• Title/Summary/Keyword: 디지털 인터페이스

Search Result 852, Processing Time 0.028 seconds

Design and Inplementation of S/W for a Davinci-based Smart Camera (다빈치 기반 스마트 카메라 S/W 설계 및 구현)

  • Yu, Hui-Jse;Chung, Sun-Tae;Jung, Souhwan
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.116-120
    • /
    • 2008
  • Smart Camera provides intelligent vision functionalities which can interpret captured video, extract context-aware information and execute a necessary action in real-timeliness in addition to the functionality of network cameras which transmit the compressed acquired videos through networks. Intelligent vision algorithms demand tremendous computations so that real-time processing of computation of intelligent vision algorithms as well as compression and transmission of videos simultaneously is too much burden for a single CPU. Davinci processor of Texas Instruments is a popular ASSP(Application Specific Standard Product) which has dual core architecture of ARM core and DSP core and provides various I/O interfaces as well as networking interface and video acquiring interface necessary for developing digital video embedded applications. In this paper, we report the results of designing and implementing S/W for Davinci-based smart camera. We implement a face detection as an example of vision application and verify the implementation works well. In the future, for the development of a smart camera with more broad and real-time vision functionalities, it is necessary to study about more efficient vision application S/W architecture and optimization of vision algorithms on DSP core of Davichi processor.

  • PDF

Development of Virtual Science Experience Space(VSES) using Haptic Device (역감 제시 장치를 이용한 가상 과학 체험 공간 개발)

  • 김호정;류제하
    • Journal of KIISE:Software and Applications
    • /
    • v.30 no.11
    • /
    • pp.1044-1053
    • /
    • 2003
  • A virtual science experience space(VSES) using virtual reality technology including haptic device is proposed to overcome limits which the existing science education has and to improve the effect of it. Four example scientific worlds such as Micro World, Friction World, Electromechanical World and Macro World are demonstrated by the developed VSES. Van der Waals forces in Micro World and Stick-Slip friction in Friction World, the principle of induction motor and power generator in Electromechanical World and Coriolis acceleration that is brought about by relative motion on the rotating coordinate are modeled mathematically based on physical principles. Emulation methods for haptic interface are suggested. The proposed VSES consists of haptic device, HMD or Crystal Eyes and a digital computer with stereoscopic graphics and GUI. The proposed system is believed to increase the realism and immersion for user.

PC-based Control System of Serially Connected Multi-channel Speakers (직렬연결 다채널 스피커의 PC 기반 제어 시스템)

  • Lee, Sun-Yong;Kim, Tae-Wan;Byun, Ji-Sung;Song, Moon-Vin;Chung, Yun-Mo
    • The KIPS Transactions:PartA
    • /
    • v.15A no.6
    • /
    • pp.317-324
    • /
    • 2008
  • In this paper, we propose a system which easily controls the existing serially connected multi-channel speakers in a general personal computer by using a USB(Universal Serial Bus) interface. The personal computer as a host of the USB interface analyzes a sound source and sends audio data in a real-time fashion by the use of the isochronous transmission, one of four transmission methods provided by the USB interface. In addition, a channel is assigned by means of the bulk transmission, one of four transmission methods provided by the USB interface. Transmitted data from the USB host are sent to each speaker through compression and packet generation process. Each speaker detects corresponding digital data and regenerates audio signals through DAC(Digital-to-Analog Converter). A user can easily select a sound source file and a channel by the use of a GUI environment in a personal computer.

A Study on the Implementation of a Data Acquisition System with a Large Number of Multiple Signal (다채널 다중신호 데이터 획득 시스템의 구현에 관한 연구)

  • Son, Do-Sun;Lee, Sang-Hoon
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.20 no.3
    • /
    • pp.326-331
    • /
    • 2010
  • This paper presents the design and implementation of a data acquisition system with a large number of multi-channels for manufacturing machine. The system having a throughput of 800-ch analog signals has been designed with Quartus II tool and Cyclone II FPGA. The proposed system is suitable for the large scale data handling in order to distinguish whether the operation is correct or not. The designed system is composed of a control unit, voltage divider and USB interface. To reduce the data throughput, we utilized an algorithm which can extract the same data from the achieved data. The test results of the system adapted to a manufacturing machine, show a relevant data acquisition operation of 800 channels in short time.

The Search of Image Outline Using 3D Viewpoint Change (3차원 시점 변화를 활용한 이미지 외곽라인 검색 제안)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.3
    • /
    • pp.283-288
    • /
    • 2019
  • We propose a method to search for similar images by using outline lines and viewpoints. In the first test, the three-dimensional image, which can't control the motion, has lower search accuracy than the static flat image. For the cause analysis, six specific tropical fish data were selected. We made a 3D graphics of tropical fishes of each kind, and we made 144 image outline lines with 12 stage viewpoints of top, bottom, left and right. Tropical fish by type were collected and sorted by time of search through similar search. Studies have shown that there are many unique viewpoints for each species of tropical fish. To increase the accuracy of the search, a User Interface was created to select the user's point of view. When the user selects the viewpoint of the image, a method of showing the result in consideration of the range of the related viewpoint is proposed.

