• Title/Summary/Keyword: Collaborative engineering system

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3D Object Picking in Web-based Design System

  • Kim, Dong-Hyun;Yun, Bo-Yeul;Kim, Eung-Kon
    • Journal of information and communication convergence engineering
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    • v.1 no.2
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    • pp.82-87
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    • 2003
  • We are able to work on the shared virtual space in Web-based Collaborative Design System using only Internet and Web browser. Then the users will share 3D objects and must be able to pick the objects effectively which they want to manipulate. In this paper, picking is implemented not only by computing intersection of mouse pointer with the objects of the virtual world, but also by using capabilities and attributes of scene graph node, by setting bounds intersection testing instead of geometric intersection testing, by limiting the scope of the pick testing, using Java 3D. These methods can reduce the computation of picking and can pick 3D objects effectively and easily using the system of hierarchy.

A Framework of Cross-Language Social Learning System (교차언어의 사회적 학습 시스템 프레임 워크)

  • Hao, Fei;Park, Doo-Soon;Lee, Hye-Jung
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1736-1739
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    • 2015
  • Social learning encourages and enables learners with common interests to communicate and share knowledge with others through social networks. However, social learning suffers a barrier on communication among learners with various la nguage and culture background. Aiming to avoid this barrier, this paper proposes a framework of cross-language s ocial learning system which can involve more learners' participation on the web. With this framework, an illustrati ve example of task-oriented collaborative learning paradigm is elaborated. It is expected that our proposed system can stimulate more learners to share the learning resource for deep discussions as well as to promote the knowled ge innovation.

Learning Material Bookmarking Service based on Collective Intelligence (집단지성 기반 학습자료 북마킹 서비스 시스템)

  • Jang, Jincheul;Jung, Sukhwan;Lee, Seulki;Jung, Chihoon;Yoon, Wan Chul;Yi, Mun Yong
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.179-192
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    • 2014
  • Keeping in line with the recent changes in the information technology environment, the online learning environment that supports multiple users' participation such as MOOC (Massive Open Online Courses) has become important. One of the largest professional associations in Information Technology, IEEE Computer Society, announced that "Supporting New Learning Styles" is a crucial trend in 2014. Popular MOOC services, CourseRa and edX, have continued to build active learning environment with a large number of lectures accessible anywhere using smart devices, and have been used by an increasing number of users. In addition, collaborative web services (e.g., blogs and Wikipedia) also support the creation of various user-uploaded learning materials, resulting in a vast amount of new lectures and learning materials being created every day in the online space. However, it is difficult for an online educational system to keep a learner' motivation as learning occurs remotely, with limited capability to share knowledge among the learners. Thus, it is essential to understand which materials are needed for each learner and how to motivate learners to actively participate in online learning system. To overcome these issues, leveraging the constructivism theory and collective intelligence, we have developed a social bookmarking system called WeStudy, which supports learning material sharing among the users and provides personalized learning material recommendations. Constructivism theory argues that knowledge is being constructed while learners interact with the world. Collective intelligence can be separated into two types: (1) collaborative collective intelligence, which can be built on the basis of direct collaboration among the participants (e.g., Wikipedia), and (2) integrative collective intelligence, which produces new forms of knowledge by combining independent and distributed information through highly advanced technologies and algorithms (e.g., Google PageRank, Recommender systems). Recommender system, one of the examples of integrative collective intelligence, is to utilize online activities of the users and recommend what users may be interested in. Our system included both collaborative collective intelligence functions and integrative collective intelligence functions. We analyzed well-known Web services based on collective intelligence such as Wikipedia, Slideshare, and Videolectures to identify main design factors that support collective intelligence. Based on this analysis, in addition to sharing online resources through social bookmarking, we selected three essential functions for our system: 1) multimodal visualization of learning materials through two forms (e.g., list and graph), 2) personalized recommendation of learning materials, and 3) explicit designation of learners of their interest. After developing web-based WeStudy system, we conducted usability testing through the heuristic evaluation method that included seven heuristic indices: features and functionality, cognitive page, navigation, search and filtering, control and feedback, forms, context and text. We recruited 10 experts who majored in Human Computer Interaction and worked in the same field, and requested both quantitative and qualitative evaluation of the system. The evaluation results show that, relative to the other functions evaluated, the list/graph page produced higher scores on all indices except for contexts & text. In case of contexts & text, learning material page produced the best score, compared with the other functions. In general, the explicit designation of learners of their interests, one of the distinctive functions, received lower scores on all usability indices because of its unfamiliar functionality to the users. In summary, the evaluation results show that our system has achieved high usability with good performance with some minor issues, which need to be fully addressed before the public release of the system to large-scale users. The study findings provide practical guidelines for the design and development of various systems that utilize collective intelligence.

