• Title/Summary/Keyword: ubiquitous devices

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An Empirical Study on Machine Learning based Smart Device Lithium-Ion Cells Capacity Estimation (머신러닝 기반 스마트 단말기 Lithium-Ion Cell의 잔량 추정 방법의 실증적 연구)

  • Jang, SungJin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.797-802
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    • 2020
  • Over the past few years, smart devices, including smartphones, have been continuously required by users based on portability. The performance is improving. Ubiquitous computing environment and sensor network are also improved. Due to various network connection technologies, mobile terminals are widely used. Smart terminals need technology to make energy monitoring more detailed for more stable operation during use. The smart terminal which is light in small size generates the power shortage problem due to the various multimedia task among the terminal operation. Various estimation hardwares have been developed to prevent such situation in advance and to operate stable terminals. However, the method and performance of estimating the remaining amount are not relatively good. In this paper, we propose a method for estimating the remaining amount of smart terminals. The Capacity Estimation of lithium ion cells for stable operation was estimated based on machine learning. Learning the characteristics of lithium ion cells in use, not the existing hardware estimation method, through a map learning algorithm using machine learning technique The optimized results are estimated and applied.

Design of the Context Autogenesis Model and Service for Context-Aware in Ubiquitous Environments (유비쿼터스 환경에서의 컨텍스트-인식을 위한 자생적 컨텍스트 모델과 서비스의 설계)

  • Oh Dong yeol;Oh Hae seok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.4B
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    • pp.226-234
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    • 2005
  • Context-Aware is the most important facts to reason a personalized and optimized service and to provide it to user. In the previous researches, user and surrounding environment were main facts of Context-Aware and middleware or center server has been proposed to support Context-Aware. In the daily space(for example, home, office, Car, etc), interactions between user and service can be a important facts of Context-Aware. In this paper, Context Autogenesis service model is introduced, simplified the Context-Aware process and designed the middleware which performs decentralize management for Context-Aware information of user's portable devices, so that problems occurred during the management and operation of existing Context-Aware system can be minimized and supporting user anonymity

A Study on Performance Evaluation and Security Measures of U-IT Electrical Safety Integrated Management System's Module (U-IT 전기안전통합관리시스템의 모듈별 성능평가와 보안방법 연구)

  • Park, Dea-Woo;Choi, Choung-Moon;Kim, Eung-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.307-310
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    • 2010
  • Ubiquitous society to build basic infrastructure in the power supply and power equipment safety is important. U-City in order to prevent the disaster of U-IT Power Equipment Performance Module and the security for the safety of the U-City is necessary. In this paper, the power unit of U-IT module, temperature sensor, humidity sensor, equipped with sensors arranged throughout the fire, and home distribution boards, Home Network Wall-Pad, Blocker, MPNP black boxes, arc detection, arc safety equipment, outlet of the modular performance evaluation and security measures will be studied. U-IT power devices and sensors to analyze the information conveyed by proactive risk and ensure safety, access control, authentication, security safeguards, such as U-IT integrated management system for electrical safety and strengthen the security, safety and security with a U-City will contribute to the construction and operation.

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A Development of Proactive Application Service Engine Based on the Distributed Object Group Framework (분산객체그룹프레임워크 기반의 프로액티브 응용서비스엔진 개발)

  • Shin, Chang-Sun;Seo, Jong-Seong
    • Journal of Internet Computing and Services
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    • v.11 no.1
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    • pp.153-165
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    • 2010
  • In this paper, we proposed a Proactive Application Service Engine (PASE) supporting tailor-made distributed application services based on the Distributed Object Group Framework (DOGF) efficiently managing distributed objects, in the viewpoint of distributed application, composed application on network. The PASE consists of 3 layers which are the physical layer, the middleware layer, and the application layer. With the supporting services of the PASE, the grouping service manages the data gathered from H/W devices and the object's properties for application by user's request as a group. And the security service manages the access of gathered data and the object according to user's right. The data filtering service executes the filtering function to provide application with gathered data. The statistics service analysis past data. The diagnostic service diagnoses a present condition by using the gathered data. And the prediction service predicts a future's status based on the statistics service and the diagnostic service. For verifying the executability of the PASE's services, we applied to a greenhouse automatic control application in ubiquitous agriculture field.

