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Object Identification and Interaction with a Smartphone Knock
(Professor Lee (far right) demonstrate 'Knocker' with his students.) A KAIST team has featured a new technology, “Knocker”, which identifies objects and executes actions just by knocking on it with the smartphone. Software powered by machine learning of sounds, vibrations, and other reactions will perform the users’ directions. What separates Knocker from existing technology is the sensor fusion of sound and motion. Previously, object identification used either computer vision technology with cameras or hardware such as RFID (Radio Frequency Identification) tags. These solutions all have their limitations. For computer vision technology, users need to take pictures of every item. Even worse, the technology will not work well in poor lighting situations. Using hardware leads to additional costs and labor burdens. Knocker, on the other hand, can identify objects even in dark environments only with a smartphone, without requiring any specialized hardware or using a camera. Knocker utilizes the smartphone’s built-in sensors such as a microphone, an accelerometer, and a gyroscope to capture a unique set of responses generated when a smartphone is knocked against an object. Machine learning is used to analyze these responses and classify and identify objects. The research team under Professor Sung-Ju Lee from the School of Computing confirmed the applicability of Knocker technology using 23 everyday objects such as books, laptop computers, water bottles, and bicycles. In noisy environments such as a busy café or on the side of a road, it achieved 83% identification accuracy. In a quiet indoor environment, the accuracy rose to 98%. The team believes Knocker will open a new paradigm of object interaction. For instance, by knocking on an empty water bottle, a smartphone can automatically order new water bottles from a merchant app. When integrated with IoT devices, knocking on a bed’s headboard before going to sleep could turn off the lights and set an alarm. The team suggested and implemented 15 application cases in the paper, presented during the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp 2019) held in London last month. Professor Sung-Ju Lee said, “This new technology does not require any specialized sensor or hardware. It simply uses the built-in sensors on smartphones and takes advantage of the power of machine learning. It’s a software solution that everyday smartphone users could immediately benefit from.” He continued, “This technology enables users to conveniently interact with their favorite objects.” The research was supported in part by the Next-Generation Information Computing Development Program through the National Research Foundation of Korea funded by the Ministry of Science and ICT and an Institute for Information & Communications Technology Promotion (IITP) grant funded by the Ministry of Science and ICT. Figure: An example knock on a bottle. Knocker identifies the object by analyzing a unique set of responses from the knock, and automatically launches a proper application or service.
2019.10.02
View 24776
Flexible User Interface Distribution for Ubiquitous Multi-Device Interaction
< Research Group of Professor Insik Shin (center) > KAIST researchers have developed mobile software platform technology that allows a mobile application (app) to be executed simultaneously and more dynamically on multiple smart devices. Its high flexibility and broad applicability can help accelerate a shift from the current single-device paradigm to a multiple one, which enables users to utilize mobile apps in ways previously unthinkable. Recent trends in mobile and IoT technologies in this era of 5G high-speed wireless communication have been hallmarked by the emergence of new display hardware and smart devices such as dual screens, foldable screens, smart watches, smart TVs, and smart cars. However, the current mobile app ecosystem is still confined to the conventional single-device paradigm in which users can employ only one screen on one device at a time. Due to this limitation, the real potential of multi-device environments has not been fully explored. A KAIST research team led by Professor Insik Shin from the School of Computing, in collaboration with Professor Steve Ko’s group from the State University of New York at Buffalo, has developed mobile software platform technology named FLUID that can flexibly distribute the user interfaces (UIs) of an app to a number of other devices in real time without needing any modifications. The proposed technology provides single-device virtualization, and ensures that the interactions between the distributed UI elements across multiple devices remain