We are developing a system solution for the SoD (System on-Demand) service which provides users with seamless personalized computing environment in versatile places by assembling virtual computing environment in an on-demand manner using distributed u-computing devices around users.
For the development, we have conducted researches on an instant computing technology which assembles a virtual machine instantly and easily with distributed u-computing devices around users as users’ demand. Currently, our research is on a soft-bus technology including the virtual USB and remote presentation technology which connects the virtual machine with remote I/O devices and computing resources. Furthermore, we are planning to provide a seamless personal computing environment using a personalization and a user-optimized application virtualization technique for SoD services.
Recent developments of information technologies are leading to a device-big-bang where there are an enormously and rapidly increased number of information devices. Along with the device-big-bang, the advent of a cloud computing paradigm is expected to open the era of hiring computing resources through the internet without actually possessing one. The SoD technology will be the technology of the future that can create a synergy effect between upcoming trends of the device-big-bang and cloud computing.
It is because the SoD technology can deal with computing resources effectively by combining remote virtual machines with mobile devices and can provide the isolated computing environment to each user.
Interaction technologies of between a computer and a user are changing. The changes are from interactions based on a traditional keyboard and a mouse in the desktop environment to the interactions based on a user's natural behavior in a three-dimensional input space, and/or from interfaces based on audio-visual displays to realistic interfaces by using human touch senses.
In this research, for providing a next-generation computing interaction environment, we mainly aim to develop and achieve 1) a small and low-powered tactile input/output module using human sensory mechanisms, and 2) the interface technologies of three-dimensional behaviors based on the motions of hands and fingers using motion sensors and a stereo camera, and 3) a 3D UI framework to support multi-point interaction.
The following techniques are being developed for the above objectives.
These technologies can be used for interactive systems such as a wall display, IPTV with computing capability, and an electronic blackboard system, etc. We expect that these technologies will form a core interface for the future gestural computing.
In addition, we are participating in ISO international standardization activities by leading international standards to gain an international competitiveness.
Although the conventional Social Network Services (SNS) provides a solution for internetworking social users to share information for solving problems based on the World Wide Web (WWW), there are additional requirements to support increasing demands of social users with commencing Web 2.0 and ubiquitous computing technologies. In order to overcome the limitations of the traditional SNS services such as lack of open participations and realtime problem solving with mobility supports, there needs to be fundamental technologies for supporting locality and sociality relationship management, active information and knowledge sharing schemes, digital community management, social user management based on an ontology system.
To do so, the department has working on various convergence service interworking and green computing technologies including the Locational/Societal Relation-Aware Social Media Service Technology which is a part of the Social Media for Cool Space (SMCS) project since 2008. The project involves not only the educational institutions but also cooperates with IT enterprises for developments of the SNS services based on the SMCS framework technology and finally peruses commercialization of the project outcomes. The forthcoming green and ubiquitous computing era with increasing demands on both domestic and international markets expect to be a great opportunity for the emerging IT markets and further ensure business success of related industries.
The project of developing an integrated u-service framework to support OSCD (One-Service-Cross-Domain) service environment aims to provide a framework which can accommodate various services in heterogeneous service domains through a standardized generic service execution environment without any modifications to original services.
Technical items, such as a convergence middleware for synchronization of service domains and a proactive provisioning technique for contents/resource management based on user context, are expected to facilitate a convergence of services from heterogeneous service domains.
Concept of the integrated u-service framework for OSCD service environment
A major goal of this project is to develop a software-based IPTV security platform that supports delivery of the Conditional Access Systems (CAS) client software to the IPTV set-top boxes for the protection of subscription-based video contents and premium IPTV services
The software-based IPTV platform supports downloading of compliant CAS clients to a subscriber's set-top box which allows upgrading and changing over of the CAS systems by Multi-system Operator (MSO). The IPTV platform includes other security features including device and user authentication, and provides a solution for the code verification of a downloadable CAS client software. It also provides a framework for the massive distributions and management of decryption keys for the IPTV contents.
Wearable Computing Technology consists of clothing-type computing systems, wearable user interfaces and wearable computing applications. Through the wearable computing technology, as wearing clothes or accessories, a user can always wear computing systems and be connected anytime or anywhere to various services.
Current research includes developments of 1)A fabric circuit board using a SoT (System-on-Textile) technology for implementing electronics systems on a textile, 2)A FAN (Fabric Area Network) technology that provides the internal and external communication for clothes, 3)A technology that makes the clothing-type computing system practicable, and 4)Wearable user interfaces and wearable computing services that maximize the user convenience in a ubiquitous computing environment.