• Title/Summary/Keyword: 비디오 폰

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Implementation of Automotive Multimedia Interface Supporting Multi-Channel Display in Multi-Screen Display (다채널 다중 화면 디스플레이를 지원하는 차량용 멀티미디어 인터페이스 구현)

  • Jeon, Young-Joon;Song, Bong-Gi;Kim, Jang-Ju;Park, Jang-Sik;Yu, Yun-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.1
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    • pp.199-206
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    • 2013
  • Recently, the diverse needs of the drivers for in-vehicle infotainment systems are increasing rapidly. As a result, the infotainment systems are equipped with more convenient and human-friendly high-tech features. In this paper, we designed and implemented in-vehicle multimedia infotainment system based on embedded system that was applied various multimedia to in-vehicles. The proposed system can support independent display on each screen for the multi-channel multimedia source based on one processor(1 CPU). Therefore, our system can be reduced costs compared to other systems. This system not only displays the video and audio data in storage devices but also displays CAM, T-DMB, and DVB-T multimedia contents which are supplied in real-time services. Also, our system could multi-screen displays multimedia data in smart phone using Wi-Fi. We expect that in-vehicle infotainment systems like AVN(Audio video navigation) and RSE(Rear Seat Entertainment) could be used in various applications and reduced costs.

An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

Wireless Control System Using Spherical Camera (구형체 카메라를 이용한 무선 관제 시스템)

  • Jang, Jae-min;Shin, Soo Young;Ji, Yong-ju;Chae, Seog
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.4
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    • pp.461-466
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    • 2016
  • In this paper, a capsule body shaped surveillance/monitoring device is developed. The device includes a camera and GPS module to transmit live video data and real time GPS coordinates respectively using the Intel Edison module. A control application is developed for the smart phones and tablets to wirelessly view the live video stream and location of the capsule device and also to switch between the multiple capsule devices installed at different locations. The coordination between the developed device and the smart phone / tablet is done using the wireless function of the Intel Edison module.

Driving Pattern Recognition System Using Smartphone sensor stream (스마트폰 센서스트림을 이용한 운전 패턴 인식 시스템)

  • Song, Chung-Won;Nam, Kwang-Woo;Lee, Chang-Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.3
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    • pp.35-42
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    • 2012
  • The database for driving patterns can be utilized in various system such as automatic driving system, driver safety system, and it can be helpful to monitor driving style. Therefore, we propose a driving pattern recognition system in which the sensor streams from a smartphone are recorded and used for recognizing driving events. In this paper we focus on the driving pattern recognition that is an essential and preliminary step of driving style recognition. We divide input sensor streams into 7 driving patterns such as, Left-turn(L), U-turn(U), Right-turn(R), Rapid-Braking(RB), Quick-Start(QS), Rapid-Acceleration (RA), Speed-Bump(SB). To classify driving patterns, first, a preprocessing step for data smoothing is followed by an event detection step. Last the detected events are classified by DTW(Dynamic Time Warping) algorithm. For assisting drivers we provide the classified pattern with the corresponding video stream which is recorded with its sensor stream. The proposed system will play an essential role in the safety driving system or driving monitoring system.

Using Arduino and Processing Graphics performance validation (아두이노와 Processing을 사용한 그래픽 성능 검증)

  • Choi, Chul-kil;Lee, Sung-jin;Lee, Kyung-mu;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.975-977
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    • 2013
  • Arduino is for design based on open source prototyping platform, artist, designer, hobby activists, etc, i has been designed for all those who are interested in the environment construct. Arduino adventage you can easily create applications hardware, without deep knowledge about the hardware. Configuration of arduino using AVR microcontroller ATmage 168, software to action arduino using arduino program, MATLAB, Processing. Arduino is open source base, you can hardware production directly and using shield additionally, the arduino can be combined. Processing iis open source. You can 2D, 3D, PDF output, using P3D and OpenGL graphics. Also you can check by running a stand-alone application. Through a combination of Arduino, library support, such as sound, video, and computer vision can be expanded, this program is the Android phone and iPhone programming. In this paper, sortware was used for Processing, hardware was used for arduino MegaADK board, After making easy 2axis game, using the software and hardware verification.

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A Study on University Students' Use and Assesment with Digital Devices and Services for Realizing Smart Campus (스마트 캠퍼스 실현을 위한 대학생의 디지털 기기/서비스 활용성 및 유용성 조사)

  • Lee, Jin-Myong;Jo, Eun-Bit;Li, Hua-Yu;Rha, Jong-Youn
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.27-39
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    • 2017
  • To grasp the current status of smart campus and look for future directions, this study investigated the usage rate and perceived usefulness of digital devices and services by conducting online survey of 580 university students. The main results are as follows. First, smartphones have the highest ownership rate, followed by laptops, desktops, and digital cameras. Purchase intention of virtual reality devices is highest followed by smart watches/bands, and tablets. Second, mobilization in campus life is almost realized, however the usage of desktops is still high in education and administration context. Digital devices have been perceived particularly useful when searching and sharing information. Third, students use digital services such as search engines, messengers, and online libraries in their learning, and they use messengers, music and video services in their lives. Service usage rate and perceived usefulness are not proportional.

