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Showing papers on "Gadget published in 2018"


Journal ArticleDOI
TL;DR: This article proposes applying a three-tier communication and service architecture for such a gadget-free environment, identifies its potential vulnerabilities, and proposes a corresponding threetier security mechanism.
Abstract: The world faces a digital transition in which nearby environments are intelligent enough to provide user-intended services without requiring any handheld gadgets. This article proposes applying a three-tier communication and service architecture for such a gadget-free environment, identifies its potential vulnerabilities, and proposes a corresponding threetier security mechanism.

21 citations


Proceedings ArticleDOI
22 Jun 2018
TL;DR: A new and effective methodology has been developed for motion detection which is to use Pyroelectric infrared (PIR) sensors and cost of installation can be reduced and it is energy efficient system.
Abstract: Nowadays security is a major concern and it is growing rapidly It is important for all to save their property, documents, money and other important things With the growth of technology, the methodologies used by criminals are equally improved Therefore, it is important to improve necessary surveillance techniques with the global change The latest and effective technology used against the robbery and theft are video surveillance and monitoring system But the cost of installation and maintenance of these systems becomes impossible for some people to afford Arduino Mega 2560 is a micro controller board that has the capability to become a camera system when its own mini module known as Arducam gets attached to it Instead of implementing various complex algorithms, a new and effective methodology has been developed for motion detection which is to use Pyroelectric infrared (PIR) sensors Whenever the motion is detected by the PIR sensor, it captures the image with the help of connected Arducam and sends the push message to android using Firebase API Further the user can control the arduino from the internet using the Near Bus concept (Rather than the customary idea of “associate” a remote gadget to the cloud (to control it), the Near Bus system “maps” the gadget into the cloud, completing a reflecting (or replication) of little piece of the miniaturized scale controller's memory into the cloud memory [1] By using this methodology, cost of installation can be reduced and it is energy efficient system

19 citations



Posted Content
TL;DR: This work builds and implements an efficient lattice gadget toolkit that provides a general treatment of gadget matrices and algorithms for their inversion/sampling, and introduces a set of new gadget matrix and algorithm algorithms for efficient subgaussian sampling that have a number of major theoretical and practical advantages over previously known algorithms.
Abstract: Many advanced lattice cryptography applications require efficient algorithms for inverting the so-called “gadget” matrices, which are used to formally describe a digit decomposition problem that produces an output with specific (statistical) properties. The common gadget inversion problems are the classical (often binary) digit decomposition, subgaussian decomposition, Learning with Errors (LWE) decoding, and discrete Gaussian sampling. In this work, we build and implement an efficient lattice gadget toolkit that provides a general treatment of gadget matrices and algorithms for their inversion/sampling. The main contribution of our work is a set of new gadget matrices and algorithms for efficient subgaussian sampling that have a number of major theoretical and practical advantages over previously known algorithms. Another contribution deals with efficient algorithms for LWE decoding and discrete Gaussian sampling in the Residue Number System (RNS) representation.

16 citations



30 Oct 2018
TL;DR: In this article, the authors analyze and examine the use of gadgets, parental supervision, and the impact of using gadgets on children's social behavior in Semata Village, and conclude that the children are accepted in the community, friendly attitude when greeting each other around people, the attitude of associating children through activities of gathering children especially with peers, as well as children's sympathy arises to chat each others.
Abstract: Therefore, it is necessary to monitor the use of gadgets from parents. This study aims to analyze and examine the use of gadgets, parental supervision in the use of gadgets, and the impact of using gadgets on children's social behavior in Semata Village. This study uses qualitative research methods that are processed with an interactive model of data collection, data reduction, data presentation, and verification or drawing conclusions. The results of this study indicate that the use of gadgets among elementary school children/equivalent dominant for entertainment purposes, junior high school students/equivalent for entertainment purposes and occasional hobbies of formal interests, while high school/equivalent children for entertainment, hobby, and formal purposes. The role of parents in supervising the use of gadgets among elementary school children/equivalent by requiring a time limit for the use of gadgets and sites used. In Junior high school/equivalent level with the provision of intensity limits for gadget uses. Senior high school/equivalent children are through supervision that is not curbing the children. The impact of the use of gadgets on children's social behavior is the children are accepted in the community, friendly attitude when greeting each other around people, the attitude of associating children through activities of gathering children especially with peers, as well as children's sympathy arises to chat each others.

