The purpose of this study was to investigate the level of Internet game addiction and the impacts of ADHD symptom on the Internet game addiction level of elementary school students. The subjects of the study were 979 4-6th sixth grade students in Seoul and Gyeonggi educational regions. Results indicated that the Internet addiction level of 5.3% of the students were at risk. Particularly, the students who were male, 6th grade, lower academic achievement and had negative relationship with their family and friends, tended to show higher level of Internet game addiction. ADHD symptom had negative influence on the level of Internet game addiction, particularly, of whom were male, had lower level of academic achievement, and had more negative relationships with their friends.
In order to provide smart services that adapt to changing situations, the services should be context-aware, and the service contents also should be context-aware. In this paper, we introduce our XMLSchema for context-aware documents composed with static contents, context information, and context-adaptation contents, and its service scenarios. We also propose three different system architectures for the context-aware contents systems – client-side adaptation, server-side adaptation, and hybrid adaptation – according to the component that adapts the context-aware contents to the current context. Furthermore, we also introduce how to apply the context-aware contents to web platform in order to implement the system. Our study contributes to the advance of context-aware contents systems because we give hints other developers in implementing the systems by introducing context-aware document structure and the system architectures.
Ubiquitous computing environments mean techniques in which all students have access to a variety of digital devices and services, including Internet and mobile computing devices, whenever and wherever they need them. It is needed the ability to support a wide range of devices, mobile users and rapidly changing circumstances on each system and service for implement a ubiquitous environment. Context modeling is to give meaning to the information gathered and to determine for the structure of context information to deliver on context middleware. Ontology is the one of the techniques, have been studied, to represent context modeling that is to make highly scalable and continuously range of contextual information. In this paper, it is proposed ontology-based context-awareness system for the disabled and non-disabled students in ubiquitous environment. In order to provide the human-centric context awareness systems, u-KNU CAS(Context Awareness System) has been designed.
User Interface is key factor for interaction between game system and user. Most of all, HUD UI, which is located on screen consistently provides important information to user consistently. In this paper, we investigated how user recognize the information form HUD by using eye-tracker. In particular, we try to find out experience differences between expert and newbie game user groups. The result of experiment shows that there are significant differences in eye-gazing time, frequency, and gazing distribution in battle situation. It provides that UI designer needs to consider three parameters above when they design HUD for expert game users. And it is helpful for verifying the effectiveness of UI.
Smart-phone has rapidly emerged as a major convergence device changing the private and public processes and communication pattern of users worldwide. The primary purpose of this study is to identify the factors affecting the smart-phone user’s behavior intention and use behavior. To this end, this study has established the conceptual research model by adding the concept of a playfulness based on the UTAUT model proposed by Venkatech et al.(2003). A total 385 usable survey responses of smart-phone users have been employed in the analysis. The major findings from the data analyses are as follows. Firstly, performance expectancy, social influence, and playfulness have a positive influence upon behavioral intention, however, effort expectancy has not a significant influence upon behavioral intention. Secondly, facilitating conditions have a positive influence upon use behavior. Thirdly, behavioral intention has a positive influence upon use behavior. Based on these results, managerial and theoretical implications are discussed, and further research issues are suggested.
In this paper, we propose a model that predict start time of DDoS attack to guarantee user reliable network services. The model presents a mathematical standard than can predict the DDoS attack on ethernet and each nodes. And, we do a comparative study on the predicting model and the general detecting and responding model. As a result, we could have a conclusion that the proposed mathematically predicting model can provide more secured services than the general detecting model do.
In this paper, we propose a simply modified Turbo coding structure and investigate its performance in conjunction with Gray coded 16-quadrature amplitude modulation (QAM) over correlated Rayleigh fading channel. Instead of conventional Turbo encoder producing a single parity stream of bits after single operation of a RSC encoder using information bits, the modified Turbo encoder outputs two independent bit parity streams after two times operation of RSC with information bits divided into two streams with bits for each. During iterative decoding at the receiver, the received two independently RSC coded parity streams are independently decoded and apply for this process after constituting these streams to a single stream like the conventional structure. With the proposed structure, we can obtain not only improved decoding performance in moderate/high Doppler spectrum but also compatibility with conventional Turbo code structure.
This paper introduces an effective method of improving an ability to think and creativity for children by utilizing non-linear story structure storytelling. This study shows that non-linear story structure can improve the educational goals, learning motivation and engagement using various endings and story plots in storytelling. In this paper we tested two ways of storytelling methods with 30 third grade student which consist of 14boys and 16girls during the after school class, and also teachers were interviewed to verify the changes of the learning attitude and the learning effectiveness of non-linear storytelling activities. The results showed that non-linear storytelling can be a good way to improve student’s engagement and interest in a subject matter, and also stimulate their imaginations and motivation. This paper also includes a discussion of the utilization methods of educational content based on the non-linear storytelling, and presents the ways of increasing efficiency with combining new technologies.
This paper studies about cultural assets image which was made by 3D scanning. In this paper, we shows that how 3D scanning works and we also explain that what is the Z-map and how to make the digital rubbed copy. By those several technique, we can get the Z-map and digital rubbed copy of the Ansung Gisolri Stone Buddha image. These images help to reveal that when the Buddha image was made. Until now, most of art historians use the rubbed copy to get specific image of stone arts. The fusion technique for cultural assets image by 3D scanning will help art scholars by giving them clear image of cultural assets.