• Title/Summary/Keyword: Internet-based Collaboration

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Global Optimization for Energy Efficient Resource Management by Game Based Distributed Learning in Internet of Things

  • Ju, ChunHua;Shao, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3771-3788
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    • 2015
  • This paper studies the distributed energy efficient resource management in the Internet of Things (IoT). Wireless communication networks support the IoT without limitation of distance and location, which significantly impels its development. We study the communication channel and energy management in the wireless communication network supported IoT to improve the ability of connection, communication, share and collaboration, by using the game theory and distributed learning algorithm. First, we formulate an energy efficient neighbor collaborative game model and prove that the proposed game is an exact potential game. Second, we design a distributed energy efficient channel selection learning algorithm to obtain the global optimum in a distributed manner. We prove that the proposed algorithm will asymptotically converge to the global optimum with geometric speed. Finally, we make the simulations to verify the theoretic analysis and the performance of proposed algorithm.

Impacts of Exploitation and Exploration on Performance of Open Collaboration: Focus on Open Source Software Development Project (지식의 탐색(Exploration)과 활용(Exploitation)이 개방형협업의 성과에 미치는 영향: 오픈소스 소프트웨어 개발 프로젝트를 중심으로)

  • Lee, Saerom;Baek, Hyeon-Mi;Jang, Jeong-Ju
    • Knowledge Management Research
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    • v.18 no.2
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    • pp.85-102
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    • 2017
  • With rapid development of information and communication technologies, open collaboration can be eased through the Internet. Open source software, as a representative area of open collaboration, is developed and adopted to various fields. In this research, based on organizational learning theory, we examine the impacts of exploration and exploitation on innovation performance in open source software development projects. We define knowledge exploration as a number of developers from outside organization and knowledge exploitation as the ratio of member of an organization who participated in an open source software project managed by the organization. For analysis, we collect data of 4794 projects from github which is a representative open source software development platform using Web crawler developed by Python. As a result, we find that excessive exploration has curvilinear (invers U-shape) relationship on project performance. On the other hand, exploitation with enough external developers will positively impact on project performance.

Implementation of A Networked Collaboration Engine for Virtual Architectural Bngineering Application (가상 건축 엔지니어링 응용을 위한 네트워크 공유작업 엔진의 구현)

  • Song, Gyeong-Jun;Go, Dong-Il;Kim, Jong-Seong;Maeng, Seong-Hyeon
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.12
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    • pp.642-652
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    • 2001
  • Recently, the advent of World-Wide-Web(WWW) and the explosive popularity of the Internet gave birth to collaborative applications which were enabled by computers and networks as their primary media. The progress of 3D computer graphics enabled collaborative application with 3D virtual environments or distributed virtual environments. In this paper, we explain our implementation of the Share collaboration engine which is for collaboration applications based on a distributed virtual environment. We introduce Virtual Architectural Engineering 2000 (VAE2000) that is our pilot application implemented with the Share collaboration engine. The Share collaboration engine proposes a new Share network architecture for management of participants, and it provides some synchronization methods for 3D objects in virtual collaboration. VAE2000 is an experimental application that tries to prevent wastes of human, material and time resources in networked virtual collaboration.

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Design and Implementation of the Web Services Based Collaborative Production Management System (웹 서비스 기반의 협업적 생산관리 시스템의 설계 및 구축)

  • Lee, Myeong-Ho;Kim, Hyeoung-Seok;Kim, Nae-Heon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.29 no.3
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    • pp.79-86
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    • 2006
  • Especially, MTO(Make-To-Order) companies take collaborative approaches with their partner companies to make low-price products and/or technologically low intensive products. The collaborative approach to manufacturing requires collaboration with partner companies for inventory review, production plan, and manufacturing to fulfill customer's orders. However, frequent changes of partnerships binder partner companies from sharing production information in effective ways since their information systems have different data architectures and platforms. Therefore, it is required flexible and standardized system integration approach fir effective information sharing. This research studies current status and problems of collaborative production system, proposes an architecture for collaborative production systems based on Web Services which is a standard information technology, and discusses expected effects and the vision of Web Services.

