• Title/Summary/Keyword: use of digital devices

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Using Data Gloves for control of the 3-Dimensional postprocessing software (Data Glove를 이용한 3차원 데이터 후처리 소프트웨어의 제어)

  • Kim K. Y.;Kim B. S.
    • 한국전산유체공학회:학술대회논문집
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    • 2004.03a
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    • pp.56-61
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    • 2004
  • As the size and dimension of target problems in the field of computational engineering including CFD gets bigger and higher, it is needed to have more efficient and flexible data visualization environment in terms of software and hardware. Even though it is still manageable to use a mouse in controlling 3-dimensional data visualization, it would be beneficial to use 3-D input device for 3-D visualization. 'Data Glove' is one of the best 3-D input devices, because human hands are best tools understanding 3-D space. Signals coming from 'Data Glove' are analog and very sensitive to finger motions, so we decided to use a digital filter. This paper describes our experience and benefits of using data glove in controlling 3-Dimensional Postprocess Software.

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Application of digital implant system on implant treatment with "all-on-4" concept (디지털 임플란트 시스템을 전용한 "All-on-4" 개념의 임플란트 보철 증례)

  • Kim, Yong-Jun;Jeong, Seung-Mi;Kim, Kyeong-Hee;Fang, Jeong-Whan;Kim, Dae-Hwan;Choi, Byung-Ho
    • The Journal of Korean Academy of Prosthodontics
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    • v.56 no.1
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    • pp.88-94
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    • 2018
  • Recently, digital implant systems are expanding its influence in dental area. Due to technical improvement, they jumped over their limits nowadays. We can use these newest systems to treat edentulous patient, from implant surgery to fabrication of prosthesis. In this case, The patient was a fifty years old female. She had a full edentulous ridge on mandible and wanted to reconstruct occlusion with using implants. We planned to use digital implant system with "all-on-4" concept on mandible and produced surgical guide for flapless implant surgery. After the surgery, we tried to fabricate full arch prosthesis just using a digital devices and confirmed satisfying result.

Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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M-Learning Systems Usage: A Perspective from Students of Higher Educational Institutions in Sri Lanka

  • SHAMEEM, Aliyar Lebbe Mohamed Abdul;SANJEETHA, Mohamed Buhary Fathima
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.8
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    • pp.637-645
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    • 2021
  • Mobile devices have become attractive learning devices for education. The digitalization of the higher education system in Sri Lanka by 2020 is part of the government's effort to modernize and enhance the country's overall education system particularly in view of the COVID-19 pandemic. Theoretically, this study contributes to the M-Learning model in higher education institutions via the integration of literature on technology adoption (TAM and UTAUT) with the variables of Perceived Usefulness, Perceived Ease of Use, Attitude, Effort Expectancy, Social Influence, and Facilitating Condition. The attitude towards M-Learning amongst higher education students was gauged via an online questionnaire survey. The convenience sample comprised 344 students from the Advanced Technological Institutes (ATI) in Batticaloa District, Sri Lanka. Descriptive statistics, a measurement, and structural model, and hypotheses testing were used to analyze the derived data. The findings indicate that mobile learning is significantly affected by perceived ease of use, social influence, effort expectancy, and facilitating condition, but negatively affected by attitude and perceived usefulness. The exhaustive literature review revealed that there are very few M-Learning studies related to digital learning in the context of higher education in the Batticaloa district.

A Personal Memex System Using Uniform Representation of the Data from Various Devices (다양한 기기로부터의 데이터 단일 표현을 통한 개인 미멕스 시스템)

  • Min, Young-Kun;Lee, Bog-Ju
    • The KIPS Transactions:PartB
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    • v.16B no.4
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    • pp.309-318
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    • 2009
  • The researches on the system that automatically records and retrieves one's everyday life is relatively actively worked recently. These systems, called personal memex or life log, usually entail dedicated devices such as SenseCam in MyLifeBits project. This research paid attention to the digital devices such as mobile phones, credit cards, and digital camera that people use everyday. The system enables a person to store everyday life systematically that are saved in the devices or the deviced-related web pages (e.g., phone records in the cellular phone company) and to refer this quickly later. The data collection agent in the proposed system, called MyMemex, collects the personal life log "web data" using the web services that the web sites provide and stores the web data into the server. The "file data" stored in the off-line digital devices are also loaded into the server. Each of the file data or web data is viewed as a memex event that can be described by 4W1H form. The different types of data in different services are transformed into the memex event data in 4W1H form. The memex event ontology is used in this transform. Users can sign in to the web server of this service to view their life logs in the chronological manner. Users can also search the life logs using keywords. Moreover, the life logs can be viewed as a diary or story style by converting the memex events to sentences. The related memex events are grouped to be displayed as an "episode" by a heuristic identification method. A result with high accuracy has been obtained by the experiment for the episode identification using the real life log data of one of the authors.

