• Title/Summary/Keyword: network service interface

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Development of BIFS Contents Authoring System for T-DMB Interactive Data Service (지상파 DMB 대화형 서비스를 위한 BIFS 콘텐츠 저작 시스템 구현)

  • Ah Sang-Woo;Cha Ji-Hun;Moon Kyung-Ae;Cheong Won-Sik
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.263-275
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    • 2006
  • This paper introduces an interactive contents authoring system which can easily and conveniently produce interactive contents for the Terrestrial Digital Multimedia Broadcasting (T-DMB). For interactive broadcasting service, T-DMB adopted MPEG-4 BIFS technology. In order to the interactive service becomes flourishing on the market, various types of interactive contents should be well provided prior to the service. In MPEG-4 BIFS, broadcasting contents are described by the combination of a large number of nodes, routes and descriptors. In order to provide interactive data services through the T-DMB network, it is essential to have an interactive contents authoring system which allows contents authors to compose interactive contents easily and conveniently even if they lack any background on MPEG-4 BIFS technology. The introduced authoring system provides powerful graphical user Interface and produces interactive broadcasting contents in the forms of binary and textual format. Therefore, the BIFS contents authoring system presented in this paper would vastly contribute to the flourishing interactive service.

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.293-304
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    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

Deriving Topics for Safety of Folk Villages Following Scope and Content of ICT-Based DPD

  • Oh, Yong-Sun
    • International Journal of Contents
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    • v.12 no.2
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    • pp.12-23
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    • 2016
  • This paper presents a novel concept of Disaster Prevention Design (DPD) and its derived subjects and topics for the safety of folk villages in both Korea and Japan. Nowadays, design concepts are focused on 'human-oriented nature' as a whole and this tendency fits to be appropriate for disaster prevention against real dangers of a future society, which is expected to have far more complicated features. On the other hand, convergences have performed with other areas in the field of Information Communication Technology (ICT) so that we can easily find examples like 'the strategy of ICT-based convergence' of the Korean Government in 2014. Modern content designs including UI (user interface) and USN (ubiquitous sensor network) have been developed as one of the representative areas of ICT & UD (universal design) convergences. These days this novel concept of convergence is overcoming the existing limitations of the conventional design concept focused on product and/or service. First of all, from that point our deduced topic or subject would naturally be a monitoring system design of constructional structures in folk villages for safety. We offer an integrated model of maintenance and a management-monitoring scheme. Another important point of view in the research is a safety sign or sign system installed in folk villages or traditional towns and their standardization. We would draw up and submit a plan that aims to upgrade signs and sign systems applied to folk villages in Korea and Japan. According to our investigations, floods in Korea and earthquakes in Japan are the most harmful disasters of folk villages. Therefore, focusing on floods in the area of traditional towns in Korea would be natural. We present a water-level expectation model using deep learning simulation. We also apply this method to the area of 'Andong Hahoe' village which has been registered with the World Cultural Heritage of UNESCO. Folk village sites include 'Asan Oeam', 'Andong Hahoe' and 'Chonju Hanok' villages in Korea and 'Beppu Onsen' village in Japan. Traditional Streets and Markets and Safe Schools and Parks are also chosen as nearby test-beds for DPD based on ICT. Our final goal of the research is to propose and realize an integrated disaster prevention and/or safety system based on big data for both Korea and Japan.

Development of Greenhouse Environment Monitoring & Control System Based on Web and Smart Phone (웹과 스마트폰 기반의 온실 환경 제어 시스템 개발)

  • Kim, D.E.;Lee, W.Y.;Kang, D.H.;Kang, I.C.;Hong, S.J.;Woo, Y.H.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.18 no.1
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    • pp.101-112
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    • 2016
  • Monitoring and control of the greenhouse environment play a decisive role in greenhouse crop production processes. The network system for greenhouse control was developed by using recent technologies of networking and wireless communications. In this paper, a remote monitoring and control system for greenhouse using a smartphone and a computer with internet has been developed. The system provides real-time remote greenhouse integrated management service which collects greenhouse environment information and controls greenhouse facilities based on sensors and equipments network. Graphical user interface for an integrated management system was designed with bases on the HMI and the experimental results showed that a sensor data and device status were collected by integrated management in real-time. Because the sensor data and device status can be displayed on a web page, transmitted using the server program to remote computer and mobile smartphone at the same time. The monitored-data can be downloaded, analyzed and saved from server program in real-time via mobile phone or internet at a remote place. Performance test results of the greenhouse control system has confirmed that all work successfully in accordance with the operating conditions. And data collections and display conditions, event actions, crops and equipments monitoring showed reliable results.

