• Title/Summary/Keyword: real-time collaboration

Search Result 157, Processing Time 0.025 seconds

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
    • /
    • v.2 no.4
    • /
    • pp.490-508
    • /
    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

  • PDF

The Effects of Design Thinking-based Collaborative Workshop on Creative Problem Solving: Focused on the development case of SAP Smart Bulk Bin Monitoring System (디자인 사고 기반의 협력적 워크숍이 창의적 문제해결에 미치는 영향 : SAP 스마트 벌크빈 모니터링 시스템 개발 사례를 중심으로)

  • Jeon, Young-Ok;Choi, Hye-Jeong
    • Journal of Digital Convergence
    • /
    • v.15 no.10
    • /
    • pp.429-436
    • /
    • 2017
  • A design thinking-based collaborative workshop in which various stakeholders in the milk processing industry circulation ecosystem participated shows a new problem innovation paradigm that encourages the spread of practical prototyping culture. in the expression of empathy and collective intelligence among members on facing issues, the conversion of collaboration and communication methods, the business handling of the organization based on the design work method as 'creativity mechanism'. In this workshop, which was promoted in three stages of 'approach to problems', 're-definition of problems', and 'experience-based future vision design', participants themselves redefine real problems in terms of the accuracy of feed orders between feed suppliers and livestock farmers, ordering of feeds on time, cost reduction of feed supply and present new alternatives and expanded business areas. The results suggested in this workshop suggest the usefulness of design thinking in business innovation in that they presented how to approach the problem and a creative thinking system to find its solution to direct and indirect stakeholders of the industry as well as the improvement of supply and demand rate of livestock feed and quality.

A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
    • /
    • v.12 no.5
    • /
    • pp.171-179
    • /
    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

Development and Application of Remote Observatory System for Elementary School Gifted Students in Science (초등과학영재를 위한 원격천문대 시스템의 개발 및 적용)

  • Lee, Jaeho;Baek, Sang Ho
    • Journal of Gifted/Talented Education
    • /
    • v.25 no.5
    • /
    • pp.697-709
    • /
    • 2015
  • This paper aims at shaping remote observatory system environment for schools, developing astronomical observation program using that system and applying it to science-gifted elementary students in order to figure out effects on their scientific investigation ability and attitude. in order to figure out effects of astronomical observation program using remote observatory program on scientific investigation ability and attitude of science-gifted elementary students, test was conducted on gifted students class of 5th grade in A Elementary School(15) and those of 5th grade in B Elementary School(20). The summary of this paper's results are as follows. First, in order to compose remote observatory system, an astronomical telescope available for remote control to transfer actual observed images in real-time was manufactured. Second, learning program for using remote observatory system wad developed by selecting contents through analysis of the curriculum. Third, in order to figure out effects of astronomical observation program using remote observatory program on scientific investigation ability and attitude of science-gifted elementary students. As a result, both of basic investigation ability and integrated investigation abilit, sub-elements of scientific investigation ability, showed significant differences and scientific investigation ability combining basic and integrated investigation abilities showed significant differences as well. Effects of astronomical observation program applying remote observatory also showed significant differences and its sub-elements, openness, collaboration, patience and creativeness did not show significant differences while curiosity, critics and volunteering showed significant differences.

Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
    • /
    • v.28 no.3
    • /
    • pp.3-22
    • /
    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.

The Establishment of the scaffolding type and the execution on experimental instruction (비계설정 유형 선정 및 이에 근거한 수업 실행과 분석)

  • Byun, Won Il;Hwang, Hye Jeang
    • Communications of Mathematical Education
    • /
    • v.32 no.4
    • /
    • pp.495-517
    • /
    • 2018
  • This paper is based on the effects of Zone of Proximal Development and scaffolding theory of social constructivist, Russian psychologist Vygotsky. He insisted that a social interaction play a fundamental role in the development of cognition. This study is to examine the efficient of the scaffolding types in Math class. The ZPD is the distance between a student's ability to perform a task under adult guidances or with peer collaboration and the student's ability solving the problem independently. To conduct the research was grouped into an experimental first grader five students in H high school in Y county. After class, students were questioned through Semi-structured interviews. The results of this study are below. First, Students were satisfied with the class mixed micro-scaffolding types and Macro-scaffolding types and improved their math thinking ability and the ways of solving problems. Second, The results of the class showed that students' ability to perform a task was transferred to the higher level through the help of a teacher or peers. Students could have more time to listen to peers' opinions and to say their own thoughts freely than they were under the lecture method instruction. Third, Students were interested in math through the experimental class. That's because the appropriate help of the scaffolding type, a cooperate study, relative with real life, using an engineering tools. They made a change of perception.