A Method for Automation of Traffic Violation Report Using Automobile Black Boxes (차량용 블랙박스를 활용한 교통위반신고 자동화 방법)

  • Jeong, Min Seok;Kim, Seong Hyuk;Yeom, In Ho;Kim, Hyeon Gyu
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.10
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    • pp.351-356
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    • 2014
  • Recently, automobile black boxes have evolved to support functionality to transfer videos stored in them into mobile phones via wireless network, from which the videos can be utilized for various purposes. This paper presents a method for automation of traffic violation reports using the automobile black boxes. When a traffic violation is captured by a black box, the proposed method helps a user to transfer the video capturing it into a mobile phone through a simple UI operation. With the video, an HTTP request to report the violation is automatically generated from the mobile phone, and then is transferred to a cyber-report center. We present a prototype system that implements the proposed method, and discuss several issues necessary to apply the method to real-world applications.

View Synthesis Error Removal for Comfortable 3D Video Systems (편안한 3차원 비디오 시스템을 위한 영상 합성 오류 제거)

  • Lee, Cheon;Ho, Yo-Sung
    • Smart Media Journal
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    • v.1 no.3
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    • pp.36-42
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    • 2012
  • Recently, the smart applications, such as smart phone and smart TV, become a hot issue in IT consumer markets. In particular, the smart TV provides 3D video services, hence efficient coding methods for 3D video data are required. Three-dimensional (3D) video involves stereoscopic or multi-view images to provide depth experience through 3D display systems. Binocular cues are perceived by rendering proper viewpoint images obtained at slightly different view angles. Since the number of viewpoints of the multi-view video is limited, 3D display devices should generate arbitrary viewpoint images using available adjacent view images. In this paper, after we explain a view synthesis method briefly, we propose a new algorithm to compensate view synthesis errors around object boundaries. We describe a 3D warping technique exploiting the depth map for viewpoint shifting and a hole filling method using multi-view images. Then, we propose an algorithm to remove boundary noises that are generated due to mismatches of object edges in the color and depth images. The proposed method reduces annoying boundary noises near object edges by replacing erroneous textures with alternative textures from the other reference image. Using the proposed method, we can generate perceptually inproved images for 3D video systems.

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A Study on the Preference of Old Women for the Higher Usability of u-Health Life Support Appliances (재가노인 유헬스 생활지원기기의 실용화를 위한 여성노인의 선호)

  • Kim, Sun-Joong;Park, Kyoung-Ok
    • Journal of the Korean housing association
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    • v.20 no.1
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    • pp.101-112
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    • 2009
  • The purpose of this study is to find out the preference and the needs of old womens on the life support appliances i.e. medication dispenser, video phone, activity monitor and sleep monitor. The appliances may be improved reflecting the result of the questionnaire asking about the preferred functions and designs. The respondents were 141 female seniors of 65 years and older, living in Ulsan city or Cheongju city, Korea. Following is the list of results. (1) The medication dispenser, responded as highly preferred, met some worries over the troubles by power stoppage especially while one is out, letting her forget the medication time. (2) The video phone was worried over the cases of hearing failure by small sound, and watching failure by weakening sight. (3) The activity monitor, like the medication dispenser, was worried about the troubles while one is out or out of the monitoring scope, its expense, and the privacy, (4) The sleep monitor met the worries over the inadequacy for the sleeping mat on the floor and the emission of electromagnetic waves. (5) The preferred designs were (1) white or red standing medication dispenser, (2) wall-mounted video phone working by voice, (3) metal activity monitor sensor with white or yellow bracelet.

An Efficient Window Sliding Method for On-road Vehicle License Plate Detection (도로 상 차량 번호판 검출을 위한 효율적인 윈도우 슬라이딩 기법)

  • Mo, Hong-Chul;Nang, Jong-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06a
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    • pp.450-453
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    • 2011
  • 고화질의 디지털 카메라 및 스마트폰, 감시용 카메라의 보급 등으로 인해 최근 패턴 인식 및 이미지 프로세싱 분야에서 고화질의 이미지 및 비디오를 처리해야 하는 경우가 많아지고 있다. 특히 차량 번호판 감지 등과 같은 객체 인식 분야의 경우, 고화질의 이미지로 인해 그만큼 인식에 필요한 계산 비용이 증가하게 되었는데 따라서 이러한 계산 비용을 효율적으로 줄이기 위한 기법이 요구되고 있다. 또한 기존의 차량 번호판 감지의 도메인과는 다르게 도로 상에서의 실시간 차량 번호판 감지의 필요성이 대두되고 있기에 본 논문에서는 도로 상에서의 실시간 번호판 감지 시스템을 위한 차량 번호판 주변정보 기반의 효율적인 윈도우 슬라이딩(window sliding) 방법을 제안한다. 본 논문의 시스템은 총 3단계로, (1) SVM(Supported Vector Machine) 을 통한 차량 번호판 주위 정보에 대한 학습, (2) 도로 상의 번호판 위치 확률 모델링을 통한 탐색 공간의 감소, (3) $context_{plate}$분류기를 통한 OCS(operator context scanning)의 수행이다. 이와 같은 $context_{plate}$분류기와 OCS를 통해 번호판 검출을 위한 윈도우 슬라이딩의 수가 크게 줄었음을 알 수 있었으며, 또한 번호판의 정보를 건너뛰지 않고, 신뢰성 있게 접근함을 알 수 있었다.