• Title/Summary/Keyword: real-time collaboration

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Sharing 3D Media with Enhanced Access Grid(e-AG) (Enhanced Access Grid(e-AG)를 통한 3차원 미디어 공유)

  • 이영호;오세찬;이석희;우운택
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.107-110
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    • 2003
  • In this paper, we propose sharing 3D media between multisite using enhanced Access Grid (e-AG) which is a composition of 3D display and Access Grld (AG) Conventional AG and other collaborative systems have a limitation to share immersive 3D media Thus, proposed system supports sharing 3D media contents in a AG meeting section. Real object can be shared by acquiring stereo image with pre-calibrated stereo camera and by delivering, and virtual object can be shared by transmitting state information after downloading 3D model. And also, real video scene acquired by stereo camera and virtual object from 3D model can be displayed on the 3D display system of each node adaptively. The characteristics of proposed sharing method are sharing 3D media, displaying 3D media on a system adaptively, supporting real-time interaction. The proposed sharing method will be used remote lecture, remote collaboration with 3D media.

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Power Scheduling of Smart Buildings in the Smart Grid Environment Using IT Optimization Techniques (IT 최적화 기술을 이용한 지능형전력망 환경의 스마트 빌딩 전력 스케줄링)

  • Lee, Eunji;Seo, Yu-Ri;Yoon, So-Young;Jang, Hye-Rin;Bahn, Hyokyung
    • Journal of Information Technology Services
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    • v.11 no.sup
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    • pp.41-50
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    • 2012
  • With the recent advances in smart grid technologies and the increasing dissemination of smart meters, the power usage of each time unit can be detected in modern smart building environments. Thus, the utility company can adopt different price of electricity at each time slot considering the peak time. Korea government also announces the smart-grid roadmap that includes a law for realtime price of electricity. In this paper, we propose an efficient power scheduling scheme for smart buildings that adopt smart meters and real-time pricing of electricity. Our scheme dynamically changes the power mode of each consumer device according to the change of power rates. Specifically, we analyze the electricity demands and prices at each time, and then perform real-time power scheduling of consumer devices based on collaboration of each device. Experimental results show that the proposed scheme reduces the electricity charge of a smart building by up to 36.4%.

The RTP Payload Format for Telepointing in Collaboration (공동작업에서의 텔리포인팅을 위한 RTP 페이로드 형식)

  • 전재우;오삼권
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.393-395
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    • 2000
  • CSCW 시스템은 효율적인 공동작업의 인지를 위해 텔리포인팅, 스냅샷, 문서/프로젝트 추적등과 같은 기능들을 제공한다. 이 중 텔리포인팅은 지역 시스템의 공유윈도우에서 텔리포인터를 통해 발생한 이벤트를 원격지 시스템의 공유윈도우에 동기적으로 표현하는 기법이다. 텔리포인팅은 여러 연구들에서 응용된 바 있으나, 텔리포인팅의 프로토콜에 관한 연구는 미흡하다. 본 논문은 RTP(Real-Time Transport Protocol) 기반의 텔리포인팅을 위한 RTP 페이로드 형식을 정의한다.

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Private e-Marketplace를 통한 Supplier와의 Collaboration 사례

  • 황해룡
    • Proceedings of the CALSEC Conference
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    • 2001.02a
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    • pp.31-35
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    • 2001
  • □ 정보 단절로 인한 업무 Loss제거 □ 공정하고 투명한 업무 Process 기대 □ 다양한 형태의 정보공유방법 요구 □ 기존 시스템의 본부별 이질화 □ 협력회사 사용 시스템이 분산 □ e-SCM 실행 전략 Model접근 선택 -e-Procurement로의 Transform요구 □ Analog에서 Digital 기업으로의 변경요구 □ 고객 중심적 Business 전환 □ 정보를 실시간으로 공유할 수 있는 기술 e-Procurement 체제로의 업무 전환 o 사용자 위주의 시스템 구현 o 업무단위별 2way 실현으로 효율증진 o 상호 실시간 정보공유를 통한 win-win 실현 o 신뢰성/투명성 제고 o 협력회사용 접속 Channel Portal화 Paperless & Real Time(중략)

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Program Implementation for real-time business collaboration system with smart phone and web (스마트 폰과 웹간의 실시간 업무협업을 위한 프로그램 구현)

  • Je, Eun-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1485-1488
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    • 2010
  • 기업들의 글로벌화가 빠르게 진행되고 고객 밀착형 업무가 늘어나게 됨에 따라 모바일 오피스에 대한 기업의 니즈가 빠르게 증가했다. 이러한 비즈니스 요건을 해결하기 위해서는 기업 근무자가 다른 시간, 다른 장소에서도 효과적인 업무 협업과 커뮤니케이션을 수행할 수 있는 서비스와 시스템 환경이 필요하다. 실시간 비즈니스 협업 시스템은 기업 근무자들이 스마트 폰과 웹을 통해서 실시간으로 업무 협업을 할 수 있도록 상호 서비스 호출이 가능한 시스템을 구현 하였다.