Web Based Collaborative Design Framework Via Workflow (Workflow를 이용한 웹 기반 협업설계 프레임워크)

  • Yang, Young-Soon;Kang, Hyung-Wook;Park, Chang-Kue
    • Journal of the Society of Naval Architects of Korea
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    • v.44 no.3 s.153
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    • pp.332-339
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    • 2007
  • Integration of engineering information through the IT (Information Technology) is very important key during the collaboration design process. How can we realize the data efficiently in real-time at the early design stage? How can we manage to integrate the separate information made by each designer or department effectively in real time? IT global trend is the unique way of handling these complicated problems from the information inundation. This paper suggests the design process management system deduced from the analytical results considering BPM (Business Process Management) solution workflow. Workflow based design process management system can help user share and integrate the needed information at the right time through Internet. It is found that the proposed tool works well for a beam design case, and this framework can be thus further expanded for an engineering design environment smoothly.

Internet-based Real-Time Remote Monitoring System for High-Speed Machining Process (인터넷 기반 실시간 원격 고속가공 모니터링)

  • 이우영;최성주;김흥배
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.05a
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    • pp.952-955
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    • 2000
  • Nowadays, Internet is so popular that we can easily access the remote site to search information and to communicate remote site and users. People who want to make a collaborate working environment can use JAVA, CORBA, and other internet programming tools like a Perl/XML. The mechanist are try to make the environment fur collaboration within design/manufacturing, simulation, remote sensing through TCP/IP And many industries and research institutions are working towards the agile manufacturing. This paper describes an internet-based real-Time remote monitoring system. The system consists of a hardware setup and a software interface. The hardware setup consists of a machine and its data acquisition hardware, while the software interface incorporates the data acquisition software, the server program, and the client program. The server program acts as the main interface between the data acquisition system and the internet technology. The client program is to be distributed to the remote users who want to monitor the machining status. The system has been demonstrated and verified for an industrial High-Speed Machine (HSM) especially measuring cutting force and acoustic emission. To share the signal, we make the WWW server and display its value. The system has been found to be highly efficient, reliable and accurate.

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Performance of Collaboration Activities upon SME's Idiosyncrasy (중소기업 특성에 따른 외부 협업 활동이 혁신성과에 미치는 영향)

  • Lee, Hye Sun;Oh, Junseok;Lee, Jaeki;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.14 no.6
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    • pp.95-105
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    • 2013
  • Recently, SME's Collaboration activities have become one of a vital factor for sustaining competitive edge. This is because of the rapidly changing and competitive market environment, and also to leverage performance by overcoming obstacles of having limited internal resources. Discussing about the effects and relationships of the firm's collaboration activities and its outputs are not new. However, as ICT and various technologies have been diffused into the traditional industries, boundaries and practice capabilities within the industries are becoming ambiguous. Thus contents of the products/services and their development methods are also go and come over the industries. Although many researchers suggested the relations of SME's collaboration activities and innovation performances, most of the previous literatures are focusing on broad perspectives of firm's environmental factors rather than considering various SME's idiosyncrasy factors such as their major product and customer types at once. Therefore, the purpose of this paper is to analyze how SME(Small Medium Enterprise)'s external collaboration activities by their idiosyncrasy act as an input to types of innovation performance. In order to analyze collaboration effects in detail, we defined factors that can represent the SME's business environment - Perceived importance of using external resources, Perceived importance of external partnership, Collaboration and Collaboration levels of Major Product types, Customer types and lastly the Firm Sizes. We have also specifically divided the performance of innovation types as product innovation and process innovation based on existing research. In this study, the empirical analysis is based on Probit Regression Model to observe the correlations with the impact of each SME's business environment and their activities. For the empirical data, 497 samples were collected which, this sample data was extracted from the 'Korean Open Innovation Survey' performed by ETRI(Korean Electronics Telecommunications Research Institute) in 2010. As a result, empirical test results indicated that the impact of collaboration varies depend on the innovation types (Product and Process Innovation). The Impact of the collaboration level for the product innovation tend to be more effective when SMEs are developing for a final product, targeting on for individual customers (B2C). But on the other hand, the analysis result of the Process innovation tend to be higher than the product innovation, when SMEs are developing raw materials for their partners or to other firms targeting on for manufacturing industries(B2B). Also perceived importance of using external resources has effected to both product and process innovation performance. But Perceived importance of external partnership was statistically insignificant. Interesting finding was that the service product has negative effects on for the process innovation performance. And Relationship between size of the firms and their external collaboration activities with their performance of the innovations indicated that the bigger firms(over 100 of employees) tend to have better for both product and process innovations. Finally, implications of the results can be suggested as performance of innovation can be varied depends on firm's unique business idiosyncrasy as well as levels of external collaboration activities. The Implication of this research can be considered for firms in selecting an appropriate strategy as well as for policy makers.

