• 제목/요약/키워드: use of digital devices

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The Role of Digital Literacy on Online Opportunity and Online Risk in Indonesian Youth

  • Luthfia, Amia;Wibowo, Daru;Widyakusumastuti, Maria Anggia;Angeline, Mia
    • Asian Journal for Public Opinion Research
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    • 제9권2호
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    • pp.142-160
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    • 2021
  • The Internet and digital devices have become an important part of life among the youth (age 17-24) of today. During the COVID-19 pandemic in Indonesia, Internet use in youth increased by 19.3%, with an average usage of 11.6 hours per day. Youths gain a lot of opportunities from the Internet, but, it also exposes them to various risks. Therefore, there is a need for measures to make the Internet a safe place for youth, in a balanced way that addresses opportunities alongside risks, through digital literacy. It is expected that through digital literacy, youths can take advantage of online opportunities, without being subjected to any dangers. This study aims to examine the relationship between the digital literacy, online opportunities, and online risks of young people, while at the same time examining the influence of digital literacy on those online risks and opportunities. This study employed the quantitative study approach (explanatory study). Cross-sectional surveys and structured questionnaires were used for data collection. The results showed that youth's (age 17-24) monthly expenses, age, and education levels were important factors for digital literacy and online opportunity; also, the digital literacy variable plays an important role and affects online risk and opportunity positively. Digital literacy has a greater influence on online opportunities than it has on online risks. As youths spend more time online, they become more digitally literate, which can enable them to benefit more from new technology. Unfortunately, those with greater digital literacy cannot find a way to avoid risks while seeking opportunities.

안드로이드 폰을 이용한 멀티미디어 콘텐츠 보안에 관한 연구 (A Study on Multi-Media Contents Security Using Android Phone)

  • 신승수
    • 한국융합학회논문지
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    • 제3권1호
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    • pp.19-25
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    • 2012
  • 본 논문에서는 기존 WCDRM(Watermark & Criptography DRM) 모델과 스마트카드를 이용한 모델에서 제안한 방법의 문제점을 해결하기 위해 사용자의 최소한 정보를 이용한 인증과 멀티미디어 콘텐츠에 대한 암호화, DRM(Digital Right Management), 접근제어 등의 기술을 이용하여 사용자의 정보를 보호하고, 저작권자와 배포권자, 사용자의 권리를 보호하는 콘텐츠 유통 모델을 제안하였다. 제안한 시스템은 기존 방식의 단점을 해결하였을 뿐만 아니라 네 가지 유형의 위험, 즉 타 휴대기기에서 다운로드한 콘텐츠의 사용 여부와 복호화 키에 대한 공격, 콘텐츠 유출 공격, 불법 복제 등 내부자 공격 등을 모두 방어할 수 있다는 점에서 가장 안전한 방법으로 평가되었다.

마모도 평준화를 위한 File Clustering 알고리즘 (A File Clustering Algorithm for Wear-leveling)

  • 이태화;차재혁
    • 디지털콘텐츠학회 논문지
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    • 제14권1호
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    • pp.51-57
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    • 2013
  • 플래시 메모리 기반의 저장 장치는 고성능, 저전력, 내구성과 경량 등의 특징을 가지고 있어 기존에 사용되고 있던 저장장치를 빠르게 대체하고 있다. 플래시 메모리 기반의 저장 장치는 기존 저장장치인 블록 저장 장치로 가상화하기 위한 계층인 FTL (Flash Translation Layer) 을 가지고 있다. 가비지 컬렉션(Garbage Collection)은 FTL의 주요한 기능으로서 플래시 메모리의 수명과 성능에 큰 영향을 끼친다. 플래시 메모리의 수명은 가비지 컬렉션에 의해 발생되는 지우기의 횟수와 마모도의 영향을 받는다. 본 논문에서는 마모도 평준화 개선을 위해 File 정보를 알 수 있는 환경에서 File Clustering 알고리즘을 제시한다. File Clustering은 같은 File에서의 요청이 또다시 같이 호출 될 것을 기대하여 같은 File로부터 온 요청을 같은 블록에 할당하는 알고리즘이다. 이를 위해 FTL의 기능 중 페이지 할당 정책을 제안하였고, 최소한의 마모도 평준화를 보장하기 위해 MIN-MAX GAP을 사용하였다. 본 논문에서 제안하는 알고리즘을 검증하기 위해 TPC 벤치마크를 이용하였고 이를 통해 마모도 평준화 하지 않은 분산보다 690%이상 값이 개선되었고, 기존에 연구되던 Hot/Cold보다도 좋은 분산을 갖는 것을 보였다.

데스크톱과 모바일 기기의 차이가 사용자의 행위에 미치는 영향 : 해석수준 이론을 적용한 실증 연구 (The Differential Effect of PC vs. Mobile on User Behavior : An Empirical Study based on Construal Level Theory(CLT))

  • 서길수;강현정
    • 한국IT서비스학회지
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    • 제18권5호
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    • pp.31-51
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    • 2019
  • Construal level theory (CLT) have been researched in wide range of disciplines such as marketing, organizational study, psychology, or education. Current study asserts that CLT would explain the effect of different devices of PC and smartphone on interaction between human-computer interfaces and information systems use. In CLT, those who are far from an object in terms of physical, temporal, social or psychological distance, they construe their understanding as abstract (high level) and vice versa. We hypothesized different size of digital device will increase psychological distance and result in behaviors that correspond to present construal level. The analysis result shows that users of PC recognized that they are socially distant from the device and those of smartphone felt that they are socially close to the device. However, the device did not have significant effect on attention to essential information, advertisement preference, and immediacy. The implication to academia, practice and future research and limitations are also discussed.