A Study on Methods of Collecting Records for COVID-19 Archives (COVID-19 아카이브를 위한 기록 수집 방안 연구)

  • Sim, Jiyeon;Kim, Jihyun
    • The Korean Journal of Archival Studies
    • /
    • no.70
    • /
    • pp.189-243
    • /
    • 2021
  • COVID-19 Archives are some of the Disaster Archives. It is necessary to collect disaster records produced in real-time at the disaster scene rather than start collecting records after the disaster recovery. Therefore, this study summarized the definition and purpose of disaster archives to understand the current status of domestic and foreign COVID-19 archives and examined overseas disaster archive collection policies that can be referenced in establishing a COVID-19 archive collection policy. In addition, surveys and interviews were conducted on institutions that establish and operate related archives at home and abroad. As a result, record collection Improvement plans for the COVID-19 archive were proposed: Firstly, in terms of collection policy improvements, the essential elements identified in the survey were selected as additional collection policy elements. Secondly, diversification of participants' groups requires the introduction of clear definitions of collection targets, diversification of promotional methods such as recording record contents through collaboration with related departments, and improving copyright issues that limit record donation. Thirdly, participatory record collection methods with efficient questionnaires in participatory forms and privacy issues are proposed as improvement plans.

Design of Remote Early Dementia Diagnosis Systems (원격 치매 조기 진단 시스템 설계)

  • Choi, Jongmyung;Jeon, Gyeong-Suk;Kim, Sunkyung;Choi, Jungmin;Rhyu, Dong Young;Yoon, Sook
    • Journal of Internet of Things and Convergence
    • /
    • v.6 no.4
    • /
    • pp.27-32
    • /
    • 2020
  • Along with the aging of the population, the number of dementia patients is increasing, and the social and economic burden is also increasing. Currently, the effective way to manage dementia patients is to identify patients with dementia early. However, in rural and island areas where medical staff are scarce, there is a problem that it is difficult to visit a hospital and get an early examination. Therefore, we propose a remote early detection system for dementia to solve the problems. The remote dementia early diagnosis system is a system that allows a patient to receive examination and treatment from a remote dementia expert using remote medical technology based on real-time image communication. The remote early diagnosis system for dementia consists of a local client system used by medical staff at health centers in the island, an image server that transmits, stores and manages images, and an expert client used by remote dementia experts. The local client subsystem satisfies the current medical law's remote collaboration by allowing the patient to use it with the health center's medical staff. In addition, expert clients are used by dementia experts, and can store/manage patient information, analyze patient history information, and predict the degree of dementia progression in the future.

Perception and Attitude on Augmented Reality Smart Glass for Healthcare Convergence Simulation (증강현실(AR) 스마트글라스 보건의료 융합 시뮬레이션에 대한 인식 및 태도)

  • Lee, Youngho;Choi, Jongmyung;Yoon, Hyoseok;Kim, Sun Kyung
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.1
    • /
    • pp.369-377
    • /
    • 2021
  • Augmented reality smart-glass enables healthcare providers to use patient and their care related information without interference of workflow. In addition, augmented reality smart-glass simulation had advantages in improving competency via remote collaboration and real-time information sharing. This study investigated perception and attitude regarding augmented reality smart glass based healthcare simulation on three different groups of healthcare major students, computer major students, developers and faculties. Using convenience sampling method, data were obtained from 95 participants and statistical analysis were performed using SPSS 25.0. Developer and faculty group showed the highest scores, followed by healthcare major students. There was the high expectation on augmented reality smart-glass for skill acquisition and the high performance and big screen were essential features of device. The findings of this study revealed that differences between healthcare and computer major students exist and strategies to reduce those gaps are required to adopt augmented reality smart glass in healthcare settings.

Design and Performance Evaluation of Digital Twin Prototype Based on Biomass Plant (바이오매스 플랜트기반 디지털트윈 프로토타입 설계 및 성능 평가)

  • Chae-Young Lim;Chae-Eun Yeo;Seong-Yool Ahn;Myung-Ok Lee;Ho-Jin Sung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.935-940
    • /
    • 2023
  • Digital-twin technology is emerging as an innovative solution for all industries, including manufacturing and production lines. Therefore, this paper optimizes all the energy used in a biomass plant based on unused resources. We will then implement a digital-twin prototype for biomass plants and evaluate its performance in order to improve the efficiency of plant operations. The proposed digital-twin prototype applies a standard communication platform between the framework and the gateway and is implemented to enable real-time collaboration. and, define the message sequence between the client server and the gateway. Therefore, an interface is implemented to enable communication with the host server. In order to verify the performance of the proposed prototype, we set up a virtual environment to collect data from the server and perform a data collection evaluation. As a result, it was confirmed that the proposed framework can contribute to energy optimization and improvement of operational efficiency when applied to biomass plants.