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Dive into the research topics where Won-Sung Sohn is active.

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Featured researches published by Won-Sung Sohn.


International Journal of Distributed Sensor Networks | 2013

Novel MAC Protocol and Middleware Designs for Wearable Sensor-Based Systems for Health Monitoring:

Kyeong Hur; Won-Sung Sohn; Jae-Kyung Kim; YangSun Lee

We propose a middleware platform built on wireless USB (WUSB) over wireless body area networks (WBAN) hierarchical protocol for wearable health-monitoring systems (WHMS). The proposed middleware platform is composed of time-synchronization and localization solutions. It is executed on the basis of WUSB over WBAN protocol at each wearable sensor node comprising the WHMS. In the platform, firstly, the time-synchronization middleware is executed. After that, a WHMS host calculates the location of a receiving sensor node by using the difference between the times at which the sensor node received different WBAN beacon frames sent from the WHMS host. The WHMS host interprets the status and motion of the wearable body-sensor objects.


international conference on future generation information technology | 2012

A real-time localization platform design in WUSB over WBAN protocol for wearable computer systems

Kyeong Hur; Won-Sung Sohn; Jae-Kyung Kim; YangSun Lee

In this Paper, we propose a Real-Time Localization Platform Built on WUSB (Wireless USB) over WBAN (Wireless Body Area Networks) protocol required for Wearable Computer systems. Proposed Real-Time Localization Platform Technique is executed on the basis of WUSB over WBAN protocol at each sensor node comprising peripherals of a wearable computer system. In the Platform, a WUSB host calculates the location of a receiving sensor node by using the difference between the times at which the sensor node received different WBAN beacon frames sent from the WUSB host. And the WUSB host interprets motion of the virtual object.


FGIT-MulGraB/BSBT/IUrC | 2012

Advanced Knowledge Sharing Strategies Based on Learning Style Similarity for Smart Education

Jae-Kyung Kim; Won-Sung Sohn; YangSun Lee

The spread of the smart device has led collaborative technologies to valuable applications in developing educational content. Many electronic textbooks provide basic annotation features like sharable bookmarks, notes, highlighting and underlining. These user activities contain important information in the view of education such as user knowledge and students’ learning style. In this paper, we proposed annotation-content learning model to analyze learner’s annotating behavior on electronic textbooks. Based on the model, we also developed similarity algorithms to find other notes created by students who have similar learning style. The purpose of the proposed system is to encourage students to have their own online communities using smart tablets to pool their knowledge and share ideas and experiences. We also presented the evaluation indicating that the system improved students’ knowledge significantly.


Multimedia Tools and Applications | 2008

Definition of a layered avatar behavior script language for creating and reusing scenario scripts

Jae-Kyung Kim; Won-Sung Sohn; Soon-Bum Lim; Yoon-Chul Choy

An avatar script language consists of a set of commands which are used to control avatar behaviors in cyberspace. These script languages should be abstracted from complex low-level concepts such as DOF, so that users can create scenario scripts easily without having to be concerned about the physical properties of motion. Also, the scripts should be defined in a standard format and structure so that they can be reused in various applications. In the proposed system, we defined a layered script language for avatar behavior representation and control, which consists of task-level behavior, high-level motion and primitive motion script. The high-level behavior script provides abstract and domain-dependent avatar-object behavior interfaces to the user so that the user can easily create avatar scenario scripts, the high-level motion script represents the avatar motion sequence, and the primitive motion script represents the geometric information of the underlying tools for physical animation control. A presentation domain is chosen to apply the proposed script language, and empirical evaluation shows that a novice user can easily and quickly design a scenario script using the proposed interface


International Journal of Distributed Sensor Networks | 2013

A Hybrid Distance Estimation for Wireless Body Sensor Networks

Kyeong Hur; Won-Sung Sohn; Jae-Kyung Kim

Wireless body area networks become a new research issue in recent years. In this paper, we propose hibernation and distance estimation schemes for wireless USB (WUSB) over wireless body area networks (WBAN) hierarchical protocol for body sensor networks (BSNs). The proposed middleware platform is composed of hibernation and optimal short distance estimation solution. Firstly, this paper provides WUSB private channel allocation scheme at the m-periodic allocation hibernation of a WBAN superframe. Secondly, three typical location estimation schemes of time difference of arrival (TDoA), frequency difference of arrival (FDoA), and angle of arrival (AoA) are analyzed through comparison of experiment results to propose optimal short distance estimation solution which is executed at each body sensor node on the basis of WUSB over WBAN protocol. And the WBAN host interprets status and motion of the body-sensor objects. The hybrid TDoA/FDoA/AoA algorithm based on UWB ranging shows best performances among the other hybrid schemes for wireless BSNs.


