Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031348
N. Ishikawa, Naofumi Yoshida, Naoki Ishibashi
Many standardization activities have been done for controlling and managing home networks and appliances during past ten years. Such activities include UPnP/DLNA, ECHONET and Continua Health Alliance and so on. However, there is no compatibility among those standards. To solve those problems, we have developed overlay networking protocols and device metadata technologies as a solution for controlling and managing heterogeneous home networks and appliances in a consolidated manner. Peer-to-peer Universal Computing Consortium (PUCC) was established in 2005, to deploy our overlay networking protocols and device metadata technologies toward de facto standardization. To verify the feasibility and usefulness of PUCC technologies, we have developed the PUCC middleware platforms, and PUCC applications using them. We explain PUCC overlay networking protocols and device metadata technologies. We also explain the PUCC middleware platforms and some PUCC applications using them.
{"title":"Overlay networking protocols and device metadata for controlling and managing home networks and appliances","authors":"N. Ishikawa, Naofumi Yoshida, Naoki Ishibashi","doi":"10.1109/GCCE.2014.7031348","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031348","url":null,"abstract":"Many standardization activities have been done for controlling and managing home networks and appliances during past ten years. Such activities include UPnP/DLNA, ECHONET and Continua Health Alliance and so on. However, there is no compatibility among those standards. To solve those problems, we have developed overlay networking protocols and device metadata technologies as a solution for controlling and managing heterogeneous home networks and appliances in a consolidated manner. Peer-to-peer Universal Computing Consortium (PUCC) was established in 2005, to deploy our overlay networking protocols and device metadata technologies toward de facto standardization. To verify the feasibility and usefulness of PUCC technologies, we have developed the PUCC middleware platforms, and PUCC applications using them. We explain PUCC overlay networking protocols and device metadata technologies. We also explain the PUCC middleware platforms and some PUCC applications using them.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122584627","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031328
R. E. V. D. S. Rosa, L. Cordeiro, V. Lucena
Advances in TV technology have enabled viewers to actively interact with the TV through interactive applications instead of just passively watching TV. Typically, a conventional remote control is shared by many viewers and it is difficult to accurately capture the individual interaction data from each viewer. It is also difficult to identify the context in which the interactions occur, e.g., to manage precisely who is present in the environment and what is being watched on TV. In this paper, it is presented a novel architecture that facilitates the capture of viewers' individual interactions and contextual data in shared TV environments. This architecture uses personal devices as secondary screen devices with the aim of identifying viewers and capturing their interactions with interactive TV devices. A work in progress implementation of this architecture is briefly reported as an audio-visual content rating system for interactive TV.
{"title":"A secondary screen architecture to accurately capture viewers' interactions in an iTV environment","authors":"R. E. V. D. S. Rosa, L. Cordeiro, V. Lucena","doi":"10.1109/GCCE.2014.7031328","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031328","url":null,"abstract":"Advances in TV technology have enabled viewers to actively interact with the TV through interactive applications instead of just passively watching TV. Typically, a conventional remote control is shared by many viewers and it is difficult to accurately capture the individual interaction data from each viewer. It is also difficult to identify the context in which the interactions occur, e.g., to manage precisely who is present in the environment and what is being watched on TV. In this paper, it is presented a novel architecture that facilitates the capture of viewers' individual interactions and contextual data in shared TV environments. This architecture uses personal devices as secondary screen devices with the aim of identifying viewers and capturing their interactions with interactive TV devices. A work in progress implementation of this architecture is briefly reported as an audio-visual content rating system for interactive TV.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123086338","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031261
A. Iijima, Kosuke Matsuki, R. Imamura, T. Bando
The function of depth perception may be related to the ability to perform vergence eye movements during the viewing of three-dimensional stereoscopic movies.
深度知觉的功能可能与观看三维立体电影时眼球运动的能力有关。
{"title":"Vergence eye movements affected by 3D and 2D visual stimuli","authors":"A. Iijima, Kosuke Matsuki, R. Imamura, T. Bando","doi":"10.1109/GCCE.2014.7031261","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031261","url":null,"abstract":"The function of depth perception may be related to the ability to perform vergence eye movements during the viewing of three-dimensional stereoscopic movies.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116102051","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031147
Hisayoshi Sugiyama
Power distribution protocol among power plants and consumers in power packet networks is proposed. According to this protocol, power packets are transmitted multipoint-to-multipoint simultaneously. Each power plant decides its power transmission destination depending on consumer demands and distances to them. The power transmission procedure is triggered by an occurring of a consumer demand. The power network performance is confirmed by computer simulations.
