• Title/Summary/Keyword: 스마트레벨

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A Task Planning System of Steward Robot for Human-friendly Human-Robot Interaction (인간 친화적 로봇 상호작용을 위한 집사 로봇의 작업 관리 시스템)

  • Kim, Yong-Hwi;Lee, Hyong-Euk;Kim, Heon-Hui;Park, Kwang-Hyun;Bien, Zeung-Nam
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.228-234
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    • 2007
  • 한국과학기술원 인간친화복지로봇 연구센터에서 개발 중인 ISH(Intelligent Sweet Home)는 다양한 서비스 로봇 및 인간-기계 인터페이스(HMI:Human-Machine Interface)를 통해서 노약자 및 장애인의 일상 생활을 도와 줄 수 있는 지능형 주거 공간이다. ISH에서는 홈네트워크를 통해 연결된 가전 기기 및 환경 정보 취득이 가능한 센서 장비, 그리고 지능형 침대, 휠체어, 이동 보조 로봇 등이 거주자가 독립 생활을 영위할 수 있도록 여러 가지 서비스를 제공한다. 하지만 노약자 및 장애인의 관점에서 서비스 양의 증가뿐만 아니라, 이를 쉽고 편하게 운용할 수 있는 서비스 질의 측면 또한 중요하게 고려하여야 한다. 이러한 이유 때문에, ISH에서는 집사 로봇(steward robot)의 개념을 도입하여 거주자와 복잡한 시스템의 효율적인 매개체로 사용하고 있다. 사용자의 편의를 추구하기 위한 공학적인 접근방법 중의 하나로, 본 논문에서는 집사 로봇의 작업 계획 기능에 대해서 설명하도록 한다. 작업 계획 시스템을 이용하여, 집사 로봇은 사용자의 상위 레벨 명령을 해석하여 각 로봇 또는 제어 가능 개체들을 제어하게 된다. 제안하는 시스템은 STRIPS(STanford Research Institute Problem Solver) 상태 표현 방법과 그래프계획(Graphplan) 방법에 기반하여 작업 계획을 수행한다. 또한 작업 계획 속도를 증가 시키기 위하여 공간 추상화(world abstraction)와 하위 목표 계획(subgoal planning)의 개념을 적용하였다. 그리고 ISH에서 정의된 시나리오를 이용한 상위 레벨 명령을 통해 제안된 시스템의 효용성을 검증하도록 한다.

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Development of Detection and Monitoring by Light Scattering in Real Time (광산란 방식 실시간 미세먼지 측정 및 모니터링 시스템 개발)

  • Lee, Nuri;Um, Hyun-Uk;Cho, Hyun-Sug
    • Fire Science and Engineering
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    • v.32 no.3
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    • pp.134-139
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    • 2018
  • Extremely fine particles seriously affect people and are becoming a social problem. Conventional methods using the type of beta ray absorption are difficult to have real-time measurements and miniaturization for the acquisition of fine dust. In this paper, a light scattering method was used. The sensors were configured internally with semiconductor laser diodes for miniaturization, low cost and lightweight. The use of the FFT method makes it easier to separate fine dust according to size compared to conventional light scattering sensors. Bluetooth communication also allows the connection, monitoring and control of devices using smart phones.

Design and Implementation of the GNEX C-to-Android Java Converter using a Source-Level Contents Translator (소스 레벨 콘텐츠 변환기를 이용한 GNEX C-to-Android Java 변환기의 설계 및 구현)

  • Son, Yun-Sik;Oh, Se-Man;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1051-1061
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the Android platform as a smart platform using a source-level contents translator. The GNEX C-to-Android Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

Interference Analysis based on System Level Simulation in LTE Networks (LTE 네트워크에서 시스템 레벨 시뮬레이션 기반 인접 대역간 간섭 분석)

  • Ban, Tae Won;Jung, Bang Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.11
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    • pp.2411-2417
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    • 2012
  • Globally, the emergence of smart phones vitalized the ecosystem of mobile data service industry. Consequentially, mobile data traffic has been explosively growing and the speed of growth will be more steep. New spectrum will be required in order to properly accommodate the explosively growing mobile data traffic. However, it will be difficult to acquire a sufficient guard band between different frequency bands because the range of frequency which is suitable for wireless communications is limited. Thus, the performance degradation caused by inter-band interference will be one of challenging problems in the next generation mobile communication systems. In this paper, we analyze the performance degradation caused by inter-band interference by computer simulations in various environments. Our results show that the impact of the inter-band interference is more critical when own signal is poor or its own interference from neighboring cells is low.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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Separate Networks and an Authentication Framework in AMI for Secure Smart Grid (스마트그리드 보호를 위한 AMI 망 분리 및 인증 프레임워크)

  • Choi, Jae-Duck;Seo, Jung-Taek
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.3
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    • pp.525-536
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    • 2012
  • This paper proposes methods of securing Smart Grid system against various types of cyber threats by separating AMI networks from the public network, the Internet, and providing an AMI specific authentication framework. Due to the fact that thousands and millions of AMI devices to be deployed would be directly or indirectly connected to the public network without any authentication procedures for access control, currently being developed AMI architectures could be widely exposed to considerable number of penetrating attacks. Furthermore, there have not been a sufficient number of researches on authentication frameworks with basis on the specific circumstances of AMI networking that should support varied authentication protocols among security associations and AMI linking devices. This work makes a proposal of isolating smart meters from HAN devices and the Internet and integrating network/application level authentication frameworks with an EAP-based authentication architecture. These approaches are beneficial to deploy AMI with security and efficiency.

Access Control of Pay TV Program in Digital Satellite Broadcasting System (디지털 위성방송 시스템에서 유료 TV방송 프로그램 접근제어)

  • Park, Jeong-Hyun;Lee, Sang-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.12
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    • pp.3123-3132
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    • 1997
  • In this paper, we describe access control system for protection of pay TV program in digital DBS(Direct Broadcast satellite) system. We also propose a possible access control system and operation scenario for scrambling and descrambling which are important in access control system. Transport stream structure and option, entitlement checking message and entitlement management message for access control on digital broadcasting system are described in this paper. Especially, the authentication based on Flat-Shamir and Gulllou-Quisquater schemes required for verification of proper subscriber as access control is oriented to smart card number and subscriber ID(Identity). It has less restriction than scheme oriented to descrambler number.

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A Study on the Vehicle Black Box with Accident Prevention (사고예방이 가능한 차량용 블랙박스 시스템에 관한 연구)

  • Kim, Kang Hyo;Moon, Hae Min;Shin, Ju Hyun;Pan, Sung Bum
    • Smart Media Journal
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    • v.4 no.1
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    • pp.39-43
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    • 2015
  • A vehicle black box helps to investigate the cause of accident by recording time, and videos as wells as shock information of the time of accident Lately, intelligent black box with accident prevention as well as existing functions is being studied. This paper proposes an applicable algorithm for vehicle black boxes that prevent any accident likely to occur while a car is parked, like robbery, theft or hit-and-run. Proposed algorithm provides object recognition, face detection and alarm as the object approaches car. Tests on the algorithm prove that it can recognize an approaching object, identify and set alarm if needed, depending on each risk level.