• Title/Summary/Keyword: User Platform

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Implementation of NON-ROS remote control software of TurtleBot 2 based Windows 10 IoT core (Windows 10 IoT Core 기반 Non-ROS TurtleBot2용 원격 제어 소프트웨어 구현)

  • Onesphore, Ingabire;Kim, Minyoung;Jang, Jongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.111-114
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    • 2019
  • This paper intends to implement a software that controls TurtleBot 2 remotely. The moving of the robot TurtleBot 2 can be controlled using command control based on Windows 10 IoT core instead of the Robot Operating System (ROS). The implemented software allows the user to move remotely TurtleBot 2 in any specified direction and perform the monitoring such as reading feedback data from the robot. Through TCP/IP and serial communication technology, TurtleBot 2 can successfully receive command control and send feedback to the user. Using C# programming language, two Universal Windows Platform apps (client app and server app) have been implemented to allow communication between the user and TurtleBot 2. The result of this implementation has been verified and tested in an indoor platform.

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Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data (실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현)

  • Gang In Lee;Eun Hye Noh;Young Jae Jo;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.172-178
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    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

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Agent-based Multimedia Personalcasting(AMP) (에이전트 기반 멀티미디어 퍼스널캐스팅)

  • 박성준;김문철
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.11a
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    • pp.243-246
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    • 2002
  • It is expected that intelligent broadcasting service (IBS) will be able to provide broadcast programs based on user preference and program-associated information (metadata) in order to assist users to easily navigate the program contents being broadcast. So users can access program contents anytime/anywhere in the way they want. In this paper we propose a framework for IBS based on an intelligent software agent platform so called FIPA (Foundation for Intelligent Physical Agents). We use an FIPA implementation. so called FIPA-OS, as a platform for exchanging user preferences and program information as FIPA messages between a server and clients. The user preference is modeled as the User Preference description scheme in MPEG-7 MDS (Multimedia Description Scheme).

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Mobility Process Orchestration for Multi-Device Environment (멀티 디바이스 환경을 위한 모빌리티 프로세스 오케스트레이션)

  • Kim, Svetlana;Chung, Man-Soo;Yoon, YongIk
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.3
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    • pp.91-96
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    • 2015
  • Recently, the 'mobility' is one of the essential item in the field of IT. This means that 'mobility' are good mediators to get collecting user's behavior and provide freedom of mobility service for user's. This paper is proposed a mobility process orchestration(MPO) model that provide multimedia to various devices. The orchestration model provides the structure and function that can be objectify a physical devices in a user's environment to provide orchestrated service of various devices to user using a concept of MSMP(Multi Source Multi Platform). Also, using the concept of Choreography can be extracted appropriate device of the various media formats for harmonious service.

Information Capitalism and Platform Dispositif (정보자본주의와 인터넷 서비스 플랫폼 장치 비판)

  • Paik, Wook-Inn
    • Korean journal of communication and information
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    • v.65
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    • pp.76-92
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    • 2014
  • The purpose of this paper is to disclose the characteristics of SNS service platform in the perspective of 'dispositif'. To achieve this I extended Foucault's concept of 'dispositif' to the Internet and service platform of Google, Facebook. The platform dispositif is a complex of the interface services for the users, collection of data produced by users and the control of them. These three aspects are combined in the service platform modifying their modes in terms of time and space. This study would provide a critical approach toward the appropriation and control of user activities based upon platform.

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An Empirical Study on the Intention to Reuse Computational Science and Engineering Platforms: A Case Study of EDISON

  • On, Noori;Ryu, Gi-Myeong;Koh, Myoung-Ju;Lee, Jongsuk Ruth;Kim, Nam-Gyu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.8
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    • pp.3437-3456
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    • 2020
  • The computational science and engineering field, which combines basic science and computing technology, has emerged as a third scientific methodology, following theories and experiments. This study aimed to identify factors and relationships that affect the continued use of the computational science and engineering (CSE) platform for its successful operation, utilization, and diffusion. To that end, the quality factors of the platform were derived by combining the information system success model and the technology acceptance model. These factors affected user satisfaction and intention to reuse through users' perceived usefulness and perceived ease of use of the platform. An empirical analysis was conducted through a questionnaire survey of 373 users of the EDISON platform, a representative CSE platform in Korea. The results revealed that all quality factors have a positive influence on perceived usefulness and perceived ease of use. Specifically, information quality has a significant influence on perceived ease of use, and system quality has a significant influence on perceived usefulness. Perceived ease of use has a greater impact on user satisfaction than perceived usefulness, and satisfaction affects intention to reuse. The results can contribute to the development of CSE platforms and the development strategy to expand the number of users.

