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The Smart Hanger System based on the RFID
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.317-328
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In this paper, we proposed the smart hanger system based on the RFID. Proposed smart hanger system consists of smart hanger, server, and wireless communication module. The smart hanger consists of LCD, LED, ring sensor, RFID tag, and RFID reader. In order to verify the usefulness of the proposed smart hanger system, we experiment the clothing store and laundry monitoring system. The shopping center server connects with the SNS server through the internet. When the clothes are sold, the information is transmitted to the hanger. Shopping center server read the "Purchase" and “Good" information and transmit it to the smart hanger through the wireless communication module. Then the LCD shows this information. This smart hanger system can be used for shopping mall to increase sales. Next laundry monitoring system, when customers come to the store to wash their clothes, washable tag is attached on the clothes. All the customer information is saved in database on server. It is very convenient for the customer to check their cloth status through web application. The laundry store can search customer’s clothes by interface on computer, and collect it easily by indicated LCD on smart hanger.
Individual Aesthetic Differences Evaluation of Yan’an Urban Forests in the Loess Plateau China
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.329-340
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Urban forests have important aesthetic values contributing to the quality of urban life. The aesthetic difference in urban forests can cause negative or positive externalities, e.g., the loss or increase of non-priced benefits. Urban forestry planning, therefore, should systematically assess and commensurately measure the aesthetic value of urban forests, i.e., in monetary terms with material values. Here we present an empirical study for assessing the aesthetic value of urban forests using on-site survey data from 1,000 visitors in the loess hilly-gully area of Loess Plateau (Yan’an, northern Shaanxi, China). An assessment model is established by logistic regression and automated neural networks for measuring the objective and subjective influencing factors of aesthetic attitude and individual willingness to pay (WTP) recreation fees for consumption of the urban forest environment. The objective factors are directly linked to WTP and gains the largest weight in the system; The subjective factors exert strong influences on WTP; additionally, quality of urban virescence strongly affects the respondents’ aesthetic attitudes, thus influencing their WTP. Our results are useful for assessing ecosystem service function in urban forests, thus contributing to the management and sustainable development of urban forests in the study area as well as other forests in similar settings.
Sparse Representation based Satellite Image Restoration Using Adaptive Reciprocal Cell
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.341-348
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Recently, an emerging method called image sparse representation has attracted more attentions. The method has been proved to be effective in various image processing applications. It is important to note that few sparse representation methods fail to analyze the aliasing in satellite image restoration. To address the problem, firstly, we employ adaptive reciprocal cell as a image quality estimation tool, which can analyze the satellite image degradation factors including aliasing, blur and noise. Then, with the help of the powerful tool, the estimation about the satellite image quality is introduced into the sparse representation model . Experiment results show that our method can produce good quality restored results.
Sticky Ends: Employing Thinly-Sliced Narratives in Serious Games for Mobile Platforms
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.349-362
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Angry Birds. Clash of Clans. Cut the Rope. What do these three titles, arguably some of the most popular mobile games, have in common? On the surface, they lack a coherent narrative structure, being driven only by simple, perhaps even addictive, mechanics. This is typical for games designed for the mobile market, given average play sessions of 5-10 minutes. In contrast, many serious games are adopting narrative structures from console and computer games to contextualize the interventions they deliver. While useful on these platforms, techniques such as interactive music, open world exploration, AI driven characters, and rich graphics are not necessarily appropriate for mobile devices, which are limited both technically and in terms of user expectations and usage time. These limitations present problems both with initial engagement and with sustaining meaningful narrative arcs over many usage sessions, especially when it comes to games for health, which often involve narrative as therapy or as a catalyst to prompt behavior change. Given that serious games must compete against other apps for a user's attention, an understanding of how to package narratives in small slices of time is necessary. The AppHappy Project, an experimental design group composed of individuals from the University of Pennsylvania and the Philadelphia Game Lab, addresses this through evocative storytelling and community elements in its upcoming title, the mobile adventure game Journey to the West.
A Novel GMR-Based Eddy Current Testing Platform
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.363-374
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Detection and quantitative evaluation of deep defects in multi-layered structures is an essential task. Since electromagnetic sensor based on GMR effect is sensitive to the magnitude of the magnetic field, the GMR based EC probe can perform better than the conventional probe for low-frequency applications, i.e., when detecting defects deep buried in multilayered structures. A novel GMR-based eddy current testing platform for testing deep defects in multilayered conductive structures is presented. Firstly, the overall scheme and structure block diagram of the novel GMR-based eddy current testing platform are put forward. Then the paper focuses on analyzing and expounding the GMR effect and the key technique of design and development of GMR-based eddy current testing probe. Afterwards each function module and running process of hardware system and software system are introduced. It is able to fulfill the task of scanning inspection of deep defect in multilayered conductive structures.
