• Title/Summary/Keyword: Tablet PC-based

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Analysis of Applications for Preschoolers' Korean Vocabulary Learning: Focusing on Tablet PC Applications (유아의 한국어 어휘학습용 어플리케이션 분석: 태블릿 PC 어플리케이션을 중심으로)

  • Sung, Mi Young
    • Human Ecology Research
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    • v.53 no.2
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    • pp.219-228
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    • 2015
  • This study evaluated the content of Korean vocabulary learning applications with a focus on tablet PC applications. We analyzed 51 Korean vocabulary learning applications. The instruments in this study were developed based on Yoo et al. (2012)' Vocabulary Learning Game Application Evaluation Criteria and Hyun et al. (2013)' Educational Application Evaluation Criteria. Data were analyzed using a t-test and one-way analysis of variance. The main results are as follows. First, each criteria's score was fairly good; the ease of use had the highest scores and the amusement had the lowest scores. Second, there was a significant difference in the interaction by vocabulary teaching approach. Applications based on a whole language-teaching method had higher scores than applications based on a phonics instructional teaching method inducing more operation and with immediate feedback. Third, there was significant difference in the sum of score and each criteria of developmental appropriateness, educational values, amusement, function and interaction by type of learning. Applications of combining type had higher scores in every criteria except for ease of use than applications of description type. These findings provide a preliminary evidence that the systematic Korean vocabulary learning application facilitates preschoolers' vocabulary learning.

Real-Time Support on the Tablet PC Platform (태블릿 PC 환경의 실시간 처리 기능 지원)

  • Park, Ji-Yoon;Jo, Ah-Ra;Kim, Hyo-Joung;Choi, Jung-Hyun;Heo, Yong-Kwan;Jo, Han-Moo;Lee, Cheol-Hoon
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.541-550
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    • 2013
  • Generally in case of tablet PC's, the Windows 8 is used to support various functions or development convenience, however it cannot support real-time processing. In addition, existing commercial solutions and RTiK has a problem to support real-time processing due to impossibility of getting APIC timer count value which is used to generate timer interrupt separated from that of Windows. Thus, in this paper, we set the initial APIC count value using MSR_FSB_FREQ to support real-time processing on the Windows 8-based tablet PC's. Additionally, we deal with designing and implementing RTiK+ providing real-time processing to guarantee interrupt periods by controlling C-State which is used for low power techniques. To evaluate the performance of the proposed RTiK+, we measured the periods of generated real-time threads using RDTSC instructions which return the number of CPU clock ticks, and verified that RTiK+ operates correctly within the error ranges of 1ms.

Development of User Interface for Tablet PC-based PBL (Problem-based Learning) System (태블릿 PC 기반의 PBL 학습시스템 인터페이스 설계)

  • Na, Hye-Jung;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2007.08a
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    • pp.96-101
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    • 2007
  • u-learning (Ubiquitous Learning) 환경에서는 학습자들이 언제, 어디에서나 어떤 단말기로도 자유롭게 학습할 수 있는 학습자 중심의 교육과정이 가능해야 한다. 최근 각광을 받고 있는 태블릿 (Tablet) PC는 펜을 주로 입력 매개로 활용하고, 음성을 인식하여 이를 문자로 변환하여 저장할 수 있는 기능도 가지고 있어 초등교육 현장에 적합한 단말기이다. 또한 PBL (Problem-based Learning)은 학습자들이 자기주도적으로 문제를 해결해 가는 과정에서 문제해결력과 비판적 사고 기능을 신장시킬 수 있는 학습형태로 태블릿 PC 기반의 PBL 학습시스템은 u-learning 환경에서 학습자 중심의 교육과정 실현에 적합한 시스템이다. 본 연구에서는 태블릿 PC 기반의 PBL 학습시스템의 인터페이스 설계 방안을 제시해 보았다. 본 연구에서 제시하는 사용자 인터페이스의 특징은 다음과 같다. 첫째, 학습의 프로세스를 프로젝트의 목적 및 과제 파악 단계, 학습계획 수립단계, 자료의 수집 및 정리단계, 프로젝트 마무리 단계로 구분하고, 각 단계에서의 학습자의 활동을 지원하는 시스템으로 구성한다. 둘째, 태블릿 PC 기반에서의 학습 활동에 서투른 학습자도 직관적으로 접근 할 수 있도록 인터페이스에 아이콘을 적절하게 활용한다. 셋째, 태블릿 PC에 펜이나 음성으로 입력된 자료를 문자, 도형, 이미지로 손쉽게 저장하고 축적할 수 있도록 한다. 넷째, 학습자들간의 상호작용과 교사의 피드백을 손쉽게 할 수 있도록 게시판, 자료실, 통합 메시지함의 기능을 활성화한다.

