• 제목/요약/키워드: Virtual Sensing

검색결과 154건 처리시간 0.027초

IoT 환경에서 불필요한 센서 차단 알고리즘 설계 (Design of Algorithms for Unnecessary Sensor Barrier in IoT Environment)

  • 임혁;신윤호;유동균;류승한;정회경
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2016년도 춘계학술대회
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    • pp.607-608
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    • 2016
  • 최근 다양한 센서들을 사용하여 특정 데이터를 추출하는 가상 센싱(Virtual Sensing) 기술이 사물인터넷 서비스 인터페이스에 적용되고 있다. 이와 같은 센서들의 사용률이 증가하면서 IoT(Internet of Things) 환경에서의 센서는 필수요소가 되었다. 그러나 IoT 환경에서 사용되는 특정 센서들의 사용률이 증가하는 반면에 사용률이 떨어지는 센서들이 발생하게 된다. 본 논문에서는 이러한 문제점을 해결하기 위한 방법으로 불필요한 센서 차단 알고리즘을 설계하였다. 이를 통해 사용률이 저조한 센서의 전력을 차단하여 전력 소비량을 낮출 수 있고 이와 같은 센서의 사용을 차단함으로써 모니터링을 통한 센서 제어 서비스를 사용자가 보다 효율적이고 편리하게 제공받을 수 있을 것으로 사료된다.

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가상현실 모션센싱 입력장치에 대한 혁신 저항과 수용 (Innovation resistance and adoption regarding a virtual reality motion-sensing input device)

  • 박현정;최재원;신경식
    • 지식경영연구
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    • 제16권4호
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    • pp.191-213
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    • 2015
  • With the advancement of virtual reality technology, virtual reality contents and devices are being competitively released. This research deals with an early stage adoption model of a motion-sensing input device which enhances the user experience of these virtual reality contents and devices. In contrast to the previous research on the adoption or resistance of innovative products, this work compares and analyzes the antecedents in MIR(Model of Innovation Resistance) of resistance-perspective as well as those in UTAUT2(Extended Unified Theory of Acceptance and Use of Technology) and IDT(Innovation Diffusion Theory) of adoption-perspective, and suggests a resistance-incorporated adoption model from a new viewpoint. The analysis of questionnaire data indicates the following results: Performance expectancy, effort expectancy, price value, hedonic motivation in UTAUT2 and visibility in IDT have a significant negative influence on innovation resistance. Compatibility in IDT and MIR exerts a positive influence on perceived value. Social influence and hedonic motivation in UTAUT2 positively relates to perceived value. Higher innovation resistance results in lower perceived value, with innovation resistance and perceived value negatively and positively affecting intention to use, respectively.

SPACE-BASED OCEAN SURVEILLANCE AND SUPPORT CAPABILITY

  • Yang Chan-Su
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2005년도 Proceedings of ISRS 2005
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    • pp.253-256
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    • 2005
  • The use of satellite remote sensing in maritime safety and security can aid in the detection of illegal fishing activities and provide more efficient use of limited aircraft or patrol craft resources. In the area of vessel traffic monitoring for commercial vessels, Vessel Traffic Service (VTS) which use the ground-based radar system have some difficulties in detecting moving ships due to the limited detection range. A virtual vessel traffic control system is introduced to contribute to prevent a marine accident such as collision and stranding from happening. Existing VTS has its limit. The virtual vessel traffic control system consists of both data acquisition by satellite remote sensing and a simulation of traffic environment stress based on the satellite data, remotely sensed data. And it could be used to provide timely and detailed information about the marine safety, including the location, speed and direction of ships, and help us operate vessels safely and efficiently. If environmental stress values are simulated for the ship information derived from satellite data, proper actions can be taken to prevent accidents. Since optical sensor has a high spatial resolution, JERS satellite data are used to track ships and extract their information. We present an algorithm of automatic identification of ship size and velocity. This paper lastly introduce the field testing results of ship detection by RADARSAT SAR imagery, and propose a new approach for a Vessel Monitoring System(VMS), including VTS, and SAR combination service.

