• Title/Summary/Keyword: 카메라폰

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A Study Analyzing Y Generation Users' Needs for Next Generation Digital Library Service (차세대디지털도서관서비스에 대한 Y세대 이용자의 요구분석 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.29-63
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    • 2014
  • This study attempted to reveal the characteristics of the Y generation, to derive the services of the next generation digital library, and to compare differences between the demands of the baby boom generation and the Y generation to some extent. As a result, first, it is shown that the digital device the Y generation uses the most, was a cell phone or smartphone, followed by desktop PC, notebook PC, and digital camera. Although there were some differences, the Y generation's use ratio of digital devices was substantially similar to the baby boomers'. Second, there was a significant difference between the Y generation and baby boom generation in terms of using digital services. While the Y generation used internet portals the most, the baby boom generation used e-mail service the most. Third, we surveyed the services which the Y generation and baby boom generation require for the next generation digital libraries, by grouping as follows: the cloud service, infinite creative space (maker space), big data, augmented reality, Google Glass, context-aware technologies, semantic services, SNS service, digital textbook service, RFID and QRCode service, library space configuration, a state-of-the-art display technology, and other innovative services. While the most demanded service by the Y generation was big data service, the baby boom generation most demanded digital textbook service.

Place Recognition Using Ensemble Learning of Mobile Multimodal Sensory Information (모바일 멀티모달 센서 정보의 앙상블 학습을 이용한 장소 인식)

  • Lee, Chung-Yeon;Lee, Beom-Jin;On, Kyoung-Woon;Ha, Jung-Woo;Kim, Hong-Il;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.1
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    • pp.64-69
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    • 2015
  • Place awareness is an essential for location-based services that are widely provided to smartphone users. However, traditional GPS-based methods are only valid outdoors where the GPS signal is strong and also require symbolic place information of the physical location. In this paper, environmental sounds and images are used to recognize important aspects of each place. The proposed method extracts feature vectors from visual, auditory and location data recorded by a smartphone with built-in camera, microphone and GPS sensors modules. The heterogeneous feature vectors were then learned by an ensemble learning method that learns each group of feature vectors for each classifier respectively and votes to produce the highest weighted result. The proposed method is evaluated for place recognition using a data group of 3000 samples in six places and the experimental results show a remarkably improved recognition accuracy when using all kinds of sensory data comparing to results using data from a single sensor or audio-visual integrated data only.

Display of Irradiation Location of Ultrasonic Beauty Device Using AR Scheme (증강현실 기법을 이용한 초음파 미용기의 조사 위치 표시)

  • Kang, Moon-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.25-31
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    • 2020
  • In this study, for the safe use of a portable ultrasonic skin-beauty device, an android app was developed to show the irradiation locations of focused ultrasound to a user through augmented reality (AR) and enable stable self-surgery. The utility of the app was assessed through testing. While the user is making a facial treatment with the beauty device, the user's face and the ultrasonic irradiation location on the face are detected in real-time with a smart-phone camera. The irradiation location is then indicated on the face image and shown to the user so that excessive ultrasound is not irradiated to the same area during treatment. To this end, ML-Kit is used to detect the user's face landmarks in real-time, and they are compared with a reference face model to estimate the pose of the face, such as rotation and movement. After mounting a LED on the ultrasonic irradiation part of the device and operating the LED during irradiation, the LED light was searched to find the position of the ultrasonic irradiation on the smart-phone screen, and the irradiation position was registered and displayed on the face image based on the estimated face pose. Each task performed in the app was implemented through the thread and the timer, and all tasks were executed within 75 ms. The test results showed that the time taken to register and display 120 ultrasound irradiation positions was less than 25ms, and the display accuracy was within 20mm when the face did not rotate significantly.

A MDA-based Approach to Developing UI Architecture for Mobile Telephony Software (MDA기반 이동 단말 시스템 소프트웨어 개발 기법)

  • Lee Joon-Sang;Chae Heung-Seok
    • The KIPS Transactions:PartD
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    • v.13D no.3 s.106
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    • pp.383-390
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    • 2006
  • Product-line engineering is a dreaming goal in software engineering research. Unfortunately, the current underlying technologies do not seem to be still not much matured enough to make it viable in the industry. Based on our experiences in working on mobile telephony systems over 3 years, now we are in the course of developing an approach to product-line engineering for mobile telephony system software. In this paper, the experiences are shared together with our research motivation and idea. Consequently, we propose an approach to building and maintaining telephony application logics from the perspective of scenes. As a Domain-Specific Language(DSL), Menu Navigation Viewpoint(MNV) DSL is designed to deal with the problem domain of telephony applications. The functional requirements on how a set of telephony application logics are configured can be so various depending on manufacturer, product concept, service carrier, and so on. However, there is a commonality that all of the currently used telephony application logics can be generally described from the point of user's view, with a set of functional features that can be combinatorially synthesized from typical telephony services(i.e. voice/video telephony, CBS/SMS/MMS, address book, data connection, camera/multimedia, web browsing, etc.), and their possible connectivity. MNV DSL description acts as a backbone software architecture based on which the other types of telephony application logics are placed and aligned to work together globally.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

A Study on Intuitive IoT Interface System using 3D Depth Camera (3D 깊이 카메라를 활용한 직관적인 사물인터넷 인터페이스 시스템에 관한 연구)

  • Park, Jongsub;Hong, June Seok;Kim, Wooju
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.137-152
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    • 2017
  • The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.

