• Title/Summary/Keyword: Wireless Location

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Fair Queuing for Mobile Sink (FQMS) : Scheduling Scheme for Fair Data Collection in Wireless Sensor Networks with Mobile Sink (모바일 싱크를 위한 균등 큐잉(FQMS) : 모바일 싱크 기반 무선 센서 네트워크에서 균등한 데이터 수집을 위한 스케줄링 기법)

  • Jo, Young-Tae;Park, Chong-Myung;Lee, Joa-Hyoung;Seo, Dong-Mahn;Lim, Dong-Sun;Jung, In-Bum
    • Journal of KIISE:Information Networking
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    • v.37 no.3
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    • pp.204-216
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    • 2010
  • Since Sensor nodes around a fixed sink have huge concentrated network traffic, the battery consumption of them is increased extremely. Therefore the lifetime of sensor networks is limited because of huge battery consumption. To address this problem, a mobile sink has been studied for load distribution among sensor nodes. Since a mobile sink changes its location in sensor networks continuously, the mobile sink has time limits to communicate with each sensor node and unstable signal strength from each sensor node. Therefore, a fair and stable data collection method between a mobile sink and sensor nodes is necessary in this environment. When some sensor nodes are not able to send data to the mobile sink, a real-time application in sensor networks cannot be provided. In this paper, the new scheduling method, FQMS (Fair Queuing for Mobile Sink), is proposed for fair and stable data collection for mobile sinks in sensor networks. The FQMS guarantees balanced data collecting between sensor nodes for a mobile sink. In out experiments, the FQMS receives more packets from sensor nodes than legacy scheduling methods and provides fair data collection, because moving speed of a mobile sink, distance between a mobile sink and sensor nodes and the number of sensor nodes are considered.

A Study on Adaptive Pilot Beacon for Hard Handoff at CDMA Communication Network (CDMA 통신망의 하드핸드오프 지원을 위한 적응형 파일럿 비콘에 관한 연구)

  • Jeong Ki Hyeok;Hong Dong Ho;Hong Wan Pyo;Ra Keuk Hwawn
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.10A
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    • pp.922-929
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    • 2005
  • This paper proposes an adaptive pilot beacon equipment for mobile communication systems based on direct spread spectrum technology which generates the pilot channel for handoff between base stations by using the information acquired from the downstream wireless signal regarding the overhead channel information. Such an adaptive pilot beacon equipment will enable low power operation since among the wireless signals, only the pilot channel will be generated and transmitted. The pilot channel in the downstream link of the CDMA receiver is used to acquire time and frequency synchronization and this is used to calibrate the offset for the beacon, which implies that time synchronization using GPS is not required and any location where forward receive signal can be received can be used as the installation site. The downstream link pilot signal searching within the CDMA receiver is performed by FPGA and DSP. The FPGA is used to perform the initial synchronization for the pilot searcher and DSP is used to perform the offset correction between beacon clock and base station clock. The CDMA transmitter the adaptive pilot beacon equipment will use the timing offset information in the pilot channel acquired from the CDMA receiver and generate the downstream link pilot signal synchronized to the base station. The intermediate frequency signal is passed through the FIR filter and subsequently upconverted and amplified before being radiated through the antenna.

Analysis of Wireless Network in Freight Container Terminal and Methods for Service Quality Enhancement (컨테이너 터미널의 무선 네트워크 분석과 서비스 품질 향상 방안)

  • Han, Seung-Ho;Park, Hyun-Sung;Kim, Jong-Deok;Kim, Yong-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.3B
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    • pp.235-246
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    • 2009
  • The number of industry wireless networks based on IEEE 802.11 WLAN technology deployed in large outdoor work sites, such as freight container terminal, is increasing these days. Wider service coverage, frequent movements of stations and high requirement on service reliability are main characteristics of these networks compared to the conventional IEEE 802.11 networks used in home, office and school. While the importance of these networks Bets higher, we can hardly find previous studies including concrete analysis on these networks based on actual experiments. We carried out several field experiments at a freight container terminal to analyze its IEEE 802.11 network and found out some problematic situations, such as over 50% retransmission rates and frequent disruption of communication link while a station is moving. We explain why these problematic situations happen and suggest some solutions, such as application of mesh technology, smart handoff based on location and movement pattern and adjustment of signal strength and channel allocation. Methods and tools used in the experiments are also detailed in the paper which may be helpful for similar future studies.