Usability Evaluation Framework for Ubiquitous Computing Device (유비쿼터스 디바이스를 위한 사용성 평가 프레임워크 개발 - 디바이스의 Graphical User Interface 중심으로)

  • Kim, Han-Joon;Choi, Jong-Kyu;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.131-135
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    • 2008
  • Nowadays various information devices using electronic technology has been released. And these digital devices will be continuously developed to make a satisfaction of customer's needs. So digital device will support network service using communication technology, so users will use the internet service anywhere, anytime. Also the networked device which is used in ubiquitous computing environment should be evaluated by new evaluation framework. Therefore previous usability evaluation framework need to reflect the characteristics of ubiquitous computing. However most of pervious research about ubiquitous computing was about conceptual issues like rules and characteristics of ubiquitous computing, so the research of usability testing and evaluation method for ubiquitous computing is rarely conducted. This research's purpose is developing the evaluation framework for ubiquitous computing device and usability model for ubiquitous computing. To develop the evaluation framework, we collect the evaluation indexes which have need used in GUI evaluation And we extract evaluation indexes for ubiquitous computing based on literature review.

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The Improvement Index of Smart Public Services to Advance Information Accessibility for the Elderly (고령자 정보접근성 향상을 위한 스마트 공공서비스 지표)

  • Kim, Mi-Yun;Byun, Sung-Jun
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.43-53
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    • 2018
  • Recently, public service for the improvement of quality of life and life support such as safety, aging, disaster, welfare, housing, economy, urban environment, traffic etc are actively developed based on open public data, and the spread of the network and the necessity of everyday life, smartphones are playing a role in providing public services. Currently, the development of science is changing the life expectancy of human beings and changing into social structure in which aged people become bigger due to various social conditions and low fertility and aging problems. However, the elderly who do not have easy access to information are very uncomfortable in dealing with mobile devices with very low accessibility and utilization of public services provided by mobile phones. Therefore, this study recategorizes the condition of the elderly presented in the previous study and identifies the problem through case analysis provided for the elderly. Also, we summarize the hierarchy of the core items of the existing interface design and derive it as an improvement index of the public service design for the improvement of the information accessibility of the elderly, and propose a design method to improve the utilization of the public service provided through the mobile device.

The Audience Behavior-based Emotion Prediction Model for Personalized Service (고객 맞춤형 서비스를 위한 관객 행동 기반 감정예측모형)

  • Ryoo, Eun Chung;Ahn, Hyunchul;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.73-85
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    • 2013
  • Nowadays, in today's information society, the importance of the knowledge service using the information to creative value is getting higher day by day. In addition, depending on the development of IT technology, it is ease to collect and use information. Also, many companies actively use customer information to marketing in a variety of industries. Into the 21st century, companies have been actively using the culture arts to manage corporate image and marketing closely linked to their commercial interests. But, it is difficult that companies attract or maintain consumer's interest through their technology. For that reason, it is trend to perform cultural activities for tool of differentiation over many firms. Many firms used the customer's experience to new marketing strategy in order to effectively respond to competitive market. Accordingly, it is emerging rapidly that the necessity of personalized service to provide a new experience for people based on the personal profile information that contains the characteristics of the individual. Like this, personalized service using customer's individual profile information such as language, symbols, behavior, and emotions is very important today. Through this, we will be able to judge interaction between people and content and to maximize customer's experience and satisfaction. There are various relative works provide customer-centered service. Specially, emotion recognition research is emerging recently. Existing researches experienced emotion recognition using mostly bio-signal. Most of researches are voice and face studies that have great emotional changes. However, there are several difficulties to predict people's emotion caused by limitation of equipment and service environments. So, in this paper, we develop emotion prediction model based on vision-based interface to overcome existing limitations. Emotion recognition research based on people's gesture and posture has been processed by several researchers. This paper developed a model that recognizes people's emotional states through body gesture and posture using difference image method. And we found optimization validation model for four kinds of emotions' prediction. A proposed model purposed to automatically determine and predict 4 human emotions (Sadness, Surprise, Joy, and Disgust). To build up the model, event booth was installed in the KOCCA's lobby and we provided some proper stimulative movie to collect their body gesture and posture as the change of emotions. And then, we extracted body movements using difference image method. And we revised people data to build proposed model through neural network. The proposed model for emotion prediction used 3 type time-frame sets (20 frames, 30 frames, and 40 frames). And then, we adopted the model which has best performance compared with other models.' Before build three kinds of models, the entire 97 data set were divided into three data sets of learning, test, and validation set. The proposed model for emotion prediction was constructed using artificial neural network. In this paper, we used the back-propagation algorithm as a learning method, and set learning rate to 10%, momentum rate to 10%. The sigmoid function was used as the transform function. And we designed a three-layer perceptron neural network with one hidden layer and four output nodes. Based on the test data set, the learning for this research model was stopped when it reaches 50000 after reaching the minimum error in order to explore the point of learning. We finally processed each model's accuracy and found best model to predict each emotions. The result showed prediction accuracy 100% from sadness, and 96% from joy prediction in 20 frames set model. And 88% from surprise, and 98% from disgust in 30 frames set model. The findings of our research are expected to be useful to provide effective algorithm for personalized service in various industries such as advertisement, exhibition, performance, etc.