11 citations


Posted ContentDOI
TL;DR: Any single nontrivial four-location two-state gadget type is enough for motion planning to become PSPACE-complete, while any set of simpler gadgets (effectively two-location or one-state) has a polynomial-time motion planning algorithm.
Abstract: We initiate a general theory for analyzing the complexity of motion planning of a single robot through a graph of "gadgets", each with their own state, set of locations, and allowed traversals between locations that can depend on and change the state. This type of setup is common to many robot motion planning hardness proofs. We characterize the complexity for a natural simple case: each gadget connects up to four locations in a perfect matching (but each direction can be traversable or not in the current state), has one or two states, every gadget traversal is immediately undoable, and that gadget locations are connected by an always-traversable forest, possibly restricted to avoid crossings in the plane. Specifically, we show that any single nontrivial four-location two-state gadget type is enough for motion planning to become PSPACE-complete, while any set of simpler gadgets (effectively two-location or one-state) has a polynomial-time motion planning algorithm. As a sample application, our results show that motion planning games with "spinners" are PSPACE-complete, establishing a new hard aspect of Zelda: Oracle of Seasons.

11 citations


Journal ArticleDOI
TL;DR: In this article, the authors verify the existence of a scalar Gadget and calculate its 1,358,954,496 matrix elements over 36,864 minimal valise adinkras related to the Coxeter Group BC4.
Abstract: A Gadget, more precisely a scalar Gadget, is defined as a mathematical calculation acting over a domain of one or more adinkra graphs and whose range is a real number. A 2010 work on the subject of automorphisms of adinkra graphs, implied the existence of multiple numbers of Gadgets depending on the number of colors under consideration. For four colors, this number is two. In this work, we verify the existence of a second such Gadget and calculate (both analytically and via explicit computer-enabled algorithms) its 1,358,954,496 matrix elements over 36,864 minimal valise adinkras related to the Coxeter Group BC4.

10 citations


Proceedings ArticleDOI
01 Jun 2018
TL;DR: In this paper, the complexity of motion planning of a single robot through a graph of "gadgets", each with their own state, set of locations, and allowed traversals between locations that can depend on and change the state, is characterized.
Abstract: We initiate a general theory for analyzing the complexity of motion planning of a single robot through a graph of "gadgets", each with their own state, set of locations, and allowed traversals between locations that can depend on and change the state. This type of setup is common to many robot motion planning hardness proofs. We characterize the complexity for a natural simple case: each gadget connects up to four locations in a perfect matching (but each direction can be traversable or not in the current state), has one or two states, every gadget traversal is immediately undoable, and that gadget locations are connected by an always-traversable forest, possibly restricted to avoid crossings in the plane. Specifically, we show that any single nontrivial four-location two-state gadget type is enough for motion planning to become PSPACE-complete, while any set of simpler gadgets (effectively two-location or one-state) has a polynomial-time motion planning algorithm. As a sample application, our results show that motion planning games with "spinners" are PSPACE-complete, establishing a new hard aspect of Zelda: Oracle of Seasons.

10 citations


Proceedings ArticleDOI
08 Feb 2018
TL;DR: The purpose of this application is to sharpen counting ability as well as to train children motor nerve to become more active to help them to be more active at school.
Abstract: One of the methods of learning which considered effective is to apply technology as instructional media. Let alone viewing at the current phenomenon where elementary students have been able to operate gadgets such as smartphone and tablet. They use gadget to play games, but it tends to be less useful and make them lazy. This behavior could bring a negative impact on their achievements at school. In addition, this behavior also can inhibit children motor neurons development. Based on this phenomenon, a research is made to develop a game based learning application entitled Digital Game Based Learning using Augmented Reality (for Mathematics Learning. This application is developed as one of instructional media alternative. The purpose of this application is to sharpen counting ability as well as to train children motor nerve to become more active. This application is developed using Unity 3D. It utilizes multiple sensors such as gyroscope, accelerometer and also GPS to support location-based Augmented Reality technology. Methods that used to design this application are Hierarchy Plus Diagram Input Process Output (HIPO) and Flowchart. System testing is done using black-box testing, sampling method to obtain exact amount of testers, behavioral observation and interview. The result is showing 100% positive response from the tester. They claimed to be glad and enthusiastic to learn math using this game.

