Contents Research Division

Daejeon, South Korea

Contents Research Division

Daejeon, South Korea
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Oladimeji E.A.,Product Design and Dev. | Chung L.,University of Texas at Dallas | Jung H.T.,Contents Research Division | Kim J.,Sungkyunkwan University
Proceedings of the 5th International Conference on Ubiquitous Information Management and Communication, ICUIMC 2011 | Year: 2011

Ubiquitous computing has the potential to significantly improve the quality of healthcare delivery by making relevant patient health history and vital signs readily available on-demand to caregivers. However, this promise of the ability to track electronic health information signals from distributed ubiquitous devices, conflicts with the security and privacy concerns that most people have regarding their personal information and medical history. While security and privacy concerns have been dealt with extensively in mainstream computing, there is need for new techniques and tools that can enable ubiquitous system designers in healthcare domains to build in appropriate levels of protection. Such techniques can help ensure that patient information is minimally but sufficiently available to different stakeholders in the care giving chain, and are useful in ubiquitous environments where traditional security mechanisms may be either impractical or insufficient. This paper presents a goal-centric and policy-driven framework for deriving security and privacy risk mitigation strategies in ubiquitous health information interchange. Specifically, we use scenario analysis and goal-oriented techniques to model security and privacy objectives, threats, and mitigation strategies in the form of safeguards or countermeasures. We demonstrate that traditional solutions are insufficient, while introducing the notion of purpose-driven security policies based on sensitivity meta-tags. We also show how administrative safeguards (such as those required by HIPAA rules) can be refined into intermediate specifications that can be analyzed more systematically. To validate the utility of our approach, we illustrate our major concepts using examples from ubiquitous emergency response scenarios. Copyright 2011 ACM.


Cho C.-S.,Contents Research Division | Lee D.-C.,Contents Research Division | Sohn K.-M.,Contents Research Division | Park C.-J.,Contents Research Division | Kang J.-H.,Chungnam National University
ETRI Journal | Year: 2011

In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing. © 2011 ETRI.


Ko D.-H.,Samsung | Lee J.,Chosun University | Lim S.-J.,Contents Research Division | Yoon S.-H.,Dongguk University
ETRI Journal | Year: 2011

We construct surfaces with darts, creases, and corners by blending different types of local geometries. We also render these surfaces efficiently using programmable graphics hardware. Points on the blending surface are evaluated using simplified computation which can easily be performed on a graphics processing unit. Results show an eighteen-fold to twenty-fold increase in rendering speed over a CPU version. We also demonstrate how these surfaces can be trimmed using textures. © 2011 ETRI.


Ahn B.R.,Sungkyunkwan University | Kim W.-G.,Copyright Protection Center | Yu W.Y.,Contents Research Division | Kim M.-H.,Sungkyunkwan University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2011

With the development of electronic documents, plagiarism is rapidly increasing and, given the difficulty of manual detection, need for plagiarism detection systems to help protect intellectual property has emerged. Many content-based detection systems have been developed and are actually used in some foreign countries, but they are still insufficient for documents in Korean. In particular, the high variance of Hangul makes the development of detection systems more difficult. This study proposes a Hangul document detection method based on Ferret's trigrams. Ferret only considered the frequency of trigram matches as a way to detect similarity, but in this study the system is developed further by weighting results depending on the degree of trigram match, thereby improving the accuracy of similarity detection. © 2011 Springer-Verlag.


Shin K.,Contents Research Division | Kim J.,Inha University | Sohn K.,Contents Research Division | Park C.J.,Contents Research Division | Choi S.,Inha University
ETRI Journal | Year: 2011

In this paper, we propose a transformation scheme used to analyze online gaming traffic properties and develop a traffic model. We analyze the packet size and the inter departure time distributions of a popular first-person shooter game (Left 4 Dead) and a massively multiplayer online role-playing game (World of Warcraft) in order to compare them to the existing scheme. Recent online gaming traffic is erratically distributed, so it is very difficult to analyze. Therefore, our research focuses on a transformation scheme to obtain new smooth patterns from a messy dataset. It extracts relatively heavy-weighted density data and then transforms them into a corresponding dataset domain to obtain a simplified graph. We compare the analytical model histogram, the chi-square statistic, and the quantile-quantile plot of the proposed scheme to an existing scheme. The results show that the proposed scheme demonstrates a good fit in all parts. The chi-square statistic of our scheme for the Left 4 Dead packet size distribution is less than one ninth of the existing one when dealing with erratic traffic. © 2011 ETRI.


