• 제목/요약/키워드: computer environment

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IMT-2000 시스템의 순방향 링크 전력할당과 용량유도 (Forward Link Power Allocation and Capacity of IMT-2000 System)

  • Ro, Sang-Min;Kim, In-Kyoung;Kim, Joo-Eung;Daesik Hong;Kang, Chang-Eon;Jung, Hyun-Meen
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 추계종합학술대회 논문집(1)
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    • pp.117-120
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    • 2000
  • This paper discusses solutions for forward link power allocation based on 3GPP(FDD) standardization reports and which meet the required Eb/No of forward link channels. In addition, the forward link user capacity in a mixed service environment. Cell coverage is induced from the user capacity solutions using the urban propagation model. In an urban macrocell environment, the forward link user capacity turns out to be roughly 29 and 3, respectively, for voice and data service (144 kbps) at a distance of 1 km, and in an urban microcell environment, the user capacity turns out to be Toughly 14, 4, and 2, respectively, for voice and two data services (144 kbps, 384 kbps) when the cell radius is 0.2 km.

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A Mobile Stress Management System utilizing Variable Voice Information According to the Wearing Area

  • Kang, Byeongsoo;Vannroath, Ky;Kang, Hyun-syug
    • 한국컴퓨터정보학회논문지
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    • 제22권6호
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    • pp.95-100
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    • 2017
  • Recently, as stress has become a major threat to people's health, there is a growing interest in wearable stress management services for stress relief. In this paper, we developed a wearable device(Care-on) capable of extracting changeable human voice information at each site and a Healthcare App(S-Manager) that enables stress management in real time using the wearable device. It collects and analyzes variable real-time voice information for each part of the person's body. And It also provides the ability to monitor stress conditions in a mobile environment and provide feedback on the analysis results in step by step in the mobile environment. We tested the developed wearable devices and app in a mobile environment and analyzed the results to confirm their usefulness.

이동 컴퓨터 환경에서의 WAP 서비스에 관한 연구 (A Study of WAP service in Mobile Computing Environment)

  • 이용수;이기영
    • 한국컴퓨터정보학회논문지
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    • 제5권3호
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    • pp.46-50
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    • 2000
  • 최근 인터넷의 대중화로 인터넷 서비스를 제공받고자 하는 인터넷 인구는 폭발적으로 증가하고 있는 추세이다. 또한 PDA와 같은 휴대용 단말기의 소형화와 경량화, 휴대용 컴퓨터를 통한 이동 컴퓨팅의 필요성이 증가함에 따라 이에 필요한 컨텐츠 개발과 사이트 구축이 시급한 실정이다. 본 논문에서는 이에 이동 컴퓨터 환경의 필수적인 Mobile IP에 대한 동작원리에 대한 소개와 무선 인터넷상에서 사용되는 프로토콜인 WAP에 대한 전반적인 설명하면서 WAP을 이용한 서비스 형태에 대하여 현황과 앞으로의 전망에 대하여 알아보고자 한다.

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Multi-Marker Augmented Reality System using Marker-Based Tracking with Vuforia

  • Yun, Hyun-Noh;Kim, Gi-Seong;Moon, Nammee
    • 한국컴퓨터정보학회논문지
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    • 제24권2호
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    • pp.119-126
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    • 2019
  • As interest in augmented reality has increased recently, attempts have been made to incorporate augmented reality into various fields. In implementing augmented reality, the method by which markers are used is to extract feature points of markers to recognize 3D coordinates and, in some cases, it is necessary to recognize multiple markers simultaneously. Therefore, this paper proposes optimization methods for recognising multiple markers at the same time. Unity 3D and augmented reality library Vuforia are used to implement the experimental environment. The augmented reality program produced was implemented in an application form and tested using a mobile camera. We looked for optimization methods for manufacturing markers directly and for recognizing multiple markers through changes in the experimental environment. The results of the experiment can provide a higher recognition rate in an environment where multiple marker recognition is required later.

