• Title/Summary/Keyword: User Scenario

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The Design of BURP Scenario for Popup Users in Pervasive Computing Environment (Pervasive 컴퓨팅 환경에서 popup 사용자를 위한 BURP 시나리오 설계)

  • 송창렬;조기환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.675-679
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    • 2002
  • 지난 1월말 cdma2000 1x EvDo의 상용서비스 개시와, 비슷한 시기인 2월초 주요 Hot-Spot 지역을 중심으로 무선 LAN 서비스의 상용화에 들어서면서 본격적인 패킷 서비스가 시작되었다. 이와 같은 널리 퍼진 인프라를 중심으로 사용자들은 머지 않아 언제 어디서든지 근접한 컴퓨팅 장비를 이용해서 주변 환경을 이용하고 제어하는 pervasive 컴퓨팅 환경에 이르게 될 것이다. 본 논문에서는 이와 같은 컴퓨팅 환경을 위한 lightweight 프로토콜인 BURP(Basic User Registration Protocol)를 통해 멀티미디어 서비스, 고화질 QoS 서비스, 네비게이션 서비스, 파일 출력/인쇄 서비스 등 사용자의 위치에서 사용자에 특정한 서비스 시나리오를 구성하였다.

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MPEG-U part 2 based Advanced User Interaction Interface System (MPEG-U part 2 기반 향상된 사용자 상호작용 인터페이스 시스템)

  • Han, Gukhee;Baek, A-Ram;Choi, Haechul
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.54-62
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    • 2012
  • AUI(Advanced User Interaction) interface aims to enhance interaction between various input/output devices and scene descriptions represented by video, audio, and graphic. Recently, MPEG-U part 2 standardization for the AUI interface is under development by MPEG(moving picture experts group). This paper introduces MPEG-U part 2 standard and presents MPEG-U part 2 AUI interface system. The AUI interface system consists of user interface in/output modules and MPEG-U XML generation/interpretation modules. The former and the latter are for UID data handling and XML data processing, respectively. This system MPEG-U standards-based input/output devices and to improve the interaction with the user can be used as a framework. By implementation of the proposed AUI interface system, MPEG-U usage scenario is introduced and it is verified that the AUI interface system conforms to MPEG-U standard.

Improving TCP Performance Over Cognitive Radio Networks (인지 무선 환경에서 TCP 성능 향상)

  • Byun, Sang-Seon
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.6
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    • pp.353-360
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    • 2014
  • In cognitive radio networks (CRNs), SU (secondary user)'s transmissions are frequently disrupted by PU (primary user)'s transmission. Therefore SU expereiences consecutive retransmission timeout and its exponential backoff, and subsequently, the TCP of SU does not proceed with the transmission even after the disruption is over or the SU succeeds to hold an idle channel. In order to solve this problem, we propose a cross-layer approach called TCP-Freeze-CR. Moreover we consider a practical scenario where either secondary transmitter (ST) or secondary receiver (SR) detects PU's transmission, which results in the need of spectrum synchronization mechanism. All of our proposals are implemented and verified with a real CRN testbed consisting of 6 software radios called USRP. The experimental results illustrate that standard TCP suffers from significant performance degradation and show that TCP-Freeze-CR greatly mitigates the degradation.

The Infiltrating Small Ship Target Detection Probability Calculation Program Design for the USV Mission Planning Suitability Analysis (무인수상정의 임무계획 적합성 분석을 위한 침투 표적 탐지율 산출 프로그램 설계)

  • Kim, Min J.;Hwang, Kun Chul;Yu, Chan Woo;Kim, Jung Hoon
    • IEMEK Journal of Embedded Systems and Applications
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    • v.12 no.5
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    • pp.287-293
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    • 2017
  • The naval unmanned surface vehicle (USV) conducts the surveillance operations, based on the mission plan set by the user. For setting the mission planning, the user needs to analyze the suitability of the operation for the mission planning. In this paper, we proposed a simulation program that estimates the probability of detecting targets of the mission planning in the analysis. In the simulation analysis, we design the USV's maneuvering characteristics, radar detection operational performance equipped on the USV, and targets infiltrating into surveillance area in the simulation experiment scenario. Based on the simulation results, we evaluated the mission planning suitability and find a mission planning solution recursively.

Structural Design of Interactive Storytelling (인터렉티브 스토리텔링의 구조적 디자인)

  • 이준희
    • Archives of design research
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    • v.16 no.4
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    • pp.375-384
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    • 2003
  • Interactive storytelling is a scenario created "on the fly" with digital content through user interaction. Every time interaction occurs between the user and content, a brand new story is created. Interaction intrigues people because it provides different story from same content. Through conventional media, people shared same content and experience. However through interactive media, people encounter unique experience, over same content possibly everytime they use it. People we, by their nature, very interactive being. However, interacting with media is not an activity that people are accustomed to. Hence, designing content has been all migrating experience from existing media to an unfamiliar ground. Unique and adoptive ways of designing content for digital interactive media is being sought out from the need as the result of the evolution of integrated society and emerging information technology. People are already used to some of interactive storytelling through hyper text in CD-ROM and web sites. More complicated and different structured models were born through games that offered graphics, virtual spaces and interactivity. When drawn onto a structural graph, few attributes and similarities seem to occur. This paper will try to outline and discuss structural graphs of interactive storytelling methods and suggest some ways for better storytelling design.

