• Title/Summary/Keyword: Internet-based Collaboration

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Agent's Activities based Intention Recognition Computing (에이전트 행동에 기반한 의도 인식 컴퓨팅)

  • Kim, Jin-Ok
    • Journal of Internet Computing and Services
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    • v.13 no.2
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    • pp.87-98
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    • 2012
  • Understanding agent's intent is an essential component of the human-computer interaction of ubiquitous computing. Because correct inference of subject's intention in ubiquitous computing system helps particularly to understand situations that involve collaboration among multiple agents or detection of situations that can pose a particular activity. This paper, inspired by people have a mechanism for interpreting one another's actions and for inferring the intentions and goals that underlie action, proposes an approach that allows a computing system to quickly recognize the intent of agents based on experience data acquired through prior capabilities of activities recognition. To proceed intention recognition, proposed method uses formulations of Hidden Markov Models (HMM) to model a system's prior experience and agents' action change, then makes for system infer intents in advance before the agent's actions are finalized while taking the perspective of the agent whose intent should be recognized. Quantitative validation of experimental results, while presenting an accurate rate, an early detection rate and a correct duration rate with detecting the intent of several people performing various activities, shows that proposed research contributes to implement effective intent recognition system.

Design and Implementation of A Real-time Collaborative Group ICN Editor (실시간 협업지원 그룹 ICN 에디터의 설계 및 구현)

  • 류재광;김광훈
    • Journal of Internet Computing and Services
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    • v.2 no.5
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    • pp.1-7
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    • 2001
  • Recently, there are two important research trends in the literature the red-time collaborative computing end electronic business process automation. This paper is one of those efforts that would establish an effective business office working and computing environment hough the integration of those two cutting-edge technologies. That is, we try to develop a workflow modeling tool that is semantically based upon the information control net(ICN), which is a typical workflow model for specifying office work procedures(business processes), and that is systemically based upon the real-time collaborative operations by a set of actors, which is called group, We name it "group ICN editor". This paper describes the design and implementation of the group ICN editor that is operable under the real-time collaborative computing environment. We use the Flexible rJAMM toolkit that enables the ICN editor to operate among multiple actors(group) through the event-driven collaboration platform, Consequently, a set of workflow and business processes defined through this editor is not only stored onto database but also transformed into the format of the workflow process definition language(WPDL) that is a standardized workflow description and specification language proposed by the workflow management coalition(WfMC).ion(WfMC).

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The IoT System Simulation Based XML (XML기반의 IoT 시뮬레이션 시스템)

  • Jang, Ki-Man;Hwang, Jong-Sun;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.663-668
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    • 2016
  • Without the interference of man in traditional single-device control system P2M way to control the device by a person to the development of the Internet of Things it was changing the way the M2M communication between devices possible. The attention of the user on the IoT to this development, but this increase was caused problems the system is insufficient to help the understanding of the IoT technologies to meet them. Therefore, to understand the operation of the IoT technology system that can easily expressed is required. In this paper, we design and implement a simulation system that can monitor the process of relationships between devices, such as when a user event occurs, the sensor, SNS and the XML-based collaboration to meet users' needs. Further, the respective functions for the maintenance and updating of the simulation system is proposed to make API.

Educational usage of Web 2.0-tool for Cooperative Learning (협동학습을 위한 Web 2.0도구의 교육적 활용 방안)

  • Kim, Heejin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.9-14
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    • 2018
  • In this paper, I introduce web 2.0 tool with which cooperative learning is possible based on C4LPT, and suggest educational application plan of web 2.0 tool by offering briefly the teaching-learning process plan for application class of web 2.0 tool. The class through the suggested teaching-learning process plan encouraged participation so that the common goal of a small group could be achieved and provided a web base where free communication could be possible. Futhermore, by using the collaboration space of web 2.0 tool, I could attract learners' study interest and maintain learning atmosphere. Based on teaching-learning process plan, I have taught university freshmen from 2012 to the present, and I could confirm the possibility of education application and the satisfaction of education application of web 2.0 tool through students' learning results and a survey.

