• Title/Summary/Keyword: Internet report

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Efficient Implementation of the MQTT Protocol for Embedded Systems

  • Deschambault, Olivier;Gherbi, Abdelouahed;Legare, Christian
    • Journal of Information Processing Systems
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    • v.13 no.1
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    • pp.26-39
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    • 2017
  • The need for embedded devices to be able to exchange information with each other and with data centers is essential for the advent of the Internet of Things (IoT). Several existing communication protocols are designed for small devices including the message-queue telemetry transport (MQTT) protocol or the constrained application protocol (CoAP). However, most of the existing implementations are convenient for computers or smart phones but do not consider the strict constraints and limitations with regard resource usage, portability and configuration. In this paper, we report on an industrial research and development project which focuses on the design, implementation, testing and deployment of a MQTT module. The goal of this project is to develop this module for platforms having minimal RAM, flash code memory and processing power. This software module should be fully compliant with the MQTT protocol specification, portable, and inter-operable with other software stacks. In this paper, we present our approach based on abstraction layers to the design of the MQTT module and we discuss the compliance of the implementation with the requirements set including the MISRA static analysis requirements.

Visual Analysis of Deep Q-network

  • Seng, Dewen;Zhang, Jiaming;Shi, Xiaoying
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.3
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    • pp.853-873
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    • 2021
  • In recent years, deep reinforcement learning (DRL) models are enjoying great interest as their success in a variety of challenging tasks. Deep Q-Network (DQN) is a widely used deep reinforcement learning model, which trains an intelligent agent that executes optimal actions while interacting with an environment. This model is well known for its ability to surpass skilled human players across many Atari 2600 games. Although DQN has achieved excellent performance in practice, there lacks a clear understanding of why the model works. In this paper, we present a visual analytics system for understanding deep Q-network in a non-blind matter. Based on the stored data generated from the training and testing process, four coordinated views are designed to expose the internal execution mechanism of DQN from different perspectives. We report the system performance and demonstrate its effectiveness through two case studies. By using our system, users can learn the relationship between states and Q-values, the function of convolutional layers, the strategies learned by DQN and the rationality of decisions made by the agent.

Trends in Standardization for Intelligent Computing (지능형 컴퓨팅 표준화 동향)

  • J.H. Hong;K.C. Lee
    • Electronics and Telecommunications Trends
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    • v.38 no.4
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    • pp.70-80
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    • 2023
  • In recent years, our society has shifted from an information society to an intelligent information society, in which computing has become a key factor in shaping and driving social development. In this new era of digital civilization powered by the Internet of Things, traditional data-based computing is no longer sufficient to meet the growing demand for higher levels of intelligence. Therefore, intelligent computing has emerged, reshaping traditional computing and forming new computing paradigms to promote the digital revolution in the era of the Internet of Things, big data, and artificial intelligence. Intelligent computing has greatly expanded the scope of computing through new computing theories, architectures, methodologies, systems, and applications, and it is expanding into diverse computing paradigms such as perceptual intelligence, cognitive intelligence, autonomous intelligence, and human-computer fusion intelligence. This paper introduces the concept and main features of intelligent computing and describes trends in standardization for intelligent computing within the ISO/IEC JTC 1, focusing on the technical trend report on intelligent computing that is currently under development within ISO/ IEC JTC 1/AG 2.

The Association between Addictive, Habitual Smartphone Behaviors and Psychiatric Distress and The Role of Self-control in Association.

  • Jun-Hwan Mun;Ji-Hwan Park;Mi-Jung Rho
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.61-73
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    • 2023
  • As smartphone use is increasing within the middle-aged population, society should pay closer attention to the mental health problems associated with smartphone addiction. This study examines the possibility that depression, anxiety, and ADHD can be interpreted not only as negative aspects, but also as positive aspects, in an addiction-related individual. We used habitual and addictive smartphone behavior as the dependent variables; anxiety, ADHD, depression, and habitual smartphone use as the independent variables; and self-control as a moderating variable. Depression and ADHD in smartphone users were found to be associated with higher levels of addictive smartphone use. Anxiety was having negative effect on addictive smartphone use. However, habitual smartphone use didn't significantly affect addictive smartphone use. Further analysis indicated that depression, anxiety, and ADHD have mediating effects on habitual smartphone use. This study confirmed that psychological factors in adults, as well as habitual/addictive smartphone use and self-control, significantly influence smartphone overdependence.

A Case Study of Combining Two Cross-platform Development Frameworks for Storybook Mobile App

  • Beomjoo Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.12
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    • pp.3345-3363
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    • 2023
  • Developers often use cross-platform frameworks to create mobile apps that can run on multiple platforms with minimal code changes. However, these frameworks may not suit all the needs of a specific app, so developers may also use native APIs to add platform-specific features. This method eventually dilutes the advantages of cross-platform development methodology that aims to reduce development costs and time, and often leads to a decision to return back to the original native mobile development methodology. In this study, we explore a different approach: combining different cross-platform tools to develop a storybook mobile app that meets various requirements. We have demonstrated that integrating two cross-platform solutions can be used reliably to develop complex mobile applications. However, we also report that this approach can introduce unforeseen issues such as sandbox redundancy, unexpected functional burdens, and redundant permission requests. Despite these challenges, we believe that combining two cross-platform solutions can be applied to a variety of functional and performance requirements, enabling the development of more sophisticated mobile applications at lower costs and with shorter development timelines than traditional mobile app development methodologies.