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Profile-based Service Continuity Framework for N-Screen Service

  • Chung, Young-Sik;Paik, Eui-Hyun;Rhee, Woo-Seop
    • International Journal of Contents
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    • v.8 no.1
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    • pp.47-54
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    • 2012
  • The dynamic adaptation between various service environments using the application profiles for the service continuity is a key issue of the profile-based service continuity framework (PSCF) for N-screen service using next generation networks. PSCF offers an optimized service framework for providing continuous user services, which are multimedia video streaming, educational broadcasting, game, etc., using the various devices that are not restricted by the service environment of the user. This paper specifies the functional model of PSCF, service scenario and explains the experimental results of the service continuity for N-screen service using PSCF.

A Development of Intelligent Context-Awareness Middleware (지능적 상황인지 미들웨어의 개발)

  • Suh, Joohee;Woo, Chong-Woo
    • Journal of Information Technology Services
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    • v.11 no.sup
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    • pp.165-176
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    • 2012
  • Context-Awareness system provides an appropriate service to user by recognizing situation from surrounding environment. There are many successful studies on this framework, but still has some limitations. In this paper, we are describing a context-awareness middleware that can enhance the limitation of the previous approaches. We first defined a new concept of context-awareness environment as a social intelligence. This concept implies that intelligent objects can make relationships, can aware of situation from surrounding environment, and can collaborate to accomplish a given task. The significance of the study is as follows. First, the system is capable of multi context-awareness since it is designed with a structure that supports multiple lines of reasoning. Second, the system is capable of context planning by adapting AI planning mechanism. Third, the system is capable of making the intelligent objects as a group for collaboration, and provides adaptive service to user. We have developed a prototype of the system and tested with a virtual scenario.

On the Feasibility of Interference Alignment in the Cellular Network

  • Chen, Hua;Wu, Shan;Hu, Ping;Xu, Zhudi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.11
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    • pp.5324-5337
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    • 2017
  • In this paper, we investigate the feasibility of interference alignment(IA) in signal space in the scenario of multiple cell and multiple user cellular networks, as the feasibility issue is closely related to the solvability of a multivariate polynomial system, we give the mathematical analysis to support the constraint condition obtained from the polynomial equations with the tools of algebraic geometry, and a new distribute IA algorithm is also provided to verify the accessibility of the constraint condition for symmetric system in this paper. Simulation results illustrate that the accessibility of the constraint condition is hold if and only if the degree of freedom(DoF) of each user can be divided by both the transmit and receive antenna numbers.

DEVELOPMENT AND VALIDATION OF A NUCLEAR FUEL CYCLE ANALYSIS TOOL: A FUTURE CODE

  • Kim, S.K.;Ko, W.I.;Lee, Yoon Hee
    • Nuclear Engineering and Technology
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    • v.45 no.5
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    • pp.665-674
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    • 2013
  • This paper presents the development and validation methods of the FUTURE (FUel cycle analysis Tool for nUcleaR Energy) code, which was developed for a dynamic material flow evaluation and economic analysis of the nuclear fuel cycle. This code enables an evaluation of a nuclear material flow and its economy for diverse nuclear fuel cycles based on a predictable scenario. The most notable virtue of this FUTURE code, which was developed using C# and MICROSOFT SQL DBMS, is that a program user can design a nuclear fuel cycle process easily using a standard process on the canvas screen through a drag-and-drop method. From the user's point of view, this code is very easy to use thanks to its high flexibility. In addition, the new code also enables the maintenance of data integrity by constructing a database environment of the results of the nuclear fuel cycle analyses.

Logical Activity Recognition Model for Smart Home Environment

  • Choi, Jung-In;Lim, Sung-Ju;Yong, Hwan-Seung
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.67-72
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    • 2015
  • Recently, studies that interact with human and things through motion recognition are increasing due to the expansion of IoT(Internet of Things). This paper proposed the system that recognizes the user's logical activity in home environment by attaching some sensors to various objects. We employ Arduino sensors and appreciate the logical activity by using the physical activitymodel that we processed in the previous researches. In this System, we can cognize the activities such as watching TV, listening music, talking, eating, cooking, sleeping and using computer. After we produce experimental data through setting virtual scenario, then the average result of recognition rate was 95% but depending on experiment sensor situation and physical activity errors the consequence could be changed. To provide the recognized results to user, we visualized diverse graphs.