Characteristics of Fashion Memes in Vetements based on the Playfulness of Mikhail Bakhtin's Carnival Theory (미하일 바흐친(Mikhail Bakhtin) 카니발이론의 유희성을 중심으로 본 베트멍(Vetements)의 패션 밈 특성)

  • Yun, Jiae;Park, Hyewon
    • Journal of Fashion Business
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    • v.25 no.2
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    • pp.1-17
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    • 2021
  • The development of the Internet has led to the emergence of an internet meme culture using duplication. This phenomenon has appeared in the fashion field as 'fashion memes' and its playful expression has helped it to spread. Vetements is one of the well-known brands that actively incorporates fashion memes into their fashion. The purpose of this study was to examine the playfulness of Mikhail Bakhtin's Carnival Theory and identify the playful identity, design characteristics, and implications of Vetements' fashion memes in light of Bakhtin's playfulness. The research methods were literature research and collection case analysis, and empirical content research was conducted in parallel. The scope of this study was fashion memes shown in the products from 2017 S/S to 2019 F/W. The study results showed that Bakhtin's playfulness could be divided into "playfulness in the destruction of hierarchy", "playfulness in grotesque imagery" and "playfulness in the emphasis on the lower bodily stratum". Based on these findings, the playful identity of Vetements' fashion meme images can be described as follows. First, it breaks down the existing order of fashion brands like the destruction of hierarchy in Bakhtin's theory. Second, it is grotesque; it is strange, eerie, yet ridiculous at the same time. Third, it is a playful metaphor of contamination, filth, and lower stratum. The modes of embodiment of such identity include Vetements' collaboration with famous brands, the use of cheap items, and the expression of genderless ideas.

Extending a WebDAV Protocol to Efficiently Support the Management of User Properties (사용자 속성 관리의 효율적 지원을 위한 WebDAV 프로토콜의 확장)

  • Jung Hye-Young;Kim Dong-Ho;Ahn Geon-Tae;Lee Myung-Joon
    • The KIPS Transactions:PartC
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    • v.12C no.7 s.103
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    • pp.1057-1066
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    • 2005
  • WebDAV(Web-based Distributed Authoring and Versioning), a protocol which supports web-based distributed authoring and versioning, provides a standard infrastructure for asynchronous collaboration on various contents through the Internet. A WebDAV property management is a function to set and manage the main information of the resources as properties, and a user property, one kind of the WebDAV properties, has the ability to be freely defined by users. This free definition of user property makes it very useful to develop web-based applications like a collaboration system based on WebDAV However, with an existing WebDAV property management scheme, there is a limit to develop various applications. This paper describes a DavUP(WebDAV User property design Protocol) protocol which extended the original WebDAV and its uti-lization which efficiently supports management of WebDAV user properties. DavUP needs the definition of the collection structure and type definition properties for an application. To do this, we added a new header md appropriated WebDAV method functions to the WebDAV protocol. To show the usefulness of DavUP protocols, we extended our DAVinci WebDAV server to support DavUP Protocols and experimentally implemented a general Open Workspace, which provides effective functions to share and exchange open data among general users, on the DAVinci.

A Molecular Modeling Education System based on Collaborative Virtual Reality (협업 가상현실 기반의 분자모델링 교육 시스템)

  • Kim, Jung-Ho;Lee, Jun;Kim, Hyung-Seok;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.35-39
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    • 2008
  • A computer supported collaborative system provides with a shared virtual workspace over the Internet where its remote users cooperate in order to achieve their goals by overcoming problems caused by distance and time. VRMMS (Virtual Reality Molecular Modeling System) [1] is a VR based collaborative system where biologists can remotely participate in and exercise molecular modeling tasks such as viewing three dimensional structures of molecular models, confirming results of molecular simulations and providing with feedbacks for the next simulations. Biologists can utilize VRMMS in executing molecular simulations. However, first-time users and beginners need to spend some time for studying and practicing in order to skillfully manipulate molecular models and the system. The best way to resolve the problem is to have a face-to-face session of teaching and learning VRMMS. However, it is not practically recommended in the sense that the users are remotely located. It follows that the learning time could last longer than desired. In this paper, we propose to use Second Life [2] combining with VRMMS for removing the problem. It can be used in building a shared workplace over the Internet where molecular simulations using VRMMS can be exercised, taught, learned and practiced. Through the web, users can collaborate with each other using VRMMS. Their avatars and tools of molecular simulations can be remotely utilized in order to provide with senses of 'being there' to the remote users. The users can discuss, teach and learn over the Internet. The shared workspaces for discussion and education are designed and implemented in Second Life. Since the activities in Second Life and VRMMS are designed to realistic, the system is expected to help users in improving their learning and experimental performances.