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Efficient Provisioning for Multicast Virtual Network under Single Regional Failure in Cloud-based Datacenters

  • Liao, Dan;Sun, Gang;Anand, Vishal;Yu, Hongfang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권7호
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    • pp.2325-2349
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    • 2014
  • Network virtualization technology plays a key role in cloud computing, which serves as an effective approach for provisioning a flexible and highly adaptable shared substrate network to satisfy the demands of various applications or services. Recently, the problem of mapping a virtual network (VN) onto a substrate network has been addressed by various algorithms. However, these algorithms are typically efficient for unicast service-oriented virtual networks, and generally not applicable to multicast service-oriented virtual networks (MVNs). Furthermore, the survivable MVN mapping (SMVNM) problem that considers the survivability of MVN has not been studied and is also the focus of this work. In this research, we discuss SMVNM problem under regional failures in the substrate network and propose an efficient algorithm for solving this problem. We first propose a framework and formulate the SMVNM problem with the objective of minimizing mapping cost by using mixed integer linear programming. Then we design an efficient heuristic to solve this problem and introduce several optimizations to achieve the better mapping solutions. We validate and evaluate our framework and algorithms by conducting extensive simulations on different realistic networks under various scenarios, and by comparing with existing approaches. Our simulation experiments and results show that our approach outperforms existing solutions.

Web-Based Media GIS Architecture Using the Virtual World Mapping Technique

  • Kim, Sung-Soo;Kim, Kyong-Ho;Kim, Kyoung-Ok
    • 대한원격탐사학회지
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    • 제19권1호
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    • pp.71-80
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    • 2003
  • In this Paper, we Propose web-based Media GIS architecture using 3D geographical database and GPS-related data resulted from 45-Van. We introduce a novel interoperable geographical data service concept; so-called, Virtual World Mapping (VWM) that can map 3D graphic world with real-world video. Our proposed method can easily retrieve geographical information and attributes to reconstruct 3D virtual space according to certain frame in video sequences. Our proposed system architecture also has an advantage that can provide geographical information service with video stream without any image processing procedures. In addition to, describing the details of our components, we present a Media GIS web service system by using GeoVideoServer, which performs VWM technique.

지리정보를 이용한 비행 시뮬레이터의 가상환경 구축 (Constructing Virtual Environment for Flight Simulators based on Digital Map)

  • 유병헌;한순흥
    • 한국CDE학회논문집
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    • 제9권2호
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    • pp.148-157
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    • 2004
  • Interactive simulators that simulate mechanical systems are being developed for the purpose of performance evaluation of product design, replacement of physical training, and entertainment game. Use of flight simulator is increasing to reduce risk and cost of physical training, and we need virtual environment which covers large area terrain. We need a method that can reduce development cost and construction time of virtual environment that simulate the real environment. There have been attempts to link GIS or remote sensing field with virtual reality. This paper examines a method that helps to construct virtual environment, and attempts to link geographic information with virtual reality. A construction method of virtual environment based on digital map and satellite image has been studied.

무선 애드혹 네트워크에서 수신자 중심 캐리어 센싱 기법 (A Receiver-Centric Carrier Sense Technique for Wireless Ad Hoc Networks)

  • 유준;김종권
    • 한국정보과학회논문지:정보통신
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    • 제37권4호
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    • pp.307-311
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    • 2010
  • 대부분의 애드혹 네트워크에서는 데이터 송신자가 채널 검사를 통해 전송 방법을 결정하는 송신자 중심의 캐리어 센싱 (carrier sensing)을 사용한다. 그러나 데이터 송신자 중심의 캐리어 센싱은 물리적 (physical) 캐리어 센싱과 가상 (virtual) 캐리어 센싱을 사용함에도 불구하고 노출 터미널 문제(exposed terminal problem)와 숨겨진 터미널 문제 (hidden terminal problem)를 모두 야기시킨다. 본 논문에서는 데이터 수신자가 지역적 채널 검사를 통해 패킷 전송을 시도하는 새로운 수신자 중심 캐리어 센싱 기법을 제안한다. 수학적 분석과 시뮬레이션 평가를 통해 본 논문에서 제안한 수신자 중심 캐리어 센싱 기법이 기존에 제안된 수신자 중심 센싱 기법에 비해 20.9% 이상의 성능 향상을 보인다.