청소년 컴퓨터용 가구특성과 요구에 관한 연구 (The Characteristics and Needs of Computer Furniture for the Adolescent)

  • 박희진
    • 한국주거학회논문집
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    • 제19권4호
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    • pp.1-10
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    • 2008
  • According to the Korean National Statistics Office(KNSO), more than 90% of Korean adolescents aged from 15 to 19 use a computer for more than 10 hours per week. The KNSO also reveals that this age group mostly uses a computer in their own room, followed by a commercial place. It is also found that the house for the adolescent is not simply a physical environment, but is rather a center of their personal lives where their personal and social developments are formed. Therefore, the physical environment where computers are used is very important. The purpose of this study was to investigate the characteristics and needs of computer furniture for the adolescent. Data were collected through self-administered questionnaires and 414 adolescents participated. The results of this study are as follows: (1) Most of the respondents(42%) used the internet for less than one hour per day and it was used for community visits and operations, game, and chat rooms. (2) The desks where computers were used were specially designed and made of wood. Chairs were typically height adjustable with armrests and there was no task lighting for computer use. (3) The preferences of computer furniture were chairs with a high back, casters and armrests. The overall satisfaction of individual computer rooms was low. However, it is important for an adolescent to be provided with a user friendly environment for sound growth and development. Further study is therefore needed regarding environmental variables through empirical study.

Tangible Space Initiative

  • Ahn, Chong-Keun;Kim, Lae-Hyun;Ha, Sung-Do
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.1053-1056
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    • 2004
  • Research in Human Computer Interface (HCI) is towards development of an application environment able to deal with interactions of both human and computers that can be more intuitive and efficient. This can be achieved by bridging the gap between the synthetic virtual environment and the natural physical environment. Thus a project called Tangible Space Initiative (TSI) has been launched by KIST. TSI is subdivided into Tangible Interface (TI) which controls 3D cyber space with user's perspective, Responsive Cyber Space (RCS) which creates and controls the virtual environment and Tangible Agent (TA) which senses and acts upon the physical interface environment on behalf of any components of TSI or the user. This paper is a brief introduction to a new generation of Human Computer Interface that bring user to a new era of interaction with computers in the future.

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A New Mavigation Method in Virtual Environment

  • Koo, Eun-Young;Kon, Tae-Wook;Choy, Yoon-Chul
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2000년도 봄 학술발표논문집 Vol.27 No.1 (B)
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    • pp.643-645
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    • 2000
  • This paper puts emphasis on navigation in virtual environment, which is one of the major interfaces for the interactivity between human and virtual environment in virtual reality circumstances and worlds. It proposes a new navigation method: 2d Map-Based navigation, which prevents user's spatial lost in 3D Virtual Environment. The 2D Map-Based Navigation is composed of three major processes, Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The 2D Map-Based Navigation can reduce user's difficulties and improve user's sense of presence and reality in the virtual environments. The experiment study proved that the 2D Map-Based Navigation is a very natural, straightforward and useful navigation interface in the virtual environment.

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컴퓨터 환경에서 교수학적 변환의 가능성 (Possibility of the Didactical Transposition in Computer-based Environment for Mathematics)

  • 이종영
    • 대한수학교육학회지:수학교육학연구
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    • 제8권2호
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    • pp.475-484
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    • 1998
  • In this paper, we give descriptions that the choices made in the Knowledge modelling or representation in Computer Evironments can modify the meaning of this knowledge through a process similar to that of the didactical transpostion. Thus, they are likely to have effects on learning. These problems and phenomena are consequences of general constraints of computer and an algorithms built-in computers. Students may not learn the knowledge intended by teacher. Teacher is always on the alert for the changable mathematical knowledge in computer-based environments. It is an important role of teachers in new teaching and learning environment.

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스마트 환경에서 e-러닝 개선 방안 (Improvement of e-learning in a smart environment)

  • 이진관;박기홍
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2011년도 제44차 하계학술발표논문집 19권2호
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    • pp.403-406
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    • 2011
  • 본 논문에서는 최근 등장한 스마트 환경에서 e-러닝에 대한 관심의 확산에 따라 e-러닝의 개념을 도구적 접근, 환경적 접근, 그리고 이론적 접근을 통해 살펴보았다. 이를 통해 제시된 스마트 환경에서 e-러닝의 개선방향을 제시한다. 이 같은 스마트 환경에서 e-러닝 개선방안을 기반으로 향후 개별적 수업상황에 적합한 구체적인 개발전략의 지속적 연구가 필요하다.

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Customer Activity Recognition System using Image Processing

  • Waqas, Maria;Nasir, Mauizah;Samdani, Adeel Hussain;Naz, Habiba;Tanveer, Maheen
    • International Journal of Computer Science & Network Security
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    • 제21권9호
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    • pp.63-66
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    • 2021
  • The technological advancement in computer vision has made system like grab-and-go grocery a reality. Now all the shoppers have to do now is to walk in grab the items and go out without having to wait in the long queues. This paper presents an intelligent retail environment system that is capable of monitoring and tracking customer's activity during shopping based on their interaction with the shelf. It aims to develop a system that is low cost, easy to mount and exhibit adequate performance in real environment.