• 제목/요약/키워드: smart meeting system

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Multi-agent-based approach for service discovery in smart meeting spaces (지능형 협업환경에서 서비스 발견을 위한 다중 에이전트 시스템 적용 방법)

  • Bae, Chang-Hyeok;Han, Sang-Woo;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.669-673
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    • 2008
  • The service discovery method is an important technology finding and offering users' desirable services in smart meeting spaces. Extensive researches of the service discovery methods are achieved: SSDP(simple service discovery protocol) of UPnP(universal plug & play) and so on. However, there are several limitations to satisfy the requirements of service discovery in smart meeting spaces. In this paper, the requirements of service discovery in smart meeting spaces are investigated and the service discovery method based on multi-agent system is proposed in the practical aspect. Additionally, we explore the possibilities of the proposed approach by implementing a couple of services belonging to the smart meeting spaces.

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Hand Gesture based Manipulation of Meeting Data in Teleconference (핸드제스처를 이용한 원격미팅 자료 인터페이스)

  • Song, Je-Hoon;Choi, Ki-Ho;Kim, Jong-Won;Lee, Yong-Gu
    • Korean Journal of Computational Design and Engineering
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    • 제12권2호
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    • pp.126-136
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    • 2007
  • Teleconferences have been used in business sectors to reduce traveling costs. Traditionally, specialized telephones that enabled multiparty conversations were used. With the introduction of high speed networks, we now have high definition videos that add more realism in the presence of counterparts who could be thousands of miles away. This paper presents a new technology that adds even more realism by telecommunicating with hand gestures. This technology is part of a teleconference system named SMS (Smart Meeting Space). In SMS, a person can use hand gestures to manipulate meeting data that could be in the form of text, audio, video or 3D shapes. Fer detecting hand gestures, a machine learning algorithm called SVM (Support Vector Machine) has been used. For the prototype system, a 3D interaction environment has been implemented with $OpenGL^{TM}$, where a 3D human skull model can be grasped and moved in 6-DOF during a remote conversation between distant persons.

Smart Control System Using Fuzzy and Neural Network Prediction System

  • Kim, Tae Yeun;Bae, Sang Hyun
    • Journal of Integrative Natural Science
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    • 제12권4호
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    • pp.105-115
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    • 2019
  • In this paper, a prediction system is proposed to control the brightness of smart street lamps by predicting the moving path through the reduction of consumption power and information of pedestrian's past moving direction while meeting the function of existing smart street lamps. The brightness of smart street lamps is adjusted by utilizing the walk tracking vector and soft hand-off characteristics obtained through the motion sensing sensor of smart street lamps. In addition, the motion vector is used to analyze and predict the pedestrian path, and the GPU is used for high-speed computation. Pedestrians were detected using adaptive Gaussian mixing, weighted difference imaging, and motion vectors, and motions of pedestrians were analyzed using the extracted motion vectors. The preprocessing process using linear interpolation is performed to improve the performance of the proposed prediction system. Fuzzy prediction system and neural network prediction system are designed in parallel to improve efficiency and rough set is used for error correction.

Building Plan Research of Meeting System based on Multi-Touch Interface (멀티터치 인터페이스 회의시스템 구축 방안 연구)

  • Jang, Suk-Joo;Bak, Seon-Hui;Choi, Tae-Jun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제14권5호
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    • pp.255-261
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    • 2014
  • The development of the IT industry brought major changes in modern society. That change applies in all areas, that life is more and more convenient. work is more efficient, handling quickly and that make convenient life. Interface is a big factor in the center of these changes. that is more and more development and there is currently using NUI technology. NUI technology is not necessary that discrete input device. and that use natural behavior like touch, gesture. among them, the smart phone device is a representative of appllying the NUI technology. smart phone as well as NUI technology applies kiosk, big table and that use Various fields, such as culture, defense, and advertising industries. In this research, development multi-touch table based multi-touch meeting system. and proposal efficient system possible improvements about Existing meeting system.

Extracting meeting location from seminar and conference announcement in English

  • Kim, Anatoliy;Choi, Dong-Hyun;Choi, Key-Sun
    • Proceedings of the Korean Information Science Society Conference
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    • 한국정보과학회 2011년도 한국컴퓨터종합학술대회논문집 Vol.38 No.1(C)
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    • pp.258-261
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    • 2011
  • Living in the age of information people face problems related to information overload. Information is easy to produce, store and distribute through various communication channels, one of which is emails. With the appearance of the mobile devices, such as smart phones and tabs, people can have access to email inbox at any moment of time from everywhere. In this paper we present information extraction system with a specific goal of extracting meeting location from the announcement of seminar or conference. We apply a machine learning method (conditional random fields, CRF), train the system using annotated corpus of seminar and conference announcements and validate results by applying various extracted correction rules and patterns. Furthermore, we normalize extracted location, and reference using geo-coding databases, OpenStreetMap and Wikipedia resources to determine real geographical coordinates.

