Now showing 1 - 10 of 12
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    Item type:Publication,
    Performance measurement of pilot global distance training system at KMITL
    (2003-12-01) ;
    Ratree, Surasit
    ;
    Wakabayashi, Toshio
    Education in the new era brings about an innovation technology that integrates communications, networks and computer technologies to apply with. The main purpose of academic sectors that applies such those technologies is not only to be an educational services center for supporting academic staff and students but also to create a new approach of E-leaming system in a borderless aspect. This paper describes a collaborative research on the pilot global distance training project between the Ministry of Public Management, Home Affairs, Post and Telecommunications, Tokai University, Japan International Cooperation Agency, and King Mongkut's Institute of Technology Ladkrabang. The research combines synchronous and asynchronous E-learning concept to the system. The outline of system, network configuration, services feature, and training experiment were described including measurement to verify the overall system performance. The results reflected that the system could support synchronous and asynchronous aspect and the objectives could considerably be achieved.
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    Moving average based adaptive buffer for haptic media synchronization in telehaptics
    (2005-11-16) ;
    Ohara, Shigeyuki
    Telehaptics Is involved with varions aspects of teleoperation applications. The problem of telehaptics of our concern In teleoperation is a delay variation on networks, or jitter delay. To solve the delay variation problem, a method of synchronization is required. This paper proposes the adaptive buffering control method for haptic media synchronization. The adaptive mechanism employs a moving average smoothing technique to calculate an expected delay in accordance with the delay variations resulting from the network traffics. Then, the expected delay is used to adjust the buffer size under a specified threshold. The idea of haptic media synchronization using a fixed buffer approach from our previous work is first carried out in the paper. Then, the proposed adaptive buffering control approach is explored in detail, including the methods to select the number of spans and to specify the threshold of adaptation. In addition, performance of the synchronization is verified by measuring the loss rate of haptic sequences for comparison between the fixed and adaptive buffering control approaches. According to the results, the adaptive buffer can preserve the loss of haptic sequences better than the fixed buffer approach when performing over the local, regional, and long distance network links under specified traffic conditions. ©2005 IEEE.
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    A joint controller-simulator programming by demonstration method for PLC devices
    (2006-12-01)
    Changsakol, Phissanu
    ;
    ;
    In this paper, a problem of visual programming of PLC (programmable logic controller) devices is described. A programming by demonstration method is developed so that a problem-domain expert can program such devices without computer programming skill. The method is novel in the sense that, unlike other programming-by-demonstration methods, it requires little a priori knowledge of the controlled system model, nor it needs to interact with a real system. A simulation model, which captures the laws of nature governing the system behavior, is jointly programmed with a control device (PLC). A PLC programming tool, developed based on the proposed joint controller-simulator programming by demonstration paradigm, can generate a high-level structure text program code, from the demonstrated actions as performed by a user. © 2006 IEEE.
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    A learning mechanism for adaptive fitness function in auto 3D graphics layout using genetic algorithm
    (2001-01-01) ;
    Thanapandi, C.
    ;
    Ohara, S.
    ;
    ;
    Burintramart, I.
    In computer-aided drafting and designing area, interactive graphics are used for designing components, systems, layouts, and structures. There are several approaches using for automated graphical layout tools in designing the graphic currently. Our research work aims to reduce design-working time, to learn user preferences, and to generate 3D graphical layout design automatically. An attempt to enable computers to generate 3D graphical layout design and presentation automatically by using Genetic Algorithm (GA) has been discussed for a decade. An effective use of GA in automated graphical layout design relies on how close to define a fitness function that can be reflected the user preferences. In this paper, we introduce the methods to define chromosome structures and fitness functions and of the selected objects. A learning mechanism is employed to adjust the fitness values of the objects in the selected layout choosing by the users. By this approach, the fitness functions can be changed adaptively reflecting the selection and user preferences.
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    A formal approach in robot development process using a UML model
    (2008-01-01) ;
    Hanidthikul, Tanachai
    ;
    Vuthikulvanich, Natee
    Recently, a formal development process of robot in an application level has not been sufficiently encouraged and promoted. This leads an insufficient procedure to improve the robot development process in the application level. This article introduces an Object-Oriented Analysis and Design Methodology (OOADM) that is applicable to the robot development process, i.e., a field sensing robot, in the application level. The Unified Modeling Language (UML) is used as a tool for analysis and design of the field sensing robot. The Mindstorms Lego model RCX is deployed as the main robot hardware and the C++ programming language is employed as the software tool for implementing the field sensing robot application. The tasks of robot are defined to move across the fields, to avoid the obstacles, and to reach the end point, according to the requirement. The robot employs the light sensor to detect the field surfaces in order to specify different types of movement, i.e., moving on a normal surface, increasing and reducing speed across a slop surface, and moving within a boundary. In addition, the robot uses the touch sensors to detect the obstacles during its movement toward the end point and to dodge the obstacles when hitting them. The robot operation is completed when the end point is detected. By following the formal standard development process using the UML model, the application of robot can be implemented rapidly and efficiently. © 2008 IEEE.
