• Title/Summary/Keyword: physical computing

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Dynamic Behavior Modelling of Augmented Objects with Haptic Interaction (햅틱 상호작용에 의한 증강 객체의 동적 움직임 모델링)

  • Lee, Seonho;Chun, Junchul
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.171-178
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    • 2014
  • This paper presents dynamic modelling of a virtual object in augmented reality environments when external forces are applied to the object in real-time fashion. In order to simulate a natural behavior of the object we employ the theory of Newtonian physics to construct motion equation of the object according to the varying external forces applied to the AR object. In dynamic modelling process, the physical interaction is taken placed between the augmented object and the physical object such as a haptic input device and the external forces are transferred to the object. The intrinsic properties of the augmented object are either rigid or elastically deformable (non-rigid) model. In case of the rigid object, the dynamic motion of the object is simulated when the augmented object is collided with by the haptic stick by considering linear momentum or angular momentum. In the case of the non-rigid object, the physics-based simulation approach is adopted since the elastically deformable models respond in a natural way to the external or internal forces and constraints. Depending on the characteristics of force caused by a user through a haptic interface and model's intrinsic properties, the virtual elastic object in AR is deformed naturally. In the simulation, we exploit standard mass-spring damper differential equation so called Newton's second law of motion to model deformable objects. From the experiments, we can successfully visualize the behavior of a virtual objects in AR based on the theorem of physics when the haptic device interact with the rigid or non-rigid virtual object.

Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

Considerations on a Transportation Simulation Design Responding to Future Driving (미래 교통환경 변화에 대응하는 교통 모의실험 모형 설계 방향)

  • Kim, Hyoungsoo;Park, Bumjin
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.14 no.6
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    • pp.60-68
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    • 2015
  • Recent proliferation of advanced technologies such as wireless communication, mobile, sensor technology and so on has caused significant changes in a traffic environment. Human beings, in particular drivers, as well as roads and vehicles were advanced on information, intelligence and automation thanks to those advanced technologies; Intelligent Transport Systems (ITS) and autonomous vehicles are the results of changes in a traffic environment. This study proposed considerations when designing a simulation model for future transportation environments, which are difficult to predict the change by means of advanced technologies. First of all, approximability, flexibility and scalability were defined as a macroscopic concept for a simulation model design. For actual similarity, calibration is one of the most important steps in simulation, and Physical layer and MAC layer should be considered for the implementation of the communication characteristics. Interface, such as API, for inserting the additional models of future traffic environments should be considered. A flexible design based on compatibility is more important rather than a massive structure with inherent many functions. Distributed computing with optimized H/W and S/W together is required for experimental scale. The results of this study are expected to be used to the design of future traffic simulation.

A study on primary control area for information security management system (ISMS): focusing on the finance-related organizations (정보보호 관리체계를 위한 주요 통제영역 연구: 금융 관련 조직을 중심으로)

  • Kang, Youn-chul;Ahn, Jong-chang
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.9-20
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    • 2018
  • Financial service industry has introduced and operated management systems such as information security management system (ISMS), personal information security management system, business continuity management system to protect and maintain suitably customer's financial information and financial service. This study started that it's desirable financial industry takes consideration of ISMS and it can be different types among various organizations taking consideration of culture, practical work, and guideline of information security. The study derives primary control areas of ISMS through analyzing non-conformity trends and control factors according to certification audit for finance-related organizations introduced international ISMS of ISO27001 which is well known and commonly applicable irrespective of areas in financial service industry. Through case analyses for five finance-related organizations operating ISMS, this study analyzed improvement effects of ISMS. It has a meaning as an initial research though it was difficulty in acquiring data for empirical study because of rare organizations maintaining certification in financial sector. As a result, number of non-confirmity from the first audit to three years' elapse was decreased every year. Physical and environmental security, communication and operations management, and access control having the highest frequency of non-conformity each presented 23%, 19%, and 17%, which reached 59% in total and they are derived into primary control areas. ISMS can fulfill technical, managerial, physical security issues, which have not been treated importantly in financial industry. In addition, this study presented that ISMS can be an effective management system applicable for financial service industry.