P2P-based Mobility Management Protocol for Global Seamless Handover in Heterogeneous Wireless Network (이기종망에서 글로벌 끊김 없는 핸드오버를 위한 P2P 기반 이동성 관리 프로토콜)

  • Chun, Seung-Man;Lee, Seung-Mu;Park, Jong-Tae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.12
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    • pp.73-80
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    • 2012
  • In this article, we propose a P2P-based mobility management protocol for global seamless handover in heterogeneous wireless networks. Unlike previous mobility management protocols such as IETF MIPv4/6 and its variants, the proposed protocol can support global seamless handover without changing the existing network infrastructure. The idea of the proposed protocol is that the location management function for mobility management is separately supported from packet forwarding function, and bidirectional IP tunnels for packet transmission are dynamically constructed between two end-to-end mobile hosts. In addition, early handover techniques have been developed to avoid large handover delays and packet losses using the IEEE 802.21 Media Independent Handover functions. The architecture and signaling procedure of the proposed protocol have been designed in detail, and the mathematical analysis and simulation have been done for performance evaluation. The performance results show that the proposed protocol outperforms the existing MIPv6 and HMIPv6 in terms of handover latency and packet loss.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

Development of Real-time Underground Utilities Management System using Real-time Kinematics Systems and 3D Game Engines (RTK 시스템과 3차원 게임엔진을 이용한 실시간 지하 매설물 관리 시스템 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.51-58
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    • 2011
  • This paper describes a development of system that enables the user to manage and display from 3D viewer after at real-time saves attribute informations in DBMS using RTK systems and 3D game engines. The 3-dimensional game engines for this system will be input a attribute values of underground utilities which is measured from RTK systems with wireless network. This system which sees does to make be a possibility of managing creation, elimination, modification for the underground utilities from 3-dimensional viewer. The coordinates about the underground utilities measures with GPS. The base reference point for RTK systems uses one in reference points which are measured in existing. GPS coordinates revised a reference point in standard. The 3-dimensional game engines are having the function which manages the underground utilities with 3-dimensions. The function is the same as wireless network of RTK systems, 3-dimensional display for terrain and underground utilities, input and registration for attribute of underground utilities, etc. The system which sees will be able to prevent the various accident which is caused by in the spatial location coordinate which underground utilities is inaccurate. And the system which sees is accurate is a possibility of managing and the application possibility is high very. Finally, this system could be applied very usefully from the point of view which starts a new town development.

Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

Design of Adaptive Security Framework based on Carousel for Cognitive Radio Network (인지무선네트워크를 위한 회전자 기반 적응형 보안프레임워크 설계)

  • Kim, Hyunsung
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.5
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    • pp.165-172
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    • 2013
  • Convergence is increasingly prevalent in the IT world which generally refers to the combination of two or more different technologies in a single device. Especially, the spectrum scarcity is becoming a big issue because there are exponential growth of broadcasting and communication systems in the spectrum demand. Cognitive radio (CR) is a convergence technology that is envisaged to solve the problems in wireless networks resulting from the limited available spectrum and the inefficiency in the spectrum usage by exploiting the existing wireless spectrum opportunistically. However, the very process of convergence is likely to expose significant security issues due to the merging of what have been separate services and technologies and also as a result of the introduction of new technologies. The main purpose of this research is focused on devising an adaptive security framework based on carousel for CR networks as a distinct telecommunication convergence application, which are still at the stage of being developed and standardized with the lack of security concerns. The framework uses a secure credential, named as carousel, initialized with the location related information from objects position, which is used to design security mechanisms for supporting privacy and various securities based on it. The proposed adaptive security framework could be used as a security building block for the CR network standards and various convergence applications.

Energy-Efficient Data Aggregation and Dissemination based on Events in Wireless Sensor Networks (무선 센서 네트워크에서 이벤트 기반의 에너지 효율적 데이터 취합 및 전송)

  • Nam, Choon-Sung;Jang, Kyung-Soo;Shin, Dong-Ryeol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.35-40
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    • 2011
  • In this paper, we compare and analyze data aggregation methods based on event area in wireless sensor networks. Data aggregation methods consist of two methods: the direct transmission method and the aggregation node method. The direct aggregation method has some problems that are data redundancy and increasing network traffic as all nodes transmit own data to neighbor nodes regardless of same data. On the other hand the aggregation node method which aggregate neighbor's data can prevent the data redundancy and reduce the data. This method is based on location of nodes. This means that the aggregation node can be selected the nearest node from a sink or the centered node of event area. So, we describe the benefits of data aggregation methods that make up for the weak points of direct data dissemination of sensor nodes. We measure energy consumption of the existing ways on data aggregation selection by increasing event area. To achieve this, we calculated the distance between an event node and the aggregation node and the distance between the aggregation node and a sink node. And we defined the equations for distance. Using these equations with energy model for sensor networks, we could find the energy consumption of each method.

A Study on The Management of A Building by Applying RFID/USN (RFID/USN의 적용을 통한 건축물 관리 방안)

  • Ju, Hyun-Tae;Kim, Kyung-Hwan;Lee, Yoon-Sun;Kim, Jae-Jun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.331-336
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    • 2007
  • The importance of a building management is embossed at construction industry and the concernment about a lengthening longevity and a efficient management of construction project is concentrated. At present, a study about maintenance management of existing building is progressed and normal papers concentrate in partial construction project for showing management method. This paper proposes Management method that make use of RFID/USN at the whole course of construction project that is composed plan, design, supply, construction, operation, maintenance management and so on. First of all, this paper analyzes process and applicable scope of RFID/USN at construction project. At each step, use scope, location, method and so on are decided at plan, design step and equipment, human power, materials and so on are established at supply step. real time progress, human power, safety, material, equipment management and so on put in operation at construction step and building is managemented real time by established sensor tag and wireless sensor network. This paper want to helps efficient project progress and management and presents convenience of maintenance management.

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