Designing the Participatory Archive Portal for Classical Music Performance Information in Korea (국내 클래식 음악 공연 정보의 참여형 아카이브 포털 기능 설계)

  • Jang, Jaewoo;Rieh, Hae-young;Lee, Seung Whi;Kim, Intaek;Baek, Dae Won
    • Journal of the Korean Society for information Management
    • /
    • v.36 no.2
    • /
    • pp.223-254
    • /
    • 2019
  • The research on the archiving performing arts has recently been conducted on various aspects in Korea, but there has been no research or attempts to build a digital archive that can systematically identify the information on classical music performances in one place and get the past performance information. In this study, we proposed a participatory archive portal for providing, preserving and servicing information on all classical music performances, and tried to design the functions based on the requirements of the performance archive portal identified in previous research. We identified and proposed functional requirements of the portal, reorganized the characteristics of classical music performance information, and designed metadata elements. Then we presented the design and implementation direction of search and facet navigation, as well as user participation and communication functions. Lastly, we developed a prototype that implemented the requirements of the interface.

Research on development of electroencephalography Measurement and Processing system (뇌전도 측정 및 처리 시스템 개발에 관한 연구)

  • Doo-hyun Lee;Yu-jun Oh;Jin-hee Hong;Jun-su chae;Young-gyu Choi
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.17 no.1
    • /
    • pp.38-46
    • /
    • 2024
  • In general, EEG signal analysis has been the subject of several studies due to its ability to provide an objective mode of recording brain stimulation, which is widely used in brain-computer interface research with applications in medical diagnosis and rehabilitation engineering. In this study, we developed EEG reception hardware to measure electroencephalograms and implemented a processing system, classifying it into server and data processing. It was conducted as an intermediate-stage research on the implementation of a brain-computer interface using electroencephalograms, and was implemented in the form of predicting the user's arm movements according to measured electroencephalogram data. Electroencephalogram measurements were performed using input from four electrodes through an analog-to-digital converter. After sending this to the server through a communication process, we designed and implemented a system flow in which the server classifies the electroencephalogram input using a convolutional neural network model and displays the results on the user terminal.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.77-87
    • /
    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

User Perceptions of a Digital Archive for Content Creation: Focused on the Korea Creative Content Agency (KOCCA)'s 'Culturing' (창작 목적 디지털 아카이브 콘텐츠 활용에 대한 이용자 인식 연구 - 한국콘텐츠진흥원 컬처링(Culturing) 웹 사이트를 중심으로 -)

  • Park, Yong Min;Kim, Yang-woo
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.31 no.1
    • /
    • pp.285-310
    • /
    • 2020
  • A significant number of studies have been conducted on user perceptions of archive and record contents for the National Archives of Korea (NAK) and local record centers in the field of archives and records management in Korea. Yet, there has not been such a research on the use of digital archive contents designed for contents creation. Accordingly, this study investigated user perceptions of the use of the contents on the Korea Creative Content Agency (KOCCA)'s Culturing archive designed for creation purposes. A survey was conducted, examining the user's degree of interests, the expected user preference of the use and the expected extent of help by the contents of the archive. For the analyses of the survey data, this study performed one-way ANOVA for the comparative analyses of the means related to the subjects' general characteristics and the perceptions, along with cross-tabulation analyses for the association among the same items and nominal variables related to perceptions. On the basis of these analyses, this study suggests the following: ① to supplement the contents of the archive; ② to design customized interfaces and to enhance the readability; ③ to reinforce site PRs for large portal sites and creators' groups.

A Study on the Development Methodology for User-Friendly Interactive Chatbot (사용자 친화적인 대화형 챗봇 구축을 위한 개발방법론에 관한 연구)

  • Hyun, Young Geun;Lim, Jung Teak;Han, Jeong Hyeon;Chae, Uri;Lee, Gi-Hyun;Ko, Jin Deuk;Cho, Young Hee;Lee, Joo Yeoun
    • Journal of Digital Convergence
    • /
    • v.18 no.11
    • /
    • pp.215-226
    • /
    • 2020
  • Chatbot is emerging as an important interface window for business. This change is due to the continued development of chatbot-related research from NLP to NLU and NLG. However, the reality is that the methodological study of drawing domain knowledge and developing it into a user-friendly interactive interface is weak in the process of developing chatbot. In this paper, in order to present the process criteria of chatbot development, we applied it to the actual project based on the methodology presented in the previous paper and improved the development methodology. In conclusion, the productivity of the test phase, which is the most important step, was improved by 33.3%, and the number of iterations was reduced to 37.5%. Based on these results, the "3 Phase and 17 Tasks Development Methodology" was presented, which is expected to dramatically improve the trial and error of the chatbot development.