1,593 research outputs found
A Study on the Development Status and Type Classification of Global Smart Healthcare Wearable Device
In recent years, companies have started producing innovative products that combine Information and Communications Technology (ICT) with textiles, and consumer interest in the wearable industry is increasing.
By searching Korean and English keywords in Google, NAVER, and wearable-related websites, this study examines smart healthcare wearable device products and outlines the types and characteristics of these products.
In the results of this study, there were a total of 51 device products from seven countries, including 24 products from the US, 14 from Korea, four from China, four from France, two from Japan, two from the UK, and one from Sweden. These 51 devices were classified that depending on their functions into healthcare-type and exercise-care-type products. The healthcare-type devices included a total of 37 products: 11 from Korea, 17 from the US, four from China, three from France, one from the UK, and one from Japan. The exercise-care-type devices included a total of 14 products: three from Korea, seven from the US, one from the UK, one from Sweden, one from France, and one from Japan. Next, in the results from classifying the form of products, regarding wearables worn on the human body, products placed on the wrist in the form of a smart band or smart watch were the most common, followed by footwear and insole forms worn on the foot, accessories such as necklaces and belts, wearable smart clothes, products with a sensor attached, a product using fabric equipped with micro sensors, and a product attached to a wearable device
Designing a Gamified Augmented Reality Application for Tourists to Encourage Their Local Food Consumption
Local food has become a significant attraction of travel, and consuming local food involves sustainability by reducing the distance the food comes from the production. In other words, travelers provide benefits for destination and environment in addition to their pleasures and memories from local food consumption. However, local food is unfamiliar to travelers in the new place, and it is a challenge that requires much time and effort to choose and find the information.
In this sense, Augmented Reality (AR) and gamification can derive a possibility to support travelers to consume local food. AR can provide travelers with an easy way to acquire information by over-layering the virtual items on top of the real environment in one screen. Mobile Augmented Reality (MAR) operating on mobile devices has further advantages of mobility. Moreover, gamification can motivate travelers and increase their pleasure using game elements.
In this thesis, the benefits of MAR and gamification were explored through design and evaluation of a gamified MAR application prototype to encourage travelers’ local food consumption. From the user study with observations, interviews and initial concept evaluation, tourists’ needs were identified, and UX goals were defined as adventure, autonomy, and competence as to what experiences the application provides. The goals guided the design and evaluation of a gamified MAR application. The application recognizes the real food through an AR mobile screen and displays basic food information with name/ingredient and 'food miles' which refers to how far the main ingredients come from the distance. Besides, gamification was applied for the users’ actions as collecting the food/ingredients and assigning levels according to how much local food a user consumed.
After two rounds of paper prototyping design and evaluation, the final interactive prototype was created in the prototyping tool, Torch, working on iOS-based iPhone (In this study, iPhone 7). A total of 10 participants tested the interactive prototype. The final evaluation of the interactive prototype indicated that users were highly motivated to consume local food using the application, although the long-term effect of the motivation is uncertain. The test users enjoyed the prototype due to the use of new AR technologies and gamified capabilities. Notably, users reacted positively from the experience of competence based on game elements and the experience of autonomy based on exploring various information in the user’s context with easy interaction.
In this study, a variety of factors such as MAR, gamification, the specific context of food consumption in travel, and motivational purpose were brought together and showed the possibility of a gamified MAR application. In order to develop further after this research, considering the findings obtained from user studies, design and evaluation, it is expected that more advanced designs will boost more potential by adding feedback and interaction with personalization, social aspects, and multi-sensory feedback or interaction in the future. In addition, as AR technology is further developed, and more people are accustomed to the use of technology, the gamified MAR application could provide more useful and fruitful experience in the future
Modeling and optimization of reverse logistics for reuse and remanufacture
制度:新 ; 報告番号:甲3690号 ; 学位の種類:博士(工学) ; 授与年月日:2012/7/23 ; 早大学位記番号:新6058Waseda Universit
SPOTS: Stable Placement of Objects with Reasoning in Semi-Autonomous Teleoperation Systems
Pick-and-place is one of the fundamental tasks in robotics research. However,
the attention has been mostly focused on the ``pick'' task, leaving the
``place'' task relatively unexplored. In this paper, we address the problem of
placing objects in the context of a teleoperation framework. Particularly, we
focus on two aspects of the place task: stability robustness and contextual
reasonableness of object placements. Our proposed method combines
simulation-driven physical stability verification via real-to-sim and the
semantic reasoning capability of large language models. In other words, given
place context information (e.g., user preferences, object to place, and current
scene information), our proposed method outputs a probability distribution over
the possible placement candidates, considering the robustness and
reasonableness of the place task. Our proposed method is extensively evaluated
in two simulation and one real world environments and we show that our method
can greatly increase the physical plausibility of the placement as well as
contextual soundness while considering user preferences.Comment: 7 page
CLARA: Classifying and Disambiguating User Commands for Reliable Interactive Robotic Agents
In this paper, we focus on inferring whether the given user command is clear,
ambiguous, or infeasible in the context of interactive robotic agents utilizing
large language models (LLMs). To tackle this problem, we first present an
uncertainty estimation method for LLMs to classify whether the command is
certain (i.e., clear) or not (i.e., ambiguous or infeasible). Once the command
is classified as uncertain, we further distinguish it between ambiguous or
infeasible commands leveraging LLMs with situational aware context in a
zero-shot manner. For ambiguous commands, we disambiguate the command by
interacting with users via question generation with LLMs. We believe that
proper recognition of the given commands could lead to a decrease in
malfunction and undesired actions of the robot, enhancing the reliability of
interactive robot agents. We present a dataset for robotic situational
awareness, consisting pair of high-level commands, scene descriptions, and
labels of command type (i.e., clear, ambiguous, or infeasible). We validate the
proposed method on the collected dataset, pick-and-place tabletop simulation.
