• Title/Summary/Keyword: media devices use

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A Study on the Relationship between the Media Device Use and Executive Function Difficulties in Third Grade: Focus on the Moderating Effect of Child's Communication Ability (초등학교 3학년의 미디어기기 이용과 집행기능 곤란과의 관계: 의사소통의 조절효과를 중심으로)

  • Jeong, Eun Hwa;Lee, Hyun A;Lee, Ji Young;Lee, Kang yi
    • Human Ecology Research
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    • v.57 no.4
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    • pp.523-534
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    • 2019
  • This study identifies correlations between the use of media devices, communication ability, and executive function difficulties for third grade students, as well as investigates the moderating effect of a child's communication ability. Data from the 10th (2017) Panel Study on Korean Children [PSKC] was employed (N=557). Descriptive statistics, Pearson's correlation and hierarchical regression were used along with SPSS 25.0(IBM Co., Armonk, NY, USA). The results were as follows. First, the executive function difficulties in the third-grade showed a significant positive correlation with media device use. While also, showing a negative correlation with a child's communication ability. Media devices use and communication ability has a significant negative correlation. Second, a child's communication ability has a moderating effect in relation to the use of media devices and executive function difficulties. The difficulty of executive function showed a reciprocal increase to a child's use of media devices and indicated a discriminatory effect of a child's communication ability. In conclusion, this study shows that communication ability is important as a personal factor for children who control the negative effects of media devices. Therefore, it is necessary to provide and support an environment for the development of a child's communication ability.

Correlation between Husband and Wife Smartphone Use Time (남편과 부인의 스마트폰 사용시간의 상관관계)

  • Chin, Meejung;Kwon, Soonbum;Bae, Hanjin
    • Human Ecology Research
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    • v.57 no.4
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    • pp.473-483
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    • 2019
  • Smartphones are representative multimedia devices capable of various functions that have emerged due to the development of information communication technologies (ICTs). The popularization of smartphones has changed the way ICTs media is used; consequnetly, it is expected that smartphones will influence family life by changing family communications and time use. However, there is a gap between the empirical research on ICTs media and family. This study explores any correlations in the amount of time spent on smartphones between a husband and wife. We marged 1,444 married couples' media diaries from the 8th Korean Media Panel Survey (2017) to analyze the average amount of time spent on communications and leisure shopping using smartphones. The results show that husbands' time use for communication has increased similarly to wives' time use. In addition, husbands' time use for leisure and shopping was positively related to wives' time spent on communications and leisure shopping. The findings show that the use of smartphones is interrelated within the family and suggested that a family systems approach is needed in ICTs media research. Future studies will provide a deeper understanding of the impact of ICTs media and how families are using a variety of ICTs media devices such as smartphones.

Beginning of a New Standard: Internet of Media Things

  • Kim, Sang-Kyun;Sahu, Nevadita;Preda, Marius
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.11
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    • pp.5182-5199
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    • 2017
  • Recently, Internet of Things (IoT) drives a large variety of research, development, and new type of markets. All type of devices and sensors will be part of the Internet of Things and will be able to communicate not only plain data, but also audio-visual, olfactory, and haptic media data. In addition, as the devices and sensors getting smarter, it is highly probable that they can process acquired media and metadata to extract higher level of information (e.g., semantics). To support such enhanced functionalities, ISO/IEC SC29 WG11 (MPEG) starts a new standard project, ISO/IEC 23093, called Internet of Media Things (IoMT) to provide standard data formats and APIs for media things. This paper presents the standardization activities of IoMT focusing on explaining terms, standard scopes, and major media things with their use cases. One of the use cases, an IoT system for a blind pedestrian navigation assistance, is evaluated to prove its effectiveness.

Effect of Media Literacy on the Formation of Smart Divide (미디어 리터러시가 스마트 디바이드 형성에 미치는 영향)

  • Lee, Seungmin
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.19-38
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    • 2021
  • This study empirically analyzed the effect of media literacy on the formation of the smart divide, which is a multi-faceted digital divide that occurs in the context of the use of smart devices. As a result, most of the factors of media literacy affect the establishment of social relations and social network through the use of smart devices, which, in turn, leads to the expansion of the range of informational and social activities. In addition, media literacy has a significant effect on the competence to evaluate the value of information acquired through the use of smart devices. Based on these results, there can be social disparity between those who have secured media literacy and those who do not from the perspective of informational and social benefits through the use of smart devices, which can function as a mechanism to generate the smart divide.

