• Title/Summary/Keyword: Virtual task

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CR-SeMMS: Cost-Reduced Secure Mobility Management Scheme Based on SIP in NEMO Environments (CR-SeMMS : NEMO환경에서 SIP에 기반한 비용절감의 안전한 이동성관리 기법)

  • Cho, Chul-Hee;Jong, Jong-Pil
    • Journal of Internet Computing and Services
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    • v.13 no.3
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    • pp.31-47
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    • 2012
  • The mobile Virtual Private Network (MVPN) of Internet Engineering Task Force (IETF) is not designed to support NEwork MObility (NEMO) and is not suitable for real-time applications. Therefore, an architecture and protocol which supports VPN in NEMO are needed. In this paper, we proposed the cost-reduced secure mobility management scheme (CR-SeMMS) which is designed for real-time applications in conjunction with VPN and also which is based on the session initiation protocol (SIP). Our scheme is to support MVPN in NEMO, so that the session is well maintained while the entire network is moved. Further, in order to reduce the authentication delay time which considers as a delaying factor in hands-off operations, the signaling time which occurs to maintain the session is shortened through proposing the hands-off scheme adopting an authentication method based on HMAC based One Time Password (HOTP). Finally, our simulation results show the improvement of the average hands-off performance time between our proposed scheme and the existing schemes.

A Study of the Accessibility Evaluation of the SI-Bass Guitar (플러그인 가상악기 SI-Bass Guitar의 접근성 평가 연구)

  • Yong-Hwan Seok
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.495-500
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    • 2024
  • The purpose of this study is to evaluate the accessibility of the SI-Bass Guitar for the visually impaired who uses the Sense Reader which is a screen reader software. An evaluation was performed for the Sense Reader users to do the [Virtual Instrument Editing] task on the NCS(National Competency Standards) using the SI-Bass Guitar. This study shows that the SI-Bass Guitar has no basic accessibility. But the visually impaired can do above task using the Sense Reader's Mouse Pointer and Position Memory Function. Several Propositions are suggested to develop a fully accessible SI-Bass Guitar for the screen users.

Journal of Knowledge Information Technology and Systems (스마트축사 활용 가상센서 기술 설계 및 구현)

  • Hyun Jun Kim;Park Man Bok;Meong Hun Lee
    • Smart Media Journal
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    • v.12 no.10
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    • pp.55-62
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    • 2023
  • Innovation and change are occurring rapidly in the agriculture and livestock industry, and new technologies such as smart bams are being introduced, and data that can be used to control equipment is being collected by utilizing various sensors. However, there are various challenges in the operation of bams, and virtual sensor technology is needed to solve these challenges. In this paper, we define various data items and sensor data types used in livestock farms, study cases that utilize virtual sensors in other fields, and implement and design a virtual sensor system for the final smart livestock farm. MBE and EVRMSE were used to evaluate the finalized system and analyze performance indicators. As a result of collecting and managing data using virtual sensors, there was no obvious difference in data values from physical sensors, showing satisfactory results. By utilizing the virtual sensor system in smart livestock farms, innovation and efficiency improvement can be expected in various areas such as livestock operation and livestock health status monitoring. This paper proposes an innovative method of data collection and management by utilizing virtual sensor technology in the field of smart livestock, and has obtained important results in verifying its performance. As a future research task, we would like to explore the connection of digital livestock using virtual sensors.

Effect of Driver's Cognitive Distraction on Driver's Physiological State and Driving Performance

  • Kim, Jun-Hoe;Lee, Woon-Sung
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.2
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    • pp.371-377
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    • 2012
  • Objective: The aim of this study is to investigate effect of driver's cognitive distraction on driver's physiological state and driving performance, and then to determine parameters appropriate for detecting the cognitive distraction. Background: Driver distraction is a major cause of traffic accidents and poses a serious threat to traffic safety due to ever increasing use of in-vehicle information systems and mobile phones during driving. Cognitive distraction, among four different types of distractions, prevents a driver from processing traffic information correctly and adapting to change in surround vehicle behavior in time. However, the cognitive distraction is more difficult to detect because it normally does not involve significant change in driver behavior. Method: A full-scale driving simulator was used to create virtual driving environment and situations. Participants in the experiment drove the driving simulator in three different conditions: attentive driving with no secondary task, driving and conducting secondary task of adding numbers, and driving and conducting secondary task of conversing with an experimenter. Parameters related with driver's physiological state and driving performance were measured and analyzed for their change. Results: The experiment results show that driver's cognitive distraction, induced by secondary task of addition and conversation during driving, increased driver's cognitive workload, and indeed brought change in driver's physiological state and degraded driving performance. Conclusion: The galvanic skin response, pupil size, steering reversal rate, and driver reaction time are shown to be statistically significant for detecting cognitive distraction. The appropriate combination of these parameters will be used to detect the cognitive distraction and estimate risk of traffic accidents in real-time for a driver distraction warning system.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

Auditory Spatial Arrangement of Object's Position in Virtual and Augmented Environment (가상환경에서의 위치정보 제시를 위한 청각적 공간배열)

  • Lee, Ju-Hwan
    • Journal of Advanced Navigation Technology
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    • v.15 no.2
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    • pp.326-333
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    • 2011
  • In the present study, we measured the performance (accuracy and reaction time) of the user in the virtual environment with see-through Head-Mounted Display system that includes 3D sound generated through Head-Related Transfer Function (HRTF) to investigate the feasibility of auditory display for a certain object's spatial information. To sum up the results of two experiments, when presenting location information of the object with 3D sound, it is desirable that information arrangement from the user should be an orthogonal pattern which is located with right angle, not a diagonal pattern. Like these results propose that spatial information presentation with 3D sound make the optimal object arrangement of virtual environment possible.

