• Title/Summary/Keyword: computer experience

Search Result 1,545, Processing Time 0.024 seconds

A Study on Business-Based Screen Design Techniques for Designing Efficient Applications

  • Kim, Tae-Woo;Park, Sun-Yi;Yeo, Jeong-Mo
    • Journal of Information Processing Systems
    • /
    • v.14 no.6
    • /
    • pp.1420-1430
    • /
    • 2018
  • To build a successful information system, design and development should be carried out from the enterprise perspective. A complicated business is represented in various ways as technology advances, and many development methodologies have been studied from the viewpoint of technology and development. Each domain is independently designed and developed from the enterprise perspective, but there would be inclusive parts due to the integrated process wherein the definition, design, and development of business are carried out, and the design is done based on the designer's experience. This study would like to address the technique of designing screens based on the business process of the applications derived from the business. It designs the screens that appear when actual applications are completed, including how the data transfer process in the derived business process is represented and operated on the relevant screens. It designs the screen which is displayed when the actual application is completed and how the data transfer process in the derived business process is represented and operated on the relevant screen. In addition, it designs the DFD representing the overall flow of data for each business to represent the movement procedure between screens in general. Through the design method proposed in this study, the client's requirement could be confirmed to reduce the cost for redevelopment, the problem of communication between designers and developers with various experiences could be reduced, and an efficient design procedure could be provided to persons who lack design experience.

Experience Way of Artificial Intelligence PLAY Educational Model for Elementary School Students

  • Lee, Kibbm;Moon, Seok-Jae
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.4
    • /
    • pp.232-237
    • /
    • 2020
  • Given the recent pace of development and expansion of Artificial Intelligence (AI) technology, the influence and ripple effects of AI technology on the whole of our lives will be very large and spread rapidly. The National Artificial Intelligence R&D Strategy, published in 2019, emphasizes the importance of artificial intelligence education for K-12 students. It also mentions STEM education, AI convergence curriculum, and budget for supporting the development of teaching materials and tools. However, it is necessary to create a new type of curriculum at a time when artificial intelligence curriculum has never existed before. With many attempts and discussions going very fast in all countries on almost the same starting line. Also, there is no suitable professor for K-12 students, and it is difficult to make K-12 students understand the concept of AI. In particular, it is difficult to teach elementary school students through professional programming in AI education. It is also difficult to learn tools that can teach AI concepts. In this paper, we propose an educational model for elementary school students to improve their understanding of AI through play or experience. This an experiential education model that combineds exploratory learning and discovery learning using multi-intelligence and the PLAY teaching-learning model to undertand the importance of data training or data required for AI education. This educational model is designed to learn how a computer that knows only binary numbers through UA recognizes images. Through code.org, students were trained to learn AI robots and configured to understand data bias like play. In addition, by learning images directly on a computer through TeachableMachine, a tool capable of supervised learning, to understand the concept of dataset, learning process, and accuracy, and proposed the process of AI inference.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.11
    • /
    • pp.59-65
    • /
    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

The Relationship between Cyberbullying Victimized Experience and Emotional Behavior of Middle School Students (중학생의 사이버불링 피해 경험과 정서행동과의 관계)

  • Oh, Tae-Kon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.12
    • /
    • pp.207-215
    • /
    • 2013
  • The general opinion about the notion of cyberbullying hasn't existed yet, but in related laws it is defined as the entire behavior causing the counterpart to suffer the pain by continuously and repeatedly psychologic offending toward specific students with information and telecommunication products such as the Internet and mobile phones, and spreading the private information or false facts related with specific students. Recently a number of accidents related with abuse of cyberbullying are being broadcast on a variety of mass media, and the argument about the severity and countermeasures against cyberbullying is moving onward. This study has a purpose as suggesting the practical alternatives to prevent cyberbullying victim of middle school students by arguing cyberbullying of middle school students and analyzing the relationship between the general features such as victimized experience and frequency and the emotional behaviors according to victimized experience. As the result of this study, cyberbullying victimized experience has a significant effect on the emotional behavior such as depression, aggression, and academic stress. As political implication, this study suggests the practical alternatives to prevent cyberbullying of middle school students based on the analysis result.

Russian and Foreign Experience in Implementing Departmental Control and Prosecutor's Supervision when Verifying Crime Reports

  • Ivanov, Dmitriy Aleksandrovich;Moskovtseva, Kristina Andreevna;Bui, Thien Thuong;Sheveleva, Kseniya Vladimirovna;Vetskaya, Svetlana Anatolyevna
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.8
    • /
    • pp.299-303
    • /
    • 2022
  • The article examines the stage of verification of a crime report from the standpoint of the need for its legislative regulation. Moreover, it investigates the international experience in this field. The existing procedural models are described in detail on the example of the neighboring and faraway countries. An analysis of the provisions of the current criminal procedure law of Russia and foreign experience allowed the authors to identify existing problems in the implementation of departmental control and prosecutorial supervision at the stage of verifying a crime report. The aim of the study is to develop theoretical provisions and recommendations regarding the implementation of departmental procedural control and prosecutorial supervision over the activities of the investigator during the verification of reports of crimes, based on the study of experience, both in Russia and in a number of countries of the near and far abroad, which could find their reflection in law enforcement practice, as well as aimed at improving the current criminal procedure legislation. The authors substantiated the theory that a detailed examination of the foreign procedural foundations of checking a crime report will allow us to form the most suitable model for checking a crime report for our state, taking into account all possible features and successfully implement it into the current criminal procedural law of the Russian Federation.