A Study on The RFID/WSN Integrated system for Ubiquitous Computing Environment (유비쿼터스 컴퓨팅 환경을 위한 RFID/WSN 통합 관리 시스템에 관한 연구)

  • Park, Yong-Min;Lee, Jun-Hyuk
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.49 no.1
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    • pp.31-46
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    • 2012
  • The most critical technology to implement ubiquitous health care is Ubiquitous Sensor Network (USN) technology which makes use of various sensor technologies, processor integration technology, and wireless network technology-Radio Frequency Identification (RFID) and Wireless Sensor Network (WSN)-to easily gather and monitor actual physical environment information from a remote site. With the feature, the USN technology can make the information technology of the existing virtual space expanded to actual environments. However, although the RFID and the WSN have technical similarities and mutual effects, they have been recognized to be studied separately, and sufficient studies have not been conducted on the technical integration of the RFID and the WSN. Therefore, EPCglobal which realized the issue proposed the EPC Sensor Network to efficiently integrate and interoperate the RFID and WSN technologies based on the international standard EPCglobal network. The proposed EPC Sensor Network technology uses the Complex Event Processing method in the middleware to integrate data occurring through the RFID and the WSN in a single environment and to interoperate the events based on the EPCglobal network. However, as the EPC Sensor Network technology continuously performs its operation even in the case that the minimum conditions are not to be met to find complex events in the middleware, its operation cost rises. Moreover, since the technology is based on the EPCglobal network, it can neither perform its operation only for the sake of sensor data, nor connect or interoperate with each information system in which the most important information in the ubiquitous computing environment is saved. Therefore, to address the problems of the existing system, we proposed the design and implementation of USN integration management system. For this, we first proposed an integration system that manages RFID and WSN data based on Session Initiation Protocol (SIP). Secondly, we defined the minimum conditions of the complex events to detect unnecessary complex events in the middleware, and proposed an algorithm that can extract complex events only when the minimum conditions are to be met. To evaluate the performance of the proposed methods we implemented SIP-based integration management system.

NUI/NUX of the Virtual Monitor Concept using the Concentration Indicator and the User's Physical Features (사용자의 신체적 특징과 뇌파 집중 지수를 이용한 가상 모니터 개념의 NUI/NUX)

  • Jeon, Chang-hyun;Ahn, So-young;Shin, Dong-il;Shin, Dong-kyoo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.11-21
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    • 2015
  • As growing interest in Human-Computer Interaction(HCI), research on HCI has been actively conducted. Also with that, research on Natural User Interface/Natural User eXperience(NUI/NUX) that uses user's gesture and voice has been actively conducted. In case of NUI/NUX, it needs recognition algorithm such as gesture recognition or voice recognition. However these recognition algorithms have weakness because their implementation is complex and a lot of time are needed in training because they have to go through steps including preprocessing, normalization, feature extraction. Recently, Kinect is launched by Microsoft as NUI/NUX development tool which attracts people's attention, and studies using Kinect has been conducted. The authors of this paper implemented hand-mouse interface with outstanding intuitiveness using the physical features of a user in a previous study. However, there are weaknesses such as unnatural movement of mouse and low accuracy of mouse functions. In this study, we designed and implemented a hand mouse interface which introduce a new concept called 'Virtual monitor' extracting user's physical features through Kinect in real-time. Virtual monitor means virtual space that can be controlled by hand mouse. It is possible that the coordinate on virtual monitor is accurately mapped onto the coordinate on real monitor. Hand-mouse interface based on virtual monitor concept maintains outstanding intuitiveness that is strength of the previous study and enhance accuracy of mouse functions. Further, we increased accuracy of the interface by recognizing user's unnecessary actions using his concentration indicator from his encephalogram(EEG) data. In order to evaluate intuitiveness and accuracy of the interface, we experimented it for 50 people from 10s to 50s. As the result of intuitiveness experiment, 84% of subjects learned how to use it within 1 minute. Also, as the result of accuracy experiment, accuracy of mouse functions (drag(80.4%), click(80%), double-click(76.7%)) is shown. The intuitiveness and accuracy of the proposed hand-mouse interface is checked through experiment, this is expected to be a good example of the interface for controlling the system by hand in the future.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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The Role of Home Economics Education in the Fourth Industrial Revolution (4차 산업혁명시대 가정과교육의 역할)