Collaboration Tool Implementation in Web Applications using WebSocket (WebSocket을 활용한 웹 어플리케이션의 협업 기능 구현)

  • Cho Kyu Cheol;Jang Dong Geon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.251-254
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    • 2024
  • 본 논문에서는 협업이라는 주제로 WebSocket을 활용한 웹 어플리케이션의 협업 기능 구현을 통해 다양한 사용자들이 자유롭게 소통하고 의견을 전달 할 수 있도록 웹 사이트를 제작하였다. 웹 어플리케이션의 기능인 그림그리기, 채팅, 파일전송 등을 통해 사용자가 전달하려는 정보를 여러 방법을 통해 전달 할 수 있도록 하여 본 연구를 통해 구현된 도구가 협업에 도움을 줄 것으로 기대한다.

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Business Collaborative System Based on Social Network Using MOXMDR-DAI+

  • Lee, Jong-Sub;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.223-230
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    • 2020
  • Companies have made an investment of cost and time to optimize processing of a new business model in a cloud environment, applying collaboration technology utilizing business processes in a social network. The collaborative processing method changed from traditional BPM to the cloud and a mobile cloud environment. We proposed a collaborative system for operating processes in social networks using MOXMDR-DAI+ (eXtended Metadata Registry-Data Access & Integration based multimedia ontology). The system operating cloud-based collaborative processes in application of MOXMDR-DAI+, which was suitable for data interoperation. MOXMDR-DAI+ applied to this system was an agent effectively supporting access and integration between multimedia content metadata schema and instance, which were necessary for data interoperation, of individual local system in the cloud environment, operating collaborative processes in the social network. In operating the social network-based collaborative processes, there occurred heterogeneousness such as schema structure and semantic collision due to queries in the processes and unit conversion between instances. It aimed to solve the occurrence of heterogeneousness in the process of metadata mapping using MOXMDR-DAI+ in the system. The system proposed in this study can visualize business processes. And it makes it easier to operate the collaboration process through mobile support. Real-time status monitoring of the operation process is possible through the dashboard, and it is possible to perform a collaborative process through expert search using a community in a social network environment.

A Study on the Web-based Distributed Design Application in the Preliminary Ship Design

  • Park, Chang-Kyu
    • Journal of information and communication convergence engineering
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    • v.8 no.5
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    • pp.473-478
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    • 2010
  • Today's engineering design is carried out in a distributed fashion geographically or physically. This places new requirements on the computational environments such as efficient integration and collaboration. With the advances of the Internet and Network environment recently, many researches have been proposed and at the same time, Web-based distributed design gives to a new paradigm in design and manufacturing fields. That is, Web-based technologies lead to reduce the product development times and to ensure a competitive product in order to exchange and interact of real-time design information that integrates the distributed design environment between departments as well as companies via Internet and Web. So, an efficient data communication for design information sharing is the foundation for collaborative systems in the distributed environment. Design data communication techniques such as CORBA, DCOM and RMI have been considered in the existing research but they have some problems that are limitations of interoperability and firewall problems in the Web. Therefore, this paper presents a Web-based distributed design application where distributed design information resources are integrated and exchanged using Web Services for supporting XML and HTTP without the interoperability and firewall problems through the 330K VLCC case.

A Study on the Application of Engineering Design Problem using Web Service (웹 서비스를 이용한 공학설계 적용에 관한 연구)

  • Park, Chang-Kyu
    • Journal of the Society of Naval Architects of Korea
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    • v.47 no.6
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    • pp.831-835
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    • 2010
  • Currently, engineering design is carried out in a distributed manner geographically or physically. This imposes new requirements on the computational environments, such as efficient integration and collaboration in the Internet and network environments. Meanwhile, Web-based distributed design has led new paradigms in design and manufacturing fields. For example, Web-based technologies have reduced the product development time and to ensure a competitive product in order to exchange and interact of real-time design information that integrates the distributed design environment between departments as well as companies via Internet and Web. Hence, efficient data communication for design information sharing is the basis for collaborative systems in the distributed environments. Design data communication techniques such as CORBA, DCOM, and JAVA RMI have been considered in the existing research, but these techniques have some disadvantages such as limitations of interoperability and firewall problems. This paper presents the application of engineering design problems in which distributed design information resources are integrated and exchanged using Web Service for supporting XML and HTTP without interoperability and firewall problems.

