• Title/Summary/Keyword: Interactive Scheduling

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A Prototype of Distributed Simulation for Facility Restoration Operation Analysis through Incorporation of Immediate Damage Assessment

  • Hwang, Sungjoo;Choi, MinJi;Starbuck, Richmond;Lee, SangHyun;Park, Moonseo
    • International conference on construction engineering and project management
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    • 2015.10a
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    • pp.339-343
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    • 2015
  • To rapidly recover ceased functionality of a facility after a catastrophic seismic event, critical decisions on facility repair works are made within a limited period of time. However, prolonged damage assessment of facilities, due to massive damage in the surrounding region and the complicated damage judgment procedures, may impede restoration planning. To assist reliable structural damage estimation without a deep knowledge and rapid interactive analysis among facility damage and restoration operations during the approximate restoration project planning phase, we developed a prototype of distributed facility restoration simulations through the use of high-level architecture (HLA) (IEEE 1516). The simulation prototype, in which three different simulations (including a seismic data retrieval technique, a structural response simulator, and a restoration simulation module) interact with each other, enables immediate damage estimation by promptly detecting earthquake intensity and the restoration operation analysis according to estimated damage. By conducting case simulations and experiments, research outcomes provide key insights into post-disaster restoration planning, including the extent to which facility damage varies according to disaster severity, facility location, and structures. Additional insights arise regarding the extent to which different facility damage patterns impact a project's performance, especially when facility damage is hard to estimate by observation. In particular, an understanding of required type and amount of repair activities (e.g., demolition works, structural reinforcement, frame installation, or finishing works) is expected to support project managers in approximate work scheduling or resource procurement plans.

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A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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Cluster Topology Algorithm for Efficient Data Transmission in Wireless Body Area Network based on Mobile Sink (WBAN 환경에서 효율적인 데이터 전송을 위한 모바일 싱크기반의 클러스터 토폴로지 알고리즘)

  • Lee, Jun-Hyuk
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.12
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    • pp.56-63
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    • 2012
  • The WBAN technology means a short distance wireless network which provides each device interactive communication by connecting devices inside and outside of body. Standardization on the physical layer, data link layer, network layer and application layer is in progress by IEEE 802.15.6 TG BAN. Wireless body area network is usually configured in energy efficient using sensor and zigbee device due to the power limitation and the characteristics of human body. Wireless sensor network consist of sensor field and sink node. Sensor field are composed a lot of sensor node and sink node collect sensing data. Wireless sensor network has capacity of the self constitution by protocol where placed in large area without fixed position. Mobile sink node distribute energy consumption therefore network life time was increased than fixed sink node. The energy efficient is important matter in wireless body area network because energy resource was limited on sensor node. In this paper we proposed cluster topology algorithm for efficient data transmission in wireless body area network based mobile sink. The proposed algorithm show good performance under the advantage of grid routing protocol and TDMA scheduling that minimized overlap area on cluster and reduced amount of data on cluster header in error prone wireless sensor network based on mobile sink.

Smartphone-User Interactive based Self Developing Place-Time-Activity Coupled Prediction Method for Daily Routine Planning System (일상생활 계획을 위한 스마트폰-사용자 상호작용 기반 지속 발전 가능한 사용자 맞춤 위치-시간-행동 추론 방법)

  • Lee, Beom-Jin;Kim, Jiseob;Ryu, Je-Hwan;Heo, Min-Oh;Kim, Joo-Seuk;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.2
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    • pp.154-159
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    • 2015
  • Over the past few years, user needs in the smartphone application market have been shifted from diversity toward intelligence. Here, we propose a novel cognitive agent that plans the daily routines of users using the lifelog data collected by the smart phones of individuals. The proposed method first employs DPGMM (Dirichlet Process Gaussian Mixture Model) to automatically extract the users' POI (Point of Interest) from the lifelog data. After extraction, the POI and other meaningful features such as GPS, the user's activity label extracted from the log data is then used to learn the patterns of the user's daily routine by POMDP (Partially Observable Markov Decision Process). To determine the significant patterns within the user's time dependent patterns, collaboration was made with the SNS application Foursquare to record the locations visited by the user and the activities that the user had performed. The method was evaluated by predicting the daily routine of seven users with 3300 feedback data. Experimental results showed that daily routine scheduling can be established after seven days of lifelogged data and feedback data have been collected, demonstrating the potential of the new method of place-time-activity coupled daily routine planning systems in the intelligence application market.