• Title/Summary/Keyword: three-screen service

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Screen time, mealtime media use, and dietary behaviors in Korean preschoolers : a cross-sectional study

  • Young-Hee Han;Saerom Shin;Eun Yeol Woo;Hye-Kyung Park;Taisun Hyun
    • Korean Journal of Community Nutrition
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    • v.28 no.3
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    • pp.206-219
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    • 2023
  • Objectives: Screen time refers to the time spent using screen media, such as televisions, smartphones, computers, or tablets. Excessive exposure to screen media has been reported to negatively impact young children's health and development, including overweight, short sleep duration, and language delays. This study examined the association of screen time and mealtime media use with dietary behaviors among preschool children. Methods: A cross-sectional survey was conducted on parents of children aged three to five years using the online questionnaires of the Nutrition Quotient for Preschoolers (NQ-P) and the Dietary Screening Test (DST). Data from 261 children's parents were analyzed. Results: Of the 261 children, 96.9% used screen media, 55.6% used screen media for two hours or more daily, and 30.7% were exposed to screen media during meals. The NQ-P scores were significantly lower in the children with longer screen time and mealtime media use. Children who used screen media for two hours or more and those exposed to screen media during meals consumed kimchi less frequently and confectionery and sugar-sweetened beverages more frequently than children who used less than two hours and were not exposed to screen media during meals. In addition, they were more likely to be picky about food, refuse to eat, and less likely to feed themselves than children with shorter screen time and no mealtime media use. Conclusions: This study reported an association between unhealthy dietary behaviors, feeding difficulties, and screen time and mealtime media use among preschool children. Further research should explore effective strategies for reducing children's screen time.

User Centric Content Management System for Open IPTV Over SNS

  • Jeon, Seung Hyun;An, Sanghong;Yoon, Changwoo;Lee, Hyun-woo;Choi, Junkyun
    • Journal of Communications and Networks
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    • v.17 no.3
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    • pp.296-305
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    • 2015
  • Coupled schemes between service-oriented architecture (SOA) and Web 2.0 have recently been researched. Web-based content providers and telecommunications company (Telecom) based Internet protocol television (IPTV) providers have struggled against each other to accommodate more three-screen service subscribers. Since the advent of Web 2.0, more abundant reproduced content can be circulated. However, because according to increasing device's resolution and content formats IPTV providers transcode content in advance, network bandwidth, storage and operation costs for content management systems (CMSs) are wasted. In this paper, we present a user centric CMS for open IPTV, which integrates SOA and Web 2.0. Considering content popularity based on a Zipf-like distribution to solve these problems, we analyze the performance between the user centric CMS and the conventional Web syndication system for normalized costs. Based on the user centric CMS, we implement a social Web TV with device-aware function, which can aggregate, transcode, and deploy content over social networking service independently.

Comparative analysis of distance measurement on the rendering screen between dental CAD programs (치과용 CAD 프로그램의 렌더링 화면상 거리측정 비교분석)

  • Cha, Cheol-Ho;Lim, Seon-Young;Bang, Ju-Hyuk;Kim, Seong-Ah;Kim, Seong-Yong;Lee, Yong-Sang
    • The Journal of Korean Academy of Prosthodontics
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    • v.59 no.1
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    • pp.11-17
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    • 2021
  • Purpose: This study was to find out whether the rendering screen difference affect to measuring distance in a CAD program according to three types of CAD programs. Materials and methods: The model presented in ISO 12836 for dental scanner evaluation was reduced by 70%. This model was repeatedly scanned 15 times using Trios II (3Shape, Denmark). Using the output STL file, 3Shape CAD, inLab 15, and ExoCAD programs were used to measure the horizontal distance (H) and vertical distance (V) between adjacent point angle, and for each experiment, three groups were set according to the CAD program type. Statistical analysis was performed using One-way ANOVA test and post hoc was performed using Dunnett T3 test. Results: In the horizontal and vertical distance measurement, there was no difference in the average of the measured values between the three groups according to the CAD program (P>.05). Conclusion: There were no effect of the difference in the rendering screen in the horizontal and vertical linear distance measurements of the inlay model on the dental CAD program.

A Case Study of Teachers' Usability Test on the Using Educational Website (교육용 웹사이트의 교사 사용성 분석 사례 연구 - 에듀넷을 중심으로 -)

  • HEO, Gyun;LEE, Gyu-Min
    • Journal of Fisheries and Marine Sciences Education
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    • v.21 no.1
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    • pp.161-172
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    • 2009
  • The purpose of this study was to investigate the improvement of the educational web service by using of usability test. For this purpose, a case study was performed with three teachers. They solved three problems, which were linked to the usability of educational web site, with think-aloud. All their actions in the screen and their verbalizations were recorded as computer files. Recoded data were analyzed with the task-performance time analysis, behavior code analysis, and problem behavior graph analysis. From the result of analysis, five improvement strategies were proposed for the development of EDUNET which is an educational information service system and a national teaching & learning center.