Retail Product Development and Brand Management Collaboration between Industry and University Student Teams (산업여대학학생단대지간적령수산품개발화품패관리협작(产业与大学学生团队之间的零售产品开发和品牌管理协作))

  • Carroll, Katherine Emma
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.239-248
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    • 2010
  • This paper describes a collaborative project between academia and industry which focused on improving the marketing and product development strategies for two private label apparel brands of a large regional department store chain in the southeastern United States. The goal of the project was to revitalize product lines of the two brands by incorporating student ideas for new solutions, thereby giving the students practical experience with a real-life industry situation. There were a number of key players involved in the project. A privately-owned department store chain based in the southeastern United States which was seeking an academic partner had recognized a need to update two existing private label brands. They targeted middle-aged consumers looking for casual, moderately priced merchandise. The company was seeking to change direction with both packaging and presentation, and possibly product design. The branding and product development divisions of the company contacted professors in an academic department of a large southeastern state university. Two of the professors agreed that the task would be a good fit for their classes - one was a junior-level Intermediate Brand Management class; the other was a senior-level Fashion Product Development class. The professors felt that by working collaboratively on the project, students would be exposed to a real world scenario, within the security of an academic learning environment. Collaboration within an interdisciplinary team has the advantage of providing experiences and resources beyond the capabilities of a single student and adds "brainpower" to problem-solving processes (Lowman 2000). This goal of improving the capabilities of students directed the instructors in each class to form interdisciplinary teams between the Branding and Product Development classes. In addition, many universities are employing industry partnerships in research and teaching, where collaboration within temporal (semester) and physical (classroom/lab) constraints help to increase students' knowledge and experience of a real-world situation. At the University of Tennessee, the Center of Industrial Services and UT-Knoxville's College of Engineering worked with a company to develop design improvements in its U.S. operations. In this study, Because should be lower case b with a private label retail brand, Wickett, Gaskill and Damhorst's (1999) revised Retail Apparel Product Development Model was used by the product development and brand management teams. This framework was chosen because it addresses apparel product development from the concept to the retail stage. Two classes were involved in this project: a junior level Brand Management class and a senior level Fashion Product Development class. Seven teams were formed which included four students from Brand Management and two students from Product Development. The classes were taught the same semester, but not at the same time. At the beginning of the semester, each class was introduced to the industry partner and given the problem. Half the teams were assigned to the men's brand and half to the women's brand. The teams were responsible for devising approaches to the problem, formulating a timeline for their work, staying in touch with industry representatives and making sure that each member of the team contributed in a positive way. The objective for the teams was to plan, develop, and present a product line using merchandising processes (following the Wickett, Gaskill and Damhorst model) and develop new branding strategies for the proposed lines. The teams performed trend, color, fabrication and target market research; developed sketches for a line; edited the sketches and presented their line plans; wrote specifications; fitted prototypes on fit models, and developed final production samples for presentation to industry. The branding students developed a SWOT analysis, a Brand Measurement report, a mind-map for the brands and a fully integrated Marketing Report which was presented alongside the ideas for the new lines. In future if the opportunity arises to work in this collaborative way with an existing company who wishes to look both at branding and product development strategies, classes will be scheduled at the same time so that students have more time to meet and discuss timelines and assigned tasks. As it was, student groups had to meet outside of each class time and this proved to be a challenging though not uncommon part of teamwork (Pfaff and Huddleston, 2003). Although the logistics of this exercise were time-consuming to set up and administer, professors felt that the benefits to students were multiple. The most important benefit, according to student feedback from both classes, was the opportunity to work with industry professionals, follow their process, and see the results of their work evaluated by the people who made the decisions at the company level. Faculty members were grateful to have a "real-world" case to work with in the classroom to provide focus. Creative ideas and strategies were traded as plans were made, extending and strengthening the departmental links be tween the branding and product development areas. By working not only with students coming from a different knowledge base, but also having to keep in contact with the industry partner and follow the framework and timeline of industry practice, student teams were challenged to produce excellent and innovative work under new circumstances. Working on the product development and branding for "real-life" brands that are struggling gave students an opportunity to see how closely their coursework ties in with the real-world and how creativity, collaboration and flexibility are necessary components of both the design and business aspects of company operations. Industry personnel were impressed by (a) the level and depth of knowledge and execution in the student projects, and (b) the creativity of new ideas for the brands.