A Metadata Design for Augmented Broadcasting and Testbed System Implementation

  • Choi, Bumsuk;Kim, Jeonghak;Kim, Soonchoul;Jeong, Youngho;Hong, Jin Woo;Lee, Won Don
    • ETRI Journal
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    • v.35 no.2
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    • pp.292-300
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    • 2013
  • Augmented reality (AR) is a popular service in mobile devices, and many AR applications can be downloaded from app stores. As TV broadcasting has continued to integrate with the Internet, it has become an area in which the AR concept is able to reside, although in a simple form, such as an advertisement placed in the static region of a scene. There are some restrictions against TV broadcasting realizing AR since TVs are fixed devices and typically do not have GPS, geomagnetic, or acceleration sensors, which are standard equipment in mobile devices. However, the desire to experience AR on a large TV screen has triggered research and development for an ideal AR business model and service type. This paper introduces several use cases for augmented broadcasting services and also presents an augmented broadcasting metadata scheme designed for a broadcasting environment. We also verify some of the use cases and an augmented broadcasting metadata scheme in an implemented augmented broadcasting system based on a hybrid TV platform.

The Performance and Capacity of Rainbow Media (레인보우 미디어의 성능과 구현)

  • Kang, Young-Ju;Cha, Sung-Woon
    • Proceedings of the KSME Conference
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    • 2001.06c
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    • pp.451-456
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    • 2001
  • Today, most of data storage devices use digital storage type. In this thesis, a new digital storage media called rainbow disk was introduced. It doesn't use 1-bit digital signal, but 2 or 4 bits digital signal using colors, so it can increase $2{\sim}4$ times more capacity than existing digital media in case of having the same spot size. It has made possible by means of technological advancement of devices and software. The photo quality paper was used for writing data by color inkjet or laser printing, and high resolution scanner was used for reading data. To extract data from image, the converting program was used. This paper shows the concept of rainbow disk as well as its performance and capacity. Axiomatic design was used for evaluating and developing the whole system.

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Interface for HMD based AR Applications (HMD 기반 중강현실 응용을 위한 인터페이스)

  • Ahn, Sang-Chul;Lee, Kyong-Joon;Kim, Hyoung-Gon
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.39-46
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    • 2007
  • In this paper, we propose that we can use our mobile devices as an effective interface for HMD-based augmented reality(AR) applications. Recently most People have mobile devices, with which they usually watch movies and connect internet So, people get accustomed to the mobile devices. In addition, the mobile devices can show various markers on their displays so that we can implement various AR applications. So, the mobile devices are quite good interface for AR applications. In the paper, we show how we can use the mobile devices as Interface for AR applications by implementing some AR experiments.

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The Converter Device for Smart User Interface Platform (지능형 사용자 인터페이스 플랫폼 변환장치)

  • Kim, Seong Kyu;Kim, Bo Ra;Moon, Sang Mi;Lee, Chang Gun;Choi, Hun;Lee, Chil Woo;Hwang, In Tae
    • Smart Media Journal
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    • v.2 no.1
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    • pp.37-41
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    • 2013
  • The Smart Use Interface Platform(SUIP) which is the next generation of smart phone's intelligent user interface platform researches, has a function of finding outer devices and has the dynamic loading function of the device driver. This paper introduce platform converter between smartphone and outer devices, named SUIP converter and it's applications, the SUIP converter can combines the smart phones which has Smart Use interface Platform and the Devices like sensor network devices which can be hardly connected to the smart phones.

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A Novel Web-based Management of Networked Display for Advanced Collaboration Environment

  • Ramachandra, Vinay;Han, Sang-Woo;Bae, Chang-Hyeok;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.221-226
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    • 2009
  • Not many years ago, people found the contemporary technology expensive and difficult to use in collaborative type of meetings. Today, with the technology advanced to high standards and accessible at cheaper price, its adaption is becoming more and more ubiquitous with wide range of applications. Today's meeting rooms are not just plain old telephone systems with microphones and speakers. Today's meeting rooms are smart and intelligent. They can identify the participants; they can provide natural view of remote participants; they can proactively manage resources for collaboration and so on. More effective collaboration is possible with deployment of devices like high-definition cameras, advanced displays, sensors, gigabit networks, trackers, pointers, and high-end audio devices. Devices alone are not enough in the meeting rooms. We need software infrastructure to manage the devices and meeting contexts. One such software infrastructure is SMeet, a Smart Meeting space, which we have developed to provide an effective multi-party remote collaboration environment. Networked display systems are used in such advanced collaboration environment for better visualization. In this paper we discuss a novel approach to control and manage networked display systems in SMeet environment.

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Implementation of a Continuous Playing Schemes on Android - PC Environment Based On RESTful (RESTful 기반의 Android - PC간 동영상 이어보기 구현)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.8 no.4
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    • pp.70-74
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    • 2013
  • In recent days, the number of users having multiple devices according to time and places continue to increases with the help of wide spreading plurality of mobile devices. Consequently, the need for a user to share a media content on his/her multiple devices; furthermore, this movement brings the expansion of N-screen service focusing on connectivity, mobility, and integrity. N-screen service is platform that mediates the use of content or services on multiple devices with the continuous playing scheme. However, N-screen services have the problem of being provided exclusively by a service provider. This paper aims to implement a continuous playing scheme based on RESTfull and on an open service platform; the prototype was successfully implemented on the Android - PC environment.