This document summarizes the research from a Korean operating systems laboratory, including their work developing novel mobile platforms and ubiquitous computing systems. Some of their influential works include SeeMon, Orchestrator, SymPhoney, MobiCon, and CoMon. The lab has received 100 billion KRW in funding from the Korean government. The lab also has an international reputation for their work presented at top conferences in mobile systems and ubiquitous computing. They have received several best paper awards and their graduates now work at prestigious international institutions. The document outlines their future research directions involving common and domain-specific mobile platforms, as well as new mobile services related to social interactions, games, and micro-cloud computing.
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Mobile and Ubiquitous Computing Research
1.
2. Research
• 연구분야
Operating Systems
새로운 개념의 운영체제를
설계하고 구현하여
학위 논문을 쓰는
한국 유일의 OS 연구실
3. • 새로운 개념 (최초)의 모바일 플랫폼
▫ SeeMon (ACM MobiSys 2008)
▫ Orchestrator (IEEE PerCom 2010, IEEE TMC 2014)
▫ SymPhoney (ACM SenSys 2012)
▫ MobiCon (Communications of ACM, 2013)
▫ CoMon (ACM MobiSys 2012)
▫ SocioPhone (ACM MobiSys 2013)
• Mobile Platform Research Center
미래부로부터 100억의 (5년) 과제를 수주
• Cloud Computing System의 전형
▫ SDN (Service Delivery Network, 2004)
4. 연구실 자랑: 국제적 지명도
• 모바일 플랫폼 분야에서 국제적 명성
• Top conferences (관련 분야 최고 학회)
▫ ACM MobiSys, ACM SenSys, ACM UbiComp, ACM CSCW
ACM HotMobile, ACM CHI, ACM IUI, IEEE ISWC, IEEE PerCom,
ACM Multimedia, …
▫ ACM MobiSys: 모바일 시스템 분야 최고의 학회
한국기관 최초 논문
한구기관에서 총 6편 중 4편이 우리 연구실 논문
▫ ACM SenSys: 임베디드 및 센서 시스템 최고의 학회
한국기관 최초 논문
한국기관에서 총 4편 중 3편이 우리 연구실 논문
▫ ACM UbiComp: 유비쿼터스 컴퓨팅 시스템 분야 최고의 학회
2010 (아시아에서 유일), 2012 (2편)
▫ ACM CSCW: 그룹/소셜컴퓨팅 분야 최고의 학회
한국 기관 최초의 논문
한국에서 총 8편 중 7편이 우리 연구실 논문
5. 연구실 자랑: 국제적 지명도
▫ Awards
ACM CSCW 2014 Best Paper Award
ACM CHI 2014 Best Paper Award Honorable Mention
MobileHCI 2014 Best Paper Award Honorable Mention
ACM HotMobile 2013 Best Demo Award
ACM MobiSys 2012 Best Demo Award
IEEE SECON 2012 Best Demo Award
IEEE SECON 2012 Best Demo Award Honorable Mention
ACM CSCW 2011 Best Paper Award Honorable Mention
MDM 2007, Best Paper Award
• International media coverage
NewScientist: 세계 2대 과학잡지
▫ TalkBetter (2014):
▫ RubberBand (2012):
▫ NewsCube (2011):
6. 연구실 자랑: 국제적 지명도
• 졸업생 국제기관 취업
▫ IBM Research, US: 황인석 박사
▫ Telefonica Research, Spain: 박순일 박사
▫ QualComm Research, US: 이진원 박사
▫ Michigan State University, US: 박태우 교수
▫ SMU, Singapore: 이영기 교수
• 대외 활동
▫ ACM SenSys 2015 General Chair (to be announced)
▫ ACM UbiComp 2014 PC Co-Chair
▫ ACM MobiSys PC (한국 최초), ACM SenSys PC (한국 최초), ACM/IEEE
IPSN, ACM UbiComp PC, ACM HotMobile PC (한국 최초),
ACM Multimedia PC, ACM HotPlanet PC, WWW PC
▫ Associate Editor, IEEE TMC (모바일 시스템 최고의 저널)
▫ 기타: IEEE PerCom, Mobiquitos, ASONAM, ….