The Korea Convergence Society A Study on the Optimization of Manufacturing Process through Motion Analysis and Virtual Reality (모션분석 및 가상현실을 통한 제조공정 최적화 방안연구)

  • Kim, Hyun-Jong;Hong, Jung-Wan;You, Yen-Woo
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.23-28
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    • 2017
  • For manufacturing industry to achieve efficient manufacturing process, improving a company's productivity and reducing cost is a required task of the current manufacturing companies. For design of efficient manufacturing process and improvement of productivity, efficient manufacturing process method is studied through removal of unnecessary elements analyzing motions and using test-bed linkage system based on virtual reality. When building process line after verifying optimization through virtual process arrangement simulation in advance, it is available to save additional cost for process modification or supplement to result in practical effects of improving a company's manufacturing competition. Reducing design period, improving equipment, making automation, realizing ergonomics, and improving process through this study, it will be available to achieve improvement of productivity, enhancement of quality, cost reduction as well as employees' satisfaction for safety and health.

Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment (3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위)

  • Kim, In-Cheol;Lee, Jae-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.1-12
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    • 2003
  • In this paper, we Introduce the Unreal Tournament (UT) game and the Gamebots system. The former it a well-known 3D first-person action game and the latter is an intelligent agent research testbed based on UT And then we explain the design and implementation of KGBot, which is an intelligent non-player character deploying effectively within the 3D virtual environment provided by UT and the Gamebots system. KGBot is a bot client within the Gamebots System. KGBot accomplishes its own task to find out and dominate several domination points pro-located on the complex surface map of 3D virtual environment KGBot adopts UM-PRS as its control engine, which is a general BDI agent architecture. KGBot contains a hierarchical knowledge base representing its complex behaviors in multiple layers. In this paper, we explain details of KGBot's Intelligent behaviors, tuck af locating the hidden domination points by exploring the unknown world effectively. constructing a path map by collecting the waypoints and paths distributed over the world, and finding an optimal path to certain destination based on this path graph. Finally we analyze the performance of KGBot exploring strategy and control engine through some experiments on different 3D maps.

LCD Module Initialization and Panel Display for the Virtual Screen of LN2440SBC Embedded Systems (LN2440SBC 임베디드 시스템의 가상 스크린을 위한 LCD 모듈 초기화 및 패널 디스플레이)

  • Oh, Sam-Kweon;Park, Geun-Duk;Kim, Byoung-Kuk
    • Journal of Advanced Navigation Technology
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    • v.14 no.3
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    • pp.452-458
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    • 2010
  • In case of an embedded system with computing resource restrictions such as system power and cpu, the overhead due to displaying data on the computer screen may have a significant influence on the system performance. This paper describes an initialization method for LCD-driving components such as an ARM Core, an LCD controller, and an SPI(serial peripheral interface). It also introduces a pixel display function and a panel display method using virtual screen for reducing the display overhead for an LN2440SBC system with an ARM9-based S3C2440A microprocessor. A virtual screen is a large space of computer memories allocated much larger than those needed for one-time display of an image. Displaying a specific region of a virtual screen is done by assigning it as a view-port region. Such a display is useful in an embedded system when concurrently running tasks produce and display their respective results on the screen; it is especially so when the execution result of each task is partially modified, instead of being totally modified, on its turn and displayed. If the tasks running on such a system divide and make efficient use of the region of the virtual screen, the display overhead can be minimized. For the performance comparison with and without using the virtual screen, two different images are displayed in turn and the amount of time consumed for their display is measured. The result shows that the display time of the former is about 5 times faster than that of the latter.

The Effect of Gesture Based Interface on Presence Perception and Performance in the Virtual Reality Learning Environment (가상현실 학습환경에서 동작기반 인터페이스가 실재감 지각 및 수행에 미치는 효과)

  • Ryu, Jeeheon;YU, SEUNGBEOM
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.35-56
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    • 2017
  • This study is to examine the effects of gesture based interface and display methods to make an effective virtual learning environment. The gesture based interface can provide interactive interface to make objects in the virtual learning environment by generating natural movement of users' gesture. This natural functionality leads users to apply natural movements as they do in real actions. Because of the natural user interface, the gesture based interface is expected to maximize learning outcomes. This study examined how the gesture based interface can be used when a head mounted display is applied for a virtual reality learning environment. For this study 44 colleagues students were participated. Two display methods (head mounted display vs. monitor) and two interface (gesture based interface vs. joystick) were tested to identify which might be more effective. The study was applied to different learning tasks which require different levels of spatial perception. The dependent variables are three constructs of virtual presence (spatial perception, immersiveness, and realness) and task completion time and recall tests. This study discussed potential disadvantages of gesture based interface while it showed positive usages of gesture based interface.