  • Lee, Eun-hee
    • Journal of Korean Home Economics Education Association
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    • v.31 no.4
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    • pp.149-161
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    • 2019
  • At present, we are at the point of change of the 4th industrial revolution era due to the development of artificial intelligence(AI) and rapid technological innovation that no one can predict until now. This study started from the question of 'What role should home economics education play in the era of the Fourth Industrial Revolution?'. The Fourth Industrial Revolution is characterized by AI, cloud computing, Internet of Things(IoT), big data, and Online to Offline(O2O). It will drastically change the social system, science and technology and the structure of the profession. Since the dehumanization of robots and artificial intelligence may occur, the 4th Industrial Revolution Education should be sought to foster future human resources with humanity and citizenship for the future community. In addition, the implication of education in the fourth industrial revolution, which will bring about a change to a super-intelligent and hyper-connected society, is that the role of education should be emphasized so that humans internalize their values as human beings. Character education should be established as a generalized and internalized consciousness with a concept established in the integration of the curriculum, and concrete practical strategies should be prepared. In conclusion, home economics education in the 4th industrial revolution era should play a leading role in the central role of character education, and intrinsic improvement of various human lives. The fourth industrial revolution will change not only what we do, or human mental and physical activities, but also who we are, or human identity. In the information society and digital society, it is important how quickly and accurately it is possible to acquire scattered knowledge. In the information society, it is required to learn how to use knowledge for human beings in rapid change. As such, the fourth industrial revolution seeks to lead the family, organization, and community positively by influencing the systems that shape our lives. Home economics education should take the lead in this role.

Design of Intersection Simulation System for Monitoring and Controlling Real-Time Traffic Flow (실시간 교통흐름의 모니터링 및 제어를 위한 교차로 시뮬레이션 시스템 설계)

  • Jeong Chang-Won;Shin Chang-Sun;Joo Su-Chong
    • Journal of Internet Computing and Services
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    • v.6 no.6
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    • pp.85-97
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    • 2005
  • In this paper, we construct the traffic information database by using the acquired data from the traffic information devices installed in road network, and, by referring to this database, propose the intersection simulation system which can dynamically manage the real-time traffic flow for each section of road from the intersections, This system consists of hierarchical 3 parts, The lower layer is the physical layer where the traffic information is acquired on an actual road. The traffic flow control framework exists in the middle layer. The framework supports the grouping of intersection, the collection of real-time traffic flow information, and the remote monitoring and control by using the traffic information of the lower layer, This layer is designed by extending the distributed object group framework we developed. In upper layer, the intersection simulator applications controlling the traffic flow by grouping the intersections exist. The components of the intersection application in our system are composed of the implementing objects based on the Time-triggered Message-triggered Object(TMO) scheme, The intersection simulation system considers the each intersection on road as an application group, and can apply the control models of dynamic traffic flow by the road's status. At this time, we use the real-time traffic information collected through inter-communication among intersections. For constructing this system, we defined the system architecture and the interaction of components on the traffic flow control framework which supports the TMO scheme and the TMO Support Middleware(TMOSM), and designed the application simulator and the user interface to the monitoring and the controlling of traffic flow.

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Channel assignment for 802.11p-based multi-radio multi-channel networks considering beacon message dissemination using Nash bargaining solution (802.11p 기반 다중 라디오 다중채널 네트워크 환경에서 안전 메시지 전송을 위한 내쉬 협상 해법을 이용한 채널할당)

  • Kwon, Yong-Ho;Rhee, Byung-Ho
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.63-69
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    • 2014
  • For the safety messages in IEEE 802.11p vehicles network environment(WAVE), strict periodic beacon broadcasting requires status advertisement to assist the driver for safety. WAVE standards apply multiple radios and multiple channels to provide open public road safety services and improve the comfort and efficiency of driving. Although WAVE standards have been proposed multi-channel multi-radio, the standards neither consider the WAVE multi-radio environment nor its effect on the beacon broadcasting. Most of beacon broadcasting is designed to be delivered on only one physical device and one control channel by the WAVE standard. also conflict-free channel assignment of the fewest channels to a given set of radio nodes without causing collision is NP-hard, even with the knowledge of the network topology and all nodes have the same transmission radio. Based on the latest standard IEEE 802.11p and IEEE 1609.4, this paper proposes an interference aware-based channel assignment algorithm with Nash bargaining solution that minimizes interference and increases throughput with wireless mesh network, which is deigned for multi-radio multi-cahnnel structure of WAVE. The proposed algorithm is validated against numerical simulation results and results show that our proposed algorithm is improvements on 8 channels with 3 radios compared to Tabu and random channel allocation algorithm.