utilization, communication, possibility, so it become disconnected with reality in the domestic and foreign market within thy near future, like as the case of 'car-phone'. It is too difficult to make a various business model on the restrict basis. To solve these problems, We suggested Tablet PC system as a new mobile telematics platform. The telematics platform based on the Tablet PC realize the perfect office, because it shows an excellent portability, high power and extension, various input equipment, and environment of communication in the car. To realize this concreteness, it needs a proper marketing strategy for a new business model. For this purpose, We analyzed the structure of industry, selected a proper target market, and established the strategy of marketing. Additionally, We proposed new business models ; particularly Portal site, Car-Home network, Car Software Tuning, and T-Vaccine(Intelligent Car Inspection System). These are made possible by the only Tablet PC platform.

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A Tablet PC based Feedback System for Mathematical Problem Solving (Tablet PC 를 이용한 수학 문제풀이 첨삭 시스템)

  • Oh, Young-Taek;Kim, Yong-Jun;Kim, Myung-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.351-355
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    • 2009
  • When teaching mathematics, one of the most effective ways of analyzing the weakness of student is to look over the process of problem solving. Based on this observation, we propose a Tablet PC based feedback system for effective mathematics education. The effectiveness of our system is demonstrated with usability tests.

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A Tablet PC-based Monitoring System for Oceanic Applications

  • Lee, Ji Young;Oh, Jin Seok
    • Journal of information and communication convergence engineering
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    • v.11 no.4
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    • pp.253-257
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    • 2013
  • Mobile computers can process large amounts of data at high speeds, and it is feasible and easy to implement a remote monitoring system utilizing mobile computers. Because of their portability and convenience, these computers have been employed in various research areas to develop such monitoring systems. Existing monitoring system is a bit difficult to real time monitoring the scattered offshore facilities. So this paper compensate the existing system by using mobile computers such as a tablet PC-based monitoring system. Also, the scattered offshore facilities can be monitored in real-time through the tablet PC. The developed monitoring system is a fully Internet-based monitoring platform that enables one to monitor and control remote oceanic applications at any time and any place where it is possible to access the Internet. It can be applied to many oceanic applications as well as the unmanned systems and remote monitoring systems on land.

Assessment of Requirements for Successful Mobile Project Management Information Systems

  • Lee, Ung-Kyun;Jeong, Hyung Seok David;Woldesenbet, Asregedew
    • Journal of the Korea Institute of Building Construction
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    • v.14 no.1
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    • pp.45-53
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    • 2014
  • The objective of this study is to assess the requirements of tablet PC-based PMIS applications designed for use on construction sites to determine whether these new programs can play a significant role in increasing the efficiency of a project. In this research, the current market conditions of PMIS running on a tablet PC were analyzed. In addition, two industry surveys were conducted. A research team interviewed some industry experts and identified fourteen useful and desirable functions that can be incorporated into tablet PC-based applications and project management tools. Through a questionnaire survey, the most effective functions for the tablet PC-based PMIS were identified. The three top-rated functions among those suggested were Contact Information for Job-Related Personnel; Receive and Respond to Submittals, RFIs, and Notices; and Problem Solving for Design and Engineering Issues. The results of this research are expected to provide helpful information for mobile application developers and members of other interested groups in the construction industry.

Comparison of Soft Keyboard Types for Stylus Pen and Finger-based Interaction on Tablet PCs (태블릿 PC에서의 스타일러스 펜 및 손 기반인터랙션을 위한 소프트 키보드 타입 비교)

  • Ahn, Jinho;Ahn, Junyoung;Lee, Jai Ill;Kim, Kyungdoh
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.1
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    • pp.57-64
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    • 2016
  • Pen-based interaction is universally available on smart devices and especially on Tablet PCs. Previous studies compared various input methods like fingers, a mouse or a stylus pen on PCs or on a touchscreen based devices such as smart phones. At the same time, various soft keyboard applications are being developed on application stores of smart devices. However, these previous studies did not suggest which one is a suitable keyboard application for Tablet PCs when users perform a certain interaction as input type. In this study, we compared two types of input methods (finger and pen) and three types of soft keyboard applications (QWERTY, Gesture and Swype) in a Tablet PC using performance measurements (accuracy and input speed) and discussed what types of applications showed better performance with each interaction on tablet PC. From these results, recommendations for the keyboard types depending on the input methods on tablet PCs were developed.