10 citations


Journal ArticleDOI
29 Sep 2018-Konselor
TL;DR: In this article, the behavior of gadget addicted for students based on respectful framework is found and it's meant assessment by respectful framework has differences behavior and factors that influence student behaviors. But people who can not control gadget itself will get some negative impact.
Abstract: Someone who use gadget in the right way will get benefits. Meanwhile, people who can not control gadget itself will get some negative impact. One of negative impact is people will become addicted in gadget. This research finds the behavior of gadget addicted for students based on respectful framework. This research is qualitative descriptive design. Research instruments are interview, observation, and documentation. The primary informants come from two students of SMP Negeri 1 Karangrejo who also being the subject of research. Meanwhile, the proponent informant come from parents from two students who are the subject of research and school counselor from SMP Negeri 1 Karangrejo. It's meant assessment by respectful framework has differences behavior and factors that influence student behaviors.

Journal ArticleDOI
TL;DR: In this article, the authors verify the existence of a scalar Gadget and calculate its 1,358,954,496 matrix elements over 36,864 minimal valise adinkras related to the Coxeter Group BC4.
Abstract: A Gadget, more precisely a scalar Gadget, is defined as a mathematical calculation acting over a domain of one or more adinkra graphs and whose range is a real number. A 2010 work on the subject of automorphisms of adinkra graphs, implied the existence of multiple numbers of Gadgets depending on the number of colors under consideration. For four colors, this number is two. In this work, we verify the existence of a second such Gadget and calculate (both analytically and via explicit computer-enabled algorithms) its 1,358,954,496 matrix elements over 36,864 minimal valise adinkras related to the Coxeter Group BC4.

Journal Article
TL;DR: By making self-defence as the first priority the authors make sure that occurrence of the critical situations are eliminated.
Abstract: As we know the present era is with equal rights, where in both men and women are taking equal responsibility in their respective works. Hence women are giving equal competition next to men in all fields, they are assigned works in both the even and odd shift. Every single day women and young girls from all walks of life are being assaulted, molested, and raped. The streets, public transport, public spaces in particular have become the territory of the hunters’. Because of these reasons women can’t step out of their house. The only thought haunting in every women`s mind is when they will be able to move freely on the streets even in odd hours without worrying about their security. In critical situations the women will not feel insecure or helpless if they have some kind of safety device with them. We propose to have a device which is the integration of multiple devices, hardware comprises of a wearable “Smart gadget” which continuously communicates with Smart phone that has access to the internet. The complete gadget also ensures to provide self-defence application which helps her to escape critical situations. This system can be used at places like bus stops, railway stations, offices, footpaths, shopping malls, markets, etc. The implementation of the smart gadget is basically split into two sections the first part ensures to capture the image of the Culprit the device get automatically triggered when there is a suspected motion in front of the camera, the device captures the image of the culprit and send it as an attachment to the concerned E-mail Id along with the location of the Victim. The captured image serves as the valid proof against the one who has committed the crime. The second section deals with defence application as we tend concentrate more on providing self-defence for the women in danger. By making self-defence as the first priority we make sure that occurrence of the critical situations are eliminated. The self-defence feature is capable of working in any of the circumstances either it may be with Internet as a Smart Pendant with LED flash that makes an alert call to the family, relatives via the cloud and also glows the led flash on the eyes of the culprit to make the vision blur when the attacker is at the shorter distance. Whereas Self-defence without Internet consists of Electric shock gloves, that is used to provide the electric shocks that diverts the mind of the culprit and reduce his excited state to commit the crime on women. These two factors form the combined self-defence application and helps the victim to escape from the danger

Posted ContentDOI
TL;DR: A general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the gadget's state is built.
Abstract: We build a general theory for characterizing the computational complexity of motion planning of robot(s) through a graph of "gadgets", where each gadget has its own state defining a set of allowed traversals which in turn modify the gadget's state. We study two families of such gadgets, one which naturally leads to motion planning problems with polynomially bounded solutions, and another which leads to polynomially unbounded (potentially exponential) solutions. We also study a range of competitive game-theoretic scenarios, from one player controlling one robot to teams of players each controlling their own robot and racing to achieve their team's goal. Under small restrictions on these gadgets, we fully characterize the complexity of bounded 1-player motion planning (NL vs. NP-complete), unbounded 1-player motion planning (NL vs. PSPACE-complete), and bounded 2-player motion planning (P vs. PSPACE-complete), and we partially characterize the complexity of unbounded 2-player motion planning (P vs. EXPTIME-complete), bounded 2-team motion planning (P vs. NEXPTIME-complete), and unbounded 2-team motion planning (P vs. undecidable). These results can be seen as an alternative to Constraint Logic (which has already proved useful as a basis for hardness reductions), providing a wide variety of agent-based gadgets, any one of which suffices to prove a problem hard.