HYPOLED - VGA OLED micro-display for HMD and microprojection

  • Vogel, Uwe;Underwood, Ian;Notni, Gunther;Zilstorff, Christian;Meerholz, Klaus;Haas, Gunther
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.404-407
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    • 2009
  • HYPOLED is a collaborative European project that commenced in 2008. It is targeted toward "High-Performance OLED-Microdisplays for Mobile Multimedia HMD and Projection Applications". In this paper, we describe the initial objectives and present draft specifications for devices, the personal display system and micro-projection unit. Initial results are shown and discussed.

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Collaborative remote control education system using Device Driver Hooking (Device Driver Hooking을 응용한 상호 원격 제어 교육 시스템)

  • Lee, Hee-Duk
    • Annual Conference of KIPS
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    • 2002.11a
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    • pp.281-284
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    • 2002
  • 현재 많은 사용자들이 정보 교육과 전달을 위하여 CD-ROM 이나 인터넷 환경과 그것의 응용을 이용 한다. 하지만, 현재 상황에서의 정보는 한 방향으로만 전달되며 사용자간 정보 공유와 공유된 정보에 대한 설명 수단은 극히 제한되어 있다. 본 논문에서 제안하는 시스템은 공유된 미디어 객체에 대하여 Mouse Recording 및 Player를 통하여 공동작업에 참여한 사용자들이 동일 View를 통해 참조하고 고가의 어플리케이션을 직접 실습 및 참조할 수 있도록 설계, 구현되었다. 또 피교육자들의 컴퓨터를 제어함으로 분산 시스템 환경 하에서 원격교육 등에서 정보 교환 및 학습 수단으로 사용될 수 있다.

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Petri-Net based Service Plug and Play System Modeling for Defining the Collaborative Execution (협력 실행 정의를 위한 Petri-Net기반 서비스 플러그 앤 플레이 시스템 모델링)

  • Choi, Ki-Yong;Bak, Chang-Gyu;Lee, Jung-Won
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.262-264
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    • 2012
  • 유비쿼터스 지능형 공간에서 사용자의 개입 없이도 자율 실행하는 서비스 플러그 앤 플레이 시스템(Service Plug and Play System)은 기능적인 모델로서 총체적인 시스템의 협력 프로토콜 부재로 그 동시성 및 병렬성을 반영한 실행관리를 하기 어렵다. 이는 시스템을 구성하는 모듈로, 컨텍스트 수집기, 서비스 실행기, 공간관리기, 모바일 제어기 등이 UML의 시퀀스 다이어그램으로 모델링하여 각 기기의 기능과 실행흐름을 독립적으로 표현할 뿐, 기기간의 상호작용, 특히 병렬 및 동시 실행 알고리즘을 설계하고 검증하는 절차의 부재 때문이다. 본 논문에서, 각 기기의 실행 흐름 및 상호작용을 Petri Net을 이용하여 모델링함으로써, 시스템을 구성하는 각 디바이스의 상호작용 및 실행 흐름을 정의 하고 검증한다.