A study on development of XML-based electronic technical document in construction project (건설분야에서의 XML 기반의 전자(電子) 기술문서 개발 방안)

  • Jeong Seong-Yun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.573-576
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    • 2003
  • In these days. a lot of paper are made electronic document using the computer through the spread of computer and internet technology growing up. which is produced in construction project such as form document, report, account, specification and so on. Developed electronic document is distributed energetically through internet. Because existing electronic document is composed of various format, it is difficult that document data is shared and exchanged among the project participating groups in internet. So, it is required that construction-related technical document is made electronic document by standard information system and how to use technical document. Therefore, tins study presents the procedure and method of developing electronic document on technical document using XML technology.

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Safety Confirmation of Ship's Crew Using Cell-phone with GPS Receiver and Wireless LAN.

  • Umeno, Chie;Namie, Hiromune;Susuki, Osamu;Yasuda, Akio
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • v.2
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    • pp.317-320
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    • 2006
  • Ships and their cargos have been managed safely by positioning report system. However, little attention has been paid to safety of crew's works with danger. The attempt that used PHS inboard was before by the present authors. However, the functions were just voice call and mail exchange. The data acquisition from the terminal by proper control was not possible. Thus the position of the terminal was not available. As for the cell phone of next generation, GPS receiver and wireless LAN are installed by manufacturers. Therefore, we propose a system which uses a cell-phone with GPS receiver on a ship in order to promote the safety of ship's crew. We checked the availability of cell-phone GPS receiver at thirty different points inboard. The positioning was not possible in the areas further than 4m from the window. Then, we proposed the system which follows the positions of the crews and confirms their safety inboard by using the VoIP (Voice over Internet Protocol) function by wireless LAN.

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CNN-based Visual/Auditory Feature Fusion Method with Frame Selection for Classifying Video Events

  • Choe, Giseok;Lee, Seungbin;Nang, Jongho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.3
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    • pp.1689-1701
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    • 2019
  • In recent years, personal videos have been shared online due to the popular uses of portable devices, such as smartphones and action cameras. A recent report predicted that 80% of the Internet traffic will be video content by the year 2021. Several studies have been conducted on the detection of main video events to manage a large scale of videos. These studies show fairly good performance in certain genres. However, the methods used in previous studies have difficulty in detecting events of personal video. This is because the characteristics and genres of personal videos vary widely. In a research, we found that adding a dataset with the right perspective in the study improved performance. It has also been shown that performance improves depending on how you extract keyframes from the video. we selected frame segments that can represent video considering the characteristics of this personal video. In each frame segment, object, location, food and audio features were extracted, and representative vectors were generated through a CNN-based recurrent model and a fusion module. The proposed method showed mAP 78.4% performance through experiments using LSVC data.

Analysis of Internet Addiction, Eating, Physical Activity Behavior and Mental-psychological State among Korean Adolescents: Based on 2010 Korean Youth Risk Behavior Survey (한국 청소년의 인터넷중독, 식생활, 신체활동, 정신·심리 상태의 분석: 2010년 청소년건강행태온라인조사를 바탕으로)

  • Jee, Youngju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.4979-4988
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    • 2013
  • This study was aimed to identify the differences and relation of eating, physical activity behavior and mental-psychological state according to the level of internet addiction in adolescents. A self-report by on-line survey was conducted on 73238 middle & high students, who are 12 and 18 years old in South Korea. The questionnaires utilized in this study were eatings, physical activities, perceived happiness and mental health. Data were analyzed with descriptive statistics, $x^2$-test, ANOVA and Pearson's correlation coefficient using SPSS WIN 14.0 program. All participants were general group 94.5%, potential group 2.5%, high risk group 3.0% classified. Violent, Muscle strengthening did not show a significant difference on three groups. Eating, physical activity, mental-psychological health and internet addiction was a correlation, eating and mental-psychological health did not show a correlation. The study suggests adolescents internet addiction prevention education to include Eating, physical activity, mental-psychological health.

The Relationship between Male Adolescents' ADHD Traits and Life Satisfaction: Focused on Mediating Effect of Interpersonal Initiation and Internet Game Addiction (남자 청소년의 ADHD성향과 삶의 만족 간의 관계: 대인관계 형성과 인터넷 게임중독의 매개효과를 중심으로)

  • Chung, Sung-Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.212-221
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    • 2022
  • This study aimed to analyze the relationship between ADHD trait and life satisfaction among male adolescents, and to examine the mediating effect of interpersonal initiation and internet game addiction on that relationship. The participants were 285 male students from middle and high schools. For this study, World Health Organization ADHD Self-Report Scale, Interpersonal Competence Questionnaire, Internet Gaming Use-Elicited Symptom Screen, and Satisfaction with Life Scale were used. PROCESS Macro 3.5 Model 4 was used to analyze a double mediating effect. Results revealed that male adolescents' ADHD trait was negatively correlated with interpersonal initiation and life satisfaction, while it was positively correlated with their internet game addiction. And, male adolescents' interpersonal initiation was positively correlated with life satisfaction, whereas internet game addiction was negatively correlated with life satisfaction. In addition, male adolescents' interpersonal initiation and game addiction were mediating ADHD trait and life satisfaction. These findings suggest that the interpersonal initiation and game addiction should be treated to improve life satisfaction of male adolescents with high ADHD trait.