• Title/Summary/Keyword: Collaboration Environment

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An Inference System Using BIG5 Personality Traits for Filtering Preferred Resource

  • Jong-Hyun, Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.9-16
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    • 2023
  • In the IoT environment, various objects mutually interactive, and various services can be composed based on this environment. In the previous study, we have developed a resource collaboration system to provide services by substituting limited resources in the user's personal device using resource collaboration. However, in the preceding system, when the number of resources and situations increases, the inference time increases exponentially. To solve this problem, this study proposes a method of classifying users and resources by applying the BIG5 user type classification model. In this paper, we propose a method to reduce the inference time by filtering the user's preferred resources through BIG5 type-based preprocessing and using the filtered resources as an input to the recommendation system. We implement the proposed method as a prototype system and show the validation of our approach through performance and user satisfaction evaluation.

Multi-Layer Sharing Model for Efficient Collaboration in Distributed Virtual Environments (가상환경에서 효율적인 협업을 위한 다중계층 공유모델)

  • 유석종
    • Journal of Korea Multimedia Society
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    • v.7 no.3
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    • pp.388-398
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    • 2004
  • This paper focuses on the reduction method of message traffic occurred when multiple participants collaborate in the distributed virtual environment. It is referred to as filtering method of update message to minimize data traffic exchanged in the virtual environment, and it is the essential process to improve the scalability of the virtual environment. Spatial partitioning method, a popular filtering technique, divides the whole environment into smaller sub-parts in order to make it small the regions to be maintained consistently. However, it is less flexible and adaptable because the information of area of interest must be configured before simulation. In this paper, the concept of dynamic area of interest is proposed, which is highly adaptable by applying dynamic environmental elements to AOI management. It uses multiple layering and multiple consistency algorithms for dynamic management, and makes it possible to consume system resource efficiently. For performance evaluation, experiments are performed with virtual avatars, measuring message traffic. Finally, the proposed model could be applied to the AOI management systems which accommodate massive users like MMORPG, or virtual communities.

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A Study on the Gesture Based Virtual Object Manipulation Method in Multi-Mixed Reality

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.125-132
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    • 2021
  • In this paper, We propose a study on the construction of an environment for collaboration in mixed reality and a method for working with wearable IoT devices. Mixed reality is a mixed form of virtual reality and augmented reality. We can view objects in the real and virtual world at the same time. And unlike VR, MR HMD does not occur the motion sickness. It is using a wireless and attracting attention as a technology to be applied in industrial fields. Myo wearable device is a device that enables arm rotation tracking and hand gesture recognition by using a triaxial sensor, an EMG sensor, and an acceleration sensor. Although various studies related to MR are being progressed, discussions on developing an environment in which multiple people can participate in mixed reality and manipulating virtual objects with their own hands are insufficient. In this paper, We propose a method of constructing an environment where collaboration is possible and an interaction method for smooth interaction in order to apply mixed reality in real industrial fields. As a result, two people could participate in the mixed reality environment at the same time to share a unified object for the object, and created an environment where each person could interact with the Myo wearable interface equipment.

Exploring ideas and possibilities of Second Life as an Advanced E-learning Environment (진보된 E-learning 환경으로써 Second Life의 탐색 아이디어와 가능성)

  • Baek, Young-Kyun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.280-283
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    • 2009
  • Web 2.0 is changing the paradigm of using the Internet which is affecting the e-learning paradigm. E-learning 2.0 based on the Web 2.0 has a bottom-up approach which learners work on content with social networking and collaboration in their own cyberspace. Second Life is presented as a new e-learning environment. - Flexibility, - Strong social networking, - Residents’ creative activities of Second Life ⇨ Unlimited potential to educators Second Life is a classroom built in 3D cyber space.

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A Study on the Direction of Ubiquitous Office with a Focus on Work Services (업무유형에 따른 유비쿼터스 오피스 계획 방향에 관한 연구)

  • Cho, Myung Eun;Chae, Hee Hwa;Lee, Ju Hyun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.186-196
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    • 2012
  • Information technology has changed the human life as well as the societal and economic paradigm. New office environments have been proposed to cope with emerging changes and to support working performances by reducing costs of office operation and business. Recently, office environments have adopted ubiquitous computing with a focus on collaboration to promote real-time enterprises. They become equipped with various mobile devices and pervasive technologies in wireless networks. This study aims to propose a direction for the adoption of mobile and pervasive computing on the new office environment. We investigate relate works and analyze new office types including mobile offices, telework centers and home offices. Using a customized questionnaire, the current conditions of the office environments and officers' demands were investigated and analyzed. In the end, we propose the direction for a ubiquitous office environment with a focus on two attributes, ubiquity and mobility. This research will be a basis for the development of ubiquitous offices that support the professionalism of works in practices.

