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        검색결과 7

        1.
        2017.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        오늘날 우리나라 교육이 창의융합 교육을 강조하고 있음에도 불구하고 창의융합 교육의 중요 요소로서 공간정보기술에 대한 인식은 매우 낮으며 학교 현장에서 공간정보기술을 활용한 교육이 시행되기에는 그 여건이 매우 열악하다. 본 연구는 스마트폰 과 공간정보기술을 활용하여 수업모듈을 개발하고 개발한 수업모듈의 적용을 통해 그 교육적 효과를 살펴보고자 하였다. 이를 위해 본 연구에서는 스마트폰과 공간정보기술을 활용한 우리 지역 소음지도 만들기 수업모듈을 개발하였다. 이어서 개발한 수업모 듈을 정규수업, 자율동아리 활동, 창의적 체험활동 프로그램 등 다양한 수업형태에 적용하였다. 적용 결과, 우리 지역에 대한 관심, 공간정보기술 관련 지식, 공간정보기술 활용능력 세 가지 영역에서 모두 유의미한 긍정적 변화를 확인할 수 있었다. 또한, 학생들과 교사 모두 스마트폰과 공간정보기술을 활용한 수업에 대해 흥미와 효용성 등의 측면에서 긍정적으로 평가하는 것을 알 수 있었다
        4,300원
        2.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Tour application have a lot of information to offer. Because smart phones’ screen is small, it is necessary to efficiently organize user interface(UI). To have a quantity analysis on human's' attention affected by layout position in tour application UI design, an experiment was proposed and then the data analysis was done. Thirty subjects took part in our experiment and 20 tour application layout images divided into four area of interest (AOI) were taken as the stimulus randomly. Data was recorded by the Tobi Pro X2-30 eye tracker system. The heat maps and gaze plot results were analyzed. And then One-way ANOVA (analysis of variance) statistical method was applied to finding out the significant difference in factor levels. Results show that the active area and eye movements tracking roads within statistic meaning. Moreover, ANOVA (F = 24.28, p = 2.21267e􎂡15 < 0.01) shows that the different positions have significance difference effect on subjects' attention and mean of AOI (4) is a significant difference from other three area. And then the influence degree of AOI (4) (F = 13.90, p = 0.098 > 0.05) is weaker than other regions through the simple test. In conclusion, the tour applications should be considered the layout position effects on improving the attraction for corresponding users.
        4,000원
        3.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was established the foundation with the expressing method on the context awareness platform by using Sensor of the Smart Phone(SP). The data were used for expressing emotions with different SP. The emotion of SP was influenced with the changing of the several variables generating real time and were determined by interacting a mix of emotion depending on the intensity and causality. First, the SP platform was analyzed, which constituted the situational awareness process that can express emotions. Second, a mathematical model for expressing emotion through the SP event design. Third, when SP have to acknowledge, assess, and respond to the current situation, emotional system is the situation immediately. The user's SP has sense as digitalized data and analysis of data on various sensors. In the point of this article, it was limited that building a two-dimensional table was established by cognitive evaluation, internal emotional state of structural regularities, and using the POMDP model number of the emotional state. In order to influence the emotional perception, the range of influence was limited. Using the tree structure of the way HSVI, the computed time was minimal for matrix operations. Last, the compensation policies were interlocked with the blood type. Designed in advance for optimum algorithms derive scenarios. Using the proposed processing methods, digitized data were applied with SP sensor information. To determine whether the right set of circumstances in order to express appropriate emotion, it was established with the numerical system.
        4,000원
        4.