Exhibition Guide System Acceptance for Smart MICE

  • Heejeong Han;Chulmo Koo;Namho Chung
    • Asia pacific journal of information systems
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    • 제28권1호
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    • pp.61-74
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    • 2018
  • Meeting, Incentive travel, Convention, Exhibition (MICE) industries recently introduced new information systems, such as the exhibition guide system (EGS), to keep pace with Smart MICE and maximize the effect of exhibition performance. We investigate how persuasive EGS can affect the EGS acceptance of attendees via cognitive and affective response. We analyzed data from 442 EGS users at an exhibition. We found that information accuracy, information relevance, and source credibility were predictors of cognitive response. Source credibility had a significant effect on affective response. Furthermore, cognitive response was found to be a positive predictor of affective response and EGS acceptance. We also found affective response is a predictor of EGS acceptance. The theoretical and practical implications of the study were presented based on the results.

A Case Study on Strategic Shift from Smart-Work to Work-Smart of Company K

  • Kang, Yong-Sik;Kwon, Sun-Dong;Woo, Su-Han
    • Journal of Information Technology Applications and Management
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    • 제25권3호
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    • pp.55-66
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    • 2018
  • Early smart-work of company K was a technology-led way of applying ICT such as smart phones and mobile devices to business. After company K perceived the limitations of ICT-driven smart work, it propelled the work-smart, doing a work smart toward the way that human beings become central and a creative organizational culture is engendered. Company K propelled work-smart strategy in eight categories: simplification of data requirements, establishment efficient meeting culture, streamlining reporting and approval process, simplified document creation, overtime decrease, spreading flexible work system, settlement of healing leave, creating work-smart place. Company K set up an organizational culture secretariat dedicated to work-smart promotion and selected task priorities in consideration of urgency and effectiveness. Owing to such efforts, the company K's work-smart index rose sharply to 72 points this year from 56 points in the previous year. At the organizational culture survey, employees responded that organizational culture improved in all area. For a better future, company K analyzed its work-smart outcomes and planned progressively to improve its work-smart efforts based on employees opinions. This case study will serve as a guideline, for companies to make efforts to going forward to today work-smart beyond yesterday smart-work.

User Context-aware based Interactive Display Service for Smart Collaborative Environment (지능형 협업 환경을 위한 사용자 컨텍스트 기반 인터랙티브 디스플레이 서비스)

  • Ko, Su-Jin;Shin, Hun-Yong;Woo, Woon-Tack;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 1부
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    • pp.286-291
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    • 2008
  • Intelligence of collaborative environments starts from a trial to provide optimal services to with users based on real-time information about participants and environments of the collaboration itself. Up to now, we can collect information such as temperature, light, time, each participant's gestures, faces, voices, and locations by adopting ubiquitous computing technologies. However, since social relationship is intrinsic to collaborative activities, the relationships and roles among participants should be fully considered to provide optimal services. To do so, we have to integrate collected data from various sensors and extracted data about relationships and roles among participants as unified one context. Thus, this paper designs collaborative services filtered, by using the integrated data as a context, and introduces an implemented example, context-aware based interactive display service, called as smart meeting system (SMeet system).

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Elements and Application of "SmartHome" Concept for Older Adults in USA (미국에서 노인을 위한 "스마트홈(SmartHome)" 개념의 요소와 적용)

  • Moon, Changho
    • Journal of The Korea Institute of Healthcare Architecture
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    • 제17권4호
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    • pp.7-14
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    • 2011
  • This paper is intended to suggest some reference materials for future elderly housing design, especially smart home, in Korea, by reviewing the elements and applications of smart home concept for older adults in USA. Research method includes collecting materials by attending the regular SmartHome$^{(R)}$ part meeting, the navigation of related homepages, and the analysis of collected materials. Current researches in Korea look initial stage and show some general principles without practical concept & technologies of elderly facilities. SeniorSmart$^{(R)}$ Center in USA started on August 2007 with the 3 parts of SmartHOME$^{(R)}$, SmartWHEELS$^{(R)}$ and SmartBRAIN$^{(R)}$. The Center has been doing various multidisciplinary research projects but slowing down the planned processes due to national economic recession. The major researches of SmartHome$^{(R)}$ part can be summarized as follows; CS-PFP( Continuous Scale Physical Function Performance) laboratory is being in operation to help older adults and families make the difficult decision regarding the ability and safety to live independently. Three levels of necessary laboratories from uninhabited space to senior living environment were accommodated for field research. As core technologies of SmartHome$^{(R)}$, predicting & warning system of fall risk on recognizing gait signature patterns to identify any deviation from the normal patterns of the older adults, home monitoring system which will send alerts to a specified relative and/or health care professional when vital signs of the older adults will not be within normal parameters, and Mobility & Research Clinic for evaluating, treating the older adults & multidisciplinary research are under development. SmartHome$^{(R)}$ has made collaborative research agreements for field laboratory with various retirement communities and also is continuing to work for experimental software engineering with the Fraunhofer Institute, Germany.