Journal ArticleDOI
TL;DR: The findings of this study indicate that the students' knowledge and attitude towards the gadgets have a relationship with the students’ socio-emotions.
Abstract: Gadgets nowdays become one of the most important necessities in human life. The use of gadgets is not only becomes a widespread among adults, but the younger generation also being exposed to this diverse technology gadgets. The gadgets usage among younger generation contributes to the numerous impacts on their socio-emotional development whether in negative or positive ways. Therefore, this study aims to investigate the relationship between knowledge and attitude, towards technology gadget usage and the students' socio-emotions development at Tiram, Johor. This study was conducted using quantitative research design and the questionnaires were distributed to 260 students in three schools around the Tiram zone for data collection purpose. Data were analysed using descriptive statistics and Pearson correlation inference statistics to identify the relationship between the two variables. The results of the analysis showed that there was a significant relationship between knowledge and attitudes, towards the gadget usage among students and their socio-emotion’s development. The findings of this study indicate that the students' knowledge and attitude towards the gadgets have a relationship with the students' socio-emotions. Therefore, this study is important in providing information especially to the schools, parents and students in order to figure out the appropriate alternative on using the gadgets more effectively.

Proceedings ArticleDOI
01 Jul 2018
TL;DR: This work depicts the real work in agribusiness field which is finished by an android computerized gadget which fills in according to the charge of the agriculturist (in particular to his local dialect) utilizing android application which is introduced on the rancher's telephone.
Abstract: This work depicts the real work in agribusiness field which is finished by an android computerized gadget which fills in according to the charge of the agriculturist (in particular to his local dialect) utilizing android application which is introduced on the rancher's telephone. For planning Android computerized framework, we furnish legitimate correspondence with the rancher, Data focus and the mechanized gadgets that are available in the agrarian field. With reference to correspondence utilizing GCM or JSON we will make the Android computerized gadget work and send back the affirmation. We likewise give auto mode where the computerized gadgets and the server farm convey and trade the information between them. It investigations the information got and sends back the summons as indicated by the dissected information. It additionally stores the data about every last activity for some time later. Also, a PIR sensor is associated with identify a human and creature if its recognized the signal will get enacted and picture of the human or creature will go to the agriculturist mail and temperature sensor esteem and mugginess sensor esteem will be passed to the rancher mail. The application we grow additionally have the component of making inquiries or questions which makes it agriculturist benevolent. Through this we will coordinate the diverse utilization of agribusiness field which not occurred in past advances and research.

Patent
05 Jan 2018
TL;DR: In this article, the authors present a method and a device of processing commodity information in moments, and a terminal, which comprises the steps of loading data of a first shared commodity shared by a friend in moments of a social app, detecting a trigger loading request for corresponding payment entry information of the first commodity, switching to a shopping gadget, and paying to purchase the commodity through a payment entry of the shopping gadget according to the payment entry.
Abstract: Embodiments of the invention disclose a method and a device of processing commodity information in moments, and a terminal. The method comprises the steps of loading data of a first shared commodity shared by a friend in moments of a social app, detecting a trigger loading request for corresponding payment entry information of the first commodity, switching to a shopping gadget, and paying to purchase the first commodity through a payment entry of the shopping gadget according to the payment entry information. According to the method, device and terminal, the shopping gadget can be started inthe social app, can be used for sharing the commodity in the social app and has functions of showing, commenting, purchasing and paying the shared commodity, further, the shopping gadget has almost the same function and mode as an original APP, and an e-commerce app installed locally is not invoked, so that less memory of a cellphone is used while fluent use experience is delivered, shopping is more convenient and the commodity is promoted more easily, and the user experience is improved.

