• Title/Summary/Keyword: real-time collaboration

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Development of Collaboration and Communication Platform based on Contents for an Efficient Task Management in Construction Project (건설 프로젝트 업무관리 효율화를 위한 콘텐츠기반 협업 플랫폼 개발)

  • Kim, Seong-Ah;Jung, Choong-Won;Kim, Nam-Ho;Choi, Cheol-Ho;Chin, Sang-Yoon
    • Korean Journal of Construction Engineering and Management
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    • v.17 no.3
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    • pp.98-107
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    • 2016
  • An information system in a construction project has been typically used for drawing, document management, and administration process. And it has limitations to support real-time communication and collaboration among project stakeholders. The objective of this research is to improve communication, information share, and task management by developing a collaboration platform among project stakeholders supporting various communication methods and contents. The platform developed in this research, named as CCP, aims to support communication and collaboration related activities beyond the scope of legacy systems at construction sites. CCP was validated through pilot test and user survey, and it was found to be very helpful for sharing and distributing information, tracking and recording, and improving a user's work capability.

The Design and Implementation of AR Collaboration Service Platform for Technical Support in Industrial Sites (산업 현장의 기술 지원 AR 협업 서비스 플랫폼 설계 및 구현)

  • Han, Seongil;Lee, Daesik;You, Youngmo;Lee, Sangyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.4
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    • pp.1-11
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    • 2021
  • In this paper, we explain the purpose of building a mobile app called "ARnetView" that can use the AR(augmented Reality)based calling function and AR based content creation function, and as well as an AR based data center that can share AR based video streaming and AR based contents on smartphones and tablet devices. For the AR(Augmented Reality) based data center implement, we have developed a mobile application and implemented a service system including an AR(augmented Reality) based calling function and AR based content production and AR based video streaming functions for real-time communication to connect a field technician and an expert so that the expert can see and discuss the situation in the field and technician and experts, they can draw digital annotation on mobile screen that accurately stick to 3D physical objects, allowing the expert to guide the technician step by step. In result, it provides a remote technical collaboration environment between field technician and expert. In addition, AR(Augmented Reality) collaboration service Platform was designed and implemented to increase work speed, efficiency, and utilization of advanced technicians, improve continuous productivity of equipment and facilities, maximize equipment and facility utilization, and strengthen industrial competitiveness. Therefore, through this, the AR collaboration service Platform can be applied to the industrial field, the medical field, and the entertainment/education field.

Mobile Proxy Architecture and Its Practice: Mobile Multimedia Collaboration System (모바일 기기를 위한 프록시 구조와 모바일 멀티미디어 협업 시스템 적용예)

  • Oh, Sang-Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.7
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    • pp.123-132
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    • 2009
  • The perforrnance and portability of mobile applications can be greatly increased by adopting proxy modiles which exists between the conventional system and the device. When mobile devices collaborate with the conventional computers, there are problems to address: a battery life problem, limited input and output methods, and intermittent wireless connection. Those issues are magnified in the multimedia collaboration environment since it works in a real-time condition and the size of the message in the system is big in many cases. Additionally, because multimedia collaboration system softwares are too heavy and complex for mobile devices, it is veη hard to integrate them with conventional systems. In this paper, we describe our design and its implementation of a novel approach to map events (i.e. messages) using a proxy for mobile applications. We adopt a proxy to provide a content adaptation (i.e. transcoding) where the message contents are customized. Also, we design a mobile version publish/subscribe system to provide communication service for mobile device in loosely coupled and flexible manner. We present our empirical results which show that our design can be efficiently implemented and integrated with a conventional multimedia collaboration system.

An Empirical Study on End-user's Perception and Acceptance of Mobile Office (모바일 오피스에 대한 이용자 인식과 수용에 관한 실증 연구)

  • Lee, Ji Eun
    • Journal of Information Technology Applications and Management
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    • v.19 no.4
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    • pp.97-113
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    • 2012
  • In order to implement the real-time enterprise (RTE) and smart work effectively, many companies have introduced a mobile office. A mobile office improves employee productivity and increases ability to respond to business opportunities by helping employee manage their business anytime and anywhere. However, it also raises the user's stress level. We conducted in-depth interviews with users to assess user's perception of a mobile office according to Saaty's BOCR model. Based on the results of the interviews, we set variables affecting user's perception of the mobile office using factor analysis. This study revealed that support for real-time business, support for communication and collaboration, and information processing quality were positively related to continuous intention to use mobile office. Further study demonstrated that three variables have mediating effect between the psychological stress and continuous intention to use. This result implies that the system quality and function are the key elements of mobile office and may contribute to the continuous use.

Domestic Production Process of Early Korean Broadcast CG Equipment

  • Nah, So-Mi
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.285-294
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    • 2021
  • The development process of domestic CG (Computer Graphics) needs to be studied by classifying the technical part and the design part. This paper analyzes how early domestic broadcast equipment evolved and focused on what went through the development process. Domestic broadcasting companies have introduced and used overseas equipment and have begun to develop their own technology. The development process of the early domestic production technology of broadcasting stations was classified into Character Generator, On-line Real-Time Graphic and Sport Coder. It was found that the orientation of broadcasting technology was conclusively focused on visualization, with socio-cultural factors acting along with the evolution of hardware and software. This research is meaningful in reorganizing the history of the development process of domestic CG technology in the early days through previous research (primary verification), newspaper articles and news coverage (secondary verification). This paper looks at what is missing by regaining the past of CG, and argues that with the advent of new technologies today, we must develop through appropriate division of roles and collaboration between engineers and designers.

