• Title/Summary/Keyword: mobile computing

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Development of a Location Data Management System for Mass Moving Objects (대용량 이동 객체 위치 데이타 관리 시스템의 개발)

  • Kim, Dong-Oh;Ju, Sung-Wan;Jang, In-Sung;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
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    • v.7 no.1 s.13
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    • pp.63-76
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    • 2005
  • Recently, the wireless positioning techniques and mobile computing techniques were developed with rapidly to use location data of moving objects. Also, the demand for LBS(Location Based Services) which uses location data of moving objects is increasing rapidly. In order to support various LBS, a system that can store and retrieve location data of moving objects efficiently is required necessarily. The more the number of moving objects is numerous and the more periodical sampling of locations is frequent, the more location data of moving objects become very large. Hence the system should be able to efficiently manage mass location data, support various spatio-temporal queries for LBS, and solve the uncertainty problem of moving objects. Therefore, in this paper, we presented a hash technique, a clustering technique and a trajectory search technique to manage location data of moving objects efficiently And, we have developed a Mass Moving Object Location Data Management System, which is a disk-based system, that can store and retrieve location data of mass moving objects efficiently and support the query for spatio-temporal data and the past location data with uncertainty. By analying the performance of the Mass Moving Object Locations Management system and the SQL-Server, we can find that the performance of our system for storing and retrieving location data of moving objects was about 5% and 300% better than the SQL-Server, repectively.

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Context Adaptive User Interface Generation in Ubiquitous Home Using Bayesian Network and Behavior Selection Network (베이지안 네트워크와 행동 선택 네트워크를 이용한 유비쿼터스 홈에서의 상황 적응적 인터페이스 생성)

  • Park, Han-Saem;Song, In-Jee;Cho, Sung-Bea
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.573-578
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    • 2008
  • Recently, we should control various devices such as TV, audio, DVD player, video player, and set-top box simultaneously to manipulate home theater system. To execute the function the user want in this situation, user should know functions and positions of the buttons in several remote controllers. Normally, people feel difficult due to these realistic problems. Besides, the number of the devices that we can control shall increase, and people will confuse more if the ubiquitous home environment is realized. Therefore, user adaptive interface that provides the summarized functions is required. Moreover there can be a lot of mobile and stationary controller devices in ubiquitous computing environment, so user interface should be adaptive in selecting the functions that user wants and in adjusting the features of UI to fit in specific controller. To implement the user and controller adaptive interface, we modeled the ubiquitous home environment and used modeled context and device information. We have used Bayesian network to get the degree of necessity in each situation. Behavior selection network uses predicted user situation and the degree of necessity, and it selects necessary functions in current situation. Selected functions are used to construct adaptive interface for each controller using presentation template. For experiments, we have implemented ubiquitous home environment and generated controller usage log in this environment. We have confirmed the BN predicted user requirements effectively as evaluating the inferred results of controller necessity based on generated scenario. Finally, comparing the adaptive home UI with the fixed one to 14 subjects, we confirmed that the generated adaptive UI was more useful for general tasks than fixed UI.

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Precision monitoring of radial growth of trees and micro-climate at a Korean Fir (Abies koreana Wilson) forest at 10 minutes interval in 2016 on Mt. Hallasan National Park, Jeju Island, Korea

  • Kim, Eun-Shik;Cho, Hong-Bum;Heo, Daeyoung;Kim, Nae-Soo;Kim, Young-Sun;Lee, Kyeseon;Lee, Sung-Hoon;Ryu, Jaehong
    • Journal of Ecology and Environment
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    • v.43 no.2
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    • pp.226-245
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    • 2019
  • To understand the dynamics of radial growth of trees and micro-climate at a site of Korean fir (Abies koreana Wilson) forest on high-altitude area of Mt. Hallasan National Park, Jeju Island, Korea, high precision dendrometers were installed on the stems of Korean fir trees, and the sensors for measuring micro-climate of the forest at 10 minutes interval were also installed at the forest. Data from the sensors were sent to nodes, collected to a gateway wireless, and transmitted to a data server using mobile phone communication system. By analyzing the radial growth data for the trees during the growing season in 2016, we can estimate that the radial growth of Korean fir trees initiated in late April to early May and ceased in late August to early September, which indicates that period for the radial growth was about 4 months in 2016. It is interesting to observe that the daily ambient temperature and the daily soil temperature at the depth of 20 cm coincided with the values of about 10 ℃ when the radial growth of the trees initiated in 2016. When the radial growth ceased, the values of the ambient temperature went down below about 15 ℃ and 16 ℃, respectively. While the ambient temperature and the soil temperature are evaluated to be the good indicators for the initiation and the cessation of radial growth, it becomes clear that radii of tree stems showed diurnal growth patterns affected by diurnal change of ambient temperature. In addition, the wetting and drying of the surface of the tree stems affected by precipitation became the additional factors that affect the expansion and shrinkage of the tree stems at the forest site. While it is interesting to note that the interrelationships among the micro-climatic factors at the forest site were well explained through this study, it should be recognized that the precision monitoring made possible with the application of high resolution sensors in the measurement of the radial increment combined with the observation of 10 minutes interval with aids of information and communication technology in the ecosystem observation.

