• Title/Summary/Keyword: Virtual Device Network

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Real Time 3D Indoor Tracking System with 3D Model on Mobile Device (모바일 환경에서의 입체모델을 적용한 실시간, 고속 3D 실내 추적시스템)

  • Chung, Wan-Young;Lee, Boon-Giin;Do, Kyeong-Hoon;Kim, Jong-Jin;Kwon, Tae-Ha
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.348-353
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    • 2008
  • Despite the increasing popularity of wireless sensor network, indoor positioning using low power IEEE 802.15.4 compliant radio had attracted an interest of many researchers in the last decade. Old fashionable indoor location sensing information has been presented in dull and unpleasant 2D image standard. This paper focused on visualizing high precision 3 dimensional RSSI-based (received signal strength indication) spatial sensing information in an interactive virtual reality on PDA. The developed system operates by capturing and extracting signal strength information at multiple pre-defined reference nodes to provide information in the area of interest, thus updating user's location in 3D indoor virtual map. VRML (Virtual Reality Modeling Language) which specifically developed for 3D objects modeling is utilized to design 3D indoor environment.

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Jxta-based SmartPhone Collaboration Application Supporting Group Workspace (Jxta 기반의 그룹 작업공간을 지원하는 스마트폰 협업 어플리케이션)

  • Park, Jong-Eun;Lee, Hong-Chang;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.3
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    • pp.511-521
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    • 2012
  • JXTA technology is a set of open protocols that enable any connected device on the internet or MANET(Mobile Adhoc NETwork) to communicate in a P2P manner. In this paper, we present a JXTA-based smartphone collaborative application. For this, we define the core services and collaborative services necessary for a P2P network, and design proper protocols to support the services. The developed application provides the effective environment for group works in smartphones, supporting the various virtual workspaces. Since application supports the group works among users in close-range without relying on the mobile network, it could be very useful in various situations such as the disaster area.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

An Empirical Study on the Subscribers' Usage and Attitude in the Korean Mobile Service Market (최근 국내 이동통신서비스 이용행태 분석)

  • Yu, J.E.;Lee, S.J.
    • Electronics and Telecommunications Trends
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    • v.37 no.3
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    • pp.74-84
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    • 2022
  • The Korean mobile service market has persistently grown with the number of subscribers and volume of mobile traffic. It shows the slow diffusion of 5G subscribers, and rapid growth of both the MVNO(Mobile Virtual Network Operator) market and unlocked mobile phones. Therefore, this study derives the direction of telcos' strategies and policy implications by empirically analyzing the usage and attitude of LTE and 5G subscribers. Our major findings are as follows: First, our current mobile service subscription market constitutes most long-term customers for their incumbent carriers only by device change from lock-in with bundle services. Mobile tariffs, data speed, and benefits of bundle services are important factors affecting choices and customers' satisfaction with a provider and intentions of churning to another. Second, demand and satisfaction for using 5G are less because speeds and service tariffs act as pain points for 5G services. Third, the users' high preferences for MVNOs and unlocked mobile phones are linked to their subscription to MVNOs' low-cost plans with unlocked mobile phones on online channels. These streams lead to a big change in the market competition that MNO(Mobile Network Operator)s' market shares are expected to decrease and MVNOs' shares will be increased by two times, in the near future. Therefore, MNOs need to change their distribution strategies from offline to online channels and try to resolve the stereotype, "mobile tariffs are expensive," by enhancing their service values. Finally, as consumers prefer one-stop service in the same channel regardless of the distribution channel, policies should focus on the consumers' needs for convenience rather than on the channel separation for perfectly unlocked mobile phones.

