• 제목/요약/키워드: Ubiquitous Spaces

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도서관에서의 유비쿼터스 요소의 디자인 특성 평가 연구 (A Study on the Design Characteristics Evaluation of Ubiquitous Element in the Library)

  • 황지은;남경숙
    • 한국실내디자인학회논문집
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    • 제24권3호
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    • pp.137-145
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    • 2015
  • Ubiquitous technology is currently being introduced to libraries at the fastest speed as compared to other spaces. However, the introduction of ubiquitous technology to the existing analog space is causing problems despite such intelligence of libraries as the design standards for ubiquitous spaces have not been arranged yet. This researcher analyzed and evaluated the characteristics of design from the ubiquitous aspect of the ubiquitous environment-oriented libraries that are still at their initial stage. The subjects for this study were the National Library of Korea, Myongji University Bangmok Library, and Yonsei University Library. The definition and characteristics of the ubiquitous environment libraries were examined through literature review and the standards for design analysis were derived by analyzing previous studies. Case analyses were conducted to evaluate the design elements in the ubiquitous environment libraries based on the field observation, photographing, and interviews with managers. As a result, functionality, safety, cognition and convenience were derived based on the investigation and analysis of previous studies; informativeness, playfulness, security, and simplicity which are the design characteristics were found. As a result of the case studies, while functionality and safety are met in most of the standards for design analysis, universality was very low. Care for minorities is need in a library as it is a space used by many unspecified individuals.

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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    • 제8권1호
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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.

3차원 u-City 포탈시스템의 구현방안 연구 (A Study on Implementation Methods of the 3-D u-City Portal Systems)

  • 오종우;구양모;주영복
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2006년도 추계학술대회
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    • pp.409-418
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    • 2006
  • The purpose of this paper is to present a low cost u-City portal development idea and to propose an exclusive system architecture using 3-D interface layers. 3-D interface layers consist of reused ideas of data from existed public data produced from GIS in order to reduce Produce Processes. 3-D interface layers implement a u-City portal systems that tags from physical spaces 1 ink to mobiles from ubiquitous networks between electronic spaces and physical spaces. Primary produce of this study exhibits an exclusive architecture of a u-City portal for speedy and low cost web 3-D interface layers and GIS data, and for implementation interface of 3-D types on USN of physical spaces. Secondary produce of this study represents that a 3-D u-City portal system has visualized speedy implementation characteristics for implementation of the application systems to execute an ubiquitous concept by returning electronic space to physical space, and to present the low cost 3-D u-City portal than an existed 3-D u-city development strategy. Therefore continuous expansion and study of the 3-D interface physical space under a 상황인지(Context Awareness)ubiquitous will appear the innovated u-City portal systems.

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U-City요구분석 단계에서 유비쿼터스 공간 서비스 인식을 위한 분석방법론 개발

  • 권오병;최근호;김지훈;정기욱
    • 한국정보시스템학회:학술대회논문집
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    • 한국정보시스템학회 2005년도 추계학술대회 발표 논문집
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    • pp.349-358
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    • 2005
  • Recently, developing U-City as an integrated set of ubiquitous spaces has been regarded as a promising field in realizing ubiquitous computing technology. However, well-organized requirement analyses of U-City to declare what kinds of ubiquitous space services are needed and which ubiquitous computing technology should be incorporated to come up with the needs are still insufficient. Hence, the aims of this Paper are to Propose a set of unique U-City construction philosophies and to analyze which services Should be offered in the ubiquitous Space services in U-Cities. A field survey to the citizens who are potential end users of the ubiquitous space services was conducted to analyze the success factors of U-City using CSF methodology. Focused group interview with professionals in the field of ubiquitous computing technology in Korea was then performed to identify the relationship of the ubiquitous space services and the critical success factors.

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Networked Robots in the Informative Spaces

  • Kim, Bong-Keun;Ohara, Kenichi;Ohba, Kohtaro;Tanikawa, Tamio;Hirai, Shigeoki;Tanie, Kazuo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.714-719
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    • 2005
  • In this paper, the informative space is proposed to implant ubiquitous functions into physical spaces. We merge physical and virtual spaces through the space structurization using an RFID system, and solve the space localization and mapping problem for a robot to navigate through the distribution and synthesis of information and knowledge. To distribute knowledge flexibly and reliably to changing environment and also to develop a system which allows a robot to invoke and merge the distributed knowledge more freely, we employ a novel approach of knowledge management based on Web services. The proposed method is verified by building a physical space with two kinds of RFID tags and a virtual space with knowledge database based on Web services.