An Evaluation of the Suitability of Data Mining Algorithms for Smart-Home Intelligent-Service Platforms (스마트홈 지능형 서비스 플랫폼을 위한 데이터 마이닝 기법에 대한 적합도 평가)

  • Kim, Kilhwan;Keum, Changsup;Chung, Ki-Sook
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.2
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    • pp.68-77
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    • 2017
  • In order to implement the smart home environment, we need an intelligence service platform that learns the user's life style and behavioral patterns, and recommends appropriate services to the user. The intelligence service platform should embed a couple of effective and efficient data mining algorithms for learning from the data that is gathered from the smart home environment. In this study, we evaluate the suitability of data mining algorithms for smart home intelligent service platforms. In order to do this, we first develop an intelligent service scenario for smart home environment, which is utilized to derive functional and technical requirements for data mining algorithms that is equipped in the smart home intelligent service platform. We then evaluate the suitability of several data mining algorithms by employing the analytic hierarchy process technique. Applying the analytical hierarchy process technique, we first score the importance of functional and technical requirements through a hierarchical structure of pairwise comparisons made by experts, and then assess the suitability of data mining algorithms for each functional and technical requirements. There are several studies for smart home service and platforms, but most of the study have focused on a certain smart home service or a certain service platform implementation. In this study, we focus on the general requirements and suitability of data mining algorithms themselves that are equipped in smart home intelligent service platform. As a result, we provide a general guideline to choose appropriate data mining techniques when building a smart home intelligent service platform.

User-friendly Web-based ezSIM Platform Development for SMBs (중소·중견기업을 위한 사용자 친화형 웹 기반 ezSIM 플랫폼 개발)

  • Yoon, Tae Ho;Park, Hyungwook;Sohn, Ilyoup;Hwang, Jae Soon;Seo, Dongwoo
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.1
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    • pp.65-74
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    • 2015
  • Structure and/or fluid analysis is gradually increased by an essential design process in the small and medium-sized businesses (SMBs) because of the needs for a rapid design process and the certification about the supplement of the parts by the large business (LB). In this paper, we developed the web-based ezSIM platform installed in the resources integrated system server. The ezSIM platform is based on the heterogeneous linux and windows operating system for the user-friendly connection with the part of the analysis for the SMBs. The procedure of the structure/fluid analysis service module using the public software and the license-free open code in the ezSIM platform was explained. The convenience of the ezSIM platform service was presented by the reaction rate of the graphic motion compared with that of a local PC and the solving and pre-post processing interface compared with that of the KISTI supercomputer. The web-based ezSIM platform service was identified as a useful and essential platform to the SMBs for the usage of the structure and/or fluid analysis procedure.

Platform Business and Network Strategy

  • Kim, Junic
    • STI Policy Review
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    • v.5 no.1
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    • pp.57-74
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    • 2014
  • This review organises the fragmented management literature on platform business according to a conceptual map and a meta-theoretical scheme. Since the early 2000s, numerous researchers have examined platform business and two-sided networks with platform business and strategy being an important business innovation model for many industries, creating value primarily by enabling direct interactions. Platforms such as Google or Amazon contain a common set of rules and components in most user transactions. Thirty-two core papers and books on Strategic Management Journal, Industrial Economics and Operation Management-related disciplines are reviewed, with further observations on how cumulative research streams on the platform are carried out independently from each academic perspective. The first of the two arguments in this paper is that because interactive relationships bridge the platform and stakeholders such as end-users and developers, it is crucial for platform companies to be aware of their relationship with stakeholders in order to support and sustainably provide content to their platform. The second is that integrative perspectives are essential due to the low number of interdisciplinary investigations conducted thus far. The paper's final section deals with implications for theory and practice, concluding that integrative studies and interactive relationship studies should be the main research streams in future platform research.

A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.7
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    • pp.1572-1580
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    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.