A Hierarchical Bayesian Network for Real-Time Continuous Hand Gesture Recognition (연속적인 손 제스처의 실시간 인식을 위한 계층적 베이지안 네트워크)

  • Huh, Sung-Ju;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
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    • v.36 no.12
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    • pp.1028-1033
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    • 2009
  • This paper presents a real-time hand gesture recognition approach for controlling a computer. We define hand gestures as continuous hand postures and their movements for easy expression of various gestures and propose a Two-layered Bayesian Network (TBN) to recognize those gestures. The proposed method can compensate an incorrectly recognized hand posture and its location via the preceding and following information. In order to vertify the usefulness of the proposed method, we implemented a Virtual Mouse interface, the gesture-based interface of a physical mouse device. In experiments, the proposed method showed a recognition rate of 94.8% and 88.1% for a simple and cluttered background, respectively. This outperforms the previous HMM-based method, which had results of 92.4% and 83.3%, respectively, under the same conditions.

Development of virtio Network Driver for RTEMS Open-Source Operating System (RTEMS 오픈소스 운영체제를 위한 virtio 네트워크 드라이버 개발)

  • Kim, Jin-Hyun;Jin, Hyun-Wook
    • KIISE Transactions on Computing Practices
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    • v.23 no.4
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    • pp.262-267
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    • 2017
  • RTEMS is a real-time operating system using a GPLv2-based license, and is used in the aerospace industry, such as satellites. It is difficult to build a development environment for these special-purpose systems because of problems related to the hardware platform. This can be resolved by applying virtualization technology. However, increased execution time and performance degradation due to virtualization overhead can change timing behavior of real-time application, and needs to be minimized. In this paper, we aim to implement the network device driver of RTEMS for the standardized virtual network device called virtio in order to effectively utilize RTEMS in a virtualized environment. In addition, we describe the process of submitting implemented driver to the RTEMS community for contributing open source software and reflecting the various requirements of the community.

Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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VLSI Implementation of Forward Error Control Technique for ATM Networks

  • Padmavathi, G.;Amutha, R.;Srivatsa, S.K.
    • ETRI Journal
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    • v.27 no.6
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    • pp.691-696
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    • 2005
  • In asynchronous transfer mode (ATM) networks, fixed length cells of 53 bytes are transmitted. A cell may be discarded during transmission due to buffer overflow or a detection of errors. Cell discarding seriously degrades transmission quality. The quality degradation can be reduced by employing efficient forward error control (FEC) to recover discarded cells. In this paper, we present the design and implementation of decoding equipment for FEC in ATM networks based on a single parity check (SPC) product code using very-large-scale integration (VLSI) technology. FEC allows the destination to reconstruct missing data cells by using redundant parity cells that the source adds to each block of data cells. The functionality of the design has been tested using the Model Sim 5.7cXE Simulation Package. The design has been implemented for a $5{\times}5$ matrix of data cells in a Virtex-E XCV 3200E FG1156 device. The simulation and synthesis results show that the decoding function can be completed in 81 clock cycles with an optimum clock of 56.8 MHz. A test bench was written to study the performance of the decoder, and the results are presented.

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Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

A Design and Implementation of a Home Gateway based on the RTC Technology Supporting Live Video Streaming (라이브 비디오 스트리밍을 지원하는 RTC 기반 홈 게이트웨이의 설계 및 구현)

  • Kim, Hye-Sun;Hwang, Ki-Tae
    • The KIPS Transactions:PartC
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    • v.12C no.4 s.100
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    • pp.589-596
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    • 2005
  • The objective of this paper lies in the design and implementation of a home gateway supporting live video streaming which flows from the Non-SIP video camera in home to the mobile SIP device outside. We developed the home gateway on the OSGi framework and employed the RTC technology which embeds an SIP stack so that the multimedia session can be established from the home device to the mobile user outside. And also we developed an RTC bundle to manage the session and a virtual capture device driver to read the video stream from the Non-SIP video camera in the home network, and installed them on the home gateway. Finally, we constructed the experimental environment that has the windows messenger as the SIP mobile device and an AXIS 2100 UPnP video camera as a video source, and then tested if the session establishment to the mobile user from the camera and live video streaming work well between them.