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A Case Study on Global Educational Innovation using U-Learning Box and Ubiquitous-based Test (유러닝 박스와 유비쿼터스 기반의 시험 시스템을 이용한 글로벌 교육 혁신 사례 연구)

  • Hwang, Mintae;Bajracharya, Larsson
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.279-288
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    • 2018
  • In this paper, we present the results of educational innovation case study using U-Learning Box and Ubiquitous-based Test(UBT) system for 6 sample primary schools in Nepal. As Nepal is considered to be a developing country with electricity problem to the school, the U-Learning Box, consisting of a small and easy-to-use tablet PC for teacher and a small smart beam with its own battery was evaluated as the optimum solution to support continuous basic English and hygiene education for these schools. And UBT technology using tablet PC was used to evaluate and analyze basic English learning ability of the students, which helped us realized that it is necessary to improve the educational environment and develop suitable educational contents. We hope that the global educational innovation using U-Learning Box and UBT technology will become a successful model for global equality of educational opportunity project for developing countries including Nepal.

A Study on GUI Design about Tablet PC: Focused on Shopping Application of China (태블릿 PC의 GUI 디자인 연구 -중국의 쇼핑 애플리케이션을 중심으로-)

  • Lu, Han-Yi;Seo, Han-Sok
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.158-169
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    • 2017
  • In the context of the number of Tablet PC users which increases rapidly, online shopping application has also been a corresponding rapid development. However, as a practical matter, the differences among the consumers' ability will affect the purchase of application for the realization of user needs. Therefore, shopping application in the GUI design to improve consumers use needs to be improved to meet the demands of different users. In view of this problem, this paper has carried on the related research on the GUI design of Tablet PC application, and fully considers the visualization image elements of information transmission, then analyzed the top five shopping application in Chinese market via three visual elements - icon, label and color. In addition, it conducted a questionnaire which based on the object of Tablet PC shopping application Chinese users. Consequently, what obtained is, based on the survey findings, the GUI design proposal which reasonable reflects the shopping application with functionality and designability. Through the research results of this paper, we can get the conclusion that the three kinds of visual GUI elements-icon, label and color- have the influence on the user's usability. In addition, this study can be expected as a reference in the shopping software GUI design.

A Visual Programming Environment on Tablet PCs to Control Industrial Robots (산업용 로봇 제어를 위한 태블릿 PC 기반의 비주얼 프로그래밍 연구)

  • Park, Eun Ji;Seo, Kyeong Eun;Park, Tae Gon;Sun, Duk Han;Cho, Hyeonjoong
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.2
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    • pp.107-116
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    • 2016
  • Industrial robots have been usually controlled using text-based programming languages provided by each manufacturer with its button-based TP(Teaching Pendent) terminal. Unfortunately, when we consider that people who manipulate TPs in manufacturing sites are mostly unskilled with no background knowledge about computer programming, these text-based programming languages using button-based interaction on manufacturing sites are too difficult for them to learn and use. In order to overcome the weaknesses of the text-based programming language, we propose a visual programming language that can be easily used on gesture-enabled devices. Especially, in our visual programming environment, each command is represented as a block and robots are controlled by stacking those blocks using drag-and-drop gestures, which is easily learnable even by beginners. In this paper, we utilize a widely-spread device, Tablet PC as the gesture-enabled TP. Considering that Tablet PC has limited display space in contrast to PC environments, we designed different kinds of sets of command blocks and conducted user tests. Based on the experiment results, we propose an effective set of command blocks for Tablet PC environment.

