• 제목/요약/키워드: education of internet and computer

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노년층의 스마트폰 정보격차 현황 및 해소방안에 관한 연구 (A Study on the Present Situation and Solutions of Older Adults' Smartphone Digital Divide)

  • 백기훈;신용태
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2014년도 추계학술대회
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    • pp.871-874
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    • 2014
  • 우리나라는 1990년대 중반부터 PC와 유선인터넷의 보급으로 정보화를 추진하면서 노년층의 정보격차 문제도 체계적으로 대응하여 해를 거듭할수록 호전 중에 있다. 그러나 2009년부터 스마트폰의 상륙으로 촉발된 스마트화 혁명 속에서 노년층의 스마트폰 정보격차 문제가 다시금 심각해지고 있다. 따라서 본 연구에서는 65세 이상의 노년층을 대상으로 스마트폰 정보격차의 현황과 문제점을 살펴본 다음, 이에 대한 해소방안으로 정책적 기반 강화, 스마트폰 교육 기회 확대, 노년층 UI 및 콘텐츠 개발, 실버요금제 및 효도폰 보급 확대 등을 제시해 보고자 한다.

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A Study on the Copyright Survey for Design Protection in Metaverse Period

  • Kim, Gokmi;Jeon, Ju Hyun
    • International journal of advanced smart convergence
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    • 제10권3호
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    • pp.181-186
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    • 2021
  • Among human intellectual creations, the right granted by law to what is worth protecting is defined as intellectual property rights. Copyright is a legal right to creative finished products made by individuals, and in recent years, this legal right has been recognized as very important. In other words, copyright is a system created to protect the rights of individuals who created creations and to recognize their efforts. Works subject to copyright vary from poetry, thesis, novels to designs, paintings, music, and architecture, and the scope of the subject is gradually expanding. Recently, research has begun on how far the Metaverse design area absorbed into the real world among works. Computer-generated video productions and software program works are also subject to digital copyright protection, but it is also true that the interpretation of the author protection law for works, designs, and trademarks in the virtual world is unclear. This study aims to analyze copyrights based on case studies and theoretical backgrounds on copyright protection and to discuss the protection limitations of Metaverse design in the virtual world. In other words, the direction for the protection of Metaverse design is presented through clear distinction and definition of copyright protection in the tertiary virtual world. This study aims to present methods for design copyright protection in the era of Metaverse, respect copyright holders' creative activities, and develop our culture through protection of creations.

Global Changing of Consumer Behavior to Retail Distribution due to Pandemic of COVID-19: A Systematic Review

  • TIMOTIUS, Elkana;OCTAVIUS, Gilbert Sterling
    • 유통과학연구
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    • 제19권11호
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    • pp.69-80
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    • 2021
  • Purpose: Consumers have unique behaviors that are classified based on their interests and considerations before buying. They are predicted will change due to the pandemic of COVID-19. This study provides insights for retailers about the dynamic of consumer behavior before and during the pandemic, including future predictions. Research design, data and methodology: The Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) statement was applied in this study. Seven studies that were selected from five databases meet the criteria for cohort and cross-sectional analyses of gender, age, store types, and environmental concerns. Results: Consumer's gender and age contribute to consumer behavior change. Both offline and online stores can be integrated as omnichannel rather than substitute each other. Product distribution and consumer budget need to be reevaluated by retailers, while internet security is the most essential factor when developing their online transactions. Conclusions: COVID-19 pandemic has a significant impact on changing consumer behavior in most countries. Retailers are encouraged to adapt to the changes by modifying their business model with technology. However, it is still speculated and cannot be generalized due to different cultural and contextual factors. Future studies are always needed to synchronize along with the transition of consumers' behavior.

