• Title/Summary/Keyword: Users Movement

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An Application of Evacuation Model for Rail Passenger Car (철도차량에 대한 피난모델 적용)

  • Kim, Jong-Hoon;Kim, Woon-Hyung;Lee, Duck-Hee;Jung, Woo-Sung
    • Proceedings of the KSR Conference
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    • 2007.11a
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    • pp.123-128
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    • 2007
  • To predict the fire and smoke hazards of rail car with a evacuation model is essential for achieving life safety of all passengers in the event of fire. Currently, more than 30 different evacuation models are available and expected increasing demand in high population density areas as a metro train station. This paper includes brief history of evacuation models and review some key factors of design egress scenario, these are pre-movement time, egress route, location of fire, overturned carriage, and configuration of rail car. Applying the egress model for rail passenger car, users need to confirm the model's ability of physiological, psychological responses effecting to pre-movement time of individual or crowd unit, representation of complexity of carriage layout, and evaluation of effects of smoke.

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Performance Analysis of Registration Delay Time by Varying Number of foreign Agent in Regional Registration (지역 등록 방법에서 외부 에이전트 수의 변화에 따른 등록 지연시간의 성능분석)

  • 이용덕;곽경섭
    • Journal of Korea Multimedia Society
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    • v.7 no.1
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    • pp.106-112
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    • 2004
  • Mobile IP is a solution for mobility on the global Internet. However, it causes service delay incase of frequent movement of mobile node and mobile users. Mobile IP regional registration is Proposed to reduce the service delay. In this paper, we introduce an optimal regional location management mechanism for Mobile IP that reduces the registration delay. The movement of mobile node is described by a discrete analytical model. The proposed model explains analytically average packet rate and registration cost as the size of regional networks with mobility of mobile node.

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Data mining approach to predicting user's past location

  • Lee, Eun Min;Lee, Kun Chang
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.11
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    • pp.97-104
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    • 2017
  • Location prediction has been successfully utilized to provide high quality of location-based services to customers in many applications. In its usual form, the conventional type of location prediction is to predict future locations based on user's past movement history. However, as location prediction needs are expanded into much complicated cases, it becomes necessary quite frequently to make inference on the locations that target user visited in the past. Typical cases include the identification of locations that infectious disease carriers may have visited before, and crime suspects may have dropped by on a certain day at a specific time-band. Therefore, primary goal of this study is to predict locations that users visited in the past. Information used for this purpose include user's demographic information and movement histories. Data mining classifiers such as Bayesian network, neural network, support vector machine, decision tree were adopted to analyze 6868 contextual dataset and compare classifiers' performance. Results show that general Bayesian network is the most robust classifier.

Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • v.8 no.2
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

A Walking Movement System for Virtual Reality Navigation (가상현실 네비게이션을 위한 보행 이동 시스템의 개발)

  • Cha, Moohyun;Han, Soonhung;Huh, Youngcheol
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.4
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    • pp.290-298
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    • 2013
  • A walking navigation system (usually known as a locomotion interface) is an interactive platform which gives simulated walking sensation to users using sensed bipedal motion signals. This enables us to perform navigation tasks using only bipedal movement. Especially, it is useful for the certain VR task which emphasizes on physical human movement, or accompanies understanding of the size and complexity of building structures. In this work, we described system components of VR walking system and investigated several types of walking platform by literature survey. We adopted a MS Kinect depth sensor for the motion recognition and a treadmill which includes directional turning mechanism for the walking platform. Through the integration of these components with a VR navigation scenario, we developed a simple VR walking navigation system. Finally several technical issues were found during development process, and further research directions were suggested for the system improvement.

A Study on Discrete Event Simulation of Shipyard Outdoor Block Movement (조선소 옥외 물류의 이산 사건 시뮬레이션에 관한 연구)

  • Lee, Choon-Jae;Lee, Jang-Hyun;Woo, Jong-Hun;Shin, Jong-Gye;Ryu, Cheol-Ho
    • Journal of the Society of Naval Architects of Korea
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    • v.44 no.6
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    • pp.647-656
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    • 2007
  • Simulation model of outdoor block movement of shipyard is implemented in this paper. The load of the outdoor workshops in a shipyard influences a mid-term planning and scheduling of the shipyard. Since the load analysis is expected in advance before confirming the planning and scheduling, a discrete event simulation (DES) may be a good solution. The accuracy of DES is up to the accurate modeling of Products, Processes, and Resources (PPR) included in a system. PPR in the outdoor system are clearly defined and the simulation model for the outdoor logistics is implemented by modeling the selective PPR with the help of a DES tool which is programmable by users. The simulation model is verified by comparing the results with the real shipyard data. The outputs through the simulation are discussed.