7. • International internship
▫ IBM (6), MSR (1), Intel (1), MSRA (2)
• Co-work with
▫ Prof 이의진, KAIST 지식서비스학과
▫ Intel at Santa Clara
▫ IBM Research
▫ MS, Samsung, LG
▫ Prof. Pearl Pu, EPFL (로잔공대)
▫ Prof. Selçuk K. Candan, Arizona State University
▫ Prof. Taiwoo Park, MSU, USA
▫ Prof Youngki Lee, Singapore Management University
▫ Prof. 이윤석, 한국외대
▫ Prof. 하진영, 강원대
▫ Prof. 이경순, 전북대
▫ Prof. 엄현상, 서울대
• MS fellowship
▫ 이영기, 박순일
8. Research
• Future Mobile Platforms
▫ Common platform
▫ Domain-specific platform
Game platform
Interaction platform
Group context platform
Context-aware social network platform
• Future Mobile Services
Inter-child behavioral relativity
Social exergames
Social network services
• Micro-cloud computing infrastructure
for advanced mobile and ubiquitous services
• Infrastructure for Urban Computing and Services
14. Vision: Full-Fledged True Mobile Platform
Life-Immersive Mobile Applications
… …
AdNext+ SympaThing Fall monitoring
Simple and Intuitive Application Interface (API)
Mobile Platform
(over mobile and sensing devices)
Abstraction of Runtime Sensing Resources
Rich sensor devices
15. Life-Immersive Mobile Applications
Cooperation among multiple
personal sensing devices
CoMon
[MobiSys ‘12]
SymPhoney
SeeMon
[MobiSys ‘08]
[PerCom ‘12] [SenSys ‘12] Cooperation among
co-located users
Orchestrator
[PerCom ‘10]
MobiCon
[CACM ’12]
Personal Sensing Devices
16. Mobile Platform
Broader View and Limitations
New Application Functionality/Application Interface/ Usability
Sensor Fusion/
Stream Processing
Sensor Device Abstraction
Communication
Conflict
Coordination
Energy Efficiency
Resource
Adaptation
Inference Precision Privacy/ Security
Effective Learning
Cloud Support
Life-Immersive Mobile Applications
Rich Set of Sensor Hardware
18. U-Secretary
Service and Application Providers
Location-based
Services
HealthMonitoring
U-Learning
U-Trainer
Diet diary
U-Reminder
Behavior correction
Sensor OS
Smart-phone
HW
Common Mobile Platform
Platform for True Mobile Applications
CDMA 인프라
WIFI 인프라
Sensor
Devices
OS: IOS4,
Android, etc
19. Emotion changes
surroundings
Next Generation Mobile and Ubiquitous Platform
Activity-based calorie
expenditure monitor
Personal
Healthcare app
Pervasive games
Emotion Activity Health Group …
Wearable
sensors
Space/object-embedded
Smartphone sensors
Next-generation Mobile Platform
20. Why is the platform important?
GPS GPS
3 meter
Collaborative Platform
GPS
Location
Context-aware Mobile Applications
Context-aware Mobile Platform
Sensors
26. Ubiquitous Social Exergame
Ubiquitous Exergame
Transforming solitary exercises into Exciting Gaming Experience!
Gamification of Exercise
Running on a treadmill alone
is Monotonous, Repetitive, Isolated
Through Exergame,
Exercise becomes Exciting!
27. Ubiquitous Social Exergame
Let’s Play Exergame together!
regardless of one’s context and exercise preference
Research Topics
Running on a treadmill
at home
on a trip
using a jump rope
using a hula hoop
at friend’s house
cycling
in school gym
Example of Social Exergame:
“Swan Boat”
Effects of Collaborative Social
Interaction
Employing Heterogeneous
Exercises Together
Presence of Teammates while
Playing Together
32. Context-aware Mobile Advertising
• In Urban Commercial Complexes,
frequent and similar sequential visit patterns among many people
Entrance Cinema Restaurant Cafe
33. Context-aware Mobile Advertising
• If we could predict her next visit place,
it’s a new opportunity to “true” mobile advertise !!
Restaurant Cafe
?
Visit History
Manager
Visit History DB
Next Visit
Place Predictor
Ad Selector
Visit History
Ad
DB
(e.g., Restaurant)
Targeted Ads
(e.g., Café)
20% discount
coupon!
Her smartphone Context-aware Mobile Advertising Architecture
Editor's Notes
With emergence of useful sensing applications, you can imagine that our life spaces will be inevitably filled with rich sensor devices.
Already popular smartphones, [PRESS] emerging wearable devices like glass and watch, and [PRESS] also space-embedded sensors, and the sensors of other people inside the space.
(Accelerometer Ambient light Bluetooth Camera GPS Magnetometer Microphone Proximity)
How can we handle these complicated problems? There would be no magic solution to solve the problem in a single shot.
But one thing I am sure of is that system-level support is essential and we should not impute burden to the applications. [PRESS] In this regard, my overall research vision has been to build full-fledged context monitoring platform. [PRESS]With the platform support, applications can simply query the system to monitor rich user contexts. On behalf of applications, the platform abstracts the sensing devices and [PRESS] resolves the previously mentioned resource challenges.
I think in the near future, this platform would be core functionality of commodity mobile operating systems.
I can put many of my research work, in the perspective of cooperative planning.
[PRESS] In earlier papers like MobiCon, Orchestrator and SeeMon, I propose systems to make multiple personal sensing devices cooperatively support concurrent sensing applications (to reduce battery consumption, address resource conflicts and dynamics)
[PRESS] Furthermore, I extended cooperation scope to collocated users and propose the system called CoMon that enables cooperation among multiple users. [PRESS] Recently, as the importance of smartphone itself is hugely growing, I studied about resource coordination among concurrent apps on a smartphone.
Let’s look at my research with a broader view. My research has focused on the resource-related issues so far, but to build a full-fledged platform I had to face with far more diverse issues, as you see some of the examples in this figure.
I think a lot of issues are still open, and hope to collaborate with many people here.
Game video
Applications:
Context-aware vs.
Proactive vs. Reactive
Continuous
하지만, 바쁜 일상 속에서 살아가는 현대인들에게 있어서 이러한 소셜 스포츠를 즐기는 것은 참으로 어려운 일입니다. 따라서, 자연스럽게 사람들은 혼자서 할 수 있는 트레드밀 달리기와 같은 운동을 선택합니다. 그렇지만, 이러한 단조롭고, 반복적이고, 고독한 운동은 팀 스포츠가 주는 만큼의 재미있고 아찔한 경험을 주지는 않습니다. 바로 여기에서부터 제가 하고자 하는 연구가 시작됩니다. 어떻게 하면 혼자서 하는 운동을 재미있는 활동, 이를테면 게임, 으로 바꿀 수 있을까? 하는 것입니다.