Design and Implementation of Event Based Message Exchange Architecture between Servers for Server Push (서버 푸시를 위한 이벤트 기반 서버간 메시지 교환 아키텍처의 설계 및 구현)

  • Cho, Dong-Il;Rhew, Sung-Yul
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.181-194
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    • 2011
  • Server push which is technology of sending contents from servers to browsers in real time using long polling requests enables real time bidirectional communications between servers and browsers in HTTP environment. Recently, thanks to the rapid supply of mobile devices having ability of full browsing, server push is being applied to various applications. However, because servers providing services should offer distributed contents to a large number of users simultaneously in various user environments, they have a burden that offers contents quickly distinguishing much more concurrent users than before. The method of message exchange so far achieved in distributed server environment has difficulties in the performance of simultaneous user request process, the identification of users and the contents delivery. In this paper, We proposed message exchange architecture between servers for offering server push in the distributed server environment. The proposed architecture enables message exchange in the method of push between servers based on event driven architecture. In addition, the proposed architecture enables flexible identification of a event agent and event processing under the connected environment of a lot of users. In this paper, we designed and implemented the proposed architecture and compared performance with the previous way through a performance test. In addition, function is confirmed through the case realization. As a result of the performance test, the proposed architecture can lessen the use of server Thread and response time of users and increase simultaneous throughput.

FAST : A Log Buffer Scheme with Fully Associative Sector Translation for Efficient FTL in Flash Memory (FAST :플래시 메모리 FTL을 위한 완전연관섹터변환에 기반한 로그 버퍼 기법)

  • Park Dong-Joo;Choi Won-Kyung;Lee Sang-Won
    • The KIPS Transactions:PartA
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    • v.12A no.3 s.93
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    • pp.205-214
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    • 2005
  • Flash memory is at high speed used as storage of personal information utilities, ubiquitous computing environments, mobile phones, electronic goods, etc. This is because flash memory has the characteristics of low electronic power, non-volatile storage, high performance, physical stability, portability, and so on. However, differently from hard disks, it has a weak point that overwrites on already written block of flash memory is impossible to be done. In order to make an overwrite possible, an erase operation on the written block should be performed before the overwrite, which lowers the performance of flash memory highly. In order to solve this problem the flash memory controller maintains a system software module called the flash translation layer(FTL). Of many proposed FTL schemes, the log block buffer scheme is best known so far. This scheme uses a small number of log blocks of flash memory as a write buffer, which reduces the number of erase operations by overwrites, leading to good performance. However, this scheme shows a weakness of low page usability of log blocks. In this paper, we propose an enhanced log block buffer scheme, FAST(Full Associative Sector Translation), which improves the page usability of each log block by fully associating sectors to be written by overwrites to the entire log blocks. We also show that our FAST scheme outperforms the log block buffer scheme.