A Structure of Users이 Context-Awareness and Service processing based P2P Mobile Agent using Collaborative Filtering (협력적 필터링 기법을 이용한 P2P 모바일 에이전트 기반 사용자 컨텍스트 인식 및 서비스 처리 구조)

  • Yun Hyo-Gun;Lee Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.1
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    • pp.104-109
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    • 2005
  • Context-awareness is an important element that can provide service of good quality according to users' surrounding environment and status in ubiquitous computing environment. Information gathering tools for context-awareness use small size mobile devices which have easy movement and a mobile agent in mobile device. Now, Mobile agents are consuming much times and expense to collect and recognize each users' context information. Therefore, needs research about structure for users' context information awareness in early time to reduce mobile agent's load. This paper proposes a P2P mobile agent structure that mikes filtering techniques and a P2P agent in mobile agent. The proposed structure analyzes each user's context information in same area, and groups users who have similar preference degree. Grouped users share information using a P2P mobile agent. Also this structure observes and learns to continue on users' action and service, and measures new interrelation.

A Study on the Eye-Hand Coordination for Korean Text Entry Interface Development (한글 문자 입력 인터페이스 개발을 위한 눈-손 Coordination에 대한 연구)

  • Kim, Jung-Hwan;Hong, Seung-Kweon;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.2
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    • pp.149-155
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    • 2007
  • Recently, various devices requiring text input such as mobile phone IPTV, PDA and UMPC are emerging. The frequency of text entry for them is also increasing. This study was focused on the evaluation of Korean text entry interface. Various models to evaluate text entry interfaces have been proposed. Most of models were based on human cognitive process for text input. The cognitive process was divided into two components; visual scanning process and finger movement process. The time spent for visual scanning process was modeled as Hick-Hyman law, while the time for finger movement was determined as Fitts' law. There are three questions on the model-based evaluation of text entry interface. Firstly, are human cognitive processes (visual scanning and finger movement) during the entry of text sequentially occurring as the models. Secondly, is it possible to predict real text input time by previous models. Thirdly, does the human cognitive process for text input vary according to users' text entry speed. There was time gap between the real measured text input time and predicted time. The time gap was larger in the case of participants with high speed to enter text. The reason was found out investigating Eye-Hand Coordination during text input process. Differently from an assumption that visual scan on the keyboard is followed by a finger movement, the experienced group performed both visual scanning and finger movement simultaneously. Arrival Lead Time was investigated to measure the extent of time overlapping between two processes. 'Arrival Lead Time' is the interval between the eye fixation on the target button and the button click. In addition to the arrival lead time, it was revealed that the experienced group uses the less number of fixations during text entry than the novice group. This result will contribute to the improvement of evaluation model for text entry interface.

A Study on the Development of an Independent Movement Collection Classification System: Focus on the Gonghun Digital Archive (독립 운동 컬렉션 분류 체계 개발에 관한 연구 - 공훈전자사료관을 중심으로 -)

  • Oh, Jung Hee;Chung, Yeon Kyoung
    • Journal of Korean Society of Archives and Records Management
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    • v.18 no.4
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    • pp.99-124
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    • 2018
  • This study suggests the development of a classification system for the Independent Movement Records of the Ministry of Patriots and Veterans Affairs based on the collection of Gonghun Digital Archive based on sources, subjects, and media types. First, the classification system by source is organized by hierarchy, and the records classified by source are classified into the second category based on the related keyword. Then, the records are classified into 17 media types. Finally, it is described in the citation order of "source-subject-media type." In addition, a meaningful collection using inductive methods based on the subject words is derived. Finally, Gonghun Digital Archive collections are categorized by media types, sources, and subjects so that users can easily find the records. The result of this study is a classification system to support records retrieval of an independent movement collection, and it will become a basis for expanding the accessibility of the user and the service of independent movement records.

An analysis on the web usage pattern graph using web users' access information (웹 이용자의 접속 정보 분석을 통한 웹 활용 그래프의 구성 및 분석)

  • Kim, Hu-Gon
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.422-440
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    • 2005
  • There are many kinds of research on web graph, most of them are focus on the hyperlinked structure of the web graph. Well known results on the web graph are rich-get-richer phenomenon, small-world phenomenon, scale-free network, etc. In this paper, we define a new directed web graph, so called the Web Usage Pattern Graph (WUPG), that nodes represent web sites and arcs between nodes represent a movement between two sites by users' browsing behavior. The data to constructing the WUPG, approximately 56,000 records, are gathered in the Kyungsung University. The results analysing the data summarized as follows: (i) extremely rich-get-richer phenomenon (ii) average path length between sites is significantly less than the previous one (iii) less external hyperlinks, more internal hyperlinks

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