• 제목/요약/키워드: User Scenario

검색결과 481건 처리시간 0.027초

Degrees of Freedom of 3-user MIMO Interference Channels with Instantaneous Relay Using Interference Alignment

  • Qiang, Wang;Yuquan, Shu;Minhua, Dong;Ji, Xu;Xiaofeng, Tao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권5호
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    • pp.1624-1641
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    • 2015
  • Instantaneous relay (relay-without-delay) using interference alignment is a promising approach to neutralizing interference and improving system capacity. In Wang Chenwei's work, a 2-user scenario required both source and relay to access the global channel state information (CSI). This paper shows a new method of interference alignment improves the degrees of freedom (DoF) prominently for the 3-user MIMO interference channel with instantaneous relay. This new method is focused on the relay node that completes the alignment interference neutralization so the global CSI is obtained only once and the pressure on the base station can be mitigated. In addition, the 3-user MIMO interference channels with instantaneous relay can achieve 2M DoF when source and destination have M antennas, respectively. This method shows 33% improvement over the conventional method using interference alignment which obtains 3M/2 DoF.

상황인지 기반 사용자 맞춤 자원 공유 시스템 (A Situation-Aware based Personalized Resource Sharing System)

  • 이용대;박원익;김영국;강지훈
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.484-488
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    • 2008
  • 유비쿼터스 시대에는 다양하고 수많은 컴퓨팅 자원들이 곳곳에 존재한다. 이런 유비쿼터스 환경에서 분산되어져 있는 자원들을 공유하는 연구가 최근 많이 진행되어져 왔다. 하지만 이런 연구들은 사용자의 상황과 취향을 고려하지 않은 문제점을 가지고 있다. 따라서 본 논문에서는 사용자의 상황을 고려한 사용자 맞춤 자원 공유 시스템을 제안한다. 제안한 시스템은 사용자의 스케줄 정보와 시간, 위치 정보와 같은 컨텍스트 정보를 이용하여 사용자의 상황을 인지하며 자원에 대한 사용자 선호도를 가중치 기반으로 적용하여 사용자 맞춤형 자원을 추천해준다. 본 논문에서는 회의 시나리오를 통해 제안한 상황인지 기반 사용자 맞춤 자원 공유 시스템을 검증한다.

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건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 - (Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform -)

  • 장선영;김성준;김성아
    • 대한건축학회논문집:계획계
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    • 제35권4호
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

Strategy for Task Offloading of Multi-user and Multi-server Based on Cost Optimization in Mobile Edge Computing Environment

  • He, Yanfei;Tang, Zhenhua
    • Journal of Information Processing Systems
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    • 제17권3호
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    • pp.615-629
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    • 2021
  • With the development of mobile edge computing, how to utilize the computing power of edge computing to effectively and efficiently offload data and to compute offloading is of great research value. This paper studies the computation offloading problem of multi-user and multi-server in mobile edge computing. Firstly, in order to minimize system energy consumption, the problem is modeled by considering the joint optimization of the offloading strategy and the wireless and computing resource allocation in a multi-user and multi-server scenario. Additionally, this paper explores the computation offloading scheme to optimize the overall cost. As the centralized optimization method is an NP problem, the game method is used to achieve effective computation offloading in a distributed manner. The decision problem of distributed computation offloading between the mobile equipment is modeled as a multi-user computation offloading game. There is a Nash equilibrium in this game, and it can be achieved by a limited number of iterations. Then, we propose a distributed computation offloading algorithm, which first calculates offloading weights, and then distributedly iterates by the time slot to update the computation offloading decision. Finally, the algorithm is verified by simulation experiments. Simulation results show that our proposed algorithm can achieve the balance by a limited number of iterations. At the same time, the algorithm outperforms several other advanced computation offloading algorithms in terms of the number of users and overall overheads for beneficial decision-making.

Web Hypermedia Resources Reuse and Integration for On-Demand M-Learning

  • Berri, Jawad;Benlamri, Rachid;Atif, Yacine;Khallouki, Hajar
    • International Journal of Computer Science & Network Security
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    • 제21권1호
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    • pp.125-136
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    • 2021
  • The development of systems that can generate automatically instructional material is a challenging goal for the e-learning community. These systems pave the way towards large scale e-learning deployment as they produce instruction on-demand for users requesting to learn about any topic, anywhere and anytime. However, realizing such systems is possible with the availability of vast repositories of web information in different formats that can be searched, reused and integrated into information-rich environments for interactive learning. This paradigm of learning relieves instructors from the tedious authoring task, making them focusing more on the design and quality of instruction. This paper presents a mobile learning system (Mole) that supports the generation of instructional material in M-Learning (Mobile Learning) contexts, by reusing and integrating heterogeneous hypermedia web resources. Mole uses open hypermedia repositories to build a Learning Web and to generate learning objects including various hypermedia resources that are adapted to the user context. Learning is delivered through a nice graphical user interface allowing the user to navigate conveniently while building their own learning path. A test case scenario illustrating Mole is presented along with a system evaluation which shows that in 90% of the cases Mole was able to generate learning objects that are related to the user query.