A Study on CSMA/CA for WLAN Environment

  • Moon Il-Young;Cho Sung-Joon
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2006년도 춘계종합학술대회
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    • pp.530-533
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    • 2006
  • Recently, a basic access method about IEEE 802.11 MAC layer protocol using IEEE 802.11 wireless LANs is the DCF thatis based on the CSMA/CA. But, cause of IEEE 802.11 MAC layer uses original backoff algorithm (exponential backoff method), when collision occurred, the size of contention windows increases the double size. Also, a time of packet transmission delay increases and efficiency is decreased by original backoff scheme. In this paper, we have analyzed TCP packet transmission time of IEEE 802.11 MAC DCF protocol for wireless LANs a proposed enhanced backoff algorithm. It is considered the transmission time of transmission control protocol (TCP) packet on the orthogonal frequency division multiplexing (OFDM) in additive white gaussian noise (AWGN) and Rician fading channel. From the results, a proposed enhanced backoff algorithm produces a better performance improvement than an original backoff in wireless LAN environment. Also, in OFDM/quadrature phase shift keying channel (QPSK), we can achieve that the transmission time in wireless channel decreases as the TCP packet size increases and based on the data collected, we can infer the correlation between packet size and the transmission time, allowing for an inference of the optimal packet size in the TCP layer.

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A Study on CSMA/CA for IEEE 802.11 WLAN Environment

  • Moon Il-Young;Cho Sung-Joon
    • Journal of information and communication convergence engineering
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    • 제4권2호
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    • pp.71-74
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    • 2006
  • A basic access method about IEEE 802.11 MAC layer protocol using IEEE 802.11 wireless LANs is the DCF thatis based on the CSMA/CA. But, cause of IEEE 802.11 MAC layer uses original backoff algorithm (exponential backoff method), when collision occurred, the size of contention windows increases the double size Also, a time of packet transmission delay increases and efficienty is decreased by original backoff scheme. In this paper, we have analyzed TCP packet transmission time of IEEE 802.11 MAC DCF protocol for wireless LANs a proposed enhanced backoff algorithm. It is considered the transmission time of transmission control protocol (TCP) packet on the orthogonal frequency division multiplexing (OFDM) in additive white gaussian noise (A WGN) and Rician fading channel. From the results, a proposed enhanced backoff algorithm produces a better performance improvement than an original backoff in wireless LAN environment. Also, in OFDM/quadrature phase shift keying channel (QPSK), we can achieve that the transmission time in wireless channel decreases as the TCP packet size increases and based on the data collected, we can infer the correlation between packet size and the transmission time, allowing for an inference of the optimal packet size in the TCP layer.

웹과 데이터베이스 연동을 이용한 교수-학습안 관리 시스팀의 설계 및 구현 (The Design and Implementation of a Les Plan Management System Using the Connectivity of Web and DBMS)

  • 이정민;안병태
    • 한국컴퓨터정보학회지
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    • 제8권2호
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    • pp.15-23
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    • 2001
  • 웹이 대중화됨에 따라. 교사의 자료 수집에 있어서도 웹 사용의 필요성은 점차 증대되고 있으나. 정보의 양미 급증하고 적절한 사용기술의 부족으로 인해 현실적으로 많은 어려움이 있다. 본 논문에서는 교수-학습에 필요한 다양한 자료와 교사의 지식을 체계적으로 관리할 수 있는 교수-학습안 관리 시스템을 설계 구현하였다. 교수-학습안에 필요한 정보는 웹에서 간단한 입력으로 생성되어 데이터베이스에 저장되고. 생성된 교수-학습안은 웹 환경에서 다른 교사도 공유한다. 또한. 교수-학습안 DTD를 설계하고 각 교수-학습 안을 이에 유효한 XML 문서로 표현함으로써 문서교환의 편리성을 제공하고 다양한 형태로 출력될 수 있도록 하여 교육에 관련된 다른 시스템으로의 확대적용이 용이하도록 하였다.

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규칙유도기법을 이용한 이러닝 시스템의 재이용의도 영향요인 분석 및 예측에 관한 연구 (A study on the Analysis and Forecast of Effect Factors in e-Learning Reuse Intention Using Rule Induction Techniques)

  • 배재권;김진화;정화민
    • Journal of Information Technology Applications and Management
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    • 제17권2호
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    • pp.71-90
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    • 2010
  • Electronic learning(or e-learning) has created hype for companies, universities, and other educational institutions. It has led to the phenomenal growth in the use of web-based learning and experimentation with multimedia, video conferencing, and internet-based technologies. Many researchers are interested in the factors that affect to the performance of e-learning or e-learning services. In this sense, this study is aimed at proposing e-learning system reuse prediction models in which e-learner intention to reuse influence factors(i.e., system accessibility, system stability, information clarity, information validity, self-regulated efficacy, computer self-efficacy, perceived usefulness, perceived ease of use, flow, and parental expectation) affect e-learner intention to reuse positively. A web survey was conducted for the full members of the e-learning education institute A in Seoul, Republic of Korea, an exclusive e-learning company that provides real time video lectures via the desktop conferencing system. The web survey was conducted for 20 days from November 5, 2009, through the e-learning web site of the company A. In this study, three data mining techniques were used : the multivariate discriminant analysis, CART, and C5.0 algorithm. This study was conducted to provide the e-learning service providers, e-learning operators, and contents developers with marketing and management strategies for improving the e-learning service companies, based on the data mining analysis results.

