• Title/Summary/Keyword: ubiquitous media

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Collaborative Workflow based Middleware Platform for Heterogeneous Service System in Ubiquitous Environment (유비쿼터스 환경에서의 이기종 서비스 시스템간 협업 워크플로우를 지원하는 미들웨어 플랫폼)

  • Park, Jong-Hyun;Chang, Juno
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.233-234
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    • 2009
  • 유비쿼터스 컴퓨팅 환경을 지원하기 위한 다양한 미들웨어에 대한 연구 및 개발이 이루어져 왔으며 이를 통해 수많은 응용 서비스들이 제공되고 있다. 그러나, 사용자 측면에서의 진정한 유비쿼터스 환경은 개별 시스템들이 제공하는 서비스들이 통합적으로 지원되는 환경이다. 따라서, 다양한 이기종 서비스 시스템들이 적절한 수준의 협업을 통해 사용자의 요구사항을 만족시키는 미들웨어 플랫폼의 개발이 요구된다. 또한 동적으로 변화하는 유비쿼터스 환경에서는 사용자가 원하는 서비스들을 사용자가 원하는 형대로, 원하는 시간에, 사용자의 직접적인 개입 없이 자동화된 서비스가 제공되어야 한다. 사용자에게 상황에 따라 적절한 서비스를 제공하기 위해서 적절한 워크플로우의 정의가 가능한 모델링 시스템이 유비쿼터스 컴퓨팅 환경에 적용되기 위한 연구가 필요하다. 한편, 사용자들이 다양한 이벤트에 따라 작동하는 서비스 시나리오를 원활히 처리할 수 있는 기능을 도입함으로써 협업 효과를 극대화할 필요가 있다. 이에 본 논문에서는 이기종 서비스 시스템간의 협업과 워크플로우를 지원하는 미들웨어 플랫폼을 제안한다.

An Interaction-Based MPEG-4 Player for a PDA (PDA 환경에서의 인터렉션 기반의 MPEG-4 재생기)

  • N., Kim;S., Kim;H., Lee;S., Kim
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.370-373
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    • 2004
  • The rapid proliferation of mobile device such as PDA allows users more ubiquitous access to multimedia information. The user mobility provides users a uniform vision of their preferred working environment independently of their current points of attachment. Supporting the user mobility requires the Player capable of efficiently presenting the multimedia contents. MPEC-4 provides not only the description for coding audio and video (as its predecessors MPEG-1 and MPEG-2), but also for coding images, animations, interactivity and protecting content. With MPEG-4, we present interactive media using multiple objects - audio, video, image, 2D geometry, and text - in a single format. Therefore we propose the MPEC-4 Player for PDA. The proposed MPEG-4 Player for PDA supports mobility, portability and personality.

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Clothing-Recommendation system based on emotion and weather information (감정과 날씨 정보에 따른 의상 추천 시스템)

  • Ugli, Sadriddinov Ilkhomjon Rovshan;Park, Doo-Soon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.528-531
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    • 2021
  • Nowadays recommendation systems are so ubiquitous, where our many decisions are being done by the means of them. We can see recommendation systems in all areas of our daily life. Therefore the research of this sphere is still so active. So far many research papers were published for clothing recommendations as well. In this paper, we propose the clothing-recommendation system according to user emotion and weather information. We used social media to analyze users' 6 basic emotions according to Paul Eckman theory and match the colour of clothing. Moreover, getting weather information using visualcrossing.com API to predict the kind of clothing. For sentiment analysis, we used Emotion Lexicon that was created by using Mechanical Turk. And matching the emotion and colour was done by applying Hayashi's Quantification Method III.

Evaluation of Various Oligotrophic Media for Cultivation of Previously Uncultured Soil Bacteria (난배양성 토양세균의 배양법 평가 및 신 분류군의 순수분리)

  • Kim, Do-Hyoung;Lee, Sang-Hoon;Cho, Jae-Chang
    • Korean Journal of Microbiology
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    • v.44 no.4
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    • pp.352-357
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    • 2008
  • We evaluated cultivation methods to obtain pure cultures of previously uncultivated bacteria from soil. Soil bacteria (suspensions) were inoculated onto various oligotrophic media with one of the following additives: 1) soil extract; 2) anthraquinone disulfonate (humic acid analogue); 3) acyl homoserine lactones (quorum-signaling compounds); 4) catalase (for the protection of bacteria from exogenous peroxides). After the relatively long period (60 days) of incubation with elevated concentrations of $CO_2$ (5%, v/v), the media containing catalase showed the highest colony count. We purified 147 randomly selected colonies from the media and the isolates were subjected to the phylogenetic analyses of their 16S rRNA gene sequences. Phylogenetic analysis revealed that approximately 30% of the isolates might belong to novel species or novel family, suggesting that the media and incubation conditions used could be useful for the cultivation of as-yet-uncultured bacteria. Especially, bacteria belonging to the phylum Acidobacteria, ubiquitous bacterial taxon known as an uncultured bacterial group (at least difficult to culture from environmental samples), were successfully cultured in this study.

