• Title/Summary/Keyword: Experience device

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A Study on the Establishment of a Aquaculture Farm Facility Management System Using IP-RFID (IP-RFID를 이용한 양식장 시설물 관리시스템 구축방안에 관한 연구)

  • Choi, Hyung-Rim;Park, Byoung-Kwon;Park, Yong-Sung;Lee, Chang-Sup;Choi, Ki-Nam
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2010.04a
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    • pp.26-27
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    • 2010
  • Illegal aquaculture farms that cause marine pollution and ship accidents are managed and controlled by local organizations, but they experience many difficulties due to the vast waters and insufficient human resources. This study aims to utilize new IP-RFID technology to propose an efficient aquaculture farm facility management system This system attaches Ip-Tags to aquaculture farms that can provide facility information and location in real-time through IP communications. This allows for efficient management of facilities and the restriction of illegal farms. This system can also provide locations of farm facilities that sink to the ocean floor, reducing marine pollution caused by lost farms.

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Inter-space Interaction Issues Impacting Middleware Architecture of Ubiquitous Pervasive Computing

  • Lim, Shin-Young;Helal, Sumi
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.8 no.1
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    • pp.42-51
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    • 2008
  • We believe that smart spaces, offering pervasive services, will proliferate. However, at present, those islands of smart spaces should be joined seamlessly with each other. As users move about, they will have to roam from one autonomous smart space to another. When they move into the new island of smart space, they should setup their devices and service manually or not have access to the services available in their home spaces. Sometimes, there will conflicts between users when they try to occupy the same space or use a specific device at the same time. It will also be critical to elder people who suffer from Alzheimer or other cognitive impairments when they travel from their smart space to other visited spaces (e.g., grocery stores, museums). Furthermore our experience in building the Gator Tech Smart House reveals to us that home residents generally do not want to lose or be denied all the features or services they have come to expect simply because they move to a new smart space. The seamless inter-space interaction requirements and issues are raised automatically when the ubiquitous pervasive computing system tries to establish the user's service environment by allocating relevant resources after the user moves to a new location where there are no prior settings for the new environment. In this paper, we raise and present several critical inter-space interactions issues impacting middleware architecture design of ubiquitous pervasive computing. We propose requirements for resolving these issues on seamless inter-space operation. We also illustrate our approach and ideas via a service scenario moving around two smart spaces.

Intraobserver and interobserver reproducibility in linear measurements on axial images obtained by cone-beam computed tomography

  • Silva, Nathalia Cristine da;Barriviera, Mauricio;Junqueira, Jose Luiz Cintra;Panzarella, Francine Kuhl;Raitz, Ricardo
    • Imaging Science in Dentistry
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    • v.47 no.1
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    • pp.11-15
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    • 2017
  • Purpose: This study was performed to investigate the intra- and inter-observer variability in linear measurements with axial images obtained by PreXion (PreXion Inc., San Mateo, USA) and i-CAT(Imaging Sciences International, Xoran Technologies Inc., Hatfield, USA) CBCT scanners, with different voxel sizes. Materials and Methods: A cylindrical object made from nylon with radiopaque markers (phantom) was scanned by i-CAT and PreXion 3D devices. For each axial image, measurements were taken twice in the horizontal(distance A-B) and vertical (distance C-D) directions, randomly, with a one-week interval between measurements, by four oral radiologists with five years or more experience in the use of these measuring tools. Results: All of the obtained linear measurements had lower values than those of the phantom. The statistical analysis showed high intra- and inter-observer reliability (p=0.297). Compared to the real measurements, the measurements obtained using the i-CAT device and PreXion tomography, on average, revealed absolute errors ranging from 0.22 to 0.59 mm and from 0.23 to 0.63 mm, respectively. Conclusion: It can be concluded that both scanners are accurate, although the linear measurements are underestimations, with no significant differences between the evaluators.

CAMAR Companion : Context-aware Mobile AR System for supporting the Personalization of Augmented Content in Smart Space (CAMAR Companion : 스마트 공간에서 증강 콘텐츠의 개인화를 위한 맥락 인식 모바일 증강 현실 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.673-676
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    • 2009
  • In this paper, we describe CAMAR Companoin, a context-aware mobile AR system that provides a user-adaptive assistance with an augmented picture according to the user's context in smart space. It recognizes physical objects and tracks the movement of those objects with a camera embodied to a mobile device. CAMAR Companion observes a mobile user's context, which is sensed by various kinds of sensors in environments, and infers user preference for the content in the situation. It recommends multimedia content relevant to the user's context. It overlays selected content over associated physical objects and enables the user to experience the content in a user-centric manner. Furthermore, we have developed the prototype to illustrate how our system could be used for a mobile user's well-being care applications in smart home environments. In this application, we found that our system could perceive a user preference even though a user's context is changed dynamically, and then adapt the multimedia content with respect to the user's context effectively. As such, the proposed user-adaptive system has the potential to play an important role in developing customized user interfaces in mobile devices.

