• Title/Summary/Keyword: User Device

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An Efficient Game Theory-Based Power Control Algorithm for D2D Communication in 5G Networks

  • Saif, Abdu;Noordin, Kamarul Ariffin bin;Dimyati, Kaharudin;Shah, Nor Shahida Mohd;Al-Gumaei, Yousef Ali;Abdullah, Qazwan;Alezabi, Kamal Ali
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.7
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    • pp.2631-2649
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    • 2021
  • Device-to-Device (D2D) communication is one of the enabling technologies for 5G networks that support proximity-based service (ProSe) for wireless network communications. This paper proposes a power control algorithm based on the Nash equilibrium and game theory to eliminate the interference between the cellular user device and D2D links. This leadsto reliable connectivity with minimal power consumption in wireless communication. The power control in D2D is modeled as a non-cooperative game. Each device is allowed to independently select and transmit its power to maximize (or minimize) user utility. The aim is to guide user devices to converge with the Nash equilibrium by establishing connectivity with network resources. The proposed algorithm with pricing factors is used for power consumption and reduces overall interference of D2Ds communication. The proposed algorithm is evaluated in terms of the energy efficiency of the average power consumption, the number of D2D communication, and the number of iterations. Besides, the algorithm has a relatively fast convergence with the Nash Equilibrium rate. It guarantees that the user devices can achieve their required Quality of Service (QoS) by adjusting the residual cost coefficient and residual energy factor. Simulation results show that the power control shows a significant reduction in power consumption that has been achieved by approximately 20% compared with algorithms in [11].

A Study on the Secure Storage Device for Protecting Cryptographic Keys in Untrusted DRM Client Systems (신뢰할 수 없는 DRM 클라이언트 시스템 하에서 키 보호를 위한 Secure Storage Device의 연구)

  • 이기정;권태경;황성운;윤기송
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.14 no.2
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    • pp.3-13
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    • 2004
  • DRM is the ability to brand digital contents with features that ensure copy Protection and affect the way in which digital contents are played back. DRM is a technology that enables the secure distribution, promotion and sale of digital contents on the Internet. The DRM Client System that operates on the untrusted user environments has to meet the requirements of the contents owner, including copyright and contents protection. After the DRM Client System is installed on the untrusted user environments, it verifies and plays digital contents. With these procedures it cuties out user authentication, contents decryption, and license management. During these procedures, the sensitive data, including authentication information, decryption data and license data, must be secured against any illegal access from users. The goal of this thesis is to introduce the implementation of Secure Storage Device which can protect user's authentication key, cryptographic key, and license data in safe where the DRM Client System is running.

A Gesture Interface based on Hologram and Haptics Environments for Interactive and Immersive Experiences (상호작용과 몰입 향상을 위한 홀로그램과 햅틱 환경 기반의 동작 인터페이스)

  • Pyun, Hae-Gul;An, Haeng-A;Yuk, Seongmin;Park, Jinho
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.27-34
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    • 2015
  • This paper proposes a user interface for enhancing immersiveness and usability by combining hologram and haptic device with common Leap Motion. While Leap Motion delivers physical motion of user hand to control virtual environment, it is limited to handle virtual hands on screen and interact with virtual environment in one way. In our system, hologram is coupled with Leap Motion to improve user immersiveness by arranging real and virtual hands in the same place. Moreover, we provide a interaction prototype of sense by designing a haptic device to convey touch sense in virtual environment to user's hand.

Social-Aware Collaborative Caching Based on User Preferences for D2D Content Sharing

  • Zhang, Can;Wu, Dan;Ao, Liang;Wang, Meng;Cai, Yueming
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.3
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    • pp.1065-1085
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    • 2020
  • With rapid growth of content demands, device-to-device (D2D) content sharing is exploited to effectively improve the service quality of users. Considering the limited storage space and various content demands of users, caching schemes are significant. However, most of them ignore the influence of the asynchronous content reuse and the selfishness of users. In this work, the user preferences are defined by exploiting the user-oriented content popularity and the current caching situation, and further, we propose the social-aware rate, which comprehensively reflects the achievable contents download rate affected by the social ties, the caching indicators, and the user preferences. Guided by this, we model the collaborative caching problem by making a trade-off between the redundancy of caching contents and the cache hit ratio, with the goal of maximizing the sum of social-aware rate over the constraint of limited storage space. Due to its intractability, it is computationally reduced to the maximization of a monotone submodular function, subject to a matroid constraint. Subsequently, two social-aware collaborative caching algorithms are designed by leveraging the standard and continuous greedy algorithms respectively, which are proved to achieve different approximation ratios in unequal polynomial-time. We present the simulation results to illustrate the performance of our schemes.

User Centric Content Management System for Open IPTV Over SNS

  • Jeon, Seung Hyun;An, Sanghong;Yoon, Changwoo;Lee, Hyun-woo;Choi, Junkyun
    • Journal of Communications and Networks
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    • v.17 no.3
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    • pp.296-305
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    • 2015
  • Coupled schemes between service-oriented architecture (SOA) and Web 2.0 have recently been researched. Web-based content providers and telecommunications company (Telecom) based Internet protocol television (IPTV) providers have struggled against each other to accommodate more three-screen service subscribers. Since the advent of Web 2.0, more abundant reproduced content can be circulated. However, because according to increasing device's resolution and content formats IPTV providers transcode content in advance, network bandwidth, storage and operation costs for content management systems (CMSs) are wasted. In this paper, we present a user centric CMS for open IPTV, which integrates SOA and Web 2.0. Considering content popularity based on a Zipf-like distribution to solve these problems, we analyze the performance between the user centric CMS and the conventional Web syndication system for normalized costs. Based on the user centric CMS, we implement a social Web TV with device-aware function, which can aggregate, transcode, and deploy content over social networking service independently.