intact. This flexible multimodal interaction can be realized in diverse ubiquitous user experiences (UX), such as using live video steaming and chatting apps including YouTube, LiveMe, and AfreecaTV. FLUID can ensure that the video is not obscured by the chat window by distributing and displaying them separately on different devices respectively, which lets users enjoy the chat function while watching the video at the same time. In addition, the UI for the destination input on a navigation app can be migrated into the passenger’s device with the help of FLUID, so that the destination can be easily and safely entered by the passenger while the driver is at the wheel. FLUID can also support 5G multi-view apps – the latest service that allows sports or games to be viewed from various angles on a single device. With FLUID, the user can watch the event simultaneously from different viewpoints on multiple devices without switching between viewpoints on a single screen. PhD candidate Sangeun Oh, who is the first author, and his team implemented the prototype of FLUID on the leading open-source mobile operating system, Android, and confirmed that it can successfully deliver the new UX to 20 existing legacy apps. “This new technology can be applied to next-generation products from South Korean companies such as LG’s dual screen phone and Samsung’s foldable phone and is expected to embolden their competitiveness by giving them a head-start in the global market.” said Professor Shin. This study will be presented at the 25th Annual International Conference on Mobile Computing and Networking (ACM MobiCom 2019) October 21 through 25 in Los Cabos, Mexico. The research was supported by the National Science Foundation (NSF) (CNS-1350883 (CAREER) and CNS-1618531). Figure 1. Live video streaming and chatting app scenario Figure 2. Navigation app scenario Figure 3. 5G multi-view app scenario Publication: Sangeun Oh, Ahyeon Kim, Sunjae Lee, Kilho Lee, Dae R. Jeong, Steven Y. Ko, and Insik Shin. 2019. FLUID: Flexible User Interface Distribution for Ubiquitous Multi-device Interaction. To be published in Proceedings of the 25th Annual International Conference on Mobile Computing and Networking (ACM MobiCom 2019). ACM, New York, NY, USA. Article Number and DOI Name TBD. Video Material: https://youtu.be/lGO4GwH4enA Profile: Prof. Insik Shin, MS, PhD ishin@kaist.ac.kr https://cps.kaist.ac.kr/~ishin Professor Cyber-Physical Systems (CPS) Lab School of Computing Korea Advanced Institute of Science and Technology (KAIST) http://kaist.ac.kr Daejeon 34141, Korea Profile: Sangeun Oh, PhD Candidate ohsang1213@kaist.ac.kr https://cps.kaist.ac.kr/ PhD Candidate Cyber-Physical Systems (CPS) Lab School of Computing Korea Advanced Institute of Science and Technology (KAIST) http://kaist.ac.kr Daejeon 34141, Korea Profile: Prof. Steve Ko, PhD stevko@buffalo.edu https://nsr.cse.buffalo.edu/?page_id=272 Associate Professor Networked Systems Research Group Department of Computer Science and Engineering State University of New York at Buffalo http://www.buffalo.edu/ Buffalo 14260, USA (END)
2019.07.20
View 37182
Sangeun Oh Recognized as a 2017 Google Fellow
Sangeun Oh, a Ph.D. candidate in the School of Computing was selected as a Google PhD Fellow in 2017. He is one of 47 awardees of the Google PhD Fellowship in the world. The Google PhD Fellowship awards students showing outstanding performance in the field of computer science and related research. Since being established in 2009, the program has provided various benefits, including scholarships worth $10,000 USD and one-to-one research discussion with mentors from Google. His research work on a mobile system that allows interactions among various kinds of smart devices was recognized in the field of mobile computing. He developed a mobile platform that allows smart devices to share diverse functions, including logins, payments, and sensors. This technology provides numerous user experiences that existing mobile platforms could not offer. Through cross-device functionality sharing, users can utilize multiple smart devices in a more convenient manner. The research was presented at The Annual International Conference on Mobile Systems, Applications, and Services (MobiSys) of the Association for Computing Machinery in July, 2017. Oh said, “I would like to express my gratitude to my advisor, the professors in the School of Computing, and my lab colleagues. I will devote myself to carrying out more research in order to contribute to society.” His advisor, Insik Shin, a professor in the School of Computing said, “Being recognized as a Google PhD Fellow is an honor to both the student as well as KAIST. I strongly anticipate and believe that Oh will make the next step by carrying out good quality research.”