A Case Study of the Use of iPad Application in Fashion Design Education (패션디자인 교육의 아이패드 어플케이션 활용 사례)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.377-383
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    • 2022
  • In today's modern society, along with the 4th industrial revolution, digitalization is rapidly progressing from everyday life to the entire industry. In the field of education, support is being provided at the government level, such as the dissemination of digital devices to create a digital educational environment, and the use of digital devices is remarkably increasing at the level of individual students as well. In the fashion design education field of universities, the number of students using tablet PCs and applications such as iPads is increasing and the scope of its application is expanding, from design concept setting and idea generation to design sketches in the early fashion design process, as well as diagramming and portfolio work. For fashion design sketching, it was found that students mainly use Procreate or Clip Studio applications with iPad. Therefore, by identifying the differentiated functions and characteristics of Procreate and Clip Studio, and examining design sketch examples using them, the possibility of effective use of iPad applications was presented and problems were also examined. Through this study, it is intended to provide basic data for fashion design education that can increase students' interest and achievement by using the iPad application.

Effects of extracurricular programs based on Smart Learning for enhancing competency of university students. (대학생 핵심역량 증진을 위한 스마트러닝기반 비교과교육의 효과)

  • Kim, Hyun-woo;Kang, Sun-young
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.27-35
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    • 2018
  • The purpose of this study is to design smart learning based extracurricular program of the university and to analyze the effect of core competencies. This program was formed by 10 teams with S and K University in Seoul, and run a daily camp format to use smart devices and apps. As a result, the participating students, communication skill, self-directed and creativity increased significantly. In addition, the educational effects of this program was positive changes in the areas of 'communication', 'self-directed', 'cooperative learning', 'problem solving' in the focus group interview. And the students responded that the use of smart devices and apps help to immerse in the program and increase their interest. The purpose of this study is to suggest new models and implications for the extracurricular program. In the future, we hope to develop the various smart learning based extracurricular programs for enhancing the competencies.

An Ocean of Opportunity: The Digitalization of Small and Medium-sized Enterprises in Bitung, Indonesia

  • LAYMAN, Chrisanty V.;HANDOKO, Liza;SIHOMBING, Sabrina O.
    • The Journal of Asian Finance, Economics and Business
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    • v.10 no.1
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    • pp.41-48
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    • 2023
  • Over the past ten years, numerous industries have undergone upheavals that have significantly altered how businesses interact with their clients and how goods are created and produced bySMEs. Many cutting-edge technologies have recently been created and implemented to enhance business models, facilitate sustainability features for organizations, and boost business capabilities. This essay seeks to understand how digital entrepreneurship functions in developing nations. The results of this study show the effectiveness of digital transformation in the context of SMEs is greatly influenced by aspects including the change of managerial intensity and the involvement and perception of workers, customers, and shareholders. One of the needs that business owners showcased in this study in terms of digitization is infrastructure resources to support digitization such as devices, the Internet, and funds, but also the ability to use digital media for business development. Practical skills that business people want to learn such as product design and management of their social media accounts. There are also aspects of time and self-motivation of the business actor that can speed up or slow down the digitization process. Finally, government support that is structured in encouraging MSMEs is also one of the supporters and drivers of digitalization in the blue economy.

Exploring the Factors of Decision Making by the Psychological Power of Smartphone (스마트폰의 심리적 파워에 의한 의사결정 요인 탐색)

  • Park, So-young;Kim, Mincheol
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.197-204
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    • 2019
  • The purpose of this study was to explore factors that influence decision making for smartphone users. This study sets intimacy, personal connection, use & dependence, familiarity and expertise, efficacy and effectance, self-identity, and control as independent variables and sets decision making as dependent variables. In this study, 200 smartphone users were collected and analyzed through questionnaires, and Smartpls 3.0 was used to understand the impact between variables. Five of the six factors that affected smartphone users' psychological strength were analyzed to have affected their decision-making. In addition, we examined the relationship between psychological effects and use period as a control variable. The results of this study can be used as a basis for the consumer behavior of smartphone devices in the development of smartphone devices.

A Case Study of Developing XML-based Web Contents Supporting PC and PDA Browser (PC 및 PDA 브라우저 지원을 위한 XML 기반의 웹 컨텐츠 개발 사례 연구)

  • Kim Kyung-A;Yong Hwan-Seung
    • Journal of Digital Contents Society
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    • v.3 no.1
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    • pp.59-74
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    • 2002
  • Due to rapid advance of wireless communication technology and popularization of wireless devices, demand on wireless internet contents is gradually increasing. Therefore, there are many researches and solution developments to provide good qualified contents quickly for wireless internet. For example, researches into converting wired web contents into wireless web contents or using integrated markup language like XHTML basic to make contents. In this paper, I propose a method to develop XML-based web contents which uses PHP language for data fetch from MySQL database. This method use open source software for a cost saving. Due to use of PHP extension as a XSLT engine, this method is very easy to apply. For a example of this method, a web content of movie information is implemented for PC and PDA browser. Developing XML-based web contents is useful not only for supporting devices of multiple type, but also for rapid changes of user interface design and for exchange of contents between web sites.

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