Journal Article
TL;DR: It seems that the application of serious games as a pedagogical resource and the responsible use of mobile phones in the classroom could be advantageous for the students in their learning process if they are used correctly with a well established protocol.
Abstract: The use of technologies in the educational field tends to be discussed every time a new gadget is launched regardless of the subject or content area in which it could be applied. In this sense, the goal of these continuous discussions on technology use is to balance the advantages and disadvantages of each new gadget and consider the possible effects in the learning process. This paper introduces a bibliographical review on the application of serious games as a pedagogical resource and on the responsible use of mobile phones in the classroom; and it aims at discussing how the use of these games played with Smartphones can raise students’ motivation and their interest in the process of learning languages for specific purposes in tertiary education. In conclusion, it seems that the application of these educational gadgets could be advantageous for the students in their learning process if they are used correctly with a well established protocol.

Journal ArticleDOI
20 Jun 2018
TL;DR: The results obtained that the RCWL 0516 module has a better accuracy level in detecting movement than other motion detection sensors such as PIR sensors and ultrasonic sensors.
Abstract: Nowdays, along with the development of electronics and computers, the crime rate increases rapidly. today almost all systems and security tools are using electronic devices such as computers and microcontrollers. Every el ectronic device always has weakness, such as camera needs the light to capture images, Passive InfraRed (PIR) sensor only has ability for human body temperature detection, Short Message Service (SMS) which its services depend on prepay credit and cellular operator signal range. Based on the problem, a radio-based doppler radar detection tool was developed using RCWL 0516 modul e. In this research will be discussed the use of RCWL 0516 sensor as main module to detect the movement of the object by measuring the microwave wave value that displayed on the user gadget by using Blynk application. The digital communication is used and implemented on Arduino Uno microcontroller. The data is sent and will be displayed on the gadget through Blynk application in the form of graph in real time and connect to the internet using ESP8266 as a connection receiver. The results obtained that the RCWL 0516 module has a better accuracy level in detecting movement than other motion detection sensors such as PIR sensors and ultrasonic sensors.

01 Apr 2018
TL;DR: In this paper, the advantages of using gadgets in early childhood for cognitive, emotional and sosial skills are discussed and the recomendation for further study of better understanding how to use gadgets to develop maximal skills of early childhood.
Abstract: Early childhood has a rapid growth and development in the ability of his thinking, emotional and social skills because 80% of brain growth develops in early childhood. 21th century can be seen with the use of ICT in all sectors both in everyday life and school life. The presence of gadgets presents new opportunities and challenges in providing education to children ranging from early childhood. They are now familiar with gadgets especially games that can affect the development of children in positively and negatively. However, very limited papers can be found on the advantages of using gadgets among early childhood in positively development. Therefore, this paper will look into the advantages of using gadgetsmay have early childhood for cognitive, emotional and sosial skills. It describes cognitive skills include language, memory, critical and creative thinking can be develop by gadgets. Emotional skills such as give more fun for kids and how to know something new can be develop too. Communication, cooperation, and competition that are included in social skills are also evolving with the use of gadgets. The paper concludes that using gadget give advantages not only disadvantages for early childhood. The recomendation for further study of better understanding how to use gadgets to develop the maximal skills of early childhood.

Book ChapterDOI
01 Jan 2018
TL;DR: A central control framework which utilizes a remote Bluetooth gadget and gives wireless access to smart phones is intended to control electrical gadgets all through the house with ease of installing it, ease of use, and cost-effective design and implementation.
Abstract: Smart home is a practical technique to build the simplicity of life. It can be utilized to give assistance and fulfill the necessities of the elderly and the handicapped at houses. Home automation framework will enhance the ordinary living status at houses. The aim of this paper is to implement a central control framework which utilizes a remote Bluetooth gadget and gives wireless access to smart phones. This framework is intended to control electrical gadgets all through the house with ease of installing it, ease of use, and cost-effective design and implementation.