배터리 잔량과 태스크에 따른 저전력 알고리즘 연구 (A Study on Low Power Algorithm for Battery residual capacity and a Task)

  • 김재진
    • 디지털산업정보학회논문지
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    • 제9권1호
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    • pp.53-58
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    • 2013
  • In this paper, we proposed low power algorithm for battery residual capacity and a task. Algorithm the mobile devices power of the battery residual capacity for the task to perform power consumption to reduce the frequency alters. Task is different in power consumption according to kinds of in time accomplishment device to use. Adjustment of power consumption analyzes kinds of given tasks from having the minimum power consumption task to having the maximum power consumption task. Control frequency so that power consumption waste to be exposed to battery residual capacity can be happened according to the results analyzed. Experiment the frequency by adjusting power consumption a method to reduce using [7] and in the same environment power of the battery residual capacity consider the task to perform frequency were controlled. Efficiency was proved compare with the experiment results [7]. The experiments results show increment in the number of processing by 45.46% comparing with that [7] algorithm.

핀 아트 기술을 활용한 재구성 가능한 데스크 설계 (Design of Reconfigurable Desk Based on Pin Art Technology)

  • 정승도
    • 디지털산업정보학회논문지
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    • 제15권2호
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    • pp.63-70
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    • 2019
  • To increase the efficiency of task on the desk, this paper proposes a reconfigurable desk. The proposed reconfigurable desk is based on the Pin Art technology. For the design of the proposed desk, the upper surface of the desk is divided into small units, and then the user easily controls the height of the divided pieces to make desk a desired shape by using the proposed user interface. The Arduino module controls the hardware and the user interface is configured by using Android applications, making it easy for anyone to use. Through extensive experiments, the proposed system shows that various types of deformations are possible and thus the utilization is very high by mounting diverse devices.

Design and Implementation of Scent-Supported Educational Content using Arduino

  • Hye-kyung Kwon;Heesun Kim
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.260-267
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    • 2023
  • Due to the development of science and technology in the 4th Industrial Revolution, a variety of content is being developed and utilized through educational courses linked to digital textbooks. Students use smart devices to engage in realistic virtual learning experiences, interacting with the content in digital textbooks. However, while many realistic contents offer visual and auditory effects like 3D VR, AR, and holograms, olfactory content that evokes actual sensations has not yet been introduced. Therefore, in this paper, we designed and implemented 4D educational content by adding the sense of smell to existing content. This implemented content was tested in classrooms through a curriculum-based evaluation. Classes taught with olfactory-enhanced content showed a higher percentage of correct answers compared to those using traditional audio-visual materials, indicating improved understanding.

심뇌혈관 센터를 위한 Cardiac PACS의 도입과 적용 사례 (Introduction and Application for Cardiocerebralvascular Center)

  • 김정수;조무성
    • 대한디지털의료영상학회논문지
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    • 제12권1호
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    • pp.9-14
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    • 2010
  • Based on the cardiac PACS application collected from three university hospitals across the country, this research showed us a composition method of a server and storage devices with conditions in the field. Also, we founded the practical use of software making the best of cardiovascular PACS features. In addition, it also examined the components and requirements of the key functions that are available in the cardiovascular sector. We will be investigated the design experience and applications on stable storage and transmission of large video clip data, cardiovascular analysis, and gear interlocks through the study.

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유비쿼터스 컴퓨팅 서비스의 분류 및 평가지표에 대한 연구 (A Study on Classification and Evaluation Criteria of Ubiquitous Computing Service)

  • 한정섭;김형원;이남용;김종배
    • 디지털콘텐츠학회 논문지
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    • 제11권4호
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    • pp.473-478
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    • 2010
  • 유비쿼터스 컴퓨팅 기술을 적용한 서비스들이 지속적으로 발전하고 있으며, 이를 사용하기 위한 다양한 기기들 또한 발전하고 있다. 그러나 유비쿼터스 컴퓨팅 서비스(UCS)에 대한 분류가 모호하고 어떠한 평가지표로써 UCS를 평가해야 할지 판단하기 어렵다. 그러므로 본 연구에서는 UCS의 특징과 분류를 정의하고 이에 기반한 평가지표를 도출한다. 또한 도출한 평가지표의 체크리스트를 제안함으로써 UCS를 사용하기 위한 사용자의 선택을 지원한다.

Behavioral Intention to Use Wellness Wearables: A Conceptual Model Development

  • Niknejad, Naghmeh;Hussin, Ab Razak Che;Ghani, Imran
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권3호
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    • pp.1-10
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    • 2018
  • Wearable Technology is going to be the biggest buzzword and the next generation of digital revolution in the near future. Wearables have changed the focus of the healthcare industry to prevention programs in order to encourage individuals to be more active and to take the responsibility of their own health. Although, the intention of consumers to use wellness wearables has been growing rapidly, the number of individuals who refuses continued use of such devices increases day-by-day. Diffusion and innovation of new technology could be more efficiently gained by consumer's adoption. So, it is extremely important for providers and designers to understand the impact of positive and negative factors on consumers' intention to use wellness wearables. Moreover, a unified framework is required for better understanding of individuals' behavioral intention for using wellness wearables. Thus, the goal of this study is to identify the potential factors that influence consumers' willingness to use wellness wearables as well as proposing a unified framework based on Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) and Value-based Adoption Model (VAM) with two extra factors, perceived trust and perceived health increase. The findings of this article improves the theoretical understanding of the engaged factors in the proposed research model of the study.