• Title/Summary/Keyword: location aware computing

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Webized Tangible Space (웹-기반 Tangible Space)

  • Ko, Heedong;Seo, Daeil;Yoo, Byounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.77-85
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    • 2017
  • Tangible Space is a new emerging interaction space with mobile AR/VR computing and ubiquitous computing environment with IoT. Tangible Space spans from a physical environment augmented with virtual entities to immersive virtual environments mirroring the physical environment. Interacting with Tangible Space is logged just like interacting with the Web. By webizing Tangible Space, we can gain persistence as a by-product so that human life experience in the physical environment can be logged and shared just like the information being created and shared in the current Web. The result is a powerful future direction of the web from a World Wide Web of Information to World Wide Web of Life experiences.

Content Recommendation System Using User Context-aware based Knowledge Filtering in Smart Environments (스마트 환경에서의 사용자 상황인지 기반 지식 필터링을 이용한 콘텐츠 추천 시스템)

  • Lee, Dongwoo;Kim, Ungsoo;Yeom, Keunhyuk
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.2
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    • pp.35-48
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    • 2017
  • There are many and various devices like sensors, displays, smart phone, etc. in smart environment. And contents can be provided by using these devices. Vast amounts of contents are provided to users, but in most environments, there are no regard for user or some simple elements like location and time are regarded. So there's a limit to provide meaningful contents to users. In this paper, I suggest the contents recommendation system that can recommend contents to users by reasoning context of users, devices and contents. The contents recommendation system suggested in this paper recommend the contents by calculating the user preferences using the situation reasoned with the contextual data acquired from various devices and the user profile received from the user directly. To organize this process, the method on how to model ontology with domain knowledge and how to design and develop the contents recommendation system are discussed in this paper. And an application of the contents recommendation system in Centum City, Busan is introduced. Then, the evaluation methods how the contents recommendation system is evaluated are explained. The evaluation result shows that the mean absolute error is 0.8730, which shows the excellent performance of the proposed contents recommendation system.

Arbitration Method of Beacon Transmissions in a Positioning System for Ubiquitous Computing (유비쿼터스 컴퓨팅을 위한 측위시스템에서 비콘의 전송 중재 기법)

  • 송문규
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.10
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    • pp.35-43
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    • 2004
  • An arbitration method is proposed to resolve a collision and arbitrate beacon transmissions in an indoor Positioning system consisting of multiple beacons and listeners. Although two or more beacons may compete to transmit signals simultaneously, a single winner in the competition is determined autonomously through the arbitration process while they are transmitting. So, it can continue to send its data, but the others give up their transmissions during the arbitration process. As a consequence, update rate for location information and channel utilization can be improved by avoiding that all beacons fail due to a collision. Once a beacon succeeds in transmitting its signal, a low-level priority is assigned to it. And a high-level priority is allocated to a beacon which gave up its transmission during arbitration process. This will guarantee every beacon has fair transmission opportunity with the arbitration method. As no centralized control is required among beacons, a Positioning system can still be easily deployed and expanded with this arbitration method.

A Mutual P3P Methodology for Privacy Preserving Context-Aware Systems Development (프라이버시 보호 상황인식 시스템 개발을 위한 쌍방향 P3P 방법론)

