• Title/Summary/Keyword: Interaction with Wireless network

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The Individual Discrimination Location Tracking Technology for Multimodal Interaction at the Exhibition (전시 공간에서 다중 인터랙션을 위한 개인식별 위치 측위 기술 연구)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.19-28
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    • 2012
  • After the internet era, we are moving to the ubiquitous society. Nowadays the people are interested in the multimodal interaction technology, which enables audience to naturally interact with the computing environment at the exhibitions such as gallery, museum, and park. Also, there are other attempts to provide additional service based on the location information of the audience, or to improve and deploy interaction between subjects and audience by analyzing the using pattern of the people. In order to provide multimodal interaction service to the audience at the exhibition, it is important to distinguish the individuals and trace their location and route. For the location tracking on the outside, GPS is widely used nowadays. GPS is able to get the real time location of the subjects moving fast, so this is one of the important technologies in the field requiring location tracking service. However, as GPS uses the location tracking method using satellites, the service cannot be used on the inside, because it cannot catch the satellite signal. For this reason, the studies about inside location tracking are going on using very short range communication service such as ZigBee, UWB, RFID, as well as using mobile communication network and wireless lan service. However these technologies have shortcomings in that the audience needs to use additional sensor device and it becomes difficult and expensive as the density of the target area gets higher. In addition, the usual exhibition environment has many obstacles for the network, which makes the performance of the system to fall. Above all these things, the biggest problem is that the interaction method using the devices based on the old technologies cannot provide natural service to the users. Plus the system uses sensor recognition method, so multiple users should equip the devices. Therefore, there is the limitation in the number of the users that can use the system simultaneously. In order to make up for these shortcomings, in this study we suggest a technology that gets the exact location information of the users through the location mapping technology using Wi-Fi and 3d camera of the smartphones. We applied the signal amplitude of access point using wireless lan, to develop inside location tracking system with lower price. AP is cheaper than other devices used in other tracking techniques, and by installing the software to the user's mobile device it can be directly used as the tracking system device. We used the Microsoft Kinect sensor for the 3D Camera. Kinect is equippedwith the function discriminating the depth and human information inside the shooting area. Therefore it is appropriate to extract user's body, vector, and acceleration information with low price. We confirm the location of the audience using the cell ID obtained from the Wi-Fi signal. By using smartphones as the basic device for the location service, we solve the problems of additional tagging device and provide environment that multiple users can get the interaction service simultaneously. 3d cameras located at each cell areas get the exact location and status information of the users. The 3d cameras are connected to the Camera Client, calculate the mapping information aligned to each cells, get the exact information of the users, and get the status and pattern information of the audience. The location mapping technique of Camera Client decreases the error rate that occurs on the inside location service, increases accuracy of individual discrimination in the area through the individual discrimination based on body information, and establishes the foundation of the multimodal interaction technology at the exhibition. Calculated data and information enables the users to get the appropriate interaction service through the main server.

DNA (Data, Network, AI) Based Intelligent Information Technology (DNA (Data, Network, AI) 기반 지능형 정보 기술)

  • Youn, Joosang;Han, Youn-Hee
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.11
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    • pp.247-249
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    • 2020
  • In the era of the 4th industrial revolution, the demand for convergence between ICT technologies is increasing in various fields. Accordingly, a new term that combines data, network, and artificial intelligence technology, DNA (Data, Network, AI) is in use. and has recently become a hot topic. DNA has various potential technology to be able to develop intelligent application in the real world. Therefore, this paper introduces the reviewed papers on the service image placement mechanism based on the logical fog network, the mobility support scheme based on machine learning for Industrial wireless sensor network, the prediction of the following BCI performance by means of spectral EEG characteristics, the warning classification method based on artificial neural network using topics of source code and natural language processing model for data visualization interaction with chatbot, related on DNA technology.

Scenario-Based Design of The Next Generation Information Appliances (시나리오 기반 차세대 정보가전 신제품 개발)

  • 박지수
    • Archives of design research
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    • v.16 no.2
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    • pp.35-48
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    • 2003
  • Home networking technology connects individual home appliances through a wired or wireless network and makes possible new functions that were impossible when they were used independently. However, the new functions must not simply be confusing arrays of functions that are possible to implement, but those absolutely necessary to the users. To develop innovative information appliances with such functions, scenarios were used and played guiding roles in suggesting new product ideas, making design mockups, and producing videos to show natural situations where the products would be used in home of the future. In the phase of suggesting new product ideas, user action scenarios in the home, generated by a team consisting of experts in the fields of cognitive engineering, user interface, computer science, cultural anthropology, interaction design, and product design, helped the team identify user needs and design factors necessary to fulfill those needs and suggest new product ideas from the design factors. In the phase of making design mockups, the procedures of using the products were described in the scenario format. Based on the scenarios the s쇼les and the user interfaces of them were designed. In the phase of producing videos, the interactions between the user and the product were embodied in the course of professional writers'arranging the scenarios of using the products for the scripts of the videos. Videos were produced to show the actual situations where the design mockups would be used in home of the future and the dynamic aspects of interaction design.

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A Trend of Social TV System for Research and Implementation (소셜 TV 시스템의 연구 개발 동향)

  • Kim, Yu-Doo;Moon, Il-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.73-75
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    • 2010
  • Current communication and broadcasting services are moved to integrated convergence service. So IPTV(Internet Protocol based TeleVision) services are growth rapidly. Traditional TV were provide simplex service. but IPTV will provide duplex service that is possible of interaction with TV and audience. Therefore current researches are focusing the Social TV service. at this point, we see the trend of Social TV system for research and implementation.