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Hand Tracking Based Projection Mapping System and Applications (손 위치 트래킹 기반의 프로젝션 매핑 시스템 및 응용)

  • Lee, Cheongun;Park, Sanghun
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.4
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    • pp.1-9
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    • 2016
  • In this paper we present a projection mapping system onto human's moving hand by a projector as information delivery media and Kinect to recognize hand motion. Most traditional projection mapping techniques project a variety of images onto stationary objects, however, our system provides new user experience by projecting images onto the center of the moving palm. We explain development process of the system, and production of content as applications on our system. We propose hardware organization and development process of open software architecture based on object oriented programming approach. For stable image projection, we describe a device calibration method between the projector and Kinect in three dimensional space, and a denoising technique to minimize artifacts from Kinect coordinates vibration and unstable hand tremor.

A Study on the Advertising Creative Based on the Technology Convergence (기술융합에 기반한 광고 크리에이티브에 관한 연구)

  • Jeong, Chang Jun
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.235-241
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    • 2015
  • As the broadcast, tele communication and media technology develop, the media are divided into various specialities from the internet to the mobile device. An advertising creative in the field, an innovative changes are taking place that had not been in the era of the passed traditional media TV, newspaper, magazine and etc. It's not but the various media's dividing, also the consumers who use the media are evolving in their media behavior from a passive attitude to a positive one. In other words, They consumers receive the advertising messages with positive attitude to researching the message in the searching tool by themselves and participate, act, and diffuse their acknowledgements. In this thesis, as the advertising creative circumstance like this, these varied advertising creative are tried to explained by the three dimension module that is suggested in this thesis.

Partial Discharge Measurement of Power Cables for Nuclear Power Plant (원자력발전소 전력케이블 부분방전 진단 사례)

  • Ha, Che-Wung;Ju, Kwang-Ho;Lim, Woo-Sang
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.60 no.8
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    • pp.1632-1638
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    • 2011
  • Electric cables are one of the most important components in a nuclear power plant since they provide the power needed to operate electrical equipment. Despite their importance, cables typically receive little attention since they are considered passive, long-lived components that have been very reliable over the years when subjected to the environmental conditions for which they were designed. The operating experience reveals that a defect of the insulator or poor construction causes the initial failure of cable. However, the number of cable failures increase with plant aging, and these cable failures are occurring within the plants' 40-year licensed period. These cable failures have resulted in plant transients, shutdown, loss of safety functions or redundancy, entries into limiting conditions for operation, and challenges for plant operators. Therefore, diagnosis of MV cable installed in NPPs has become one of the most urgent issues in recent years. In accordance with PSR, condition maintenance for cables is also continuously required. Recently, HFPD tests have been widely performed to diagnose cable in the transmission and distribution cable system. However, on-line HFPD wasn't used in the NPPs because of the danger of plant shutdown, measurement sensitivity and application problems, etc. In this paper, HFPD measurement with portable device was performed to evaluate the integrity of the 4.16kV & 13.8kV cable lines. The test results show that HFPD is highly attractive to the diagnosis of MV cables in NPP by high detection sensitivity on-site.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.

Analysis and Evaluation of Multi-view UCV(User Created Video) Service through Adjusting Camera Angle (카메라 앵글 조정 방식을 통한 다시점 UCV(User Created Video) 서비스 분석과 평가)

  • Sung, Bokyung;Ko, Ilju
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.39-47
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    • 2014
  • Fast advancement and dynamic diffusion of Smart device make big change to personal user. They have been extended from consumer only watching video to prosumer recording and sharing User Created Video(UCV). With this reason, as a platform for various kind of content service. Especially, UCVs for the purpose of sharing experience are recorded from same event on limited time and space by some people. These are also produced by various cameras that has each angle similar like broadcasting videos. In this paper, we present multi-view characteristic of UCV and propose Multi-view UCV service that is watching UCVs from same event through adjusting camera angle. Through user satisfaction survey, we knew that adjusting camera angle is preferred for watching UCV including overlapping part more than linear watching.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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