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Supporting Effective Collaborative Workspaces over Moodle (Moodle에서의 효과적인 협업 워크스페이스 지원)

  • Jin, Jae-Hwan;Lee, Hong-Chang;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.12
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    • pp.2657-2664
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    • 2012
  • Web-based learning receives much attention as an effective learning method because users can use the learning service at any time from any space. A learning management system(LMS) provides online educational environment among teachers and students, supporting various facilities to deliver educational contents. Since most of the existing LMSs support one-way or limited two-way teaching services among teachers and students, there are a lot of difficulties in performing collaboration among students and/or collaboration among teachers and students. In this paper, we describe the development of collaborative workspaces which provides effective collaborative educational environment on Moodle which is widely accepted as a typical LMS. Through the provided various types of collaborative workspaces, users can easily perform group activities, sharing educational with appropriate access control mechanism.

Haptic Data Transmission in Networked Haptic Collaboration (네트워크 햅틱 협업을 위한 햅틱 데이터 전송)

  • You, Yong-Hee;Sung, Mee-Young;Kim, Nam-Joong;Kang, Jin-Suk;Jun, Kyung-Koo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.64-69
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    • 2007
  • 이 논문은 촉각 가상 환경(Haptic Virtual Environment)에서 촉각(haptic) 데이터를 촉각 데이터 특성에 맞추어 네트워크에 적응적이고 효율적으로 전송할 수 있는 전송 알고리즘을 제안한다. 촉감 상호작용 측정을 위해 네트워크 햅틱 협업 응용을 작성하였고 지연, 지터, 손실에 따른 변화를 분석하였다. 이를 바탕으로 네트워크 트래픽에 적응할 수 있는 알고리즘을 구성하였다. 손실되거나 지터의 영향을 받은 패킷에는 간단한 선형예측 방법을 사용하여 보상하여 손실과 지터로 인한 오차를 줄였다. 이는 심각한 손실이나 지터에 의해 떨림 현상이 나타나는 햅틱 장치의 문제점을 개선하게 되었다. 또한 네트워크 협업에서 지연이 발생할 때 나타나는 클라이언트들 사이의 비동시성을 해결하기 위하여 완충시간을 두었다. 지연이 큰 클라이언트는 버퍼를 사용하지 않고 실시간으로 처리하고, 지연이 적은 클라이언트는 버퍼를 사용하여 전송받은 좌표를 완충시킨 후에 처리하는 방법을 사용하여 클라이언트들 사이의 햅틱 렌더링을 동기화 하였다. 제안된 알고리즘은 다양한 네트워크 상황에서의 협업에서 개선된 결과를 보였다. 이를 바탕으로 향후 선형예측 방법을 다양하게 적용시키고 서버와 클라이언트 사이의 동기화를 구현하는 알고리즘을 작성할 것이다. 본 논문은 다양한 네트워크 상황 에서 햅틱 데이터를 전송하고 처리하는 연구의 기초자료가 될 수 있을 것이다.

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A Study on the Sustainable New Innovation Plan of the Korean Industrial Logistics (지속가능 신(新)산업물류혁신방안에 관한 연구)

  • Park, Kwang-So;Yu, Kwang-Hyun
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.53
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    • pp.155-180
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    • 2012
  • Korea has the plans to improve nation and corporate global competitiveness through reducing the logistics costs. Ministry of Knowledge Economy, as the government department of in charge of the plan, establish industrial logistics policies in 2002 and 2007 and it's about time to set up the third industrial logistics policy in 2012. There are new trends for the logistics environment in terms of environment-friendly logistics, logistics securities, win-win collaboration etc. This study propose some harmonious plans between logistic productivity and the new trends in the field of logistics. For the purpose of that, we have evaluated the second industrial logistics policy. We propose the vision and objectives of the new industrial logistics policy. The vision is entering the line of industrial logistics developed nations through the sustainable logistics innovation, and the objects are smart & green logistics, win-win collaboration, lead the new logistics trends etc. We also propose the set the system and rules to push promote the new plan. In addition, industrial logistics is the new terminology setting out use by Ministry of Knowledge Economy.

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A Digital Carousel System based on CoAP for N-Screen Environment (N-스크린 환경을 위한 CoAP 기반 디지털 캐로절 시스템)

  • Ko, Eung-nam
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.59-63
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    • 2016
  • In this paper, we discuss a model for increasing reliability of data through N screen server and client model environment. Our Digital Carousel enables user to share media objects through media synchronization mechanism. We suggest the Digital Carousel system based on CoAP(Constrained Application Protocol) for N-Screen so that the users participated in collaborative work may refer shared media objects as the same view to others. With this sharing system, a group cooperating users can share applications data. This paper explained a performance analysis of a system with function comparison running on multimedia collaboration work based on CoAP and N screen techniques.