Jang E.S.,Hanyang University | Lee S.,Contents Research Division | Koo B.,Contents Research Division | Kim D.,Hanyang University | Son K.,Hanyang University
ETRI Journal | Year: 2010

A trend in 3D mesh compression is codec design with low computational complexity which preserves the input vertex and face order. However, this added information increases the complexity. We present a fast 3D mesh compression method that compresses the redundant shared vertex information between neighboring faces using simple first-order differential coding followed by fast entropy coding with a fixed length prefix. Our algorithm is feasible for low complexity designs and maintains the order, which is now part of the MPEG-4 scalable complexity 3D mesh compression standard. The proposed algorithm is 30 times faster than MPEG-4 3D mesh coding extension. © 2010 ETRI.


Jung H.T.,Contents Research Division | Joo S.H.,Contents Research Division
Proceedings of the 2nd International Conference on Trendz in Information Sciences and Computing, TISC-2010 | Year: 2010

As the Unified Modeling Language (UML) becomes an industrial standard for object-oriented software development, many system models have been specified in UML notation. A system can be described in terms of the functional view through the use case model, the static view through the class model, and the dynamic view through activity or sequence model. In particular, activity model has more to do with the subject of the modeling and the experience of the modeler; for business modeling, for modeling the logic captured by a single use case or for modeling the detailed logic of a business rule. In this paper we propose mapping rules and a transformation algorithm to translate a UML activity diagram into a Colored Petri Nets (CPNs). ©2010 IEEE.


Lee G.A.,Contents Research Division | Yang U.,Contents Research Division | Son W.,Contents Research Division | Kim Y.,Contents Research Division | And 3 more authors.
ETRI Journal | Year: 2010

Training is one of the representative application fields of virtual reality technology where users can have virtual experience in a training task and working environment. Widely used in the medical and military fields, virtualreality-based training systems are also useful in industrial fields, such as the aerospace industry, since they show superiority over real training environments in terms of accessibility, safety, and cost. The shipbuilding industry is known as a labor-intensive industry that demands a lot of skilled workers. In particular, painting jobs in the shipbuilding industry require a continuous supplement of human resources since many workers leave due to the poor working environment. In this paper, the authors present a virtual-reality-based training system for spray painting tasks in the shipbuilding industry. The design issues and implementation details of the training system are described, and also its advantages and shortcomings are discussed based on use cases in actual work fields. © 2010 ETRI.


Seok J.,Contents Research Division | Yoon K.,Contents Research Division | Kim B.,Contents Research Division | Lee J.-W.,Contents Research Division
ETRI Journal | Year: 2011

In this letter, we propose a novel bitrate control, using both Kalman and FIR filters, based on a Hamiltonian analysis with respect to the amount of bits from each macroblock, in an encoding of a general video codec such as H.264/AVC. Since the proposed bitrate control is based on the simple computation of an optimal control method based on the Hamiltonian analysis, it is not necessary to use additional computation, such as a DCT or quantization, to estimate the bits for bitrate control. As a result, the proposed algorithm can be applied to single-pass encoding and can provide sufficient encoding speed with respect to various applications, even those requiring real-time control. © 2011 ETRI.


Lee S.,Contents Research Division | Kim J.H.,Contents Research Division | Kim S.M.,Contents Research Division | Yoo W.Y.,Contents Research Division
Proceedings - IEEE International Conference on Multimedia and Expo | Year: 2011

In this paper, we present a mood-based music recommendation player: Smoodi. The Smoodi provides smart mood recommendation by touch and drag and it has three different views: Mood Square, Cover Flow and Mood Cloud. In the Mood Square, users can check the mood distribution of local clips and generate playlists by touching mood cells. In the Cover Flow, users can find music information and generate similar songs list by dragging a seed song. In the Tag Cloud, users can make playlists by selecting mood tags. For this application, we developed new mood model from collected mood tags and arousal-valence position values and designed a regression function to estimate mood probabilities. © 2011 IEEE.

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