Place Recognition Using Ensemble Learning of Mobile Multimodal Sensory Information (모바일 멀티모달 센서 정보의 앙상블 학습을 이용한 장소 인식)

  • Lee, Chung-Yeon;Lee, Beom-Jin;On, Kyoung-Woon;Ha, Jung-Woo;Kim, Hong-Il;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.1
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    • pp.64-69
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    • 2015
  • Place awareness is an essential for location-based services that are widely provided to smartphone users. However, traditional GPS-based methods are only valid outdoors where the GPS signal is strong and also require symbolic place information of the physical location. In this paper, environmental sounds and images are used to recognize important aspects of each place. The proposed method extracts feature vectors from visual, auditory and location data recorded by a smartphone with built-in camera, microphone and GPS sensors modules. The heterogeneous feature vectors were then learned by an ensemble learning method that learns each group of feature vectors for each classifier respectively and votes to produce the highest weighted result. The proposed method is evaluated for place recognition using a data group of 3000 samples in six places and the experimental results show a remarkably improved recognition accuracy when using all kinds of sensory data comparing to results using data from a single sensor or audio-visual integrated data only.

A routing Algorithm by Broadcasting a Bitmap in Wireless Sensor Networks (무선 센서 네트워크에서의 비트맵 브로드캐스팅 라우팅 알고리즘)

  • Jung Sang-Joon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.5A
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    • pp.459-468
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    • 2006
  • Current routing in sensor networks focuses on finding methods for energy-efficient route setup and reliable relaying of data from the sensors to the sink so that the lifetime of the network is maximized. The existing routing protocols do not have routing tables to determine a path when packets are transferred. A sensor network by a routing table increases a cost of maintaining and updating a path, because sensor nodes have characteristics to be mobile and constrained capacity and resources. This paper proposes a new routing algorithm by broadcasting a bitmap in order to reduce the number of messages transferred when routing paths are established. Each node has a routing table with a bitmap, which contains link information. A bitmap is formed two-dimensional array, which consists of each row and column represented with a bit. The node only updates its own bitmap if it receives a bitmap from another adjacent nodes after the broadcasting. There by, each node has a bitmap with partial links information not total links information on the network. The proposed routing algorithm reduces the number of messages for routing establishment at least 10% compared with the previous algorithms.

Effective Picture Search in Lifelog Management Systems using Bluetooth Devices (라이프로그 관리 시스템에서 블루투스 장치를 이용한 효과적인 사진 검색 방법)

  • Chung, Eun-Ho;Lee, Ki-Yong;Kim, Myoung-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.383-391
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    • 2010
  • A Lifelog management system provides users with services to store, manage, and search their life logs. This paper proposes a fully-automatic collecting method of real world social contacts and lifelog search engine using collected social contact information as keyword. Wireless short-distance network devices in mobile phones are used to detect social contacts of their users. Human-Bluetooth relationship matrix is built based on the frequency of a human-being and a Bluetooth device being observed at the same time. Results show that with 20% of social contact information out of full social contact information of the observation times used for calculation, 90% of human-Bluetooth relationship can be correctly acquired. A lifelog search-engine that takes human names as keyword is suggested which compares two vectors, a row of Human-Bluetooth matrix and a vector of Bluetooth list scanned while a lifelog was created, using vector information retrieval model. This search engine returns more lifelog than existing text-matching search engine and ranks the result unlike existing search-engine.

Electronic-Composit Consumer Sentiment Index(CCSI) development by Social Bigdata Analysis (소셜빅데이터를 이용한 온라인 소비자감성지수(e-CCSI) 개발)

  • Kim, Yoosin;Hong, Sung-Gwan;Kang, Hee-Joo;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.121-131
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    • 2017
  • With emergence of Internet, social media, and mobile service, the consumers have actively presented their opinions and sentiment, and then it is spreading out real time as well. The user-generated text data on the Internet and social media is not only the communication text among the users but also the valuable resource to be analyzed for knowing the users' intent and sentiment. In special, economic participants have strongly asked that the social big data and its' analytics supports to recognize and forecast the economic trend in future. In this regard, the governments and the businesses are trying to apply the social big data into making the social and economic solutions. Therefore, this study aims to reveal the capability of social big data analysis for the economic use. The research proposed a social big data analysis model and an online consumer sentiment index. To test the model and index, the researchers developed an economic survey ontology, defined a sentiment dictionary for sentiment analysis, conducted classification and sentiment analysis, and calculated the online consumer sentiment index. In addition, the online consumer sentiment index was compared and validated with the composite consumer survey index of the Bank of Korea.

Design and Implementation of Interactive Game based on Embedded System (내장형 시스템 기반 체험형 게임의 설계 및 구현)

  • Lee, Woosik;Jung, Hoejung;Heo, Hojin;Kim, Namgi
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.43-50
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    • 2017
  • Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.