A Greenhouse, Diseases and Insects Monitoring System based on PDA for Mobile Users (모바일 사용자를 위한 PDA 기반의 온실 및 병해충 모니터링 시스템)

  • Sim, Chun-Bo;Lim, Eun-Cheon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.12
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    • pp.2315-2322
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    • 2008
  • The requesting a consultation of the farm manager is about the diagnosis and prevention of the breeding and extermination for diseases and insects in greenhouse, the managing problem for diseases and insects turn up a main issue. To solve these problems, this paper proposes a PDA based greenhouse, diseases and insects management system for mobile(GDIMS) uses as keeping up with ubiquitous time, which makes prediction and management for diseases and insects more efficiently checked at any time and anywhere you want to, and go well with the motto of ubiquitous. This system is using the environmental data from the greenhouse attached sensors provide the accurate diagnosis and recipes, which supports to product clean crops. There are no need to visit the greenhouse because our system is based on mobile devices that obtain the information in the greenhouse, which makes management in efficient with little number of people. This wort builds simply virtual greenhouse model that assembles system component of environmental sensor for performance analysis and offers a PDA view of the greenhouse status.

Dragon-MAC: Securing Wireless Sensor Network with Authenticated Encryption (Dragon-MAC: 인증 암호를 이용한 효율적인 무선센서네크워크 보안)

  • Lim, Shu-Yun;Pu, Chuan-Chin;Lim, Hyo-Taek;Lee, Hoon-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.8
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    • pp.1519-1527
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    • 2007
  • In order to combat the security threats that sensor networks are exposed to, a cryptography protocol is implemented at sensor nodes for point-to-point encryption between nodes. Given that nodes have limited resources, symmetric cryptography that is proven to be efficient for low power devices is implemented. Data protection is integrated into a sensor's packet by the means of symmetric encryption with the Dragon stream cipher and incorporating the newly designed Dragon-MAC Message Authentication Code. The proposed algorithm was designed to employ some of the data already computed by the underlying Dragon stream cipher for the purpose of minimizing the computational cost of the operations required by the MAC algorithm. In view that Dragon is a word based stream cipher with a fast key stream generation, it is very suitable for a constrained environment. Our protocol regarded the entity authentication and message authentication through the implementation of authenticated encryption scheme in wireless sensor nodes.

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 Neuro-Fuzzy Inference System Based Automatic Control System for Integrated Environment Management of Ubiquitous Plant Factory (유비쿼터스 식물공장의 통합환경관리를 위한 적응형 뉴로-퍼지 추론시 스템 기반의 자동제어시스템 설계)

  • Seo, Kwang-Kyu;Kim, Young-Shik;Park, Jong-Sup
    • Journal of Bio-Environment Control
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    • v.20 no.3
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    • pp.169-175
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    • 2011
  • The adaptive neuro-fuzzy inference system (ANFIS) based automatic control system framework was proposed for integrated environment management of ubiquitous plant factory which can collect information of crop cultivation environment and monitor it in real-time by using various environment sensors. Installed wireless sensor nodes, based on the sensor network, collect the growing condition's information such as temperature, humidity, $CO_2$, and the control system is to monitor the control devices by using ANFIS. The proposed automatic control system provides that users can control all equipments installed on the plant factory directly or remotely and the equipments can be controlled automatically when the measured values such as temperature, humidity, $CO_2$, and illuminance deviated from the decent criteria. In addition, the better quality of the agricultural products can be gained through the proposed automatic control system for plant factory.

A Study on the Traditional Culture of Japan in Modern Ubiquitous Society - Interdisciplinary Studies (현대 일본의 유비쿼터스 사회에 나타난 전통 문화에 관한 고찰 - 학제 간 연구)

  • Kim, Yun-Ho
    • Cartoon and Animation Studies
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    • s.27
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    • pp.221-247
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    • 2012
  • In this study, we examined the sense of tradition and cultural traditions which make up Japanese ubiquitous society. These include the traditional elements which affect the lives of contemporary Japanese people. In this research we looked for various media (mobile phones, blog, characters goods, cinema) which appeared in the traditional elements. The results of the study are as follows: The traditional elements which affect contemporary Japanese lives include modern devices such as use of anonymous "blogging", mobile phones "youth culture"(especially by males), and "cute" character vocabulary use (especially by females), while traditional values(yakuza, sumo, human relationships) are represented in Japanese cinema. Through this study, we have found the points where traditional Japanese culture and cultural sense have been reinterpreted and affected both directly and indirectly through modern media. This study contributes to cultural research by delineating the various stimuli to consider for successful content service adoption in a global setting, which can account for differential impacts across regions. The results not only help develop a sophisticated understanding of customer behavior theories for researchers, but they also offer useful knowledge to those involved in promoting culture content to potential purchasers.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.