Transformation Based Walking Speed Normalization for Gait Recognition

  • Kovac, Jure;Peer, Peter
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.11
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    • pp.2690-2701
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    • 2013
  • Humans are able to recognize small number of people they know well by the way they walk. This ability represents basic motivation for using human gait as the means for biometric identification. Such biometric can be captured at public places from a distance without subject's collaboration, awareness or even consent. Although current approaches give encouraging results, we are still far from effective use in practical applications. In general, methods set various constraints to circumvent the influence factors like changes of view, walking speed, capture environment, clothing, footwear, object carrying, that have negative impact on recognition results. In this paper we investigate the influence of walking speed variation to different visual based gait recognition approaches and propose normalization based on geometric transformations, which mitigates its influence on recognition results. With the evaluation on MoBo gait dataset we demonstrate the benefits of using such normalization in combination with different types of gait recognition approaches.

The Visual Display of Temporal Information for E-Textbook: Incorporating the Mind-mapped Timeline Authoring Tool

  • Lee, HeeJeong;Alvin Yau, Kok-Lim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.7
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    • pp.3307-3321
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    • 2018
  • With the ever-increasing queries related to temporal (or time-related) information, such as the product launching time, in search engine, most web pages will be augmented with such information in the future. Meanwhile, the gradual emergence of the use of electronic textbooks (or e-Textbooks), which enrich the traditional paper-based textbooks with multimedia contents such as interactive quizzes and multimedia-based simulations, has led us to infer that e-Textbooks will be blended with temporal information to support learning. The use of temporal information helps teachers and students to understand the level of prior knowledge required to study a topic, as well as the sequence of learning activities and related sub-topics, that best attains the educational goals. This paper presents a simple yet efficient tool called TimeMap, which is based on mind mapping, to create an e-Textbook called TimeBook that takes account of time-related curriculum and the ability of students to learn via collaboration.

Challenges in Distributed Agile Software Development Environment: A Systematic Literature Review

  • Ghani, Imran;Lim, Angelica;Hasnain, Muhammad;Ghani, Israr;Babar, Muhammad Imran
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.9
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    • pp.4555-4571
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    • 2019
  • Due to increasing interest in distributed agile software development, there is a need to systematically review the literature on challenges encountered in the agile software development environment. Using the Systematic Literature Review (SLR) approach, 32 relevant publications, dated between 2013 and 2018 were selected from four electronic databases. Data from these publications were extracted to identify the key challenges across the system development life cycle (SDLC) phases, which essentially are short phases in each agile-based iteration. 5 types of key challenges were identified as impacting the SDLC phases; these challenges are Communication, Coordination, Cooperation, Collaboration and Control. In the context of the SLDC phases, the Communication challenge was discussed the most often (79 times, 33%). The least discussed challenges were Cooperation and Collaboration (26 times, 11% each). The 5 challenges occur because of distances which occur in distributed environment. This SLR identified 4 types of distances which contribute to the occurrence of these key challenges - physical, temporal, social-cultural and knowledge/experience. Of the 32 publications, only 4 included research which proposed new solutions to address challenges in agile distributed software development. The authors of this article believe that the findings in this SLR are a resource for future research work to deepen the understanding of and to develop additional solutions to address the challenges in distributed agile software development.