• Title/Summary/Keyword: Tablet PC-based

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Research of IP Based Monitoring System for Foul/Waste Water Disposal(Treatment) Plant (IP기반 하·폐수 처리장 모니터링에 관한 연구)

  • Kim, Dae-Ho;Kang, Yong-Sik;Lee, Joo-Young;Moon, Kyung-Hwan;Lim, Yun-Sik;Kim, Wan-Sik;Shin, Jae-Kwon;Gu, Ja-Wan;Kim, Jin-Tae;Cho, Ju-Phil;Cha, Jae-Sang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.143-150
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    • 2011
  • In this paper, we intend to implement system of the automation of foul/waste water disposal plant by using processed sensor data. We designed the model of communication system based on wireless indoor environment, implemented monitoring and control system based on IP. In the implemented monitoring system, it is possible to control and monitor through not only PC but also smart device(tablet PC, smart phone) anywhere, if WEB is connected.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

Effects of Digital Textbook's Interactivity on the Learning Attitude : With a focus on the Tablet PC-based Digital Textbooks of Social Studies and Science (디지털교과서의 상호작용성이 학습태도에 미치는 영향 : 태블릿PC 기반의 사회와 과학 디지털교과서를 중심으로)

  • Yoon, Su-Kyung;Kim, Myeong-Ji;Choi, Jun-Ho
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.205-222
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    • 2014
  • This study analyzed the effects of interactivity on the learning attitude in the tablet PC-based digital textbook environment. Most of digital textbook studies focused on comparison of learning effect between digital textbook and paper textbook. This study, instead, focused on the interaction between students and digital textbook, and examined the hypothesis that, in the digital textbook-based learning environment, interactivity factors affect learning attitude. The results showed that active control, two-way communication, and synchronicity have significant effects on the learning attitude. Those findings indicate that it's necessary to effectively realize interactivity in the process of developing digital textbooks. Also, important implication is not the fixed interactivity but how students perceive the digital textbook and make use of it. Therefore, for the interactive digital textbook, perceived user control, two-way communication, and synchronicity should be realized properly.

Satisfaction Evaluation for Tablet-based Smart AAC Device (태블릿 기반 스마트 AAC 기기 만족도 평가)

  • Kong, Jin-Yong;An, Na-Yeon
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.251-257
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    • 2018
  • The purpose of this study is to analyze the satisfaction and requirements of users' devices after development of tablet based AAC(Augmentative and Alternatice Communication) application for Android. The purpose of this study is to evaluate the satisfaction and the requirement of tablet - based AAC application, Were assessed using the Korea Assistive Technology Assessment Tool (KAAT). As a result of satisfaction evaluation of tablet-based smart AAC device, all the items including device, service, and everyday life showed positive response satisfying from 5 point scale to more than 4 point scale. However, it was relatively low in the items of effectiveness, manipulation and convenience. Some of the improvements in the application include the enlargement of the symbol sound and the simplicity of symbol editing. The results of the study suggest that continual updates of m Smart AAC applications, the simplicity of symbolic editing, application usage and training should be improved. The satisfaction evaluation results of this study and the feedback of potential users will be the guidelines for improving and complementing the functions of existing smart AAC devices.

Development and Usability of a Cognitive Rehabilitation System Based on a Tangible Object for the Elderly (고령자를 위한 실감객체기반 인지재활 시스템의 개발과 사용성 연구)

  • Park, Sangmi;Won, Kyung-A;Shin, Yun-Chan;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.8 no.1
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    • pp.51-62
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    • 2019
  • Objective: To develop and verify the usability of a cognitive rehabilitation system with diverse cognitive functional levels based on tangible objects for the elderly population. Methods: A study was conducted to investigate the system's strengths and weaknesses by upgrading it with responses from two groups of 15 patients and 4 occupational therapists. After undergoing three forms of training - regarding executive function, memory, and concentration for a total of 20-30 min, the participants were asked to answer a structured questionnaire about contents of the three forms of training, hardware including the tablet PC functioning as a CPU and display media and tangible objects, and satisfaction of experiential usage of the system. Results: Both groups responded that the most interesting training area was executive function while the least interesting was concentration. Six participants reported that the size of the screen of the tablet PC was inappropriate, and five responded that the size of the tool was inappropriate. All therapists and 40% of the patients responded that they were satisfied with this system. Conclusion: This system's features include easy manipulation of tangible tools for performing training tasks, easy selection of and training in cognitive areas based on users' needs, and automatic adjustment of difficulty level based on users' performance. The training environment was designed to be similar to the natural environment by using tangible objects in both hands as input devices for the system, and the system was considered as an alternative to the lack of community cognitive rehabilitation specialists.

