• Title/Summary/Keyword: Mobile Manipulation

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A Review of Research on Augmented Reality Based Educational Contents for Students with Autism Spectrum Disorders (자폐 스펙트럼 장애 학생 대상 증강현실기반 교육 콘텐츠 연구에 대한 고찰)

  • Son, Ji-Young
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.35-46
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    • 2017
  • The purpose of the study was to review the recent literature on applying augmented reality based educational contents for students with autism spectrum disorders and to identify research trends and implications. The search procedures through the Web-database system were implemented to find the proper research and a total of 12 studies were included in this review. The results indicated that most of subjects were elementary school-age children, also single subject design was mostly implemented. Mobile devices were used mostly for augmented reality, and most of data collection methods was behavioral observation. Results founded several contents types: objects manipulation, manipulation for self-modeling, on-site problem solving program, and location-based learning guide. Additionally, the results indicated that the educational effectiveness was the improvements of social behaviors, play and imitation behaviors, and emotion recognition. Furthermore, considerations to develop and apply augmented reality based educational contents for students with autism spectrum disorders were suggested.

A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

Interworking architecture between Smart-TV and Smart-phone using NFC and QR technology (NFC와 QR기술을 사용한 스마트TV와 스마트폰의 연동구조)

  • Eun, Sung Bae;Chae, Yi Geun;So, Sun Sup
    • Journal of Advanced Marine Engineering and Technology
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    • v.38 no.4
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    • pp.463-469
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    • 2014
  • We propose an interworking architecture between a smart TV and a smart phone. This architecture provides control mechanism for the newly adopted App on Smart-TV with smart phone. The general method connecting between a smart phone and a mobile AP is very carefully complex and troublesome procedure. The mobile AP transfers data from a smart phone to a smart TV after getting the connection. Connecting procedure between a smart phone and a mobile AP is therefore necessary operation. We worked out the new procedure and control method that acquires some information from Near Field Communication or Quick Reference codes for connecting between a smart TV and a smart phone. Our proposed architecture was confirmed practical possibility as user-oriented automatic connection and simple manipulation for control a kiosk or various display equipment.

Cloud security authentication platform design to prevent user authority theft and abnormal operation during remote control of smart home Internet of Things (IoT) devices (스마트 홈 사물인터넷 기기(IoT)의 원격제어 시 사용자 권한 탈취 및 이상조작 방지를 위한 클라우드 보안인증 플랫폼 설계)

  • Yoo Young Hwan
    • Convergence Security Journal
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    • v.22 no.4
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    • pp.99-107
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    • 2022
  • The use of smart home appliances and Internet of Things (IoT) devices is growing, enabling new interactions and automation in the home. This technology relies heavily on mobile services which leaves it vulnerable to the increasing threat of hacking, identity theft, information leakage, serious infringement of personal privacy, abnormal access, and erroneous operation. Confirming or proving such security breaches have occurred is also currently insufficient. Furthermore, due to the restricted nature of IoT devices, such as their specifications and operating environments, it is difficult to provide the same level of internet security as personal computers. Therefore, to increase the security on smart home IoT devices, attention is needed on (1) preventing hacking and user authority theft; (2) disabling abnormal manipulation; and (3) strengthening audit records for device operation. In response to this, we present a plan to build a cloud security authentication platform which features security authentication management functionality between mobile terminals and IoT devices.

The Effect of Augmented Reality Traits on Presence, Flow, and Relational Continuance Behavior with Smart-Phones (스마트폰 기반 증강현실 특성이 프레즌스, 플로우 및 관계지속행동에 미치는 영향)

