• Title/Summary/Keyword: use of digital devices

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Bender-type Multilayer Piezoelectric Devices for Energy Harvesting (미소에너지 하베스팅용 적층 벤더 압전 소자 성능 연구)

  • Jeong, Soon-Jong;Kim, Min-Soo;Kim, In-Sung;Song, Jae-Sung
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2008.11a
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    • pp.193-193
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    • 2008
  • Wearable and ubiquitous micro systems will be greatly growing and their related devices should be self-powered in order to avoid the replacement of finite power sources, for example, by scavenging energy from the environment. With ever reducing power requirements of both analog and digital circuits, power scavenging approaches are becoming increasingly realistic. One approach is to drive an electromechanical converter from ambient motion or vibration. Vibration-driven generators based on electromagnetic, electrostatic and piezoelectric technologies have been demonstrated. Among various generator types proposed so far, piezoelectric generator possesses considerable potential in micro system. To overcome low mechanical-to-electric energy conversion, the piezoelectric device should activate in resonance mode in response to external vibration. Normally, the external vibration excretes at low frequency ranging 0.1 to 200 Hz, whereas the resonant frequencies of the devices are fixed as constant. Therefore, keeping their resonant mode in varying external vibration can be one of important points in enhancing the conversion efficiency. We investigated the possibility of use of multi-bender type piezoelectric devices. To match the external vibration frequency with the device resonant frequency, the various devices with different resonant frequency were chosen.

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License Management Method supporting secure contents distribution in Family Domain (패밀리 도메인에서 안전한 콘텐츠 배포를 지원하는 라이센스 관리 기법)

  • Wang, Bo-Hyun;Lee, Byung-Wook
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.9-19
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    • 2007
  • Superdistribution service of DRM system is an essential part for revitalization of digital contents distribution. However, it limits superdistribution range to superdistribution between consumers. Recently, as the demands of the consumer increase, the consumers want to use the contents in their multiple devices, In this paper, we propose a license management method supporting superdistribution between devices owned by a consumer, The proposed method creates domain key for device authentication by using identification informations of devices owned by a consumer and stores it in license, If devices are changed, domain key and license are updated, Through this method, contents distribution between devices can be achieved securely and efficiently, Also, this license management method can apply to superdistribution between consumers.

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A Study on Gesture Interface through User Experience (사용자 경험을 통한 제스처 인터페이스에 관한 연구)

  • Yoon, Ki Tae;Cho, Eel Hea;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.839-849
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    • 2017
  • Recently, the role of the kitchen has evolved from the space for previous survival to the space that shows the present life and culture. Along with these changes, the use of IoT technology is spreading. As a result, the development and diffusion of new smart devices in the kitchen is being achieved. The user experience for using these smart devices is also becoming important. For a natural interaction between a user and a computer, better interactions can be expected based on context awareness. This paper examines the Natural User Interface (NUI) that does not touch the device based on the user interface (UI) of the smart device used in the kitchen. In this method, we use the image processing technology to recognize the user's hand gesture using the camera attached to the device and apply the recognized hand shape to the interface. The gestures used in this study are proposed to gesture according to the user's context and situation, and 5 kinds of gestures are classified and used in the interface.

Mobile Music Album Information Retrieval System using Barcode (바코드를 이용한 모바일 음악앨범 정보 검색 시스템)

  • Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.130-137
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    • 2010
  • An advancement and wide use of portable multimedia devices make it easy to spread digital sound source, enabling users to use portable multimedia devices and search and enjoy digital sound sources and related contents. In opposition the off-line musical service market with CD stagnates gradually and in the crisis where the off-line musical service market vanishes away. In this paper, we propose the mobile music album information retrieval system which combines the barcode and a cellular phone musical service. To get digital sound sources and related information from music albums, the proposed retrieval system uses one-dimensional barcodes attached to music albums and obtains information on related albums from the sound source servers. Also, to reflect user preferences in search results, the system uses search frequency by music album, and searches albums in music genres selected by users in the order of the recent preference. The proposed mobile music album retrieval system is implemented on the basis of WIPI, and is now providing pilot services.

A Study on Acceptance of Alternative Types of New Digital Product: Focusing on the Intentions of Nonusers of Tablet PC (대안적 유형의 디지털 신제품 수용에 관한 연구 - 태블릿 PC 미사용자의 사용의도를 중심으로 -)

  • Lim, Yang Whan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.173-185
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    • 2013
  • In this study, the relationships of factors influencing the ways alternative types of new digital products are accepted into the market will be structuralized. On the basis of previous research, it is assumed that customers intend to use alternative types of new digital products when they have a higher value than existing products. The consumer's feeling of attraction toward the product is another factor included in the evaluation of its quality. And the attraction of the products that the consumers feel is also included in the evaluation of the qualities of the product. The results of the study indicate first that a product's value affects its attraction, but not the usage intention of the customer. Second, the benefits of the product affect the customer's recognition of its value, while cost does not. Third, environment affects recognition by the customer of the product's attraction, while knowledge of the product does not. By structuralizing the factors that influence the customer's usage intention about alternative types of new digital devices, the causal relationships of the factors involved in the acceptance of new products into the market and their success can be comprehended.