Hybrid Monitoring Scheme for End-to-End Performance Enhancement of Real-time Media Transport (실시간 미디어 전송의 종단간 성능 향상을 위한 혼성 모니터링 기법)

  • Park Ju-Won;Kim JongWon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.10B
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    • pp.630-638
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    • 2005
  • As real-time media applications based on IP multicast networks spread widely, the end-to-end QoS (quality of service) provisioning for these applications have become very important. To guarantee the end-to-end QoS of multi-party media applications, it is essential to monitor the time-varying status of both network metrics (i.e., delay, jitter and loss) and system metrics (i.e., CPU and memory utilization). In this paper, targeting the multicast-enabled AG (Access Grid) group collaboration tool based on multi-Party real-time media services, a hybrid monitoring scheme that can monitor the status of both multicast network and node system is investigated. It combines active monitoring and passive monitoring approaches to measure multicast network. The active monitoring measures network-layer metrics (i.e., network condition) with probe packets while the passive monitoring checks application-layer metrics (i.e., user traffic condition by analyzing RTCP packets). In addition, it measures node system metrics from system API. By comparing these hybrid results, we attempt to pinpoint the causes of performance degradation and explore corresponding reactions to improve the end-to-end performance. The experimental results show that the proposed hybrid monitoring can provide useful information to coordinate the performance improvement of multi-party real-time media applications.

AR-Based Character Tracking Navigation System Development (AR기반 캐릭터 트래킹 네비게이션 시스템 개발)

  • Lee, SeokHwan;Lee, JungKeum;Sim, Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.2
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    • pp.325-332
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    • 2022
  • In this study, real-time character navigation using AR lens developed by Nreal is developed. Real-time character navigation is not possible with general marker-based AR because NPC characters must guide while moving in an unspecified space. To replace this, a markerless AR system was developed using Digital Twin technology. Existing markerless AR is operated based on hardware such as GPS, gyroscope, and magnetic sensor, so location accuracy is low and processing time in the system is long, which results low reliability in real-time AR environment. In order to solve this problem, using the SLAM technique to construct a space into a 3D object and to construct a markerless AR based on point location, AR can be implemented without any hardware intervention in a real-time AR environment. This real-time AR environment configuration made it possible to implement a navigation system using characters in tourist attractions such as Suncheon Bay Garden and Suncheon Drama Filming Site.

Internet-based Real-Time Remote Monitoring System for High-Speed Machining Process (인터넷 기반 실시간 원격 고속가공 모니터링)

  • 이우영;최성주;김흥배
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.05a
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    • pp.952-955
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    • 2000
  • Nowadays, Internet is so popular that we can easily access the remote site to search information and to communicate remote site and users. People who want to make a collaborate working environment can use JAVA, CORBA, and other internet programming tools like a Perl/XML. The mechanist are try to make the environment fur collaboration within design/manufacturing, simulation, remote sensing through TCP/IP And many industries and research institutions are working towards the agile manufacturing. This paper describes an internet-based real-Time remote monitoring system. The system consists of a hardware setup and a software interface. The hardware setup consists of a machine and its data acquisition hardware, while the software interface incorporates the data acquisition software, the server program, and the client program. The server program acts as the main interface between the data acquisition system and the internet technology. The client program is to be distributed to the remote users who want to monitor the machining status. The system has been demonstrated and verified for an industrial High-Speed Machine (HSM) especially measuring cutting force and acoustic emission. To share the signal, we make the WWW server and display its value. The system has been found to be highly efficient, reliable and accurate.

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A Study on way to Promote Learners' Participation in Real-Time Distance Education (실시간 원격교육에서 학습자의 학습 참여 촉진을 위한 방안 모색)

  • Suh, Soonshik
    • Journal of Creative Information Culture
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    • v.6 no.3
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    • pp.149-158
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    • 2020
  • Corona19 has experienced radical changes in teaching methods in primary and secondary schools and higher education institutions, and the Ministry of Education has continued various attempts and support to ensure the quality of teaching and to promote learning participation in distance education. In this study, the support policy of the Ministry of Education for the post-Corona era was reviewed, and the professors' experiences in remote education were investigated and analyzed through intensive interviews. As a way to utilize programs to support participation in learning in real-time distance education, first, consideration of the proper period of concentration of learning by learners, second, coping with unexpected problems during learning activities, and using small meeting rooms and chatting as a collaboration tool were presented.

Sharing 3D Media with Enhanced Access Grid(e-AG) (Enhanced Access Grid(e-AG)를 통한 3차원 미디어 공유)

  • 이영호;오세찬;이석희;우운택
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.107-110
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    • 2003
  • In this paper, we propose sharing 3D media between multisite using enhanced Access Grid (e-AG) which is a composition of 3D display and Access Grld (AG) Conventional AG and other collaborative systems have a limitation to share immersive 3D media Thus, proposed system supports sharing 3D media contents in a AG meeting section. Real object can be shared by acquiring stereo image with pre-calibrated stereo camera and by delivering, and virtual object can be shared by transmitting state information after downloading 3D model. And also, real video scene acquired by stereo camera and virtual object from 3D model can be displayed on the 3D display system of each node adaptively. The characteristics of proposed sharing method are sharing 3D media, displaying 3D media on a system adaptively, supporting real-time interaction. The proposed sharing method will be used remote lecture, remote collaboration with 3D media.

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