Finally, we demonstrate the proposed approach in real-world human-robot
interaction experiments, i.e., handover scenarios
Hydrodynamic Study on the “Stop-and-Acceleration” Pattern of Refilling Flow at Perforation Plates by Using a Xylem-Inspired Channel
Porous structures, such as perforation plates and pit membranes, have attracted considerable attention due to their hydraulic regulation of water flow through vascular plant networks. However, limited information is available regarding the hydraulic functions of such structures during water-refilling and embolism repair because of difficulties in simultaneous in vivo measurements of refilling flow and pressure variations in xylem vessels. In this study, we developed a xylem-inspired microchannel with a porous mesh for systematic investigation on the hydraulic contribution of perforation plates on water-refilling. In particular, the “stop-and-acceleration” phenomenon of the water meniscus at the porous mesh structure was carefully examined in macroscopic and microscopic views. This distinctive phenomenon usually occurs in the xylem vessels of vascular plants during embolism repair. Based on the experimental results, we established a theoretical model of the flow characteristics and pressure variations around the porous structure inside the microchannel. Perforation plates could be speculated to be a pressure-modulated flow controller that facilitates embolism recovery. Furthermore, the proposed xylem-inspired channel can be used to investigate the hydraulic functions of porous structures for water management in plants
Analysis on the Types of e-Business of the Healthcare Information Provision Service on the Interne
Objective: To define the healthcare information industry in order to propose a developmental direction for the industry,
classify and analyze the healthcare information industry business models, and propose strategic guidelines for development of
the healthcare information industry. Methods: A survey was conducted to investigate the private companies that provide
healthcare information. For in-depth investigation of the study subjects, they were categorized based on their means of
service provision. Open colloquium participation requests were extended to the representative companies, and five opencolloquiums
were held. Additional data were obtained through a structured questionnaire investigating the problems and
complaints, followed by a discussion on strategies and future plans. Results: Through a review of previous research on
internet business model classification, four major model classification systems were chosen and the healthcare information
business models were classified. Based on the composite opinions derived from the participating companies, policy guidelines
were proposed. Conclusion: It is important to cooperate with experts from each field under governmental supervision and
help the general public appreciate the value of healthcare information, thereby achieving the industrialization and
development of the health information provision business.OAIID:oai:osos.snu.ac.kr:snu2009-01/102/0000028528/6SEQ:6PERF_CD:SNU2009-01EVAL_ITEM_CD:102USER_ID:0000028528ADJUST_YN:NEMP_ID:A076124DEPT_CD:811CITE_RATE:0FILENAME:29 Analysis of the Types of e-Business of the Healthcare Information.pdfDEPT_NM:간호학과EMAIL:[email protected]_YN:NCONFIRM:
Practical Randomized Lattice Gadget Decomposition With Application to FHE
Gadget decomposition is widely used in lattice based cryptography, especially homomorphic encryption (HE) to keep the noise growth slow. If it is randomized following a subgaussian distribution, it is called subgaussian (gadget) decomposition which guarantees that we can bound the noise contained in ciphertexts by its variance. This gives tighter and cleaner noise bound in average case, instead of the use of its norm. Even though there are few attempts to build efficient such algorithms, most of them are still not practical enough to be applied to homomorphic encryption schemes due to somewhat high overhead compared to the deterministic decomposition. Furthermore, there has been no detailed analysis of existing works. Therefore, HE schemes use the deterministic decomposition algorithm and rely on a Heuristic assumption that every output element follows a subgaussian distribution independently.
In this work, we introduce a new practical subgaussian gadget decomposition algorithm which has the least overhead (less than 14\%) among existing works for certain parameter sets, by combining two previous works. In other words, we bring an existing technique based on an uniform distribution to a simpler and faster design (PKC\u27 22) to exploit parallel computation, which allows to skip expensive parts due to pre-computation, resulting in even simpler and faster algorithm. When the modulus is large (over 100-bit), our algorithm is not always faster than the other similar work. Therefore, we give a detailed comparison, even for large modulus, with all the competitive algorithms for applications to choose the best algorithm for their choice of parameters
Efficient Lattice Gadget Decomposition Algorithm with Bounded Uniform Distribution
A gadget decomposition algorithm is commonly used in many advanced lattice cryptography applications which support homomorphic operation over ciphertexts to control the noise growth. For a special structure of a gadget, the algorithm is digit decomposition. If such algorithm samples from a subgaussian distribution, that is, the output is randomized, it gives more benefits on output quality. One of important advantages is Pythagorean additivity which makes resulting noise contained in a ciphertext grow much less than naive digit decomposition. Therefore, the error analysis becomes cleaner and tighter than the use of other measures like and . Even though such advantage can also be achieved by the use of discrete Gaussian sampling, it is not preferable for practical performance due to large factor in resulting noise and the complex computation of exponential function, whereas more relaxed probability condition is required for subgaussian distribution. Nevertheless, subgaussian sampling has
barely received an attention so far, thus no practical algorithms was implemented before an efficient algorithm is presented by Genis et al., recently.
In this paper, we present a practically efficient gadget decomposition algorithm where output follows a subgaussian distribution. We parallelize the existing practical subgaussian gadget decomposition algorithm, using bounded uniform distribution. Our algorithm is divided into two independent subalgorithms and only one algorithm depends on input. Therefore, the other algorithm can be considered as pre-computation.
As an experimental result, our algorithm performs over 50\% better than the existing algorithm
- …