Vision-based hybrid 6-DOF displacement estimation for precast concrete member assembly

  • Choi, Suyoung;Myeong, Wancheol;Jeong, Yonghun;Myung, Hyun
    • Smart Structures and Systems
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    • v.20 no.4
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    • pp.397-413
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    • 2017
  • Precast concrete (PC) members are currently being employed for general construction or partial replacement to reduce construction period. As assembly work in PC construction requires connecting PC members accurately, measuring the 6-DOF (degree of freedom) relative displacement is essential. Multiple planar markers and camera-based displacement measurement systems can monitor the 6-DOF relative displacement of PC members. Conventional methods, such as direct linear transformation (DLT) for homography estimation, which are applied to calculate the 6-DOF relative displacement between the camera and marker, have several major problems. One of the problems is that when the marker is partially hidden, the DLT method cannot be applied to calculate the 6-DOF relative displacement. In addition, when the images of markers are blurred, error increases with the DLT method which is employed for its estimation. To solve these problems, a hybrid method, which combines the advantages of the DLT and MCL (Monte Carlo localization) methods, is proposed. The method evaluates the 6-DOF relative displacement more accurately compared to when either the DLT or MCL is used alone. Each subsystem captures an image of a marker and extracts its subpixel coordinates, and then the data are transferred to a main system via a wireless communication network. In the main system, the data from each subsystem are used for 3D visualization. Thereafter, the real-time movements of the PC members are displayed on a tablet PC. To prove the feasibility, the hybrid method is compared with the DLT method and MCL in real experiments.

Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination (기능성게임을 활용한 게이미피케이션 영어 발음 학습이 초등학생의 정의적 영역에 미치는 영향)

  • Lee, Sun-Young;Park, Joo-Hyun;Choi, Jung-Hye Fran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.111-122
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    • 2019
  • This study investigated the psychological effects of using a serious game with young learners in the English classroom compared with those of a dictionary application. A tablet PC-based serious game was created for the training of English phoneme discrimination for Korean 6th graders, and its psychological effects were measured using a paper-based survey and face-to-face interviews. The overall results revealed that the serious game had more positive psychological effects on young learners than the dictionary app. These findings provide supporting empirical evidence for using serious games in English classrooms.

Robot education content of infant for creative problem solving in tablet pc (태블릿PC에서 창의적 문제해결력 신장을 위한 유아로봇교육콘텐츠 연구)

  • Park, Young-Suk;Park, Dea-Woo;Shin, Jae-Han
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.446-450
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    • 2012
  • Will lead the future of life in society, children needs robot education for adaptation to the futhure high-tech robot age. For children to learn about robots needs an active interest, the necessity of learning, creative learning using information technology in information-based society In ministry of education, science and technology education in the necessity of a infant's smart robot education to promote education and training child care for infants national scientific and mathematical problem - solving skills and creative problem solving to increase rearing children in desperate need of robots is the development of educational content. Baby robot training content design and creativity of the teaching model effective problem solving and creativity measuring plan review, implementation strategies and creative problem solving is a comparison. The goal of this paper enjoys science and technology with curriculum-based children's fusion science and technology human resources is to lay the groundwork for.

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Development of a Page Turner Application based on Eye Tracking Algorithm for the Performing Artists (연주자를 위한 시선 추적 기반 페이지 터너 애플리케이션 개발)

  • Kim, Tae-Yu;Kim, Seokhoon
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.829-836
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    • 2018
  • Sheet music is one of the inevitable elements for successful melody interpretation, playing or rendering, and performance, most of performing artists usually utilize a paper sheet music in the cases. However, the paper sheet music can be a one of the reason to degrade the concentration of audiences and artists or entire performing flows. In addition, it might be a weakness to use a paper sheet music in an outside performing place. We propose an electronic sheet music page tuner application, which can overcome these problems, based on a Tablet PC. The proposed page tuner application, which uses the OpenCV to adapt an eye tracking and behavior recognition, can provide an automatical page pass function to the performing artists. We will expect that the proposed application can highly decrease the weakness of paper sheet music.

An UHISRL design to protect patient's privacy and to block its illegal access based on RFID (환자의 프라이버시 보호와 불법 접근 차단을 위한 RFID 기반 UHISRL 설계)

  • Lee, Byung Kwan;Jeong, Eun Hee
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.3
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    • pp.57-66
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    • 2014
  • This paper proposes the UHISRL(Ubiquitous Healthcare Information System based on Real Time Location) which manages patient, doctor, medicine by using RFID. The proposed UHISRL monitors the patient's health state, and enables us to confirm the result with Smart Phone and Tablet PC. Also, it can block Replay and Spoofing attack by using the ERHL(Extended Randomized Hash Lock) authentication scheme designed in this paper. A patient privacy is enhanced by limiting UHISRL DB access according to attributes with CP-ABE (Cipher Text - Attributed based Encryption) technique. Specially, UHISRL can prevent an unexpected accident by monitoring a chronic patient's emergency situation in real time.