The Operation Recommendation based on QoS in Service Substitution Environment
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.375-386
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In ubiquitous computing environments, users usually compose several services to achieve their goals. The service composition method of this paper is based on WSUN (Web Services on Universal Networks) [7]. It supports dynamic service composition which takes account of the dynamic factors of ubiquitous environments. In service composition, an operation of a service should be substituted by another operation when the existing operation is not available. The substitutable operation should support same functionality of existing operation. Moreover, it should be able to communicate with operation back and forth. The service composition mechanism of WSUN considers the functional similarity between unavailable operations and substitutable operation, but it does not take account of input and output message structures and parameter types of operations. In order to enhance WSUN service substitution method, we use SAWSDL (Semantic Annotation WSDL for XML Schema) [15], which is Semantic Web Services technique. SAWSDL provides two construct: modelReference and schemaMapping. A modelReference specifies the association between a WSDL or XML Schema component and a concept in some semantic data. Semantic annotations using modelReference help to discover substitutable operations. In addition, a schemaMapping solves the heterogeneity of I/O message structures and parameter types of operations. Consequently, even if the operation, which has same functionality of unavailable operation, has different I/O message structures and parameter types of unavailable operation. In order to recommend the operation has good quality, we define the quality of operation. It is a criteria that user can choose the best operation. In addition, we take a user weight for accommodation of user’s requirements. The recommendation system prioritizes operation through calculating quality of operation based on user weight value. Therefore, operation by operation’s priority recommends users. Our system supports substitutable operation discovery mechanism using Semantic Web Services technique, and substitutable operations list to satisfy user’s requirement recommend in ubiquitous environment. Therefore, user can discover substitutable operation in substitution situation. In addition, substitutable operations to fit user requirement recommend user according to weight value from user.
Emotional Design for Games : A Framework for Player-Centric Approach in the Game Design Process
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.387-398
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
This paper elaborates a conceptual framework of emotional design for games and explains how it could assist game designers in designing immersive games. Player-centric approach is identified as the core of the framework which signifies the roles of emotion in the game design process particularly at the pre-production stage. Since emotion and perception are biological process of human beings, players are prone to choose digital games which offer immense pleasure and enjoyment experience. In game playing process, players are mostly dominated by perception which leads their behavior to act. Perception is driven by immediate emotional response at visceral level. This phenomenon emerges from the integration between three domains of learning and three levels of emotional design. This integration would contribute to the establishment of study into player-centric emotional design for games.
Three Dimensional Analysis of Carving Front Turn of Alpine and Boarder-cross Snowboarder
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.399-408
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
This paper deals with the three dimensional comparative analyses of the carving front turn of alpine and boarder-cross snowboarders. The research aims to provide winter sports instructors and snowboarders with scientific and quantitative data for evaluation of carving front turn. To achieve the purpose, Alpine and Boarder-cross athlete from Korean National Team for 2018 Pyeongchang Winter Olympics were chosen as subjects. Body segment parameters and 90 coordinate points were selected and referred to calculate the CM and Position of CM in different segments. The turn was divided into 3 events and 2 phases. Three dimensional motion pattern analysis of each segment was performed and was analyzed with kinematical variables such as elapsed time, distance, velocity and angular variables. Comprehensive analysis was conducted and the result of the motion analysis indicated the major features in snowboard carving turn in two different sporting events. The proposed method and the results can be used as a reference for improvement of the training method and skills in snowboarding.
A Novel Collaboration Management Method Based Finance Logistics Management Platform
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.409-418
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In order to solve current realistic problems such as low-efficiency in resource allocation, difficulty in headquarters integrated management, high-risk in finance, and inaccuracy and untimeliness of information sharing. On the basis of collaborative management theory and information technology, centralized standardization of information system of finance logistics as a management platform is constructed in the study. Standardization of business processes and uniform control of headquarter are initially realized, the needs of business operations as well as logistics management are effectively met, and using information technology to promote the meticulous management is achieved. Information management of finance logistics reduces the financial risk, strengthen the management of supervisors, and promote the capabilities of project management.
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