키넥트를 사용한 NUI 설계 및 구현 (A Design and Implementation of Natural User Interface System Using Kinect)

  • 이새봄;정일홍
    • 디지털콘텐츠학회 논문지
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    • 제15권4호
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    • pp.473-480
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    • 2014
  • 오늘날 컴퓨터의 사용이 대중화 되면서 키보드나 마우스와 같은 기존의 사용자 인터페이스에 비해 보다 편리하고 자연스러운 인터페이스에 대한 연구가 활발히 진행되면서, 최근 마이크로소프트의 동작 인식 모듈인 키넥트에 대한 관심이 높아지고 있다. 키넥트는 내장된 센서를 통해 신체의 주요 관절의 움직임 및 깊이 정보를 인식할 수 있으며 내장 마이크를 통해 간단한 음성인식도 가능하다. 본 논문에서는 OpenCV 라이브러리를 키넥트에 접목하여, 키넥트의 깊이 데이터, skeleton tracking, labeling 알고리즘으로 손 영역 추출 및 움직임의 정보를 인식하여 가상 마우스와 가상 키보드를 구현하고, 음성인식을 통해 기존 입력 장치의 기능을 구현하는 것을 목표로 한다.

An Open Standard-based Terrain Tile Production Chain for Geo-referenced Simulation

  • Yoo, Byoung-Hyun
    • 대한원격탐사학회지
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    • 제24권5호
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    • pp.497-506
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    • 2008
  • The needs for digital models of real environment such as 3D terrain or cyber city model are increasing. Most of applications related with modeling and simulation require virtual environment constructed from geospatial information of real world in order to guarantee reliability and accuracy of the simulation. The most fundamental data for building virtual environment, terrain elevation and orthogonal imagery is acquired from optical sensor of satellite or airplane. Providing interoperable and reusable digital model is important to promote practical application of high-resolution satellite imagery. This paper presents the new research regarding representation of geospatial information, especially for 3D shape and appearance of virtual terrain. and describe framework for constructing real-time 3D model of large terrain based on high-resolution satellite imagery. It provides infrastructure of 3D simulation with geographical context. Web architecture, XML language and open protocols to build a standard based 3D terrain are presented. Details of standard-based approach for providing infrastructure of real-time 3D simulation using high-resolution satellite imagery are also presented. This work would facilitate interchange and interoperability across diverse systems and be usable by governments, industry scientists and general public.

유비쿼터스게임의 상호작용 구성요소 개발을 위한 촉각응용 (Tactile Sensing for Virtual Interaction as a Part of Ubiquitous Game Development)

  • 이영재
    • 한국정보통신학회논문지
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    • 제11권6호
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    • pp.1062-1068
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    • 2007
  • 유비쿼터스게임을 디자인하고 개발하기 위하여 현실세계과 가상세계와의 자연스럽고 다양한 상호작용이 필요하다. 이는 물리적인측면 뿐 아니라 상황변화에 알맞은 대응 감지기술을 필요로한다. 이를 위하여 가상세계와의 유저인터페이스 모델을 정의하고 이를 구현하기 위하여 텍타일감지 시스템을 제작하였다. 텍타일 데이터는 외부환경에 민감하므로 신호처리방법을 사용하여 잡음을 제거하고 유저인터페이스를 위한 데이터 형태로 외부입력을 분석 추론하였다. 이는 일반적인 게임에서 사용하는 마우스나 키보드에 따른 입력과 전혀 다른 형태의 입력으로 유비쿼터스 환경에서의 플레이어의 상황대응에 대한 중요한 정보를 제공하여준다. 구현한 시스템을 통하여 가상공간상에 존재하는 공에 작용한 힘을 3차원적으로 분석하여 힘의 위치, 크기, 분포, 방향 등을 분석하는 방법을 제시 해보았으며 이 같은 실세계 정보 분석을 통하여 가상공간상에서 3차원적인 자연스러운 반작용이 가능하도록 하는 가능성을 보였다. 이 같은 방법들은 유비쿼터스 게임의 상호작용 개발을 위한 기초자료로 사용될 수 있다.