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Cellular-Automata Based Node Scheduling Scheme for Wireless Sensor Networks (무선 센서 네트워크를 위한 셀룰러 오토마타 기반의 노드 스케줄링 제어)

  • Byun, Heejung;Shon, Sugook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.10
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    • pp.708-714
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    • 2014
  • Wireless sensor networks (WSNs) generally consist of densely deployed sensor nodes that depend on batteries for energy. Having a large number of densely deployed sensor nodes causes energy waste and high redundancy in sensor data transmissions. The problems of power limitation and high redundancy in sensing coverage can be solved by appropriate scheduling of node activity among sensor nodes. In this paper, we propose a cellular automata based node scheduling algorithm for prolonging network lifetime with a balance of energy savings among nodes while achieving high coverage quality. Based on a cellular automata framework, we propose a new mathematical model for the node scheduling algorithm. The proposed algorithm uses local interaction based on environmental state signaling for making scheduling decisions. We analyze the system behavior and derive steady states of the proposed system. Simulation results show that the proposed algorithm outperforms existing protocols by providing energy balance with significant energy savings while maintaining sensing coverage quality.

The Application of English Learning Activities based on the Technologies of Web 2.0

  • Lee, Il Seok
    • Journal of Information Technology Applications and Management
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    • v.24 no.4
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    • pp.57-69
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    • 2017
  • Due to the development of technology even in learning and education area, many studies have begun to make a new attempts to research by using SNS, breaking away from traditional learning methods. However, the limitations of these studies are restricted only to the use of wireless Internet and writing on Web sites. This study aims to conduct a research on English learning activities that utilize various technologies such as Bigdata, Facebook, Social Network Services (SNS) and English applications. In addition, this study looks into how these modern technologies can be integrated in the classrooms and which activities can be applied in the English classroom. This research is to suggest effective English learning methods through a thorough investigation on the effectivity of various technologies based on the Web 2.0 such as Flickr, blogs, MySpace, and online discussion board within the context of the English learning. To verify the effect of the study, the subjects are divided into experimental and control group. The experiment is proceeded with pre- and post-test. The experimental group is designed to verify the effects using SNS tools such as Facebook, Bigdata, and Online Massive Learning. A survey is conducted to determine the preference of utilizing social networking sites and to analyze the effects in class. The result is that the average scores for experimental group have improved more than the average of control group. The comparison of pre and post-test of the experimental group shows that the significance of the higher and median group was statistically significant at the p<0.01.

Digital Forensic Methodology of IaaS Cloud Computing Service (IaaS 유형의 클라우드 컴퓨팅 서비스에 대한 디지털 포렌식 연구)

  • Jeong, Il-Hoon;Oh, Jung-Hoon;Park, Jung-Heum;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.6
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    • pp.55-65
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    • 2011
  • Recently, use of cloud computing service is dramatically increasing due to wired and wireless communications network diffusion in a field of high performance Internet technique. Cloud computing is a model for enabling convenient, on-demand network access to a shared pool of configurable computing resources (e.g., networks, servers, storage, applications, and services) that can be rapidly provisioned and released with minimal management effort or service provider interaction. In a view of digital forensic investigation, it is difficult to obtain data from cloud computing service environments. therefore, this paper suggests analysis method of AWS(Amazon Web Service) and Rackspace which take most part in cloud computing service where IaaS formats presented for data acquisition in order to get an evidence.

M2M Network Platform Using the MSRP (MSRP를 이용한 M2M 플랫폼 구조)

  • Kim, Jung-Ho;Been, Jae-Man;Kang, Seung-Chan;Lee, Jae-Oh
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.752-757
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    • 2016
  • Machine to Machine (M2M) communications is communications between a business application and devices via a communication network without any direct human interaction. The aim of our research is to connect any M2M device with an M2M AS (Application server) through an IMS (IP Multimedia Subsystem) Network Core using a M2M Gateway, in order to develop an M2M Horizontal Services Platform over IMS. An IP Multimedia Subsystem (IMS) is an architectural framework defined by the wireless standards body of the 3rd Generation Partnership Project (3GPP) for delivering IP multimedia services to mobile users. This paper shows the design and implementation of a Horizontal M2M Network Services Platform over an IP Multimedia Subsystem (IMS) using the Message Session Relay Protocol (MSRP). We summarize the protocols and architectures that formed the basis for the creation of our architecture. We provide a detailed description of our architecture design, describing the call flow of the proposed architecture and the entities operating in each process. We also describe the design and implementation process detailing the different tools used, explaining the selection of each component and its importance; also how we designed and implemented the M2M gateway, M2M Application Server, Open IMS Core, business application and M2M devices.

Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

Interference analysis of mutual radio communication in subway (지하철 무선환경의 전파간섭 영향 분석 방안 연구)

  • Oh, Sungkyun;Kim, Moon Hwan;Kim, Deokwon;Cha, Jaesang
    • Journal of Satellite, Information and Communications
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    • v.8 no.4
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    • pp.135-141
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    • 2013
  • Subway in Korea, most of a metropolitan public transport use only worth ten million people a day floating population of wireless communication can be considered HOT SOPT. These three operators' 2G/3G/4G / Wi-Fi / T-DMB frequency and the number of services to co-exist, and the subway train passengers and subway party for operation and management of the communication network is also the co-subway passenger safety and for this service for the effects of mutual interference of whether the verification was necessary. This research and testing different frequency / communication interference between services and testing to determine whether, through the subway authorities and mobile operators in each frequency-specific interaction check and there is no interference to the safety and quality of subway passengers communication services that can be verified as the data was found. The verification methods in the metro area, not just from one region to determine whether the interference with a common verification methods can be applied.