The Effects of Educational Video Program Delivered Using Tablet PC on Physical Discomfort, Uncertainty, State Anxiety, and Nursing Education Satisfaction among Early Gastric Cancer Patients Undergoing Endoscopic Submucosal Dissection (태블릿 PC를 활용한 동영상 교육이 내시경적 절제술을 받는 조기 위암 환자의 신체적 불편감, 불확실성, 상태불안 및 간호교육만족도에 미치는 효과)

  • Kim, Mi Kyung;Kim, Jinhee
    • Journal of Korean Clinical Nursing Research
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    • v.24 no.2
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    • pp.147-158
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    • 2018
  • Purpose: This study was conducted to identify the effects of educational video program delivered using Tablet PC on physical discomfort, uncertainty, state anxiety, and nursing education satisfaction among early gastric cancer patients undergoing endoscopic submucosal dissection. Methods: The study design was nonequivalent control group pretest-posttest design. The subjects were 60 patients who were hospitalized to undergo endoscopic submucosal dissection. The experimental group watched educational video using Tablet PC (n=30) and the control group received only the usual education (n=30). The collected data were analyzed using independent t-test to examine study hypothesis. Results: The level of physical discomfort (t=3.05, p=.003) and nursing education satisfaction (t=-2.20, p=.032) in the experimental group were significantly different from that of the control group. However, the level of uncertainty (t=-0.82, p=.418) and state anxiety (t=-1.69, p=.097) in the experimental group were not different from that of the control group. Conclusion: The study findings confirm that the educational video program delivered using Tablet PC as an effective intervention alleviating physical discomfort and improving satisfaction regarding nursing education among early gastric cancer patients undergoing endoscopic submucosal dissection. Based on the findings, we believe that the educational video program can be helpful in decreaseing physical discomfort, and it also can be utilized to improve nursing education satisfaction.

Usability Evaluation of ATM Training Contents for the Elderly (노인을 위한 ATM 교육 콘텐츠의 사용성 평가)

  • Choi, Yoo-jung;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.230-231
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    • 2019
  • As we move into the aging society, social efforts to improve the IADL of the elderly are getting bigger. In this study, elderly people were taught using tablet PC - based contents in order to make ATM more convenient. The ATM contents used are the educational contents for the tablet PC developed in the same way as the ATM interface used in the actual bank. After the elderly used the content, they evaluated the usability of the content.

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Investigating Ten-Finger Text Entry on Tablet PCs

  • Choi, Seungho;Park, Kyeongjin;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.355-372
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    • 2017
  • Objective: The aim of this study is to investigate the performance and usability of ten-finger text entry on Tablet PCs. Background: Generally a soft keyboard is used on Tablet PCs. However, the soft keyboard's performance is usually worse than physical keyboard's performance. In this study, we proposed a modified keyboard for tablet PCs to improve the performance of ten-finger text entry and evaluated the performance and subjective ratings of the keyboard. Method: The modified soft keyboard that is suggested in this study was compared with current Google and Samsung soft keyboards on Tablet PCs. Results: The three keyboards were not significantly different in terms of typing speed, error rate, and mental workload and showed bad performance. Also, the subjective ratings were not shown positively. Conclusion: Based on our results, ten-finger text entry using soft keyboards on Tablet PCs seems to be very difficult. However, we need to research the possibility continuously since ten-finger text entry can improve typing speed. Application: Our study can be a starting point of research that explores ten-finger text entry on Tablet PCs. The new soft keyboard design can be one of the soft keyboard alternatives. However, the key factors to improve the performance and usability of the soft keyboard will not be 'key size' or 'convenience to typing special characters or numbers', but other factors (e.g., 'tactile feedback').

A Tablet PC-Based Music-Making Program for Improving Executive Function of Adolescents With Intellectual Disabilities (지적장애 청소년의 집행기능 향상을 위한 태블릿 PC 기반 음악 만들기 활동)

  • Ji, Kyeongmi
    • Journal of Music and Human Behavior
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    • v.12 no.1
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    • pp.1-21
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    • 2015
  • This study examined the effects of a tablet PC-based music-making program on the executive function of adolescents with intellectual disabilities. Four adolescents with intellectual disabilities participated in this program. Each participant received 45-minute individual sessions twice a week for a total of 16 sessions. The music-making program was designed in the sequence of planning; learning table PC operations; exploring musical elements; making rhythm, melody, and lyrics; composing loop sections; and presentation of the completed music. The Stroop test, Children's Color Trails Test, and Digit Span and Letter-Number sequencing tests were measured at pretest, midtest, and posttest in order to examine changes in executive function. The participants showed increased scores on all three tests. The participants' attention span also increased and their attempts to correct errors during tasks occurred more frequently at posttest. This study supports the effects of the technology-based program on the executive function of adolescents with intellectual disabilities and presents its expanded applicability for adolescents who show low cognitive function and limited motivation for cognitive engagement.