• Title/Summary/Keyword: Ambient Information System

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Interactive LED light: A practical study of Interactive Design Dimensions through an Ambient Information System for Public (공공 공간에서의 앰비언트 인포메이션 시스템을 위한 디자인 요소의 실제적 활용: 인터랙티브 LED 조명)

  • Kim, Moon-Jung;Hahn, Min-Soo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.976-983
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    • 2009
  • Ambient Information System is an expanded term from Ambient Displays that are aesthetically pleasing displays of information which sit on the periphery of a user's attention. It describes a large set of applications that publish information in a highly non-intrusive manner[4]. Recently, as importance of the media that affects human senses and individuals' experiences increases, the role of an Ambient Information System for Public is also increase. Therefore, in this paper, the emphasis is on finding a suitable form of the Ambient Information System based on some design dimensions and we sampled possible 13 design dimensions of the practical application of an Ambient Information System for Public. For verifying the validity of our findings, we installed "Follwingflow", an interactive LED illumination and carry out an experiment on the dimensions.

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Information Structured Space and Ambient Intelligent Systems for a Librarian Robot (사서로봇을 위한 정보구조화 공간과 환경지능 시스템)

  • Kim, Bong-Keun;Ohba, Kohtaro
    • The Journal of Korea Robotics Society
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    • v.4 no.2
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    • pp.147-154
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    • 2009
  • Visions of ubiquitous robotics and ambient intelligence involve distributing information, knowledge, computation over a wide range of servers and data storage devices located all over the world, and integrating tiny microprocessors, actuators, and sensors into everyday objects as well in order to make them smart. In this paper, we introduce our ongoing research effort aimed at realizing ubiquitous robots in an information structured space. For this, a ubiquitous space and ambient intelligent systems for a librarian robot are introduced and the RFID technology based approach for these systems is described.

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Monolithic Ambient-Light Sensor System on a Display Panel for Low Power Mobile Display (저 전력 휴대용 디스플레이를 위한 패널 일체형 광 센서 시스템)

  • Woo, Doo Hyung
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.11
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    • pp.48-55
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    • 2016
  • Ambient-light sensor system, which changes the brightness of a display as ambient light change, was studied to reduce the power consumption of the mobile applications such as note PC, tablet PC and smart phone. The ambient-light sensor system should be integrated on a display panel to improve the complexity and cost of mobile applications, so the ambient-light sensor and readout circuit was integrated on a display panel using low-temperature poly-silicon thin film transistors (LTPS-TFT). We proposed the new compensation method to correct the panel-to-panel variation of the ambient-light sensors, without additional equipment. We designed and investigated the new readout circuit with the proposed compensation method and the analog-to-digital converter for the final digital output of ambient light. The readout circuit has very simple structure and control timing to be integrated with LTPS-TFT, and the input luminance ranges from 10 to 10,000 lux. The readout rate is 100 Hz, and maximum differential non-uniformity with 20 levels of the final output below 0.5 LSB.

Incentive Mechanism in Participatory Sensing for Ambient Assisted Living

  • Yao, Hu;Muqing, Wu;Tianze, Li
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.1
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    • pp.159-177
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    • 2018
  • Participatory sensing is becoming popular and has shown its great potential in data acquisition for ambient assisted living. In this paper, we propose an incentive mechanism in participatory sensing for ambient assisted living, which benefits both the platform and the mobile devices that participated in the sensing task. Firstly, we analyze the profit of participant and platform, and a Stackelberg game model is formulated. The model takes privacy, reputation, power state and quality of data into consideration, and aims at maximizing the profit for both participant and publisher. The discussion of properties of the game show that there exists an unique Stackelberg equilibrium. Secondly, two algorithms are given: one describes how to reach the Stackelberg equilibrium and the other presents the procedures of employing the incentive strategy. Finally, we conduct simulations to evaluate the properties and effectiveness of the proposed mechanism. Simulation results show that the proposed incentive mechanism works well, and the participants and the publisher will be benefitted from it. With the mechanism, the total amount of sensory data can be maximized and the quality of the data can be guaranteed effectively.

Computational Integral Imaging Reconstruction of a Partially Occluded Three-Dimensional Object Using an Image Inpainting Technique

  • Lee, Byung-Gook;Ko, Bumseok;Lee, Sukho;Shin, Donghak
    • Journal of the Optical Society of Korea
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    • v.19 no.3
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    • pp.248-254
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    • 2015
  • In this paper we propose an improved version of the computational integral imaging reconstruction (CIIR) for visualizing a partially occluded object by utilizing an image inpainting technique. In the proposed method the elemental images for a partially occluded three-dimensional (3D) object are recorded through the integral imaging pickup process. Next, the depth of occlusion within the elemental images is estimated using two different CIIR methods, and the weight mask pattern for occlusion is generated. After that, we apply our image inpainting technique to the recorded elemental images to fill in the occluding area with reliable data, using information from neighboring pixels. Finally, the inpainted elemental images for the occluded region are reconstructed using the CIIR process. To verify the validity of the proposed system, we carry out preliminary experiments in which faces are the objects. The experimental results reveal that the proposed system can dramatically improve the quality of a reconstructed CIIR image.

