• Title/Summary/Keyword: Users' Interactions

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Intelligent Multiagent Based Software Programmable Logic Control (지능적인 멀티에이전트 기반 소프트웨어 PLC)

  • Cho Young Im
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.4
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    • pp.297-303
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    • 2005
  • In this paper, I developed an intelligent multi agents based softPLC(IMPLC). In IMPLC, the standard IEC 1131-3 PLC languages(LD, SFC, FBD, ST) programmed by a user are converted to IL, which is one of intermediate codes, in order to make them interactions. And then the IL is converted to the standard C code regarding some extension and transplanting, which can be used in a commercial editor such as visual C++. In IMPLC, the logical errors and syntax errors occurred by users are detected, so that the optimal PC control based softPLC can be possible. IMPLC provide easy programming platform to such beginner as well as professionals. The study of code conversion is firstly tried in the world as well as KOREA. I applied IMPLC to 3 steps conveyer belt system. The simulation results say that the debugging steps by IMPLC using multi agents are decreased than the conventional softPLC's.

Bidding, Pricing, and User Subscription Dynamics in Asymmetric-Valued Korean LTE Spectrum Auction: A Hierarchical Dynamic Game Approach

  • Jung, Sang Yeob;Kim, Seong-Lyun
    • Journal of Communications and Networks
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    • v.18 no.4
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    • pp.658-669
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    • 2016
  • The tremendous increase in mobile data traffic coupled with fierce competition in wireless industry brings about spectrum scarcity and bandwidth fragmentation. This inevitably results in asymmetric-valued long term evolution (LTE) spectrum allocation that stems from different timing for twice improvement in capacity between competing operators, given spectrum allocations today. This motivates us to study the economic effects of asymmetric-valued LTE spectrum allocation. In this paper, we formulate the interactions between operators and users as a hierarchical dynamic game framework, where two spiteful operators simultaneously make spectrum acquisition decisions in the upper-level first-price sealed-bid auction game, and dynamic pricing decisions in the lower-level differential game, taking into account user subscription dynamics. Using backward induction, we derive the equilibrium of the entire game under mild conditions. Through analytical and numerical results, we verify our studies by comparing the latest result of LTE spectrum auction in South Korea, which serves as the benchmark of asymmetric-valued LTE spectrum auction designs.

Converting HTML Documents to XML Documents through Interactions with Users (사용자와의 상호작용을 통한 HTML문서의 XML 문서로의 변환)

  • 김승원;민준기;정진완
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.103-105
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    • 2002
  • 웹에 데이터를 나타내기 위해서 사용하는 HTML은 데이터를 표시(presentation)하기 위한 언어일 뿐 데이터의 의미를 나타내지는 못한다. 이러한 HTML의 단점을 극복하고 데이터의 표시(presentation)와 의미(semantic)를 나타낼 수 있도록 한 마크업 언어가 XML이다. HTML로 나타난 정보를 제대로 이용하기 위해서는 HTML 문서의 의미(semantic)정보를 알아내야만 한다. HTML 문서를 XML 문서로 변경할 수 있다면, 변경된 문서의 의미 정보를 이용할 수 있을 것이다. HTML 문서 포멧(format)을 XML 문서 포멧(format)으로 변경하기 위한 작업으로 [1]이 있다. [1]에서는 자동으로(automatic) 변환하는 방법을 사용했다. 이러한 방법은 프로그램이 HTML 문서의 의미를 파악하는데 한계가 있기 때문에 변환된 XML 문서에서 문서의 의미를 제대로 나타내기 어렵다는 단점을 안고 있다. 본 논문에서는 HTML 문서의 의미론 제대로 나타내는 XML 문서를 만들기 위해서 사용자가 어느 정도 개려하여 최종적인 XML 문서를 만드는 방법을 제안한다. 제안한 방법은 사용자의 약간의 개입으로 원래 HTML 문서의 의미를 보다 더 잘 나타내는 XML 문서를 만들어낸다.