  • Chun, Tae-Yoo;Park, No-Hyun
    • Journal of Distribution Science
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    • v.13 no.5
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    • pp.45-52
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    • 2015
  • Purpose - Augmented reality (AR) content used in mobile media today can accommodate a wide variety of contextual information. This indicates that making people experience a sense of presence and flow is a very significant factor in augmented reality content. Flow represents a rich immersion potential as representing the progress of emotion and the means to facilitate the operation of the smart phone. Therefore, users will have friendly relational continuance behavior with products and brands that supply this experience. Based on that, the purpose of this study is to investigate the relationships among smart phone AR application traits, presence, flow experience, and relational continuance behavior. First, AR application traits are defined as three categories sensory immersion, navigation, and manipulation, based on preceding studies. This study then examines the influence of AR application traits on the presence and flow experience and looks into the relation among presence, flow experience, and relational continuance behavior. This analysis suggests more detailed and concentrated strategic implications. Research design, data, and methodology - A research model is designed to examine the relation among AR application traits, presence, flow experience, and relational continued behavior. For data collection, questionnaire surveys were composed of multi-items for each component and the direct interview method was used for the interviews. To collect the data, after running the smart phone AR applications, the consumer behaviors of the respondents were generally determined. The questionnaire surveys were conducted for one month, October 2014. A total of 300 questionnaires were distributed with 278 questionnaires used for analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0 and LISREL ver. 8.51. Results - The following results are found: First, AR application traits have a significantly positive effect on presence with sensory immersion, navigation, and manipulation all having a significantly positive effect. Second, sensory immersion and manipulation among the AR application traits have a significantly positive effect on flow. However, navigation did not have a significantly positive effect on flow. Third, presence has a significantly positive effect on flow and has a significantly positive effect on relational continuance behavior. Moreover, flow also has a significantly positive effect on relational continuance behavior. This behavior tends to be formed since brands want to encourage relational continuance behavior and positive emotions with the brands being used. Relational continuance behavior accompanies repeat purchasing, positive word-of-mouth and recommendation activities, and forms of trust with the brand. Conclusions - The research results showed that smart phone AR traits had significantly positive effect on presence, flow, and relational continuance behavior. Based on this, smart phone AR application providers should establish an aggressive marketing strategy to accommodate more realistic problems in order to positively influence user behavior. Additionally, the marketers should make efforts to provide fun or convenience in the AR application operation process of the user.

A Study on the User Experience of Smartphone Camera Application (스마트 폰 카메라 애플리케이션의 사용자 경험 연구)

  • Kim, Eung-Cheol;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.221-226
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    • 2017
  • This study investigates the user experience about the camera application and the operation environment that share the photographed pictures with the SNS in a smartphone user environment which is a necessity of modern people. To do this, 10 task tasks were selected based on 3 aspects such as manipulation, editing, and sharing, and the task execution time was measured after tasks were performed on 8 persons, 4 persons in 20s. Experiments conducted mainly on Samsung Experience 8 and LG UX 6.0, which are representative user interfaces of Android mobile operating system, showed that there are differences in usability between the three interfaces for each interface. In the course of the experiment, all of the subjects mentioned ease of operation and various functions as advantages. However, the complexity of text-based interfaces has been difficult to use because of the variety of functions that can be set up. Future research will be needed to improve the usability of camera applications by user interface.

A Study on Implementation of Service Robot Platform for Mess-Cleanup (정리정돈용 서비스 로봇 플랫폼의 구현 연구)

  • Kim, Seung-Woo;Kim, Hi-Jun
    • Journal of Institute of Control, Robotics and Systems
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    • v.18 no.5
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    • pp.487-495
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    • 2012
  • In this paper, a Smart Home Service Robot, McBot II, which performs mess-cleanup function etc. in house, is designed much more optimally than other service robots. It is newly developed in much more practical system than McBot I which we had developed two years ago. One characteristic attribute of mobile platforms equipped with a set of dependent wheels is their omni- directionality and the ability to realize complex translational and rotational trajectories for agile navigation in door. An accurate coordination of steering angle and spinning rate of each wheel is necessary for a consistent motion. This paper develops trajectory controller of 3-wheels omni-directional mobile robot using fuzzy azimuth estimator. A specialized anthropomorphic robot manipulator which can be attached to the housemaid robot McBot II, is developed in this paper. This built-in type manipulator consists of both arms with 4 DOF (Degree of Freedom) each and both hands with 3 DOF each. The robotic arm is optimally designed to satisfy both the minimum mechanical size and the maximum workspace. Minimum mass and length are required for the built-in cooperated-arms system. But that makes the workspace so small. This paper proposes optimal design method to overcome the problem by using neck joint to move the arms horizontally forward/backward and waist joint to move them vertically up/down. The robotic hand, which has two fingers and a thumb, is also optimally designed in task-based concept. Finally, the good performance of the developed McBot II is confirmed through live tests of the mess-cleanup task.