Ambient Intelligence in Distributed Modular Systems

  • Ngo Trung Dung;Lund Henrik Hautop
    • Proceedings of the IEEK Conference
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    • summer
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    • pp.421-426
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    • 2004
  • Analyzing adaptive possibilities of agents in multi-agents system, we have discovered new aspects of ambient intelligence in distributed modular systems using intelligent building blocks (I-BLOCKS) [1]. This paper describes early scientific researches related to technical design, applicable experiments and evaluation of adaptive processing and information interaction among I-BLOCKS allowing users to easily develop ambient intelligence applications. The processing technology presented in this paper is embedded inside each DUPLO1 brick by microprocessor as well as selected sensors and actuators in addition. Behaviors of an I-BLOCKS modular structure are defined by the internal processing functionality of each I-Blocks in such structure and communication capacities between I-BLOCKS. Users of the I-BLOCKS system can do 'programming by building' and thereby create specific functionalities of a modular structure of intelligent artefacts without the need to learn and use traditional programming language. From investigating different effects of modem artificial intelligence, I-BLOCKS we have developed might possibly contain potential possibilities for developing applications in ambient intelligence (AmI) environments. To illustrate these possibilities, the paper presents a range of different experimental scenarios in which I-BLOCKS have been used to set-up reconfigurable modular systems. The paper also reports briefly about earlier experiments of I-BLOCKS in different research fields, allowing users to construct AmI applications by a just defined concept of modular artefacts [3].

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A Study on Application of Dynamic Design Elements for Designing Ambient Media (엠비언트 미디어의 디자인을 위한 동적인 디자인 요소의 활용에 관한 연구)

  • Park, Jin-Yung;Park, Sun-Young;Nam, Tek-Jin
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.233-238
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    • 2008
  • Ambient Media (or ambient displays, Wisneski et al 1998) is one of newly emergent dynamic design objects, representing information through subtle changes of everyday objects and environments. Unlike the existing GUI-based media focusing on the situation that a user is concentrating the media, ambient media enable a user to be peripherally aware of the information without his/her concentration. In order to design ambient media, it is necessary to interpret the basic elements of dynamic changes in physical space and the proper method to apply them for peripherally representing information in ambient media. The aim of this study is to investigate dynamic design elements and the method to apply them for ambient media design in physical space. We explored and refined the type of the dynamic design elements, analyzing dynamic qualities of ambient media cases as well as various time based design fields. As a result, 4 dynamic elements - tempo, connectivity, intensity and rhythm- were proposed. By literature reviews related to peripheral awareness in psychology or ambient media, we analyzed the characteristics of dynamic design elements. Based on that, we developed a new ambient media, 'Cyber Pung-Kyung', and applied dynamic elements for designing the prototype system. The research outcome is expected to contribute designing ambient media which can represent information peripherally or centrally as needed. Understanding the dynamic design elements is helpful for designing various time based design outcomes as well.

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Reference Model and Architecture of Interactive Cognitive Health Advisor based on Evolutional Cyber-physical Systems

  • Lee, KangYoon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4270-4284
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    • 2019
  • This study presents a reference model (RM) and the architecture of a cognitive health advisor (CHA) that integrates information with ambient intelligence. By controlling the information using the CHA platform, the reference model can provide various ambient intelligent solutions to a user. Herein, a novel approach to a CHA RM based on evolutional cyber-physical systems is proposed. The objective of the CHA RM is to improve personal health by managing data integration from many devices as well as conduct a new feedback cycle, which includes training and consulting to improve quality of life. The RM can provide an overview of the basis for implementing concrete software architectures. The proposed RM provides a standardized clarification for developers and service designers in the design and implementation process. The CHA RM provides a new approach to developing a digital healthcare model that includes integrated systems, subsystems, and components. New features for chatbots and feedback functions set the position of the conversational interface system to improve human health by integrating information, analytics, and decisions and feedback as an advisor on the CHA platform.

Autonomous Agents Navigating in Virtual Road Network

  • Cho, Eun-Sang;Choi, Kwang-Jin;Ko, Hyeongseok
    • Proceedings of the Korea Society for Simulation Conference
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    • 1997.04a
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    • pp.81-85
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    • 1997
  • In a virtual environment, agents must demonstrate some degree of realism and interactivity. This paper discusses the algorithm that enables agents to navigate a virtual road network realistically and interactively. The road description files written in this language provide the information of road environments to the navigating agents and the scene visualizer. We call this navigating agent in the road an ambient car. The ambient cars must follow the traffic rules as human does. To do this, the ambient car should continuously check its circumstances, such as, the traffic lights, lanes, road signs, and other ambient cars. Because of the huge scale of road network and the large number of ambient cars, the algorithm considers only the area where the participant is currently located. By this locality, the performance of the whole system does not fluctuate much in different situations. The behavior of ambient cars according to the predefined rules may appear monotonous. We added probability distribution functions to introduce some randomness. We implemented the above idea on silicon Graphics Indigo 2 workstation. The ambient car exhibited its awareness of lanes, traffic lights, and other cars. The participants could hardly distinguish between a human-controlled car and computer-controlled ambient car generated by the algorithm.

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Effect of Ambient Conditions on the Soot Generation of Decane Fuel Droplet (분위기 조건이 Decane 액적의 Soot 생성에 미치는 영향)

  • Lim, Young Chan;Suh, Hyun Kyu
    • Journal of ILASS-Korea
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    • v.19 no.4
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    • pp.211-215
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    • 2014
  • The main purpose of this study is to provide basic information of droplet soot generation of decane fuel. To achieve this, this paper presents the experimental results on the decane droplet combustion conducted under various ambient pressure($P_{amb}$), and oxygen concentration($O_2$) conditions. At the same time, the experimental study was conducted in terms of soot volume fraction($f_v$) and its maximum value. Also, visualization of single fuel droplet was conducted by high resolution CCD camera and ambient pressure($P_{amb}$) and oxygen concentration($O_2$) was changed by control system. It was revealed that higher ambient pressure($P_{amb}$), and oxygen concentration($O_2$) enhanced the soot generation and improved the maximum soot volume fraction( $f_v$).