• Title/Summary/Keyword: real-time computing

Search Result 1,345, Processing Time 0.03 seconds

Intra-MARIO: Mobility Management Protocol to Support Intra-PAN Handover with Route Optimization for 6LoWPAN (Intra-MARIO: 6LoWPAN에서 PAN 내부 핸드오버를 최적화된 경로로 지원하기 위한 이동성 프로토콜)

  • Ha, Min-Keun;Kim, Seong-Hoon;Hong, Sung-Min;Kim, Dae-Young;Yoe, Hyun
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.16 no.12
    • /
    • pp.1189-1193
    • /
    • 2010
  • Mobility management is one of the most important research issues in 6LoWPAN, Since the IP-WSN application domain is expanded to real-time applications such as healthcare and surveillance systems, a fast and seamless handover becomes an important criterion in 6LoWPAN. However, a draft of IETF 6LoWPAN WG for mobility support does not decrease handover delay. Although LoWMob supports a fast intra-PAN handover. it can be supported when the infrastructure node has the location information of the other nodes in the mobile node's moving direction. In this paper, we propose a fast and seamless mobility protocol to support intra-PAN handover, named intra-MARIO. In intra-MARIO, a parent node of the mobile node preconfigures its handover to the PAN when the parent node detects its movement, thereby reducing the handover delay. Since intra-MARIO also supports route optimization, the mobile node can communicate with its corresponding nodes through the optimal route. In this paper, we analysis the signaling cost and evaluates that the handover can be completed in 20ms by simulation.

Component Code Generation Using Feature Diagram and XML/XSLT (특성 다이어그램과 XML/XSLT 기술을 이용한 컴포넌트 코드 자동 생성)

  • 최승훈
    • Journal of Internet Computing and Services
    • /
    • v.3 no.4
    • /
    • pp.83-94
    • /
    • 2002
  • Recently for software development productivity a lot of researches in the field of software engineering hove focuses on the component-based software product lines which allows the reuse of forger-granularity software components Its purpose is to develop the specific software application of quality more rapidly by instantiating and assembling the components populated in software product line assets The essential part to build the component-based software product lines is the quality of components, and one of the most important features determining the quality of components is 'reconfigurability' Component reconfigurability means the extent to which the reusers can change the functions and architecture of the component according to their context and environment. This paper proposes the component code generation technique which provides the reconfigurability at the time of code generation using The feature diagram and XML/XSLT technologies The approach of this paper allows the component reusers to get automatically their own component source code by providing only the values of variabilities represented in the feature diagram of the component family. The real world example, the code generation system for o list container family, shows the applicability of the feature model and XML related technologies in the area of the generative programming. Our approach should be basis to build the component based software product lines and extensible to support the larger graularity components.

  • PDF

A Mobile P2P Message Platform Enabling the Energy-Efficient Handover between Heterogeneous Networks (이종 네트워크 간 에너지 효율적인 핸드오버를 지원하는 모바일 P2P 메시지 플랫폼)

  • Kim, Tae-Yong;Kang, Kyung-Ran;Cho, Young-Jong
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.15 no.10
    • /
    • pp.724-739
    • /
    • 2009
  • This paper suggests the energy-efficient message delivery scheme and the software platform which exploits the multiple network interfaces of the mobile terminals and GPS in the current mobile devices. The mobile terminals determine the delivery method among 'direct', 'indirect', and 'WAN' based on the position information of itself and other terminals. 'Direct' method sends a message directly to the target terminal using local RAT. 'Indirect' method extends the service area by exploiting intermediate terminals as relay node. If the target terminal is too far to reach through 'direct' or 'indirect' method, the message is sent using wireless WAN technology. Our proposed scheme exploits the position information and, thus, power consumption is drastically reduced in determining handover time and direction. Network simulation results show that our proposed delivery scheme improves the message transfer efficiency and the handover detection latency. We implemented a message platform in a smart phone realizing the proposed delivery scheme. We compared our platform with other typical message platforms from energy efficiency aspect by observing the real power consumption and applying the mathematical modeling. The comparison results show that our platform requires significantly less power.

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
    • /
    • v.16 no.4
    • /
    • pp.383-391
    • /
    • 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
    • /
    • v.18 no.4
    • /
    • pp.121-131
    • /
    • 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
    • /
    • v.18 no.4
    • /
    • pp.43-50
    • /
    • 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.