Journal ArticleDOI
30 Oct 2018
TL;DR: In this article, a study was conducted to determine the relationship between the duration and frequency of gadget use with the social development of preschool children in Al Irsyad Islamic Kindergarten 01 Cilacap with simple random sampling technique.
Abstract: The use of gadgets among children is increasingly alarming and certainly has a negative impact on growth and development. The ease of accessing various information and technology media causes children to become lazy to move and move. They prefer to sit quietly in front of the gadget and enjoy the world in the gadget. Gradually forget the pleasure of playing with family members. This certainly has a negative impact on children's social development. This study aims to determine the relationship between the duration and frequency of gadget use with the social development of preschool children. The design of this study was descriptive correlative with a cross sectional approach to 53 mothers who had preschool aged children (5-6 years) in Al Irsyad Islamic Kindergarten 01 Cilacap with simple random sampling technique. The type of primary data uses children's social development questionnaire. Data were analyzed by univariate and bivariate with Chi Square test.. From 53 respondents, the most normal gadget usage time (<60 '/ day) 33 (62.3%), the most normal frequency 44 (83.1%), the best social development 27 (50.9 %). There is no relationship between the duration of using gadgets and the social development of preschoolers.(p:0.577). There is no relationship between frequency of using gadgets and the social development of preschoolers.(p:1.000)

Posted Content
06 Feb 2018
TL;DR: In this paper, the authors verify the existence of a second scalar Gadget and calculate its 1,358,954,496 matrix elements over 36,864 minimal valise adinkras related to the Coxeter Group BC4.
Abstract: A Gadget, more precisely a scalar Gadget, is defined as a mathematical calculation acting over a domain of one or more adinkra graphs and whose range is a real number A 2010 work on the subject of automorphisms of adinkra graphs, implied the existence of multiple numbers of Gadgets depending on the number of colors under consideration For four colors, this number is two In this work, we verify the existence of a second such Gadget and calculate (both analytically and via explicit computer-enabled algorithms) its 1,358,954,496 matrix elements over 36,864 minimal valise adinkras related to the Coxeter Group BC4

Proceedings ArticleDOI
20 Apr 2018
TL;DR: The aim of this project is to plan an OS which will decrease the symptoms of having unnecessary forms working in the back ground over which clients would for the most part have no control, and build up a completely free advanced android OS.
Abstract: Mobile computing is human-computer cooperation by which a computer is relied upon to be transported amid typical use, which considers transmission of information, voice and video. Mobile computing includes mobile hardware and mobile software. Hardware incorporates mobile gadgets or gadget segments. Mobile software manages the attributes and necessities of mobile applications. These hardware and software parts integrates into operating system. Each cell phones keep running on some sort of Operating System. The Operating System could possibly get refreshes from the producer. Mobile operating systems play out an extensive arrangement of errands which are typically chosen by the seller building up the product. Our undertaking points is to plan an OS which will decrease the symptoms of having unnecessary forms working in the back ground over which clients would for the most part have no control. TOn the off chance that we prevail with our target of building up a completely free advanced android OS, it would help us to figure out which bundles ought to be permitted to be introduced to the cell phone. It would likewise help us to remain furiously autonomous to the extent programming assets related with mobile phones are considered. Thus mobile computing challenges can be solved to a great extend.

Journal ArticleDOI
TL;DR: In this article, Nairn in Joanna Canny (2013) states that children spend twice as much time in front of a screen (like televisions, computers, mobile phones, iPods, iPads, etc.).
Abstract: Nowadays, we lived in virtue era that everything will use glass or screen. Every student also will follow the era. Most of the students are holding the gadget wherever they go. Nairn in Joanna Canny (2013) states that children spend twice as much time in front of a screen (like televisions, computers, mobile phones, iPods, iPads, etc.). Even in the classroom they looking for their task and open their gadget. In this case, English Language Teacher should follow the era. Caused the students always hold the gadget, the teachers should provide the media that related to the gadget. To solve this case kahoot comes and bring new innovation. This media really awesome with nice features which are colorful, shape, sound, and others feature that include in. Through this media, the teacher will manage the students with a fun learning like kahoots’ tagline “make learning awesome”. It will give the students attractive in learning English. Keywords: Media platform, Kahoot, English Language Teacher