EdgeCPS를 활용한 사용자 인증 및 임무 자동화를 통한 드론 배송 시스템 개선 (Improved Drone Delivery System Through User Authentication and Mission Automation Using EdgeCPS)

  • 조민근;백민기;최으뜸;고동범;강성주;이성진
    • 대한임베디드공학회논문지
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    • 제18권4호
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    • pp.141-150
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    • 2023
  • Currently, various companies are actively participating in research and development of drone delivery services. Existing studies do not comprehensively provide integrated functions for future drone delivery services such as mission automation, customer verification, and overcoming performance limitations, which can lead to high manpower demand, reduced user service trust, and potentially overloading low-end devices. Therefore, this study proposes a drone mission automation system (DMAS) using EdgeCPS technology to provide the three aforementioned functions in an integrated manner. Real-world experiments were conducted to evaluate the proposed system, demonstrating that the DMAS components operate according to the specified roles in the delivery scenario. In addition, the system achieved user verification with a similarity of more than 90% in the process of receiving the product, and verified a faster inference speed and a lower resource share than the existing method.

MEC 기반 비디오 캐시 시나리오를 위한 시계열 사용자 요청 패턴 데이터 세트 분석 (Analysis of time-series user request pattern dataset for MEC-based video caching scenario)

  • 왈리드 아크바르;아팍 모하마드;송왕철
    • KNOM Review
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    • 제24권1호
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    • pp.20-28
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    • 2021
  • 소셜 미디어 애플리케이션 및 모바일 장치의 광범위한 사용으로 인해 데이터 트래픽이 지속해서 증가하고 있다. 소셜 미디어 애플리케이션은 끝없이 많은 양의 멀티미디어 트래픽, 특히 비디오 트래픽을 생성하고 있다. YouTube, Daily Motion 및 Netflix와 같은 많은 소셜 미디어 플랫폼이 생성하는 것이다. 이러한 플랫폼에서는 다른 비디오와 비교하여 몇 개의 인기 비디오가 여러 번 요청된다. 이러한 인기 있는 비디오는 지속적인 사용자 요구 사항을 충족하기 위해 사용자 주변에 캐시해야 한다. MEC는 일관된 사용자 요구와 사용자 근접 캐시를 위한 필수 패러다임으로 부상했다. 시간에 따라 사용자 요구 패턴이 어떻게 달라지는지를 이해하는 것이 과제이다. 본 논문은 공개 데이터셋인 MovieLens 20M, MovieLens 100K, The Movies Dataset 3개를 분석하여 시간에 따른 사용자 요청 패턴을 찾는다. 모든 데이터셋의 시간별, 일별, 월별 및 연간 추세를 확인할 수 있다. MEC 기반 비디오 캐시 시나리오에서 사용자 요청 패턴을 분석 및 생성함으로써, 많은 연구에서 사용될 수 있을 것이다.

세계 주요도시 및 국가의 시각 서비스 시스템 구현 (Implementation of a service system announcing times of overseas major cities and countries)

  • 김남희
    • 한국음향학회:학술대회논문집
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    • 한국음향학회 1998년도 학술발표대회 논문집 제17권 1호
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    • pp.343-346
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    • 1998
  • This paper present an access scenario to the Korean standard time service systems and those of world major cities was designed in the research for development of the time-announcing service systems. Elements of the system structure as well as statistics and user management were proposed as the main topics for the research. As a result of the research, a system was realized for world time announcing service by dialing 116.

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컨텍스트(Context)중심의 UX디자인 방법론

  • 박남춘
    • 정보와 통신
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    • 제29권7호
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    • pp.56-61
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    • 2012
  • UX 디자인을 하는데 있어서 제품이나 서비스를 대하는 사용자의 컨텍스트(Context)를 파악하는 것은 매우 중요한 일이다. 다양한 사용자 리서치 방법들 가운데 사용자의 컨텍스트를 파악하기 위한 방법으로는 Contextual Inquiry, 사용자 관찰, Cultural Probes, Contextmapping등이 있는데, 사용자의 컨텍스트는 매우 역동적이고 상황에 따라 다양하게 표현될 수 있으므로 이러한 방법들을 적절하게 조합하여 사용하는 것 이 필요하다. 이렇게 파악된 사용자의 행동패턴과 컨텍스트 요소를 반영하여 UX모델을 만드는데, 사용자의 목표와 사용행태를 기술하는 퍼소나(Persona)가 대표적인 방법이다, 또한 퍼소나를 기반으로 제품이나 서비스에 대한 아이디어와 디자인을 이끌어 내는데 활용하는 '사용자 시나리오(User Scenario)'는 미래의 혁신적인 사용자 경험을 제안하기 위한 유용한 방법이다.

A Development of Gesture Interfaces using Spatial Context Information

  • Kwon, Doo-Young;Bae, Ki-Tae
    • International Journal of Contents
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    • 제7권1호
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    • pp.29-36
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    • 2011
  • Gestures have been employed for human computer interaction to build more natural interface in new computational environments. In this paper, we describe our approach to develop a gesture interface using spatial context information. The proposed gesture interface recognizes a system action (e.g. commands) by integrating gesture information with spatial context information within a probabilistic framework. Two ontologies of spatial contexts are introduced based on the spatial information of gestures: gesture volume and gesture target. Prototype applications are developed using a smart environment scenario that a user can interact with digital information embedded to physical objects using gestures.