International Journal of Distributed Sensor Networks | 2013

A Conflict Avoidance Scheme for WiMedia Wireless Home Networks

Kyeong Hur; Won-Sung Sohn; YangSun Lee

We propose an efficient resource reservation scheme for UWB (Ultrawideband) WPAN (Wireless Personal Area Network) with D-MAC (Distributed Medium Access Control). Since the WiMedia D-MAC supporting DRP (Distributed Reservation Protocol) scheme causes lots of conflicts due to failure of beacon detection in wireless channel environment, overall performances of the WiMedia D-MAC can be deteriorated. Therefore, we propose Relay DRP protocol, which makes a relay path to avoid DRP conflicts or harsh channel conditions through cooperative relay transmission scheme and is compliant with the current WiMedia D-MAC protocol. Simulation results demonstrate performance improvements of the proposed method for throughput and energy consumption.


International journal of advanced science and technology | 2018

Software Education Model for Non-major Undergraduate Students using DBSEM

Kil Young Kwon; Won-Sung Sohn

In general, block-based programming tools have been used effectively in basic programming courses for undergraduate undergraduates [4-5]. Despite the advantages of block-based programming tools, however, unexpected issues have arisen in the process of applying this to untrained college students. In the educational field where the philosophy and purpose of the programming education are not understood accurately, the purpose of the script coding transformed into the learning of the contents Author ware rated with scenario implementation and the game design. In this study, we propose a design based software education model (DBSEM) to provide optimized programming education to non traders in order to solve this problem. In this model, we define core modules and concept modules that are the core of computational thinking and include multi-level teaching and learning strategies consisting of prototype design and coding exercises using a design thinking strategy. As a result, non-major undergraduates can acquire basic knowledge of computer programming more easily and can develop core competence in computing thinking in the course of programming using block-based coding tools. In addition, this study developed a curriculum based on DBSEM model and includes core module based conceptual learning, UX based prototype design, and blockbased scripting (coding) practice based on 15 weeks’ curriculum. The proposed model has been applied to 312 non-major undergraduate students for the past 8 years. The analysis result of the proposed evaluation tool developed by the present research team has resulted in the final stage 3 level (good). As a result, non technical undergraduates were able to shape the concept of programming fundamentals more firmly and to develop core competencies of computing thinking through programming practice. The proposed research method can easily apply to any adult who lacks the athletic knowledge of computer science.


international conference on conceptual structures | 2007

Avatar Augmented Annotation Interface for e-Learning

Won-Sung Sohn; Jae-Kyung Kim; Jaeho Lee

Creating avatar-augmented presentations that extend gesture and annotation to distance education is laborious and time-consuming. We present Avatar Augmented Annotation (AAA), a project to design and share web based e-Learning materials using an animated avatar and digital inking. Using AAA, the instructor can create a presentation, using freehand annotations that include high-level teaching behavior without doing any programming. The AAA then generates a script expressed in XML and augments the presentation with an animated avatar following each annotation. We found that AAA provides positive educational effectiveness and usability compared to previous online courseware.


Journal of Korea Multimedia Society | 2009

A Time Slot Allocation Method of UWB Distributed MAC Protocol for Fair QoS Provisionings to High Speed Multimedia Services in Wireless Home Networks

Kyeong Hur; Won-Sung Sohn


Networking and Communication 2014 | 2014

Design and Evaluation of Computer Programming Education Strategy using Arduino

Won-Sung Sohn

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Kyeong Hur

Gyeongin National University of Education

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Jaeho Lee

Gyeongin National University of Education

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Soon-Bum Lim

Sookmyung Women's University

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