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Development of a Lane Departure Warning Application on a Smartphone (스마트폰용 차선이탈경보 애플리케이션 개발)

  • Ro, Kwang-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.6
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    • pp.2793-2800
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    • 2011
  • The purpose of this research is to develop and optimize a lane departure warning application based on a smartphone which can be applicable as a new platform for various mobile information applications. Recently, a lane detection warning system which is a representative application among safe driving assistant solutions is being commercialized. Due to the necessity of powerful embedded hardware platform and its price, its market is still not growing. In this research, it is proposed to develop and optimize a lane departure warning application on iPhone 3GS. OpenCV is used for efficient image processing, and for lane detection a heuristic algorithm based on Hough Transform is proposed. The application was developed under Macintosh PC platform with Xcode 3.2.4 development tools, downloaded to the iPhone and has been tested on the real paved road. The experimental result has shown that the detection ratio of the straight lane was over 90% and the processing speed was 1.52fps. For the enhancement of the speed, a few optimization methods were introduced and the fastest speed was 3.84fps. Through the improvement of lane detection algorithm, additional optimization works and the adoption of a new powerful platform, it will be successfully commercialized on smartphone application market.

A Study on Business Incubating Center for Arts and Humanities Majors (인문학 전공자를 위한 창업보육센터 설립 및 운영에 관한 정책연구)

  • 김학민;육영수;이영관
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.3 no.4
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    • pp.263-273
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    • 2002
  • This study develops a model for establishing and operating "Arts and Humanities Business Incubators (AHBI)" to improve the productivity in the field of arts and humanities, the major resource of the knowledge-based society. The AHBI is a center that provides general assistance to those who want to start a new business in the area of arts and humanities and continue to provide managerial consultation to those who graduated from the AHBI. This research provides systematically how to provide the hardwares such as office space computers and furniture, and how to supply the softwares such as management skills, financing, and marketing. This research indicates that the Ministry of Small and Medium-sized Industry should develop AHBIs, and suggests that the Ministry of Culture and Tourism establish AHBIs in its Cultural Industry Incubation Centers. This research expects that government research institutes or professional institutes operate AHBI to create job opportunities for arts and humanities majors, to add the academic value of arts and humanities, and to vitalize the local economy.l economy.

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The study on the current status of the intelligent agent with "added characteristic" and its development scheme (캐릭터성을 추가한 지능형 에이전트의 국내 사례와 발전방안 연구)

  • Maeng, Jae-Hee;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.64-67
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    • 2006
  • Computer performance and the development of computer appliances of today have adopted a new shape of concept, "ubiquitous computing." Thus, users can readily obtain access to abundant information as they can utilize the wireless network taking advantage of the ubiquitous concept, which allows usage inhibited by neither time nor location. In this process, the supply and feedback of information tends to be made real in the form of "interactive agent". This interactive agent with the application of artificial intelligence can enhance the reliability of information using friendly characters, and is used as a tool to grasp the intention! and behavior patterns of the users. This paper will take a look at the concept and the definition of the intelligent agent with "added characteristic", and furthermore investigate the potential and the scope of its development analyzing its features and comparing the examples of the domestic market that pursues to generate profits with it.

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Implementation of OpenGL SC Emulation Library over OpenGL (OpenGL 상에서 OpenGL SC 에뮬레이션 라이브러리 구현)

  • Baek, Nak-Hoon
    • Journal of Korea Multimedia Society
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    • v.14 no.3
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    • pp.440-448
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    • 2011
  • The needs for the OpenGL-family of the rendering library standards are highly increasing, especially for the graphical human-machine Interface on the various systems including smart phones and personal information devices. Additionally, in the case of safety-critical market for avionics, military, medical and automotive applications, OpenGL SC, the safety critical profile of the OpenGL library plays the major role for the graphical interfaces. In this paper, we represent our OpenGL SC emulation library on the OpenGL 1.x rendering pipeline which is widely available on the existing embedded systems, to provide the features of OpenGL SC standard cost-effectively. Our method can provide the OpenGL SC features at the low development cost on the embedded systems, and its implementation is also one of the fundamental elements for the emulation of embedded systems in the PC environment. Our final result now works on both of Linux-based and VxWORKS systems, showing correct execution results at the reasonable speed.

Contactless Biometric Using Thumb Image (엄지손가락 영상을 이용한 비접촉식 바이오인식)

  • Lim, Naeun;Han, Jae Hyun;Lee, Eui Chul
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.12
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    • pp.671-676
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    • 2016
  • Recently, according to the limelight of Fintech, simple payment using biometric at smartphone is widely used. In this paper, we propose a new contactless biometric method using thumb image without additional sensors unlike previous biometrics such as fingerprint, iris, and vein recognition. In our method, length, width, and skin texture information are used as features. For that, illumination normalization, skin region segmentation, size normalization and alignment procedures are sequentially performed from the captured thumb image. Then, correlation coefficient is calculated for similarity measurement. To analyze recognition accuracy, genuine and imposter matchings are performed. At result, we confirmed the FAR of 1.68% at the FRR of 1.55%. In here, because the distribution of imposter matching is almost normal distribution, our method has the advantage of low FAR. That is, because 0% FAR can be achieved at the FRR of 15%, the proposed method is enough to 1:1 matching for payment verification.