An Educational Program against Digital Drama using Artificial Intelligence

  • Choi, Eunsun;Park, Namje
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.36-41
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    • 2022
  • Cyberbullying and digital drama are on the rise among students. Therefore, this paper proposes an educational program that can enhance students' ability to use artificial intelligence(AI) technology and develop the power to respond to digital drama. In order to understand the effect of the proposed education program, this education was applied on a trial basis to 205 middle school students residing in South Korea. Moreover, the change of coping ability to the digital drama was observed before and after education. After applying for the educational program, the students' empathy(t=-5.506, p<0.001), peer conflict resolution(t=-3.842, p<0.01), and peer mediation(t=-4.213, p<0.001) improved, and did not significantly affect their anger control ability(t=-0.272, p>0.05). The educational program proposed in this paper uses AI to make it more attractive for students familiar with digital devices to participate in education and increase their educational concentration. This paper has its limitations as it is a study only for middle school students in South Korea. However, it is significant that the educational program proposed in this paper prevented the recently increased digital drama and led to a crucial change in coping ability.

Digital Literacy of Middle School Students for Informatics Education (정보 교육을 위한 중학생의 디지털 리터러시 수준 분석)

  • Choi, Jeongwon
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.83-90
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    • 2022
  • In order for effective informatics education it is premisd that students have digital literacy. But the absence of informatics education for about 10 years has make students have low digital literacy, and as a result, there are many voices in the school field that it is difficult to have a smooth class. Therefore in this study, the elements of digital literacy required to efficiently operate the 2015 middle school informatics curriculum and digital literacy of middle school students was analyzed. As a result, the students showed biased use of the computing devices and software the frequently use. They were inexperienced in using hardware necessary for learning, understanding basic terms for online collaboration, understanding operating systems, information searching, and producing documents. This study is meaningful in that it provides basic data that serves as a guideline for the direction of digital literacy education for effective informatics education.

Investigating the Use of Mobile Learning Applications and Their Influencing Factors: A Comparative Study of Chinese and Korean Users (모바일 러닝 애플리케이션 이용과 영향 요인 연구: 중국과 한국 사용자 비교 연구)

  • YIWEN, FAN;Lee, Ae Ri
    • Knowledge Management Research
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    • v.20 no.4
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    • pp.149-168
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    • 2019
  • In the era of the Fourth Industrial Revolution, digital transformation is emerging in the education and learning fields. As the use of the mobile Internet and mobile devices has become a daily life, mobile learning that supports a variety of learning in a mobile environment is drawing attention. Mobile learning applications (apps) are expected to expand their use by providing a convenient learning environment anytime, anywhere. This study investigates the use of mobile learning apps in English education, which is one of the most popular learning areas, and empirically examines the factors that influence the continuous use of mobile learning apps. In particular, it analyzes the differences between Chinese and Korean users. The results of this study provide theoretical and practical implications to promote the development of mobile apps suitable for mobile learning environments and the sustainable user growth in mobile learning.

How Does Smart Device User Experience Change by Generation (스마트 디바이스의 세대별 사용자 경험 변화 연구)

  • Lee, Hyun-Ju;Hong, Mi-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.252-260
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    • 2019
  • Smart devices have penetrated deeply into our daily lives. They have not only increased user convenience, but also changed the overall lifestyle of society. The objective of this study was to examine the change process of user experience through device classification and technology by generation. In order to achieve the objective, this study analyzed the purpose and pattern of using a device, which is a digital platform, and the input and output, which are the most important digital components for personal exclusiveness and interaction. The analysis results of this study showed that, in the past, the purpose of using a device was clear, a device was used in common, and a separate device was used for input and output. However, as devices evolved, users began to emphasize the fun aspect than the purpose of a device. As a result, personal exclusiveness has increased. Moreover, unlike devices in the past depending on separate input or output methods, devices are evolving to employ a method performing input and output using the five senses of people such as the touchscreen using a body part of a user, voice, and motion. This study evaluated how the overall experience of users, which was obtained through technology, has changed for each generation. Furthermore, this study proposed the future direction of device development by considering the user experience. It is believed that the results of this study will be useful for future studies on the overall experience of users who will use a range of smart devices, which will be released in the future.

A Study of Undergraduate Students' Satisfaction and Dissatisfaction Factors with the Learning Media: Focusing on Tablet PCs and Digital Pens (대학생들의 학습 매체에 대한 만족 및 불만족 요인에 관한 연구: 태블릿PC와 디지털 펜을 중심으로)

  • Junyeong Lee
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.389-400
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    • 2023
  • Technological advancements in the field of information and communication have led to the advent and usage of various types of smart devices, which have significantly altered people's usage behaviors and environments. This change has also been applied to the learning environment, where various smart devices are appearing and the learning behavior of learners is changing accordingly. In this study, we investigate learners' perceptions of digital note-taking behaviors focusing on the recently emerged learning media, tablet PCs and digital pens. Drawing upon the expectancy-confirmation model, we conduct a study on the factors affecting the (dis)confirmation and (dis)satisfaction of undergraduate students with tablet PCs and digital pens by comparing their expectations with their actual use experiences. An open-ended survey was conducted among students at C University in Korea, and the responses were analyzed through qualitative content analysis to derive four factors of expectation-confirmation and satisfaction and three factors of expectation-disconfirmation and dissatisfaction. Based on these findings, we provide academic and educational implications.