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Facial Shape Recognition Using Self Organized Feature Map(SOFM)

  • Kim, Seung-Jae;Lee, Jung-Jae
    • International journal of advanced smart convergence
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    • 제8권4호
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    • pp.104-112
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    • 2019
  • This study proposed a robust detection algorithm. It detects face more stably with respect to changes in light and rotation forthe identification of a face shape. The proposed algorithm uses face shape asinput information in a single camera environment and divides only face area through preprocessing process. However, it is not easy to accurately recognize the face area that is sensitive to lighting changes and has a large degree of freedom, and the error range is large. In this paper, we separated the background and face area using the brightness difference of the two images to increase the recognition rate. The brightness difference between the two images means the difference between the images taken under the bright light and the images taken under the dark light. After separating only the face region, the face shape is recognized by using the self-organization feature map (SOFM) algorithm. SOFM first selects the first top neuron through the learning process. Second, the highest neuron is renewed by competing again between the highest neuron and neighboring neurons through the competition process. Third, the final top neuron is selected by repeating the learning process and the competition process. In addition, the competition will go through a three-step learning process to ensure that the top neurons are updated well among neurons. By using these SOFM neural network algorithms, we intend to implement a stable and robust real-time face shape recognition system in face shape recognition.

블루투스 무선 링크에서 ACL 패킷의 전송 시간에 관한 연구 (A Study of Transmission Time of ACL Packet in Bluetooth Wireless Link)

  • 문일영;조성준
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2005년도 춘계종합학술대회
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    • pp.590-593
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    • 2005
  • 본 논문은 블루투스 무선 링크의 패킷 중에서 ACL(Asynchronous Connection Less)의 패킷을 이용하여 전송 시간을 분석한다. 블루투스 시스템에서 전송 능력을 향상시키기 위하여 사용되는 패킷분할 과정은 TCP 상위 계층에서 내려온 전체 메시지를 분할한 다음, 베이스밴드에서 패킷을 전송하게 된다. 그리고 블루투스 피코넷 환경에서 블루투스 패킷 타입 중 DM(Data-Medium rate)1, DM3, DM5에 따른 블루투스의 패킷 전송 시간을 분석하였다. 얻어진 결과로부터 블루투스 무선 링크에서 ACL 패킷의 전송 시간, 메시지 처리 시간과 비교하여 최적의 TCP 패킷 크기와 DM 패킷의 크기를 구할 수가 있었다.

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가변적인 통신지연시간을 갖는 원격 작업 환경을 위한 실시간 햅틱 렌더링 (Real-Time Haptic Rendering for Tele-operation with Varying Communication Time Delay)

  • 이경노;정성엽
    • 동력기계공학회지
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    • 제13권2호
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    • pp.71-82
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    • 2009
  • This paper presents a real-time haptic rendering method for a realistic force feedback in a remote environment with varying communication time-delay. The remote environment is assumed as a virtual environment based on a computer graphics, for example, on-line shopping mall, internet game and cyber-education. The properties of a virtual object such as stiffness and viscosity are assumed to be unknown because they are changed according to the contact position and/or a penetrated depth into the object. The DARMAX model based output estimator is proposed to trace the correct impedance of the virtual object in real-time. The output estimator is developed on the input-output relationship. It can trace the varying impedance in real-time by virtue of P-matrix resetting algorithm. And the estimator can trace the correct impedance by using a white noise that prevents the biased input-output information. Realistic output forces are generated in real-time, by using the inputs and the estimated impedance, even though the communication time delay and the impedance of the virtual object are unknown and changed. The generated forces trace the analytical forces computed from the virtual model of the remote environment. Performance is demonstrated by experiments with a 1-dof haptic device and a spring-damper-based virtual model.

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