Journal ArticleDOI
02 Jan 2018
TL;DR: The present study examines the application of mobile gadgets in EFL learning and investigates the perceptions of EFL students about mobile gadget in learning activity and findings are significant for EFL teachers and researchers for introducing innovative methods and helpful materials for the English classroom.
Abstract: Most of young people are enthusiasticin having the most recent mobile gadgets just to boast among their peers. They likely utilize them to make phone calls, take pictures, listen to songs, watch videos, or surf the internet access for learning or just entertainment. In a technologically advanced country like Indonesia, the third and fourth generation (3G, 4G) mobile devices are available at affordable prices, and people of all streams find it necessary to own a mobile gadget for connecting and communicating. Moreover, it has become a common trend among undergraduates to carry a mobile gadget to the classroom as well.In this paper, the researcher emphasize the potential of mobile gadgets as a learning tool for students and have incorporated them into the learning environment. The present study examines the application of mobile gadgetin EFL learning and investigates the perceptions of EFL students about mobile gadget in learning activity. A field study was conducted on thirty undergraduatestudents majoring in accounting study Serang Raya University. The methodology of data collection included a self-report for students and teachers’ and students’ questionnaire. Findings of the research are significant for EFL teachers and researchers for introducing innovative methods and helpful materials for the English classroom. Keywords: Mobile gadget, students’ perception, teachers’ perception..


Dissertation
22 Nov 2018
TL;DR: In this paper, the authors conducted a study about the students' study habit in on gadget in language learning and the effect of that at eleventh grade SMA An-Najiyah Surabaya.
Abstract: Study habit was a process that an individual gets suitable input to improve his knowledge. In globalization era like nowadays where science and technology are accelerating and the competition, especially in business and job seeking, force us to master more skills. One of the important skills to be mastered is language skill. Because of that reason, the researcher wants to conduct a study about the students’ study habit in on gadget in language learning. This research aimed to identify the students’ study habit in English language learning in using gadget and the effect of that at eleventh grade SMA An-Najiyah Surabaya. This research discussed two research questions; they are; how does the students using gadget in English learning? And does gadget affect the students’ study habit at eleventh grade of SMA An-Najiyah Surabaya? This research used descriptive qualitative study approach. To collect the data, this research used interview. Based on the results of the study, the researcher found that there were some study habits in using gadget applied by some eleventh grade students in SMA An-Najiyah especially in English learning. The study habits can be concluded such as watching video in You-Tube, listening some song in music lyric, uploading picture and making some caption in Instagram, giving comment to their friends’ post, and adding some vocabulary by reading the caption in someone post. There are some effect from the using of gadget on the students’ study habit, they can learn and adding some vocabulary when they watch some video, or music lyric in the You-Tube, they learn abou pronunciation of word that they heard when they are playing the video, they can make story, or descriptive text, or recount text when the teacher giving instruction to them in the class, they can prepared they listening skill for their National Examination, because there will be listening section in the test.

Patent
27 Mar 2018
TL;DR: In this paper, the utility model provides a connecting piece for gadget, include: a pedestal, a buckle structure, and a closed position for the gadget fixed plate of the base.
Abstract: The utility model provides a connecting piece for gadget, include: a pedestal. The gadget fixed plate articulates to the base, buckle structure locks the gadget fixed plate to closed position, wherein, the one side towards the gadget fixed plate of base is provided with a plurality of needle posts, and at closed position, a plurality of needle posts extend to the gadget fixed plate from the base,and the free end of a plurality of needle posts is sealed by the gadget fixed plate to some of every needle post exposes in the space that base and gadget fixed plate separate each other. The utilitymodel provides an enough light polymorphic a connecting piece for gadget who realizes gadget and chain.

Proceedings ArticleDOI
07 Mar 2018
TL;DR: This study uses qualitative methods by collecting data through observation, interview, questionnaire, and using the Facet Model of Effects afterwards to understand the negative impact of using gadget excessively, and considers the creative strategy packaged in a visual form that has focus on the child’s feeling when they parents uses gadget too much in front of them.
Abstract: A gadget is a device that functions primarily to ease human communication. However, nowadays there pretty many people that using gadget unwisely, they are too busy with their own gadget and tends to be neglected their environment roughly. This behavior also occurs in the family environment, which caused some negative effects. One of which is causing increasingly difficult direct interaction between family members. Based on existing research, it required an un- derstanding for the parents in order to understand the negative impact of using gadget excessively. Therefore, it will rise their awareness to change their behavior, so they will understand and become wiser to choose the time when using gadget. This study uses qualitative methods by collecting data through observation, interview, questionnaire, and using the com- munication strategy design Facet Model of Effects afterwards. The consideration of creative strategy is packaged in a visual form that has focus on the child’s feeling when they parents uses gadget too much in front of them, as well as using various medias, among posters, video, and other supporting medias.