{"title":"Power distribution protocol among power plants and consumers in power packet networks","authors":"Hisayoshi Sugiyama","doi":"10.1109/GCCE.2014.7031147","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031147","url":null,"abstract":"Power distribution protocol among power plants and consumers in power packet networks is proposed. According to this protocol, power packets are transmitted multipoint-to-multipoint simultaneously. Each power plant decides its power transmission destination depending on consumer demands and distances to them. The power transmission procedure is triggered by an occurring of a consumer demand. The power network performance is confirmed by computer simulations.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124953543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031332
A. Darji, E. Nijin
In this paper, we propose hardware efficient implementation of lifting based 2-D DWT and Sobel based edge detector for detail diagnosis in Wireless capsule endoscopy (WCE) in real-time. Architecture is developed based on the properties of the endoscopic images and the CMOS sensors. Proposed edge detection scheme works on the compressed DWT coefficients and offers 83.1 % compression ratio (CR). VLSI implementation of the proposed scheme consumes only 17050 standard cells.
{"title":"Hardware efficient implementation of video capsule endoscopy","authors":"A. Darji, E. Nijin","doi":"10.1109/GCCE.2014.7031332","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031332","url":null,"abstract":"In this paper, we propose hardware efficient implementation of lifting based 2-D DWT and Sobel based edge detector for detail diagnosis in Wireless capsule endoscopy (WCE) in real-time. Architecture is developed based on the properties of the endoscopic images and the CMOS sensors. Proposed edge detection scheme works on the compressed DWT coefficients and offers 83.1 % compression ratio (CR). VLSI implementation of the proposed scheme consumes only 17050 standard cells.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"136 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122759832","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031296
Cheng-Tao Chung, Hsin-Kuan Hsiung, Cheng-Kuang Wei, Lin-Shan Lee
In this paper, we propose a multi-layered Probabilistic Latent Semantic Analysis (PLSA) model for personalized video summarization problem based on time synchronous comments offered by multiple users. Preliminary evaluations performed on an animation series of 624 minutes long with 12212 users show that the proposed model is able to captures the relationships among the preference of each individual user and the various video events, therefore is able to generate personalized summaries of unseen videos for different users.
{"title":"Towards personalized video summarization using synchronized comments and Probabilistic Latent Semantic Analysis","authors":"Cheng-Tao Chung, Hsin-Kuan Hsiung, Cheng-Kuang Wei, Lin-Shan Lee","doi":"10.1109/GCCE.2014.7031296","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031296","url":null,"abstract":"In this paper, we propose a multi-layered Probabilistic Latent Semantic Analysis (PLSA) model for personalized video summarization problem based on time synchronous comments offered by multiple users. Preliminary evaluations performed on an animation series of 624 minutes long with 12212 users show that the proposed model is able to captures the relationships among the preference of each individual user and the various video events, therefore is able to generate personalized summaries of unseen videos for different users.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130186179","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031201
H. Arima, Y. Nakamura, F. Kurokawa
Recent years have seen the popularization of model based development (MBD) using models based on block diagrams. In many mechatronics systems, including automobile engine control and the brake control, a closed loop control is used to manage controls based on feedback data from control target objects. In order to develop a closed loop control using model base, a plant model that simulates the behavior of the control target plant is needed. This control model and the plant model are used throughout all the model based development processes. This paper discusses case examples in which these model based development technologies are applied to energy system developments that combine inverters and converters. We constructed a model house called “Smart Cell” as a place to demonstrate the energy system. We will introduce the Yokohama Smart Community [1] the instigators of this demonstration project. This organization aims to establish technologies that can make better use of natural energy.