        2015.05 구독 인증기관·개인회원 무료
        Purpose: Since the advent of smart phones, the amount of time spending on their use has rapidly increased and there are several health concerns regarding sight, causing prolonged smart phones viewing. The purpose of this study was to estimate how much eyes become fatigued based on quantitative electroencephalogram(qEEG) and to analyze the correlation between the fatigue and attention using event-related potentials(ERPs) as objective assessments. Methods: here were thirty, healthy, right-handed subjects(male 15, female 15) participating in this study. 64-channel of qEEG data with their eye-closed was collected and they performed Go/Nogo tasks before and after watching smart phones. A questionnaire regarding the visual fatigue was also collected in both conditions. The changes of pre- and post-task of watching smart phones were analyzed and compared in terms of four wavebands and algorithms, delta(δ), theta(θ), alpha(α), beta(β), (α+ θ)/ β, α/ β, (α+θ)/(α+β), and θ/ β for fatigue detection. Results: The results clearly show that all four energy values of qEEG and algorithms related to the fatigue in the post-viewing condition significantly changed than those in the pre-viewing condition. As seen in the results of ERP, nogo-N2 amplitude only on Fz electrode was slightly higher and nogo-P3 amplitudes on Fz and Cz were considerably lower in the post-task than in the pre-watching. However, there were no significant differences of go-N2 and P3 found at any electrodes. The results of behavioral performance demonstrate that the error rates(ER) of nogo-condition were obviously increased after using smart phones and there was a tendency for reaction time(RT) to be delayed compared with before watching it. Conclusions: This research denotes that it can be a fairly useful measure for using qEEG and ERP when assessing the visual fatigue. Its findings suggest that a sustained smart phone viewing leads to the visual fatigue and it can have adverse effects on distraction.
        5.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The smart-phone has become a necessity for most people. In this study, we determined that using a smart-phone for 20 minutes can cause increased neck and shoulder muscle activities and fatigue. Seventeen healthy male smart-phone users who attended Yonsei University played a smart-phone game for 20 minutes and changes in their bilateral cervical erector spinae and upper trapezius muscle activities and fatigue were measured. To assess muscle activities and fatigue, we used the following variables: the median frequency, the 50th percentile Amplitude probability distribution function (APDF) value (median load), and the discrepancy in the 90th percentile APDF value and the 10th percentile APDF value (APDF range). A paired t-test was used to compare pre-smart-phone-use status with post-smart-phone-usestatus. The median frequency of the bilateral cervical erector spinae and the upper trapezius decreased significantly after 20 minutes of smart-phone use (p<.05). In addition, the 50th percentile APDF value of the bilateral cervical erector spinae and the right upper trapezius increased significantly (p<.05). The APDF range of the bilateral cervical erector spinae and the upper trapezius also increased significantly (p<.05). However, the 50th percentile APDF range of the left upper trapezius was not significantly different (p>.05). These findings suggest that using smart-phones for 20 minutes can induce muscle fatigue and increased neck and shoulder muscle activities.
        4,000원
        7.
        2010.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        타일드 디스플레이는 여러 대의 모니터와 컴퓨터를 활용하여 저렴한 가격으로 다수의 사용자들이 함께 사용가능한 고해상도 대형 디스플레이를 구축할 수 있어서 과학적 가시화나 협력적 작업 공간 등 다양한 분야에서 활용되고 있다. 그러나 기존의 타일드 디스플레이는 사용자 인터랙션 방식이 불편하여 단순히 일방적인 정보전달을 위주로 사용되어 왔다. 본 연구에서는 여러 사용자들에게 공용으로 쓰이는 타일드 디스플레이에 모션센서와 터치 인터랙션을 제공하는 스마트폰을 개인별 인터페이스 장치로 제공하여 기기 간의 자연스러운 서비스 연동이 가능한 플랫폼을 보여주는 Insect Safari 게임을 개발하였다. 이 논문에서는 먼저 Insect Safari 게임의 기획의도와 게임 방법을 설명하고, 구체적인 게임 설계 및 구현과 모바일 장치에서의 인터랙션 방법에 대해 상세히 기술한다. 그리고 이 게임을 공공장소에 설치하여 여러 사용자들이 게임플레이를 하면서의 반응을 분석하고 추후 연구방향에 대해 논한다.
        4,000원