2017.09.27
View 9773
Crowdsourcing-Based Global Indoor Positioning System
Research team of Professor Dong-Soo Han of the School of Computing Intelligent Service Lab at KAIST developed a system for providing global indoor localization using Wi-Fi signals. The technology uses numerous smartphones to collect fingerprints of location data and label them automatically, significantly reducing the cost of constructing an indoor localization system while maintaining high accuracy. The method can be used in any building in the world, provided the floor plan is available and there are Wi-Fi fingerprints to collect. To accurately collect and label the location information of the Wi-Fi fingerprints, the research team analyzed indoor space utilization. This led to technology that classified indoor spaces into places used for stationary tasks (resting spaces) and spaces used to reach said places (transient spaces), and utilized separate algorithms to optimally and automatically collect location labelling data. Years ago, the team implemented a way to automatically label resting space locations from signals collected in various contexts such as homes, shops, and offices via the users’ home or office address information. The latest method allows for the automatic labelling of transient space locations such as hallways, lobbies, and stairs using unsupervised learning, without any additional location information. Testing in KAIST’s N5 building and the 7th floor of N1 building manifested the technology is capable of accuracy up to three or four meters given enough training data. The accuracy level is comparable to technology using manually-labeled location information. Google, Microsoft, and other multinational corporations collected tens of thousands of floor plans for their indoor localization projects. Indoor radio map construction was also attempted by the firms but proved more difficult. As a result, existing indoor localization services were often plagued by inaccuracies. In Korea, COEX, Lotte World Tower, and other landmarks provide comparatively accurate indoor localization, but most buildings suffer from the lack of radio maps, preventing indoor localization services. Professor Han said, “This technology allows the easy deployment of highly accurate indoor localization systems in any building in the world. In the near future, most indoor spaces will be able to provide localization services, just like outdoor spaces.” He further added that smartphone-collected Wi-Fi fingerprints have been unutilized and often discarded, but now they should be treated as invaluable resources, which create a new big data field of Wi-Fi fingerprints. This new indoor navigation technology is likely to be valuable to Google, Apple, or other global firms providing indoor positioning services globally. The technology will also be valuable for helping domestic firms provide positioning services. Professor Han added that “the new global indoor localization system deployment technology will be added to KAILOS, KAIST’s indoor localization system.” KAILOS was released in 2014 as KAIST’s open platform for indoor localization service, allowing anyone in the world to add floor plans to KAILOS, and collect the building’s Wi-Fi fingerprints for a universal indoor localization service. As localization accuracy improves in indoor environments, despite the absence of GPS signals, applications such as location-based SNS, location-based IoT, and location-based O2O are expected to take off, leading to various improvements in convenience and safety. Integrated indoor-outdoor navigation services are also visible on the horizon, fusing vehicular navigation technology with indoor navigation. Professor Han’s research was published in IEEE Transactions on Mobile Computing (TMC) in November in 2016. For more, please visit http://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=7349230http://ieeexplore.ieee.org/document/7805133/
2017.04.06
View 8465
KAIST Professor Sung-Ju Lee Appointed a Technical Program Chair of INFOCOM
Professor Sung-Ju Lee of the Department of Computer Science at KAIST has been appointed to serve as a technical program chair of IEEE INFOCOME. The computer communication conference, started in 1982, is influential in the research fields of the Internet, wireless, and data centers. Professor Lee is the first Korean to serve as a program chair. He has been acknowledged for his work in network communications. In the 34th conference, which will be held next year, he will take part in selecting 650 experts in the field to become members and supervise the evaluation of around 1,600 papers. Professor Lee is the leading researcher in the field of wireless mobile network systems. He is a fellow of the Institute of Electrical and Electronics Engineers (IEEE) and served as the general chair of the 20th Association for Computing Machinery (ACM) SIGMOBILE Annual International Conference on Mobile Computing & Networking (MobiCom 2014). He is on the editorial boards of IEEE Transactions on Mobile Computing (TMC) and IEEE Internet of Things Journals. Professor Lee said, “I hope to continue the traditions of the conference, as well as integrating research from various areas of network communication. I will strive to create a program with high technology transfer probability.” The 34th IEEE INFOCOM will take place in San Francisco in April 2016.
2015.07.02
View 7089
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