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An contention-aware ordered sequential collaborative spectrum sensing scheme for CRAHN (무선인지 애드 혹 네트워크를 위한 순차적 협력 스펙트럼 센싱 기법)

  • Nguyen-Thanh, Nhan;Koo, In-Soo
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.35-43
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    • 2011
  • Cognitive Radio (CR) ad hoc network is highly considered as one of promising future ad hoc networks, which enables opportunistic access to under-utilized licensed spectrum. Similarly to other CR networks, the spectrum sensing is a prerequisite in CR ad hoc network. Collaborative spectrum sensing can help increasing sensing performance. For such an infrastructureless network, however the coordination for the sensing collaboration is really complicated due to the lack of a central controller. In this paper, we propose a novel collaborative spectrum sensing scheme in which the final decision is made by the node with the highest data reliability based on a sequential Dempster Shafer theory. The collaboration of sensing data is also executed by the proposed contention-aware reporting mechanism which utilizes the sensing data reliability order for broadcasting spectrum sensing result. The proposed method reduces the collecting time and the overhead of the control channel due to the efficiency of the ordered sequential combination while keeping the same sensing performance in comparison with the conventional cooperative centralized spectrum sensing scheme.

Research on the Curriculum for Integration of ICT+Design (ICT+디자인 융합 교육과정 개발연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.105-114
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    • 2017
  • Nowadays, novel and innovative technology including 3D printers, internet of things (IoT), and wearable devices are rapidly emerging. As we must constantly keep up with the most recent trends, words like convergence, multidisciplinarity, and design revolution indeed define society today. Due to the expansion of such diverse technological, industrial, and academic convergence trends, the role of design is becoming evermore essential in development of products as well as creative services. Even the government is pushing towards a 'creative economy' by encouraging ICT convergence to create novel industries as well as advanced jobs. In order to adapt flexibly to such changes in global trends, a solid academic curriculum centered around 'ICT+Design' must be developed. In the current research, we analyzed various literature and benchmarked the major universities both domestic and foreign. Also we utilized a survey-based approach against subjects who are experts or design specialists working in environments related to industry and research. In our proposed integrated ICT+Design educational curriculum, students familiarize themselves with design perspectives and methodology to creatively carry out the course. Moreover, experts from design and ICT came together in an act of 'Radical Collaboration' in which they shared their unique 'Design Thinking' in order to promote understanding and cooperation. Furthermore, industry experts have also taken part as mentors in order to create a workplace-oriented course with various integrated projects. Most importantly, the course was designed so that in addition to research, students can really get hands-on with their ideas in the creativity-integrated workplace.

A Study on the use of SNS in college education: A Comparison of experienced learner and non-experienced learner (대학 수업에서의 SNS 활용에 대한 연구: 경험자와 비경험자 학습자의 비교)

  • Jun, Byoungho;Jun, Byoungchul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.205-214
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    • 2016
  • Dramatic transformation in education has taken place and Internet Technologies have played a key role. Especially SNS has been considered as an effective educational tool because of its exceptional features such as discussion on course topics, feedback from peers and group collaboration. The purpose of this paper is to investigate factors affecting the attitude, intention to continuous use of SNS and performance in college education comparing between experienced learner and non-experienced learner. Self-efficacy on media usage, educational expectancy, subjective norm, habit, and enjoyment were identified as affecting factors based on prior researches. The results shows that all factors are significantly related to the learner's attitude on the use of SNS in college education. Experienced learner's attitude on educational use of SNS in college was found to be significantly related to the intention to continuous use and performance. This study can provide a guideline of effective strategy for SNS utilization in college education.