  • Kwon, Oh-Byung
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.145-162
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    • 2008
  • One of the big concerns in e-society is privacy issue. In special, in developing robust ubiquitous smart space and corresponding services, user profile and preference are collected by the service providers. Privacy issue would be more critical in context-aware services simply because most of the context data themselves are private information: user's current location, current schedule, friends nearby and even her/his health data. To realize the potential of ubiquitous smart space, the systems embedded in the space should corporate personal privacy preferences. When the users invoke a set of services, they are asked to allow the service providers or smart space to make use of personal information which is related to privacy concerns. For this reason, the users unhappily provide the personal information or even deny to get served. On the other side, service provider needs personal information as rich as possible with minimal personal information to discern royal and trustworthy customers and those who are not. It would be desirable to enlarge the allowable personal information complying with the service provider's request, whereas minimizing service provider's requiring personal information which is not allowed to be submitted and user's submitting information which is of no value to the service provider. In special, if any personal information required by the service provider is not allowed, service will not be provided to the user. P3P (Platform for Privacy Preferences) has been regarded as one of the promising alternatives to preserve the personal information in the course of electronic transactions. However, P3P mainly focuses on preserving the buyers' personal information. From time to time, the service provider's business data should be protected from the unintended usage from the buyers. Moreover, even though the user's privacy preference could depend on the context happened to the user, legacy P3P does not handle the contextual change of privacy preferences. Hence, the purpose of this paper is to propose a mutual P3P-based negotiation mechanism. To do so, service provider's privacy concern is considered as well as the users'. User's privacy policy on the service provider's information also should be informed to the service providers before the service begins. Second, privacy policy is contextually designed according to the user's current context because the nomadic user's privacy concern structure may be altered contextually. Hence, the methodology includes mutual privacy policy and personalization. Overall framework of the mechanism and new code of ethics is described in section 2. Pervasive platform for mutual P3P considers user type and context field, which involves current activity, location, social context, objects nearby and physical environments. Our mutual P3P includes the privacy preference not only for the buyers but also the sellers, that is, service providers. Negotiation methodology for mutual P3P is proposed in section 3. Based on the fact that privacy concern occurs when there are needs for information access and at the same time those for information hiding. Our mechanism was implemented based on an actual shopping mall to increase the feasibility of the idea proposed in this paper. A shopping service is assumed as a context-aware service, and data groups for the service are enumerated. The privacy policy for each data group is represented as APPEL format. To examine the performance of the example service, in section 4, simulation approach is adopted in this paper. For the simulation, five data elements are considered: $\cdot$ UserID $\cdot$ User preference $\cdot$ Phone number $\cdot$ Home address $\cdot$ Product information $\cdot$ Service profile. For the negotiation, reputation is selected as a strategic value. Then the following cases are compared: $\cdot$ Legacy P3P is considered $\cdot$ Mutual P3P is considered without strategic value $\cdot$ Mutual P3P is considered with strategic value. The simulation results show that mutual P3P outperforms legacy P3P. Moreover, we could conclude that when mutual P3P is considered with strategic value, performance was better than that of mutual P3P is considered without strategic value in terms of service safety.

A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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Smart Phone Picture Recognition Algorithm Using Electronic Maps of Architecture Configuration (건물 배치 전자도면을 이용한 모바일 폰의 피사체 인지 방법)

  • Yim, Jae-Geol;Joo, Jae-Hun;Lee, Gye-Young
    • The Journal of Society for e-Business Studies
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    • v.17 no.3
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    • pp.1-14
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    • 2012
  • As the techniques of electronic and information are advancing, the computing power of a smart phone is becoming more powerful and the storage capacity of a smart phone is becoming larger. As the result, various new useful services are becoming available on smart phones. The context-aware service and mobile augmented reality have recently been the most popular research topics. For those newly developed services, identifying the object in the picture taken by the camera on the phone performs an extremely important role. So, many researches of identifying pictures have been published and most of them are based on the time consuming image recognition techniques. On the contrary, this paper introduces a very fast and effective method of identifying the objects on the photo making use of the sensor data obtained from the smart phone and electronic maps. Our method estimates the line of sight of the camera with the location and orientation information provided by the smart phone. Then it finds any element of the map which intersects the line of sight. By investigating those intersecting elements, our method identifies the objects on the photo.