Analysis of Makerspace Users' Experiences and Suggestions for Science Education (무한상상실 이용자의 경험분석과 과학교육을 위한 제언)

  • Byun, Moon-Kyoung;Cho, Moon-Heum
    • Journal of The Korean Association For Science Education
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    • v.36 no.2
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    • pp.337-346
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    • 2016
  • Makerspace was constructed to assist the public in creating new business, industry and market opportunities by combining their creative ideas with technology. So far, in Korea, a total of 58 makerspaces have been constructed and are running currently. Makerspaces are equipped with a variety of high-tech devices such as 3D printing technology and a laser cutter as means for transforming ideas into their prototypes. In this study, we examined users' experiences in makerspaces using online questionnaires and face-to-face interviews. We then presented motivations for using makerspace, interest in using it, concerns about using technologies, and other issues related to using makerspaces. Based on the results, we proposed three suggestions to improve users' experiences in makerspaces. These suggestions include: (1) supporting teaching and learning practices in makerspaces, (2) providing professional development opportunities for instructors in makerspaces, and (3) promoting innovative services that accommodate diverse users' needs.

The Implementation of Graphic Window Library for RTOS Qplus-P (실시간 운영체제 Qplus-P용 그래픽 윈도우 라이브러리 구현)

  • Kim, Do-Hyung;Kim, Sun-Ja;Kim, Seung-Woo
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.479-486
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    • 2003
  • As the Internet appliances like digital TV, Internet set-top boxes, and Internet phone, are showing up in the market, the economics of real-time operating system (RTOS), which is an essential for controlling those devices, is expanding faster than ever before. ETRI has developed describes RTOS called Qplus-P, targeting various platforms ranging from PDA to Internet set-top box and home server. This paper describes the implementation of graphic window library for Qplus-P. The Qplus-P graphic window library was implemented using tiny-X graphic server and gtk graphic toolkit, which are open source software. To port this library to various aliances, hangul processing, screen rotation, touch screen, and graphic acceleration functions are added to the tiny-X graphic server of the implementd graphic window library. Currently, Qplus-P graphic window is running on ARM-based appliances such as iPaq PDA, Samsung S3C2400 board, Zaurus PDA, and on Home Server that uses x86 processor. Qplus-P graphic library is provided as a of Qplus-P target builder.

Quality Assessment Model for Practical Wearable Computers (실용적 웨어러블 컴퓨터 품질평가모델)

  • Oh, Cheon-Seok;Choi, Jae-Hyun;Kim, Jong-Bae;Park, Jea-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.12
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    • pp.842-855
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    • 2014
  • Recently, the progress of smart phone market has retarded by oversupply therefore wearable computer has been the focus of new growth engine. Wearable computing system is a complex fusion of a variety of technologies such as wireless network, embedded, sensor and new material. Because these technologies involves utilization and mobility in addition to quality characteristic in existing software, application of ISO/IEC 9126 is not perfect when assessing quality of wearable computer. In this study, author suggested new quality assessment model for wearable computer by sorting quality attribute in ISO/IEC 9126 and adding new quality attribute. For this, author investigated features and functional requirements related to wearable computer. and then author suggested quality standard and metrics by identifying quality characteristic. Author confirmed practicality of quality assessment model by using suggested model in scenario and comparing quality assessment of three goods such as company S, L, G. This quality assessment model is expected to use guidelines for assessing quality of wearable computer.

Smart Content Implementation Strategy for PyeongChang Winter Olympics (평창동계올림픽 스마트콘텐츠 구현전략)

  • Weon, Dal Soo
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.41-44
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    • 2016
  • Though expandeding rapidly in recent years in smart content market, it has been limited utiliztion of smart contents due to limitations of duration and characteristics in the host country. In the past two Olympics, it tried but is lack of leverage. In this study, we suggest the utilization of smart contents of Pyeong Chang Olympic Winter Games held in South Korea in 2018. It is expected to be a unique opportunity enabled the advent of smart content worldwide coupled with Tokyo, Beijing Olympics.

Classification of Smartphone Game based on Mechanics (게임 메커니즘에 따른 스마트폰 게임 분류 연구)

  • Chun, Yeonbi;Chang, Sung Kyun;Woo, Tack
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.15-24
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    • 2012
  • The recent growth of smartphone users and high speed network has fueled the expansion of the market for mobile application. Among these applications with various purposes, smartphone games are the hottest contents on this market. Smartphone games are far different from former games due to their new input and output interface (e.g. touch sensors and gyro sensors).It is possible that the most resonable way to categorize these new smartphone games is comparisons of different objects, in this case, various smarphone games. But there exists no classification of the games neither for the use of the market nor the purpose of researches. Even though there are few classifications for games, those classifications have a major flaw that their criteria are derived from superficial features of games. In this paper, we propose a new method to categorize smartphone games through game mechanics of principal design components.