Effect of Childhood Abuse Experience on Gender Role Attitude : Focusing on the moderating effect of social support

  • Lee, Ji-woo;Choe, Eun-hee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.12
    • /
    • pp.227-235
    • /
    • 2021
  • The purpose of this study is to investigate the characteristics of childhood abuse experience, analyze factors affecting gender role attitudes, find out the moderating effect of social support, and suggest preventive measures and alternatives for childhood abuse experiences. proceeded. This study was conducted by the Ministry of Gender Equality and Family, through a domestic violence survey conducted every three years in accordance with the 「Act on the Prevention of Domestic Violence and Victim Protection, etc.」 Analysis was performed on 4,546 people and 4,514 men. As a result, it was found that childhood abuse experience had a negative (-) effect on gender role attitudes, and the analysis of the moderating effect of social support also showed a negative (-) effect. In the future, it is necessary to strengthen awareness of childhood abuse prevention and child protection from the beginning of life, and it is suggested that the level of children's parental education and social support and sufficient measures be prepared for future research.

Validation of a tool evaluating MOOCs for higher education from the perspective of education service

  • Sung-Wan, Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.3
    • /
    • pp.177-187
    • /
    • 2023
  • This study aims to validate a tool evaluating MOOCs for higher education from the perspective of education service. Based on the results of related researches, a potential model for evaluating MOOCs (4 factors and 8 sub-factors) was made. An evaluation tool consisting of 18 survey items was delivered to 138 college students. After data cleaning, 136 surveys were used for exploratory factor analysis (principal component analysis. varimax rotation) and reliability analysis that confirmed the fitness of the potential model. Four exploratory constructs and seven sub-factors were extracted: Factor I was labeled as 'Systemic Learning Experience,' Factor II, 'Value Experience,' Factor III, 'Co-creation of Value Experience,' and Factor IV, 'High Order Learning Experience.' Reliability estimates using Cronbach's alpha indicated that the evaluation tool had good internal consistency. In conclusion, the evaluation tool for MOOCs in higher education was proven to be valid and reliable.

Digital Prostitution: International Legal Experience of Criminalization and Decriminalization

  • Baranenko, Dmytro;Lashchuk, Nataliya;Vynnyk, Anna;Rodionova, Taisa
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.10
    • /
    • pp.400-405
    • /
    • 2022
  • Legislative approaches to regulating the digital sex industry are increasingly being debated at the international and national levels. There is a trend showing an increased interest in the decriminalization of sex work. At the same time, in many countries, activities related to digital prostitution remain criminalized. In this regard, it is important to analyze the international legal experience of the criminalization and decriminalization of digital prostitution, as well as to pay attention to the key problematic issues that arise during the criminalization and decriminalization of such an issue. The object of the study is the international experience of criminalization and decriminalization of digital prostitution. The subject of the study is social relations that arise, change, and cease during the criminalization and decriminalization of digital prostitution. The research methodology consists of such methods as philosophical, logical, special-legal, system analysis methods, and formal-dogmatic methods. Research results. As a result of the study of the international legal experience of criminalization and decriminalization of digital prostitution, it was concluded that the criminalization and/or decriminalization of digital prostitution is treated differently in different countries. Workers in this industry advocate decriminalization, not legalization, because decriminalization puts power directly in the hands of sex workers and creates no legal barriers. Countries that have decriminalized digital prostitution believe that sex work is real work and should be treated respectfully, and banning resources such as OnlyFans is not in favor of such workers. Regarding positions on the criminalization of prostitution, countries use different models of such criminalization, including the model of legalization of digital prostitution, which, on the one hand, allows prostitution, but establishes criminal liability for deviations from the rules established by the state.

Research on impulse purchase of live e-commerce platform users based on ELM model in China

  • Yu, Ying;Liu, Ziyang
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.11
    • /
    • pp.295-304
    • /
    • 2022
  • The purpose of this study is to investigate the influencing factors and mechanism of the characteristics of the live broadcast e-commerce platform and the characteristics of the host on the impulse purchase intention of live broadcast viewers. Based on the ELM model, this study complements existing research content. This study adopts the form of questionnaire survey and conducts empirical analysis using SPSS, AMOS, Mplus and other analysis software for online live broadcast users. The results show that the characteristics of live broadcast platforms have a positive impact on consumers' flow experience and satisfaction; the personal characteristics of anchors have a positive impact on consumers' flow experience and satisfaction; consumers' flow experience and satisfaction have a positive impact on impulse Purchase intention has a positive impact, and flow experience and satisfaction have a mediating effect on the characteristics of the live broadcast platform and the personal characteristics of the host.

Design of Immersive Walking Interaction Using Deep Learning for Virtual Reality Experience Environment of Visually Impaired People (시각 장애인 가상현실 체험 환경을 위한 딥러닝을 활용한 몰입형 보행 상호작용 설계)

  • Oh, Jiseok;Bong, Changyun;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.25 no.3
    • /
    • pp.11-20
    • /
    • 2019
  • In this study, a novel virtual reality (VR) experience environment is proposed for enabling walking adaptation of visually impaired people. The core of proposed VR environment is based on immersive walking interactions and deep learning based braille blocks recognition. To provide a realistic walking experience from the perspective of visually impaired people, a tracker-based walking process is designed for determining the walking state by detecting marching in place, and a controller-based VR white cane is developed that serves as the walking assistance tool for visually impaired people. Additionally, a learning model is developed for conducting comprehensive decision-making by recognizing and responding to braille blocks situated on roads that are followed during the course of directions provided by the VR white cane. Based on the same, a VR application comprising an outdoor urban environment is designed for analyzing the VR walking environment experience. An experimental survey and performance analysis were also conducted for the participants. Obtained results corroborate that the proposed VR walking environment provides a presence of high-level walking experience from the perspective of visually impaired people. Furthermore, the results verify that the proposed learning algorithm and process can recognize braille blocks situated on sidewalks and roadways with high accuracy.