An Efficient Processing of Continuous Range Queries on High-Dimensional Spatial Data (고차원 공간 데이터를 위한 연속 범위 질의의 효율적인 처리)

  • Jang, Su-Min;Yoo, Jae-Soo
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.6
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    • pp.397-401
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    • 2007
  • Recent applications on continuous queries on moving objects are extended quickly to various parts. These applications need not only 2-dimensional space data but also high-dimensional space data. If we use previous index for overlapped continuous range queries on high-dimensional space data, as the number of continuous range queries on a large number of moving objects becomes larger, their performance degrades significantly. We focus on stationary queries, non-exponential increase of storage cost and efficient processing time for large data sets. In this paper, to solve these problems, we present a novel query indexing method, denoted as PAB(Projected Attribute Bit)-based query index. We transfer information of high-dimensional continuous range query on each axis into one-dimensional bit lists by projecting technique. Also proposed query index supports incremental update for efficient query processing. Through various experiments, we show that our method outperforms the CES(containment-encoded squares)-based indexing method which is one of the most recent research.

Discovery of Behavior Sequence Pattern using Mining in Smart Home (스마트 홈에서 마이닝을 이용한 행동 순차 패턴 발견)

  • Chung, Kyung-Yong;Kim, Jong-Hun;Kang, Un-Gu;Rim, Kee-Wook;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.19-26
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    • 2008
  • With the development of ubiquitous computing and the construction of infrastructure for one-to-one personalized services, the importance of context-aware services based on user's situation and environment is being spotlighted. The smart home technology connects real space and virtual space, and converts situations in reality into information in a virtual space, and provides user-oriented intelligent services using this information. In this paper, we proposed the discovery of the behavior sequence pattern using the mining in the smart home. We discovered the behavior sequence pattern by using mining to add time variation to the association rule between locations that occur in location transactions. We can predict the path or behavior of user according to the recognized time sequence and provide services accordingly. To evaluate the performance of behavior consequence pattern using mining, we conducted sample t-tests so as to verify usefulness. This evaluation found that the difference of satisfaction by service was statistically meaningful, and showed high satisfaction.

Power and Location Information based Routing Protocol Design in Wireless Sensor Networks (무선 센서 네트워크에서 전력과 위치정보 기반 라우팅 프로토콜 디자인)

  • Son Byung-Rak;Kim Jung-Gyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.2
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    • pp.48-62
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    • 2006
  • In recent years, wireless sensor networks(WSNs) have emerged as a new fast-growing application domain for wireless distributed computing and embedded systems. Recent Progress in computer and communication technology has made it possible to organize wireless sensor networks composed tiny sensor nodes. Furthermore, ad-hoc network protocols do not consider the characteristics of wireless sensor nodes, making existing ad-hoc network protocols unsuitable for the wireless sensor networks. First, we propose power-aware routing protocols based on energy-centered routing metrics. Second, we describe power management techniques for wireless sensor nodes using the spatial locality of sensed data. Many nodes can go into a power-down mode without sacrificing the accuracy of sensed data. Finally, combining the proposed techniques, we describe an overall energy-efficient protocol for data collection. Experimental results show that the proposed routing protocol can extend the routing path lifetime more than twice. The average energy consumption per sensing period is reduced by up to 30%.

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Empirical Study on Factors Influencing the Value of Mobile Advertising: From the Perspective of Information Value (정보 가치 관점에서 바라본 모바일 광고 가치의 설명 요인에 관한 실증적 연구)

  • Park, Chul-Woo;Ahn, Joong-Ho;Jahng, Jung-Joo;Kim, Eun-Jin
    • Information Systems Review
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    • v.8 no.2
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    • pp.29-49
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    • 2006
  • The introduction of the Digital Economy has formed a new market producing and trading information. Depending on the current contexts, each user evaluates identical information differently. It is difficult, even though important, to create and deliver the information customized to individual users by using some factors as time, location, and their personal characteristics. Information value, therefore, could be influenced by the capability of information systems to delivery useful information based on individual contexts to the right user immediately at the right time. From this point of view, we argue mobile systems which are able to be aware of individual contexts and deliver contextual information in real time can improve information value easily than other systems can. This research presents the results of an empirical test about antecedents to mobile advertising value. Though context relevance doesn't influence directly mobile advertising value, it plays an important role enhancing information usefulness which has great influence on mobile advertising value. Moreover, to supply information connected with users' context overcomes the effect of irritation. Lastly, entertainment can improve mobile advertising value as satisfying user's hedonic desire beyond the information source supporting decision making.