Development of 3-D Stereotactic Localization System and Radiation Measurement for Stereotactic Radiosurgery (방사선수술을 위한 3차원 정위 시스템 및 방사선량 측정 시스템 개발)

  • Suh, Tae-Suk;Suh, Doug-Young;Park, Sung-Hun;Jang, Hong-Seok;Choe, Bo-Young;Yoon, Sei-Chul;Shinn, Kyung-Sub;Bahk, Yong-Whee;Kim, Il-Hwan;Kang, Wee-Sang;Ha, Sung-Whan;Park, Charn-Il
    • Journal of Radiation Protection and Research
    • /
    • v.20 no.1
    • /
    • pp.25-36
    • /
    • 1995
  • The purpose of this research is to develop stereotactic localization and radiation measurement system for the efficient and precise radiosurgery. The algorithm to obtain a 3-D stereotactic coordinates of the target has been developed using a Fisher CT or angio localization. The procedure of stereotactic localization was programmed with PC computer, and consists of three steps: (1) transferring patient images into PC; (2) marking the position of target and reference points of the localizer from the patient image; (3) computing the stereotactic 3-D coordinates of target associated with position information of localizer. Coordinate transformation was quickly done on a real time base. The difference of coordinates computed from between Angio and CT localization method was within 2 mm, which could be generally accepted for the reliability of the localization system developed. We measured dose distribution in small fields of NEC 6 MVX linear accelerator using various detector; ion chamber, film, diode. Specific quantities measured include output factor, percent depth dose (PDD), tissue maximum ratio (TMR), off-axis ratio (OAR). There was small variation of measured data according to the different kinds of detectors used. The overall trends of measured beam data were similar enough to rely on our measurement. The measurement was performed with the use of hand-made spherical water phantom and film for standard arc set-up. We obtained the dose distribution as we expected. In conclusion, PC-based 3-D stereotactic localization system was developed to determine the stereotactic coordinate of the target. A convenient technique for the small field measurement was demonstrated. Those methods will be much helpful for the stereotactic radiosurgery.

  • PDF

Stereo Vision Based 3D Input Device (스테레오 비전을 기반으로 한 3차원 입력 장치)

  • Yoon, Sang-Min;Kim, Ig-Jae;Ahn, Sang-Chul;Ko, Han-Seok;Kim, Hyoung-Gon
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.39 no.4
    • /
    • pp.429-441
    • /
    • 2002
  • This paper concerns extracting 3D motion information from a 3D input device in real time focused to enabling effective human-computer interaction. In particular, we develop a novel algorithm for extracting 6 degrees-of-freedom motion information from a 3D input device by employing an epipolar geometry of stereo camera, color, motion, and structure information, free from requiring the aid of camera calibration object. To extract 3D motion, we first determine the epipolar geometry of stereo camera by computing the perspective projection matrix and perspective distortion matrix. We then incorporate the proposed Motion Adaptive Weighted Unmatched Pixel Count algorithm performing color transformation, unmatched pixel counting, discrete Kalman filtering, and principal component analysis. The extracted 3D motion information can be applied to controlling virtual objects or aiding the navigation device that controls the viewpoint of a user in virtual reality setting. Since the stereo vision-based 3D input device is wireless, it provides users with a means for more natural and efficient interface, thus effectively realizing a feeling of immersion.

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
    • /
    • v.15 no.1
    • /
    • pp.171-178
    • /
    • 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.

Fingerprint Recognition Algorithm using Clique (클릭 구조를 이용한 지문 인식 알고리즘)

  • Ahn, Do-Sung;Kim, Hak-Il
    • Journal of the Korean Institute of Telematics and Electronics S
    • /
    • v.36S no.2
    • /
    • pp.69-80
    • /
    • 1999
  • Recently, social requirements of personal identification techniques are rapidly expanding in a number of new application ares. Especially fingerprint recognition is the most important technology. Fingerprint recognition technologies are well established, proven, cost and legally accepted. Therefore, it has more spot lighted among the any other biometrics technologies. In this paper we propose a new on-line fingerprint recognition algorithm for non-inked type live scanner to fit their increasing of security level under the computing environment. Fingerprint recognition system consists of two distinct structural blocks: feature extraction and feature matching. The main topic in this paper focuses on the feature matching using the fingerprint minutiae (ridge ending and bifurcation). Minutiae matching is composed in the alignment stage and matching stage. Success of optimizing the alignment stage is the key of real-time (on-line) fingerprint recognition. Proposed alignment algorithm using clique shows the strength in the search space optimization and partially incomplete image. We make our own database to get the generality. Using the traditional statistical discriminant analysis, 0.05% false acceptance rate (FAR) at 8.83% false rejection rate (FRR) in 1.55 second average matching speed on a Pentium system have been achieved. This makes it possible to construct high performance fingerprint recognition system.

  • PDF