Real-Time Obstacle Avoidance of Autonomous Mobile Robot and Implementation of User Interface for Android Platform (자율주행 이동로봇의 실시간 장애물 회피 및 안드로이드 인터페이스 구현)

  • Kim, Jun-Young;Lee, Won-Chang
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.4
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    • pp.237-243
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    • 2014
  • In this paper we present an real-time obstacle avoidance technique of autonomous mobile robot with steering system and implementation of user interface for mobile devices with Android platform. The direction of autonomous robot is determined by virtual force field concept, which is based on the distance information acquired from 5 ultrasonic sensors. It is converted to virtual repulsive force around the autonomous robot which is inversely proportional to the distance. The steering system with PD(proportional and derivative) controller moves the mobile robot to the determined target direction. We also use PSD(position sensitive detector) sensors to supplement ultrasonic sensors around dead angle area. The mobile robot communicates with Android mobile device and PC via Ethernet. The video information from CMOS camera mounted on the mobile robot is transmitted to Android mobile device and PC. And the user can control the mobile robot manually by transmitting commands on the user interface to it via Ethernet.

3DOF Force-Reflection Interface (3자유도 힘 반향 역감장치)

  • 강원찬;김동옥;신석두;김영동
    • The Transactions of the Korean Institute of Power Electronics
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    • v.4 no.5
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    • pp.455-461
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    • 1999
  • In this paper, we present the 3DOF force-rei1ecting interface which allows to acquire force of objc'Ct within a a virtual environment. This system is comlxlsed of device, virtual environment model, and force-rei1ecting r rendering algorithm. We design a J DOF force reflecting device using the pc$\alpha$allel linkage, torque shared by W wire, and the controller of system applied by impedance control algorithm. The force reflecting behaviour i implemented as a function position is equivalent to controlling the mechanical impedance felt by the user. E Especially how force should be supplied to user, we know using a God-Object algorithm As we experiment a system implement$\varepsilon$d by the interface of 3D virtual object and 3DOF force reJll'Cting i interface, we can feel a contact, non contact of :)D virtual object surface and sensin앙 of push button model.utton model.

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A Survey of Interaction Table Top Display for Cooperation (협업을 위한 상호작용 테이블 탑 디스플레이의 연구동향)

  • Park, jae-wan;Song, dae-hyun;Lee, chil-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.66-68
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    • 2008
  • This paper provides a user interface for mutual collaboration table top display technology. The biggest difference is that the existing interface with existing research through a single device to multiple users simultaneously enabled oriented way of face to face. On the other hand, in collaboration important deadline table top display device to device-oriented approach in which the order of one of the devices require users. Collaborative research is actively underway, but to do so focused still many challenges in this situation. This paper provides for collaboration on global trends on a table top display interface for more mutual collaboration with the user interface for about checking out on a table top display, currently being developed by a collaboration among users against a table top display technology.

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IoT Roaming Service for Seamless IoT Service (무중단 IoT 서비스 제공을 위한 IoT 로밍서비스)

  • Ahn, Junguk;Lee, Byung Mun
    • Journal of Korea Multimedia Society
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    • v.23 no.10
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    • pp.1258-1269
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    • 2020
  • The IoT(Internet of Things) service provides users with valuable services by collecting and analyzing data using Internet-connected IoT devices. Currently, IoT service platforms are accomplished by using edge computing to reduce the delay time required to collect data from IoT devices. However, if a user moves to another network with IoT device, the connection will be lost and IoT service will be suspended. To solve this problem, we proposes a service that automatically roaming IoT service when IoT device makes move. IoT roaming service provides a device automatic tracking management technique designed to continue receiving IoT services even if users move to other networks. To check if the proposed roaming service was effective, we implemented IoT roaming service and measured the data transfer time while move between networks along with devices while using IoT service. As a result, the average data transfer time was 124.62ms, and the average service interrupt time was 812.12ms. with this result, we can assume that the user could feel service interruption time very shortly and it will not affect the service experience. with IoT roaming service, we expect that it will present a method that stably providing IoT services even if user moves networks.

Performance Analysis of Interference-Mitigated Opportunistic Relay System (간섭이 완화된 기회주의적인 중계기 시스템의 성능 분석)

  • Kim, Tae-Wook;Kong, Hyung-Yun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.45-50
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    • 2014
  • In this paper, we proposed a method using the user mobile device to overcome the interference constraint without building a cooperative communication system. In addition, in order to mitigate interference, we apply the user mobile device selection method, and then exploit power allocation scheme in the user mobile device. The proposed protocol is analyzed in the Rayleigh fading environment, and the performance system is evaluated in terms of the bit error rate and the outage probability. The simulation results showed that when the proposed transmission algorithm is applied, the interference can be mitigated. Further, network overload problems can be solved in the weak channel interference. Therefore, we can increase the network capacity without additional relay.