{"title":"Development of a Home Energy System using model based development technology","authors":"H. Arima, Y. Nakamura, F. Kurokawa","doi":"10.1109/GCCE.2014.7031201","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031201","url":null,"abstract":"Recent years have seen the popularization of model based development (MBD) using models based on block diagrams. In many mechatronics systems, including automobile engine control and the brake control, a closed loop control is used to manage controls based on feedback data from control target objects. In order to develop a closed loop control using model base, a plant model that simulates the behavior of the control target plant is needed. This control model and the plant model are used throughout all the model based development processes. This paper discusses case examples in which these model based development technologies are applied to energy system developments that combine inverters and converters. We constructed a model house called “Smart Cell” as a place to demonstrate the energy system. We will introduce the Yokohama Smart Community [1] the instigators of this demonstration project. This organization aims to establish technologies that can make better use of natural energy.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134502157","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031346
T. Haraikawa, Maimi Uchino
Planetariums are now projecting not only stars but also all-sky movies. The immersive movies can be new fun for auditory-impaired people if they are properly captioned. The author developed captioning technology for the planetarium movies.
{"title":"Moving caption authoring system for planetarium movies","authors":"T. Haraikawa, Maimi Uchino","doi":"10.1109/GCCE.2014.7031346","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031346","url":null,"abstract":"Planetariums are now projecting not only stars but also all-sky movies. The immersive movies can be new fun for auditory-impaired people if they are properly captioned. The author developed captioning technology for the planetarium movies.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124666336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031152
K. Jantke, O. Arnold
Studies of digital games bridge the gap from game design and technology to the impact of play, thus, being highly interdisciplinary by nature. The scientific discourse is difficult. Pattern is a key term used with largely varying semantics in mind and, even worse, sometimes without any precise meaning. Patterns are general and somehow abstract phenomena that do not show directly, but occur implicitly by means of their instances. Within knowledge processing in studies of game play and its impact, it is decisive to observe instances and to deduce patterns. By its very nature, this is learning from incomplete information. To avoid speculative guesses, studies of learning necessarily need to be based on precise concepts of what to learn and how to learn. The present paper investigates lucid concepts of patterns and their instances, addresses the crucial problem of learning patterns, and illustrates the deployment of a sound theory in practical studies.
{"title":"Patterns - The key to game amusement studies","authors":"K. Jantke, O. Arnold","doi":"10.1109/GCCE.2014.7031152","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031152","url":null,"abstract":"Studies of digital games bridge the gap from game design and technology to the impact of play, thus, being highly interdisciplinary by nature. The scientific discourse is difficult. Pattern is a key term used with largely varying semantics in mind and, even worse, sometimes without any precise meaning. Patterns are general and somehow abstract phenomena that do not show directly, but occur implicitly by means of their instances. Within knowledge processing in studies of game play and its impact, it is decisive to observe instances and to deduce patterns. By its very nature, this is learning from incomplete information. To avoid speculative guesses, studies of learning necessarily need to be based on precise concepts of what to learn and how to learn. The present paper investigates lucid concepts of patterns and their instances, addresses the crucial problem of learning patterns, and illustrates the deployment of a sound theory in practical studies.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134333365","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2014-10-01DOI: 10.1109/GCCE.2014.7031106
Hiroshi Sugimura, Kazuki Utsumi, Masayuki Kaneko, Kazuki Arima, M. Sakamoto, Yuki Imaizumi, Tomoki Watanabe, M. Isshiki
In this paper, we propose a system to superpose information of web services into living space. The system is controlled by natural actions which are gestures and voice in order to simple control apparatus. The system is assembled by three major modules which the sound recognition, the gesture recognition and a projector. We describe the entire process, the implementation and the evaluation of a prototype system, and confirmed an usefulness of proposal system by using a questionnaire.
{"title":"Development of immersive display system of web service in living space","authors":"Hiroshi Sugimura, Kazuki Utsumi, Masayuki Kaneko, Kazuki Arima, M. Sakamoto, Yuki Imaizumi, Tomoki Watanabe, M. Isshiki","doi":"10.1109/GCCE.2014.7031106","DOIUrl":"https://doi.org/10.1109/GCCE.2014.7031106","url":null,"abstract":"In this paper, we propose a system to superpose information of web services into living space. The system is controlled by natural actions which are gestures and voice in order to simple control apparatus. The system is assembled by three major modules which the sound recognition, the gesture recognition and a projector. We describe the entire process, the implementation and the evaluation of a prototype system, and confirmed an usefulness of proposal system by using a questionnaire.","PeriodicalId":145771,"journal":{"name":"2014 IEEE 3rd Global Conference on Consumer Electronics (GCCE)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134623640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}