Camera Calibration and Pose Estimation for Tasks of a Mobile Manipulator (모바일 머니퓰레이터의 작업을 위한 카메라 보정 및 포즈 추정)

  • Choi, Ji-Hoon;Kim, Hae-Chang;Song, Jae-Bok
    • The Journal of Korea Robotics Society
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    • v.15 no.4
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    • pp.350-356
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    • 2020
  • Workers have been replaced by mobile manipulators for factory automation in recent years. One of the typical tasks for automation is that a mobile manipulator moves to a target location and picks and places an object on the worktable. However, due to the pose estimation error of the mobile platform, the robot cannot reach the exact target position, which prevents the manipulator from being able to accurately pick and place the object on the worktable. In this study, we developed an automatic alignment system using a low-cost camera mounted on the end-effector of a collaborative robot. Camera calibration and pose estimation methods were also proposed for the automatic alignment system. This algorithm uses a markerboard composed of markers to calibrate the camera and then precisely estimate the camera pose. Experimental results demonstrate that the mobile manipulator can perform successful pick and place tasks on various conditions.

Exercise Recommendation System using Collaborative Filtering and Personal Propensity in R System (R에서 협업필터링과 개인화 요소를 이용한 개인 맞춤형 운동 추천 시스템)

  • Lee, Han-Na;Baeck, Su-Bin;Park, Doo-Soon
    • Annual Conference of KIPS
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    • 2019.10a
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    • pp.48-51
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    • 2019
  • 최근 자기관리의 필요성이 증가하면서 자신이 만족하는 신체를 갖기 위해 다이어트를 하는 사람들이 많아졌다. 다이어트를 하는 데 여러 방법이 존재하지만 건강한 다이어트를 위해서는 운동이 필수적으로 겸해져야 한다. 그러나 많은 사람들이 자신의 체형에 적합한 운동을 찾는 데 어려움을 겪는다. 따라서 개인의 체형과 성향에 맞는 운동을 추천해 줄 수 있는 추천 시스템이 필요하다. 본 논문에서는 나이, 신장, 몸무게, 체지방률, 식습관과 같은 개인화 요소와 협업 필터링 방법을 R 시스템을 사용하여 사용자 맞춤형 운동을 추천하는 추천 시스템을 제안한다.

Steam Video Game Recommendation System using Collaborative Filtering and Personal propensity in R system (R 시스템에서 협업필터링과 개인화 요인을 사용한 스팀 비디오 게임 추천 시스템)

  • Song, Min-Hyuk;Shin, Hae-Ran;Park, Doo-Soon
    • Annual Conference of KIPS
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    • 2019.10a
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    • pp.56-59
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    • 2019
  • 하루 평균 동시 접속자가 1,000만 명이 넘을 정도로 많은 사람이 사용하는 플랫폼은 드물다. 이러한 플랫폼 중에 스팀은 독보적인 존재이다. 스팀 내에는 수많은 게임이 있다. 그 수많은 게임 중 각 사용자에게 맞는 게임을 찾아내는 것은 매우 어렵다. 그래서 각 개인한테 맞는 게임을 추천해주는 것이 필요하다. 본 논문에서는 각 개인에 맞는 게임을 추천해주기 위하여 현재까지 가장 좋은 방법으로 알려진 협업 필터링 방법과 장르, 사용한 시간, 사용자 수를 고려하여 추천한다.

A Study on Simulation-Based Collaborative E-Learning System for Security Education in Medical Convergence Industry (의료융합산업 보안교육을 위한 시뮬레이션 기반 협동형 이러닝 시스템 연구)

  • Kim, Yanghoon
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.339-344
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    • 2020
  • During COVID-19, education industry is organizing the concept of 'Edutech', which has evolved one step further from the existing e-Learning, by introducing various intelligent information technologues based on the core technology of the 4th industrial revolution and spreading it through diverse contents. Meanwhile, each industries are creating new industries by applying new technology to existing businesses and ask for needs of cultivating human resources who understand the existing traditional ICT technology and industrial business which can solve a newly rising problems. However, it is difficult to build contents for cultivating such human resources with the existing e-learning of transferring knowledge by one-way or some two-way commnication system which has established some interactive conversational system. Accordingly, this study conducted a research on a cooperative e-learning system that enables educators to communicate with learners in real time and allows problem-solving education based on the existing two-way communication system. As a result, frame for contents and prototype was developedp and artially applied to the actual class and conducted an efficiency analysis, which resulted in the validation of being applied to the actual class as a simulation-based cooperative content.