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    Item type:Publication,
    An adaptive buffer control using moving average smoothing technique for haptic media synchronization
    (2005-11-30) ;
    Ohara, Shigeyuki
    ;
    This paper proposes an adaptive buffering control method for haptic media synchronization in networked virtual environments based telehaptics. The adaptive mechanism employs a moving average smoothing technique to calculate an average delay for buffering adjustment under a specified threshold. The mechanism of haptic media synchronization using a fixed buffering approach from our previous work is carried out in the paper. Then, the proposed adaptive buffering control scheme is described, including the methods to select the number of spans and the specified threshold. Performance of the synchronization is verified by measuring a loss rate of haptic sequences at the remote process of both buffering approaches for comparison. The performance results express that, in the local and regional link networks with moderate and high traffic conditions, the adaptive buffer can preserve the loss better than the fixed buffer. © 2005 IEEE.
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    Multimodal Synchronization for Human-Machine Interaction in Virtual Environment
    (2002-12-01) ; ;
    Ohara, S.
    Human-machine interfacing technologies lead the human to communicate with virtual environment in various effective format and more interactive manner. With the combination of keyboard, mouse, haptic, gesture, speech, and vision modes, the interfaces allow human to be involved with the virtual environment in multimodal form, as if they are embedded as a part of simulation. However, with different mechanism and computing method in multimode interface, they lack of synchronization to support human interaction in the virtual environment. This paper explained human-machine interfacing techniques and proposed multimodal synchronization mechanism to control the tempo and to solve the problems of multimodal interaction. The experimental set to verify human perception with multimode human-machine interface in distributed virtual environment was described at the end. The result gave some figure of how human could adjust their perception to be synchronized with the interactive event in the virtual environment through multimode interface.
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    A prototype development of et rescue robot by using a UML
    (2009-12-01) ;
    Paelaong, Sitthisak
    ;
    Homchoo, Supansa
    This article proposes a prototype development of ET (Embedded technology) rescue robot that follows an object-oriented analysis and design methodology (OOADM) by using a UML (Unified modeling language) as a tool in the process. The idea is to improve the robot application development process to be efficient, rapid, and conformable with the standard by using the UML. The ET rescue robot prototype comprises of the two systems; a robot control system and a victim discovering system. The robot operation control is performed by a computer that interconnects the robot via a Bluetooth network. The operator monitors the robot operation by using video, sound, and temperature data that are captured through a camera, sound sensor, and temperature sensor installed on the robot to discover the victim, respectively. The robot was tested and experimented under the environment imitated the victim discovery in disastrous scenario. The result reflected that the prototype of ET rescue robot can be developed in the application level by following the OOADM as specified in the requirements. ©2009 IEEE.
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    Item type:Publication,
    ET rescue robot
    (2009-01-01) ;
    Paelaong, Sitthisak
    ;
    Homchoo, Supansa
    The ET (embedded technology) rescue robot is developed by following an OOADM (object-oriented analysis and design methodology) and using a UML (Unified modeling language) as a tool in the process. The idea is to improve the application development in robotic arena to be efficient, rapid, and conformable with the standard. The ET rescue robot comprises the 2 systems, i.e., robot control and victim discovering systems, which interact with the operator via a remote computer. The robot control is performed by a remote computer that interconnects to the robot via a Bluetooth. The operator can monitor the robot operation by using video, sound, and temperature data that are captured through a camera, sound sensor, and temperature sensor installed on the robot to discover the victim. The ET rescue robot systems are implemented by using Java. © 2009 IEEE.
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    Performance evaluation of traffic congestion for multiple-lock checking algorithm in distributed share virtual environment applications
    (2001-12-01) ;
    Sathitwiriyawong, Chanboon
    ;
    Ohara, Shigeyuki
    Multiple-lock checking algorithm has been studied and developed to support simultaneous access of shared resources, or objects, by logical processes of applications in distributed shared virtual environment for two years. Its purpose is to provide synchronization among the logical processes in networked virtual environment where users' applications can interact with each other in the shared environment. There are two main factors effecting performance of the multiple-lock checking mechanism in the distributed share virtual environment application, which are network delay and traffic. The former factor has been issued in our previous work. This paper verifies the traffic congestion on local network (LAN) that is generated by the number of logical processes. The effect of increased traffic to the performance of multiple-lock checking algorithm when accessing the shared object in the shared virtual environment application is also investigated. Simulation results show that utilization of the local network to support the locking mechanism for non-competition case is insignificant comparing with the number of logical processes. The locking time for distinct logical processes is constant and below 100 μs at lower 60% workload condition. Finally, the multiple-lock checking algorithm can perform efficiently on the LAN with no traffic affecting the performance.