Development of the Educational Android Application using Location Based Service (위치기반서비스를 활용한 안드로이드 퀴즈 애플리케이션 구현)

  • Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.3
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    • pp.416-423
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    • 2012
  • Smartphone and Tablet PC has become a popular. So, various location-based service applications are being made in the field of advertising, games, and search. However, the location-based services application is lacking in the field of education. Therefore, this study proposes a Location-based service application for Tablet PC, which can be take advantage in school. The application was designed with these considerations in mind. First, the application to increase the participation of the students take the form of play. Second, participating students are influencing each other. Third, through the promotion of the cycle has allowed long-term operations. This application will be used usefully in an environment that students use a individual Tablet PC through the spread of e-textbooks.

Impact of Tablet Magazine's Quality Factors on Perceived Usefulness, User Satisfaction and Intention to Continued Use (태블릿 매거진의 품질요인이 지각된 유용성, 사용자 만족, 지속적 사용의도에 미치는 영향)

  • Lee, Seungjoon;Kim, Eehwan;Park, Jooseok;Park, Jaehong
    • The Journal of Information Systems
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    • v.24 no.2
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    • pp.117-138
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    • 2015
  • Purpose The number of Tablet PC users has recently increased in steep, which started to offer media companies more opportunities to enter into a new business field. Based on Information System Success model, this study finds that tablet magazine's quality factors influence perceived usefulness, user satisfaction and intention of continuous use. Design/methodology/approach We conducted a survey for 20-40's Tablet PC users. After pilot study, we analyzed the main survey data by using SPSS 18.0 and AMOS 18.0, and employed structural equation modeling to test the hypotheses. Findings Our research results are summarized as follows : First, information quality has a positive impact on user satisfaction, but not on perceived usefulness. Second, service quality has a positive impact on perceived usefulness, but not on user satisfaction. Third, perceived usefulness positively influences user satisfaction. Fourth, user satisfaction positively influences the intention of continuous use. In particular we found that Tablet PC usage experience had a moderating effect on the relationship between perceived usefulness and user satisfaction.

Development of Tablet PC-Based Multimedia Educational Contents for Patients and Their Family Undergoing Thoracic Surgery (흉부수술 환자와 가족을 위한 태블릿 PC기반 멀티미디어 교육자료 개발)

  • Kim, Jung Eun;Hwang, Seon Young
    • Journal of Korean Clinical Nursing Research
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    • v.22 no.1
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    • pp.99-108
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    • 2016
  • Purpose: This study aims to develop Tablet PC-based multimedia educational contents on the procedures from surgery preparation to recovery for hospitalized patients who are going to undergo thoracic surgery and their families. Methods: The educational contents were created based on literature review and a survey of needs in patients and their families who were admitted to a hospital in Seoul from Dec. 2013 to May 2014. The contents were developed in conjunction with a film production company. The educational materials including texts, images, sounds, and videos were developed appling the ADDIE (analysis, design, development, implementation, and evaluation) model. Results: Two multimedia educational contents were developed for the patients with coronary artery bypass graft or lung surgery. Each content consisted of six subdivisions of self-learning for 20 minutes. The developed educational contents were completed after testing content validity by 30 medical experts. Conclusion: This study recommends that the Tablet PC-based educational contents for thoracic and cardiovascular patients and their families be used in general wards and intensive care units to relieve their anxiety before surgery and reduce postoperative complications.

A Usability Testing on the Tablet PC-based Korean High-tech AAC Software (태블릿 PC 기반 한국형 하이테크 AAC 소프트웨어의 사용성 평가)

  • Lee, Heeyeon;Hong, Ki-Hyung
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.35-42
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    • 2012
  • The purpose of this study was to evaluate the usability of the tablet PC-based Korean high-tech AAC(Augmentative Alternative Communication System) software. In order to develop an AAC software which is appropriate to Korean cultural/linguistic contexts and communication needs of the users, we examined the necessity and ease of use for the communication functions that are required in native Korean communication, such as polite expressions, tense expressions, negative expressions, subject-verb auto-matching, and automatic sentence generation functions, using a scenario-based user testing. We also investigated the users' needs, preferences, and satisfaction for the tablet PC-based Korean high tech AAC using a semi-structured and open questionnaires. The participants of this study were 9 special education teachers, 6 speech therapists, and 6 parents whose children had communication disabilities. The results of the usability testing of the tablet PC-based Korean high-tech AAC software presented positive responses in general, by indicating overall scores of above 4 out of 5 except in tense and negative expressions. The necessity and ease of use in the tense and negative expressions were evaluated relatively low, and it might be related to the inconsistent interface with the polite expressions. In terms of the user interface(UI), there were users' needs for clear visual feedback in the symbol selection and display, consistent interface for all functions, more natural subject-verb auto-matching, and spacing in the text within symbols. The results of the usability testing and users' feedback might serve as a guideline to compensate and improve the function and UI of the existing AAC software.

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Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.59-68
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    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.