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유비쿼터스 환경에서의 주거 건축설계 방향설정 연구 (A Design Direction for Residential Space under Ubiquitous Environment)

  • 윤기병
    • 한국주거학회논문집
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    • 제17권4호
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    • pp.145-153
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    • 2006
  • Ubiquitous space can be described as a combined space of physical space and digital space. Ubiquitous space possesses new possibilities by combining the two. The concept of ubiquitous home will bring new changes in residential space design. First of all, it makes possible for more convenient and secure home. It has to be developed along with city and town level changes as ubiquitous environment. Secondly, concept of extended space as an extension of living space becomes possible by linking with outside spaces. Thirdly, as consumer requirements for residential spaces will become more versatile by social changes, ubiquitous home can be a good means to meet these versatile consumer requirements by accommodating concept of multi-functional space and flexible space. It is quite important to predict user requirements in rapidly changing social environment and versatile personal inclinations. Instead of POE methodology which can analyze and evaluate in exiting types of designs, storytelling methodology can be used to predict and direct for future requirements of living. The methodology makes scenarios of space usage for future living and extracts design requirements for the living. The concept of intelligent space has to be introduced. It is different from digital home that only accomodate digital devices in space. In intelligent space, space itself has to be recognized as an identity that interacts human directly. Intelligent space recognize human requirements and control digital devices as a response. Multi-functional space is closely related with intelligent space that can changes for business, entertainments as well as for rests by user requirements instantly. Flexible space that also intends to meet requirements of mobility and versatility can be attained through the integration of digital technology into current physical mobile systems. Interaction design becomes integral part for ubiquitous space design along with physical design. For the residential space design, digital illiteracy has to be considered for interaction design. Instead of the concept of passive existence, space itself has to be recognized as active subsistence that reacts with human. Intuitive and natural interaction for human will be a key design element for space-human interface design.

유비쿼터스 주택의 계획요소에 관한 연구 (A Study on the Planning Elements of Recent Ubiquitous Housing)

  • 김민수;이연숙
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2006년도 추계학술발표대회 논문집
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    • pp.189-192
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    • 2006
  • Nowadays great changes arises from the digital environment and technology. And Also, our living environment are changes very rapidly. The purpose of this study was to analyze the characteristics and trends of future housing reference to ubiquitous housing cases in U.S.A, Japan and Korea. From these cases, reorganized ubiquitous-apartment elements are suitable to our housing environment. To search them, it is investigated to 4 ubiquitous housing examples, such as Aware Home, Toyota's PAPI, samsung raemian's housing gallery and GS E&C's apartment. In this study, we could get types and characteristics and planning elements of ubiquitous housings. The findings showed that many kinds of common network systems were suggested and were acted in limited spaces. In conclusion, it was considered as the one of the most suitable future housing type that had a special feature of the demands of residence and life with free accessibility of information and data. Especially, it is necessary to prepare for coming aging society.

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레고하우스 : 멀티 인터렉션 공간에서의 협업 (LEGO House Multi Interaction Space Collaboration)

  • ;안상철;안종길;김진욱;고희동
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.481-486
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    • 2008
  • Recent advanced interlace technologies allow the user to interact with different spaces such as Virtual Reality (VR), Augmented Reality (AR) and Ubiquitous Computing (UC) spaces. Here, we present a LEGO House application, a collaborative application which involves multi interaction spaces -VR, AR and UC spaces. The LEGO House application is built based on the VARU framework which is designed for enabling the prototyping of a tangible space application. The application is about an interior design. One user is located in the combined AR and UC space and interacts with the AR LEGO house and the physical smart devices. The other users interact with the virtual LEGO house but they share the same environment, the LEGO house. Therefore, they can collaborate together as they are co-located.

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증강현실을 활용한 상황인지기반의 편재형 자동차 정비 서비스 (Ubiquitous Car Maintenance Services Using Augmented Reality and Context Awareness)

  • 이규원;서동우;이재열
    • 한국CDE학회논문집
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    • 제12권3호
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    • pp.171-181
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    • 2007
  • Ubiquitous computing is a vision of our future computing lifestyle in which computer systems seamlessly integrate into our everyday lives, providing services and information in anywhere and anytime fashion. Augmented reality (AR) can naturally complement ubiquitous computing by providing an intuitive and collaborative visualization and simulation interface to a three-dimensional information space embedded within physical reality. This paper presents a service framework and its applications for providing context-aware u-car maintenance services using augmented reality, which can support a rich set of ubiquitous services and collaboration. It realizes bi-augmentation between physical and virtual spaces using augmented reality. It also offers a context processing module to acquire, interpret and disseminate context information. In particular, the context processing module considers user's preferences and security profile for providing private and customer-oriented services. The prototype system has been implemented to support 3D animation, TTS (Text-to-Speech), augmented manual, annotation, and pre- and post-augmentation services in ubiquitous car service environments.

유비쿼터스 공간구현의 도시계획적 모색 : 디지털미디어스트리트를 사례로 (The Creation of Ubiquitous Space from an Urban Planning Perspective : The Case of Digital Media Street)

  • 변창흠;신중호;김동완;김준형
    • 한국IT서비스학회지
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    • 제2권1호
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    • pp.145-156
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    • 2003
  • This paper presents and analyzes urban planning process to be adopted to create ubiquitous space in city environment, using City of Seoul's Digital Media Street Project as a case study. The Digital Media Street will become the main pedestrian thoroughfare in the Digital Media City (DMC) in Sangam area, planned to become the world's first ubiquitous environment in full urban scale. Ubiquitous space is reinterpreted from an urban planning perspective, and a new approach to planning such a space is introduced, including strategies to couple technology, space, and human activities. Methodology, role of different actors, planning process, and institutional arrangement are examined in turn, and this yields further agenda for improvements that can be made in planning ubiquitous spaces in the future.