A Study on Development of a Smart Wellness Robot Platform (스마트 웰니스 로봇 플랫폼 개발에 관한 연구)

  • Lee, Byoungsu;Kim, Seungwoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.331-339
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    • 2016
  • This paper developed a home wellness robot platform to perform the roles in basic health care and life care in an aging society. A robotic platform and a sensory platform were implemented for an indoor wellness service. In the robotic platform, the precise mobility and the dexterous manipulation are not only developed in a symbiotic service-robot, but they also ensure the robot architecture of human friendliness. The mobile robot was made in the agile system, which consists of Omni-wheels. The manipulator was made in the anthropomorphic system to carry out dexterous handwork. In the sensing platform, RF tags and stereo camera were used for self and target localization. They were processed independently and cooperatively for accurate position and posture. The wellness robot platform was integrated in a real-time system. Finally, its good performance was confirmed through live indoor tests for health and life care.

MNFS: Design of Mobile Multimedia File System based on NAND FLASH Memory (MNFS : NAND 플래시메모리를 기반으로 하는 모바일 멀티미디어 파일시스템의 설계)

  • Kim, Hyo-Jin;Won, You-Jip;Kim, Yo-Hwan
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.11
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    • pp.497-508
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    • 2008
  • Mobile Multimedia File System, MNFS, is a file system which extensively exploits NAND FLASH Memory, Since general Flash file systems does not precisely meet the criteria of mobile devices such as MP3 Player, PMP, Digital Camcorder, MNFS is designed to guarantee the optimal performance of FLASH Memory file system. Among many features MNFS provides, there are three distinguishable characteristics. MNFS guarantees, first, constant response time in sequential write requests of the file system, second, fast file system mounting time, and lastly least memory footprint. MNFS implements four schemes to provide such features, Hybrid mapping scheme to map file system metadata and user data, manipulation of user data allocation to fit allocation unit of file data into allocation unit of NAND FLASH Memory, iBAT (in core only Block Allocation Table) to minimize the metadata, and bottom-up representation of directory. Prototype implementation of MNFS was tested and measured its performance on ARM9 processor and 1Gbit NAND FLASH Memory environment. Its performance was compared with YAFFS, NAND FLASH File system, and FAT file system which use FTL. This enables to observe constant request time for sequential write request. It shows 30 times faster mounting time to YAFFS, and reduces 95% of HEAP memory consumption compared to YAFFS.

A Research for Interface Based on EMG Pattern Combinations of Commercial Gesture Controller (상용 제스처 컨트롤러의 근전도 패턴 조합에 따른 인터페이스 연구)

  • Kim, Ki-Chang;Kang, Min-Sung;Ji, Chang-Uk;Ha, Ji-Woo;Sun, Dong-Ik;Xue, Gang;Shin, Kyoo-Sik
    • Journal of Engineering Education Research
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    • v.19 no.1
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    • pp.31-36
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    • 2016
  • These days, ICT-related products are pouring out due to development of mobile technology and increase of smart phones. Among the ICT-related products, wearable devices are being spotlighted with the advent of hyper-connected society. In this paper, a body-attached type wearable device using EMG(electromyography) sensors is studied. The research field of EMG sensors is divided into two parts. One is medical area and another is control device area. This study corresponds to the latter that is a method of transmitting user's manipulation intention to robots, games or computers through the measurement of EMG. We used commercial device MYO developed by Thalmic Labs in Canada and matched up EMG of arm muscles with gesture controller. In the experiment part, first of all, various arm motions for controlling devices are defined. Finally, we drew several distinguishing kinds of motions through analysis of the EMG signals and substituted a joystick with the motions.