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Design of Secure Information Center Using a Conventional Cryptography

  • Choi, Jun-Hyuk;Kim Tae-Gap;Go, Byung-Do;Ryou, Jae-Cheol
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.6 no.4
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    • pp.53-66
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    • 1996
  • World Wide Web is a total solution for multi-media data transmission on Internet. Because of its characteristics like ease of use, support for multi-media data and smart graphic user interface, WWW has extended to cover all kinds of applications. The Secure Information Center(SIC) is a data transmission system using conventional cryptography between client and server on WWW. It's main function is to support the encryption of sending data. For encryption of data IDEA(International Data Encryption Algorithm) is used and for authentication mechanism MD5 hash function is used. Since Secure Information Center is used by many users, conventional cryptosystem is efficient in managing their secure interactions. However, there are some restrictions on sharing of same key and data transmission between client and server, for example the risk of key exposure and the difficulty of key sharing mechanisms. To solve these problems, the Secure Information Center provides encryption mechanisms and key management policies.

Multiple Fusion-based Deep Cross-domain Recommendation (다중 융합 기반 심층 교차 도메인 추천)

  • Hong, Minsung;Lee, WonJin
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.819-832
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    • 2022
  • Cross-domain recommender system transfers knowledge across different domains to improve the recommendation performance in a target domain that has a relatively sparse model. However, they suffer from the "negative transfer" in which transferred knowledge operates as noise. This paper proposes a novel Multiple Fusion-based Deep Cross-Domain Recommendation named MFDCR. We exploit Doc2Vec, one of the famous word embedding techniques, to fuse data user-wise and transfer knowledge across multi-domains. It alleviates the "negative transfer" problem. Additionally, we introduce a simple multi-layer perception to learn the user-item interactions and predict the possibility of preferring items by users. Extensive experiments with three domain datasets from one of the most famous services Amazon demonstrate that MFDCR outperforms recent single and cross-domain recommendation algorithms. Furthermore, experimental results show that MFDCR can address the problem of "negative transfer" and improve recommendation performance for multiple domains simultaneously. In addition, we show that our approach is efficient in extending toward more domains.

Extended Reality and Media Service Standardization Trends for 5G Mobile Networks (5G 네트워크의 XR 및 미디어 서비스 표준 기술 동향)

  • J.L. Ha;C.K. Kim
    • Electronics and Telecommunications Trends
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    • v.38 no.2
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    • pp.46-55
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    • 2023
  • Extended reality (XR) provides an immersive virtual experience by using various media. The XR virtual environment enables interactions between the real and virtual worlds in virtual, augmented, and mixed reality scenarios. XR is being used in various areas such as industry, medical care, road transportation, gaming, education, and culture. XR and multimedia enhancement are important business scenarios for fifth-generation (5G) mobile networks. As users' demand for emerging media services gradually increases, enhancements in networks should be implemented for delivering multimedia services such as XR. We describe related standardization trends and requirements of the XR service in 5G mobile networks. We also discuss technological enhancements for 5G mobile networks as specified by the 3GPP SA2 working group.

Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
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    • v.24 no.1
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    • pp.1-27
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    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.196-201
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    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.

Implementation of Metaverse Virtual World using Unity Game Engine (유니티 게임엔진을 활용한 메타버스 가상세계 구현)

  • Gang In Lee;Seok Ho Han;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.2
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    • pp.120-127
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    • 2023
  • Recently, metaverse has attracted great attention worldwide with the development of related technologies and the demand for on-tact systems. The ideal metaverse should constitute a virtual world more similar to the realistic society with physical interactions. However, there are many constraints when we construct a virtual world using the existing commercialized metaverse platform. In this paper, we design and implement a university campus-based metaverse which minimizes the constraints, and create a virtual environment maps very similar to the real-world using Unity engine, Photon cloud and Playfab SDK for multi-user accessible to virtual world as a personal avatar. Also, this work includes attractive interaction based on exchange between users. Lastly, we illustrate our implemented metaverse works on Android phone, and it works without difficulty in terms of performance.

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The WeChat Mini Program for Smart Tourism

  • Ao Cheng;Gang Ren;Taeho Hong;Chulmo Koo
    • Asia pacific journal of information systems
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    • v.29 no.3
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    • pp.489-502
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    • 2019
  • The WeChat mini program is an application embedded in WeChat that users can use without downloading and installing. After it was officially released in 2017, many travel enterprises have launched their own mini programs on the WeChat platform. This study applies affordance theory to investigate the WeChat mini program's role in tourism activities through social network analysis using the R programming language. The authors searched the topic of "how do you perceive the travel-related WeChat mini program" and then crawled the 200 comments found; 180 comments were analyzed after data cleansing. The results show that travel-related WeChat mini programs play a very important role in Chinese social network tourism activities. This paper found that WeChat played a more active role in various tourism-related interactions with Chinese social networks. Moreover, the results show how affordance theory is applied to the use of WeChat mini programs.