A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

The Design and Implementation of a Multi-Session Processing Between RMA and RCP within a Vehicle Tracking System (차량 추적 시스템에서 RMA와 RCP 사이의 다중세션 설계 및 구현)

  • Jang, Chung Ryong;Lee, Yong Kwon;Lee, Dae Sik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.127-141
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    • 2014
  • A Vehicle Tracking System consists of GPS tracking device which fits into the vehicle and captures the GPS location information at regular intervals to a central GIS server, and GIS tracking server providing three major responsibilities: receiving data from the GPS tracking unit, securely storing it, and serving this information on demand of the user. GPS based tracking systems supporting a multi-session processing among RMA, RM, and RCP can make a quick response to various services including other vehicle information between RSU and OBU on demand of the user. In this paper we design RSU lower layers and RCP applications in OBU for a multisession processing simulation and test message processing transactions among RMA-RM and RM-RCP. Furthermore, we implement the additional functions of handling access commands simultaneously on multiple service resources which are appropriate for the experimental testing conditions. In order to make a multi-session processing test, it reads 30 resource data,0002/0001 ~ 0002/0030, in total and then occurs 30 session data transmissions simultaneously. We insert a sequence number field into a special header of dummy data as a corresponding response to check that the messages are received correctly. Thus, we find that GIS service system with a multi-session processing is able to provide additional 30 services in a same speed of screen presentation loading while identifying the number of session processing of Web GIS service, the number of OBU service, and the speed of screen presentation loading by comparing a single session and a multi-session of GIS service system.

군관리자의 행태에 관한 실증적 연구

  • Kim Se-Yeong
    • Journal of the military operations research society of Korea
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    • v.9 no.1
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    • pp.3-13
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    • 1983
  • This thesis analyzes the behavior of Korean senior officers corroboratively. The subject of research is a group of senior officers who were graduated from the Korea Military Academies of three armed forces, promoted to colonel at their first screen, and served for the duration of active duty on 18-22 years. The study reviews a correlation between the academic record and military promotion, and also between it and the duration of active service. Tri-dimensional leader effectiveness model, which P. Horsey and K.H. Blanchard developed to analyze LEAD (lead effectiveness and adaptability description), is used to evaluate the basic leader behavior styles.

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Using Metaverse and AI recommendation services Development of Korea's leading kiosk usage service guide (메타버스와 AI 추천서비스를 활용한 국내 대표 키오스크 사용서비스 안내 개발)

  • SuHyeon Choi;MinJung Lee;JinSeo Park;Yeon Ho Seo;Jaehyun Moon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.886-887
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    • 2023
  • This paper is about the development of kiosks that provide four types of service. Simple UI and educational videos solve the complexity of existing kiosks and provide an intuitive and convenient screen to users. In addition, the AR function, which is a three-dimensional form, shows directions and store representative images. After storing user information in the DB, a learning model is generated using user-based KNN collaborative filtering to provide a recommendation menu. As a result, it is possible to increase user convenience through kiosks using metaverse and AI recommendation services. It is also expected to solve digital alienation of social classes who have difficulty using kiosks.

Colors and Sizes of Insect Screen Net Influence Physical Control of Bemisia tabaci and Frankliniella occidentalis under Controlled Environments (환경제어 조건에서 방충망 색과 크기가 담배가루이 및 꽃노랑총채벌레의 물리적 방제에 미치는 영향)

  • Jung, Chung-Ryul;Yoon, Jung-Beom;Kim, Kwang-Ho;Lee, Guang-Jae;Heo, Jeong-Wook;Kim, Hyun-Hwan
    • Korean Journal of Environmental Agriculture
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    • v.35 no.1
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    • pp.46-54
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    • 2016
  • BACKGROUND: The tobacco whitefly(Bemisia tabaci Gennadius) and western flower thrips(Frankliniella occidentalis Pergande) seriously damaged to several greenhouse crops and transmitted plant viruses such as the Tomato Yellow Leaf Curl Virus(TYLCV) and Tomato Spotted Wilt Virus(TSWV). Objective of this study was to elucidate exclusion effects of insect screen nets by various hole sizes and colors for control of the two insect pests in controlled environments such as a closed plant production system.METHODS AND RESULTS: The exclusion effects to various hole sizes of three other colors with 30 individuals of two insect pests was evaluated. B. tabaci was not showed not difference to different colors and sizes. F. occidentalis showed that 0.2 mm black screen was the most effective exclusion than other colors of 0.6 and 0.8 mm.CONCLUSION: The two insects were different reponses to various hole sizes of white and other color screen nets. It was proved that the 0.4 mm white screen net used in this experimental condition was suitable for exclusion of B. tabaci and 0.2 mm black forF. occidentalis.

A Study on the Contents and Consumers' Recognition of Clothing Product Evaluation Statements in the Internet Apparel Shopping Mall (인터넷 쇼핑몰의 의류 상품평 내용과 소비자 인식에 관한 연구)

  • Choi Eun-Young
    • The Research Journal of the Costume Culture
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    • v.12 no.6 s.53
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    • pp.984-998
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    • 2004
  • The purpose of this study was to analyze contents of clothing product evaluation statements in the internet shopping mall and to discover consumers' recognition and evaluation of it. The data were collected from 151 consumers' statements in the four internet apparel shopping malls and a questionnaire was developed to measure consumers' recognition of clothing product evaluation statements. The questionnaire was administrated 272 consumers over 18 years old. The results of this study were as follows; First, The contents of clothing product evaluation statements in the internet shopping blog, were divided into three categories which were product, service and consumer buying decision process. Product category include evaluation of clothing product, description of difference between real product and product on the screen, and advice of uses. Service category include quickness and kindness in delivery, store preference for good service. For consumer buying decision process, motivation of purchasing, perceived risk, expression of satisfaction from good buying and canvassing for purchasing were included. Second, consumer recognized that clothing product evaluation statements has function of furnishing information, confirmation of purchasing decision, risk reduction of internet shopping, and interesting entertainment. Consumers also were dependent on product evaluation statements for making purchasing decision. And it was trusted by consumers. This recognition & evaluation were correlated with consumer's clothing product knowledge, involvement, risk perception of internet shopping, experiences of internet shopping. Managerial implications are provided for internet shopping mall.

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