Performance Evaluation of Workstation System within ATM Integrated Service Switching System using Mean Value Analysis Algorithm (MVA 알고리즘을 이용한 ATM 기반 통합 서비스 교환기 내 워크스테이션의 성능 평가)

  • Jang, Seung-Ju;Kim, Gil-Yong;Lee, Jae-Hum;Park, Ho-Jin
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.4
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    • pp.421-429
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    • 2000
  • In present, ATM integrated switching system has been developed to a mixed modules that complexed switching system including maintenance, operation based on B-ISDN/LAN service and plug-in module, , which runs on workstation computer system. Meanwhile, workstation has HMI operation system feature including file system management, time management, graphic processing, TMN agent function. The workstation has communicated with between ATM switching module and clients. This computer system architecture has much burden messages communication among processes or processor. These messages communication consume system resources which are socket, message queue, IO device files, regular files, and so on. Therefore, in this paper we proposed new performance modeling with this system architecture. We will analyze the system bottleneck and improve system performance. In addition, in the future, the system has many additional features should be migrated to workstation system, we need previously to evaluate system bottleneck and redesign it. In performance model, we use queueing network model and the simulation package is used PDQ and C-program.

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Storm-Based Dynamic Tag Cloud for Real-Time SNS Data (실시간 SNS 데이터를 위한 Storm 기반 동적 태그 클라우드)

  • Son, Siwoon;Kim, Dasol;Lee, Sujeong;Gil, Myeong-Seon;Moon, Yang-Sae
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.6
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    • pp.309-314
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    • 2017
  • In general, there are many difficulties in collecting, storing, and analyzing SNS (social network service) data, since those data have big data characteristics, which occurs very fast with the mixture form of structured and unstructured data. In this paper, we propose a new data visualization framework that works on Apache Storm, and it can be useful for real-time and dynamic analysis of SNS data. Apache Storm is a representative big data software platform that processes and analyzes real-time streaming data in the distributed environment. Using Storm, in this paper we collect and aggregate the real-time Twitter data and dynamically visualize the aggregated results through the tag cloud. In addition to Storm-based collection and aggregation functionalities, we also design and implement a Web interface that a user gives his/her interesting keywords and confirms the visualization result of tag cloud related to the given keywords. We finally empirically show that this study makes users be able to intuitively figure out the change of the interested subject on SNS data and the visualized results be applied to many other services such as thematic trend analysis, product recommendation, and customer needs identification.

A Design & Implementation of Remote Access Function for A Multimedia Database of The Tele-medical System Based on ATM/B-ISDN (ATM/B-ISDN 기반의 원격 의료정보 시스템을 위한 멀티미디어 데이터베이스 원격 접속기능 설계 및 구현)

  • 김호철;김영탁
    • Journal of Korea Multimedia Society
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    • v.1 no.1
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    • pp.98-108
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    • 1998
  • In the multimedia tele-medical system the medical informations are stored and managed in multimedia database. Also, multimedia DBMS is essential in order to manage large scale medical informations, and the remote access function is necessary for the distributed processing at all around the hospital. For the multimedia tele-medical information that is composed of image/picture, data, video, and audio, a high-speed telecommunication network is necessary that can provide separated connections for each medical information type with different QoS. The commercial DBMSs are based on the TCP/IP socket API(Application Programming Interface) that does not provide multiple QoS. Also, each commercial DBMS has its own API that is incompatible with other DBMS. In this paper, we propose a multimedia DBMS agent for the remote access of the multimedia database in the tele-medical system. The proposed multimedia DBMS agent is based on the ATM API that can provide high-speed data transfer capability and multiple QoS connections. Also, the proposed multimedia DBMS agent is independent of the commercial DBMS. We explain the functional architecture of the multimedia DBMS agent, implementation technology on the ATM network environment, and the result of performance analysis.

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