Implementation of Smart Collaboration Environment Framework (지능형 협업 환경 프레임워크 구현)

  • Han, Sang-Woo;Kim, Nam-Gon;Choi, Ki-Ho;Ko, Su-Jin;Bae, Chang-Hyeok;Kim, Jong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.1
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    • pp.40-51
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    • 2008
  • To realize advanced collaboration environments for knowledge workers distributed geographically, there are extensive researches in ubiquitous computing environments. Especially, to cope with several known problems in traditional collaboration tools such as limited display resolution, uncomfortable shared documentation, difficult operation of collaboration environments, various approaches are attempted in the aspect of framework design. In this paper, we design a framework for collaboration environments covering hardware/software/networking architecture to flexibly coordinate a set of collaboration services and devices considering users' expectation and node capabilities. Based on the proposed framework, we develop the collaboration environment supporting the interactive networked tiled display enabling media/data sharing via networking, display interaction using pointing/tracking, and high-resolution tiled display. Finally the demonstration of the developed prototype is introduced to prove the possibility of its realization.

A Study on the Forecasting of Library Service with Scenarios (시나리오기법을 통한 도서관 서비스의 미래예측에 관한 연구)

  • Noh, Dong-Jo
    • Journal of Korean Library and Information Science Society
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    • v.35 no.4
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    • pp.361-375
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    • 2004
  • This study was to predict through the scenarios, one of the forecast technique the future of library service. In order to do that literature reviews, analysis of library's home page and specialist interview were conducted. As a result, it appeared that based on the scenarios to predict the middle future(after 5-10 years) of library service. The results of this study are as follows. The first the future information environment is represented by mobile md ubiquitous. Through this, anytime, anywhere, any device, we can be taken any media The second, the unreliable factors come out in time lag, the supply speed of terminals, library services, copyrights and so on. The third, as the supply speed of technique and the speed of technological development, the speed of technological development and the solution speed of digital copyright problem these make various scenarios. The fourth library try to find unreliable factors in constant change of the information technique, variety of internal factors. And strategy needs to dispose of various scenarios properly.

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A Study on the Mobile Communication Network and Practical use of Smart Phone for Building of Realtime Location Based Reservation System (실시간 위치기반 예약시스템 구축을 위한 이동통신망과 스마트폰 최적 활용에 관한 연구)

  • Kang, Sin-Kwan;Lee, Jeong-Bae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.283-294
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    • 2012
  • Recently increasing usage of smart phones so, the application field of convergence industry between IT technology using smart phone-based mobile communication networks and other industry branches is expanding. In addition, R&D technologies in other fields are applied to smart phone applications effectively in order to develop products and support daily life more convenient. However, it is very hard to control these products and there is no efficient solution for this problem when many people are sent to specific area for big events, such as Biennale, Film Festival, EXPO, and so on. In order to solve this problem, this paper describes a network-based ticket reservation system and its organization using augmented reality on smart phone and mobile communication networks. In particular, we propose a method of designing and developing prototyping system based on smart phone application design technologies, prior to developing real smart phone application.

Design of Operating room Patients Location System for u-Hospital (u-Hospital 환경에서의 수술실 환자 위치추적 시스템 설계)

  • Kim, Seokhun;Jung, Jinyoung;Kim, Sookyun
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.103-110
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    • 2013
  • RFID is estimated to have great potential for hospitals to reduce various costs, reconsider patients' safety, and provide high quality medical service. As the ubiquitous technology allows the medical market to expand, medical centers all around the country are fiercely competing against one another. In order to increase the hospital's competitive edge by reducing IT expenses and concentrating on medical practice, the need to establish a u-Hospital using advanced IT technology is rapidly rising. This paper implements an RFID based u-Hospital system by using ubiquitous computing technology to design a location tracking device for all surgical patients, which can secure the patients' safety and increase the quality of medical service through interlocking hospital information systems.

Design and Implementation of the Digital Photo Frame based on Ubiquitous (유비쿼터스 기반 전자액자의 설계 및 구현)

  • Lee, Joa-Hyoung;Park, Chong-Myung;Heo, Nan-Sook;Jo, Young-Tae;Kwon, Young-Wan;Han, Woo-Ram;Seon, Ju-Ho;Kim, Jong-Wook;Yoo, Jae-Wook;Lee, Kang-Hee;Jung, In-Bum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.9
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    • pp.1703-1710
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    • 2008
  • As the performance of digital camera keeps going on, the digital camera becomes into wide use recently so that the number of digital images taken by digital camera is increased rapidly. Given the augmentation of digital images, the digital photo frame has appeared for storing and enjoying the digital image and receives attention as the price of digital frame becomes down. However, users with the existing digital frame only could display the digital images and stream media stored in local disk. In the paper, we design and implement a new digital photo frame baled on ubiquitous which could provide a more variety of service to the user. With the proposed digital photo frame, the user could obtain the environment information and the digital image from multimedia sensor network. The users also could enjoy the various stream media stored in the remote streaming server seamlessly. In addition, the user could update the digital image through the web site at anywhere.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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