Development of an Intelligent Hexapod Walking Robot (지능형 6족 보행 로봇의 개발)

  • Seo, Hyeon-Se;Sung, Young-Whee
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.2
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    • pp.124-129
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    • 2013
  • Hexapod walking robots are superior to biped or quadruped ones in terms of walking stability. Therefore hexapod robots have the advantage in performing intelligent tasks based on walking stability. In this paper, we propose a hexapod robot that has one fore leg, one hind leg, two left legs, and two right legs and can perform various intelligent tasks. We build the robot by using 26 motors and implement a controller which consists of a host PC, a DSP main controller, an AVR auxiliary controller, and smart phone/pad. We show by several experiments that the implemented robot can perform various intelligent tasks such as uneven surface walking, tracking and kicking a ball, remote control and 3D monitoring by using data obtained from stereo camera, infrared sensors, ultra sound sensors, and contact sensors.

Ship Design Visualization System base on Augmented Reality (증강현실 기반의 선박설계 시각화 시스템)

  • Park, Mi-Jeong;Yoo, Seung-Hyeok;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.249-251
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    • 2012
  • Augmented Reality (AR) enables the enhanced realism and interaction by providing the overlaid digital information on the user's view of the physical world. In this paper, we propose an AR-based ship design visualization system for presenting ship 3D model in smart phones or table PCs. The proposed system compute corner points and feature points by contour finding method and harris corner detector, and build a ship-design drawing database. By using SURF algorithm, key feature points are extracted from ship-design drawing image which is obtained by mobile camera. Then ship-design drawing image is recognized by matching the feature points stored in DB and extracted key feature points. 3D ship structures are visualized by overlaying the ship-design drawing image on the smart phone or table PC's screen. Compared to conventional 2D ship-design, proposed system helps to easily understand the structures of the ship and reduce the business design period. Thus, Enhanced competitiveness of business is expected.

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The Biometric Authentication Scheme Capable of Multilevel Security Control (보안레벨 조절이 가능한 바이오메트릭 인증 기법)

  • Yun, Sunghyun
    • Journal of the Korea Convergence Society
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    • v.8 no.2
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    • pp.9-14
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    • 2017
  • A fingerprint is unique to each person and can be represented as a digital form. As the fingerprint is the part of human body, fingerprint recognition is much more easy to use and secure rather than using password or resident card for user authentication. In addition, as the newly released smart phones have built-in camera and fingerprint sensors, the demand for biometric authentication is increasing rapidly. But, the drawback is that the fingerprint can be counterfeited easily and if it's exposed to the hacker, it cannot be reused. Thus, the original fingerprint template should be transformed for registration and authentication purposes. Existing transformation functions use passcode to transform the original template to the cancelable form. Additional module is needed to input the passcode, so it requires more cost and lowers the usability. In this paper, we propose biometric authentication scheme that is economic and easy to use. The proposed scheme is consisted of cancelable biometric template creation, registration and user authentication protocols, and can control several security levels by configuring the number of fingerprints and scan times. We also analyzed that our scheme is secure against the brute-force attack and the active attacks.

Development of Remote Monitoring and Control System of the Environment in the Mushroom Production House (버섯재배사 원격 환경 모니터링 및 제어시스템 개발)

  • Lee, Sunghyoun;Yu, Byeongkee;Lee, Chanjung
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 2017.04a
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    • pp.121-121
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    • 2017
  • 오늘날 시장에 유통되는 버섯은 대부분 환경이 조절되는 시설 내부에서 재배된다. 버섯은 다른 식물과 달리 버섯의 종류, 품종 등에 따라 요구되는 환경이 매우 다르다. 특히 대부분의 버섯은 버섯이 생육되는 공간의 온도, 수분, 이산화탄소, 조도 등의 관리가 필수적이다. 버섯의 단위면적당 생산량을 극대화하기 위해서는 이들 버섯이 필요로 하는 환경을 버섯의 생육특성에 따라 적합하게 유지해 주어야만 한다. 현재 대부분의 버섯재배사에는 이들 환경을 컨트롤하는 장치가 설치되어 있고, 이들 시스템의 환경 설정은 농업인이 현장에서 버섯의 상태를 확인 한 후 그때그때 경험에 의해 채득한 정보를 기반으로 환경설정을 하고 있는 실정이다. 이렇다 보니 버섯을 재배하는 기간에는 농업인이 재배사 내부의 환경을 관리하기 위해서 항상 버섯재배사에 머물러야 하고, 재배사의 환경관리 때문에 원거리 또는 장기 출타가 어려운 실정이다. 본 연구에서는 기존에 사람이 버섯재배 현장에서 컨트롤하던 환경관리를 원격에서 컴퓨터 또는 모바일로 구현할 수 있는 시스템을 개발하였다. 시스템에서 모니터링 및 제어하는 환경은 온도, 습도, 이산화탄소, 배기팬 및 입기팬의 가동 등 버섯재배 환경관리에 필요한 모든 요소를 모니터링 및 관리할 수 있도록 하였다. 이들 관리 요소는 인터넷이 연결된 컴퓨터에 접속하여 버섯재배사의 환경을 실시간으로 모니터링 하고 필요에 따라 제어를 할 수 있도록 하였다. 또한 컴퓨터에서 볼 수 있는 환경을 스마트폰을 통해서도 볼 수 있고 또한 제어할 수 있도록 하였다. 그리고 버섯배지를 입상 한 후부터 수확시기까지의 관리 환경을 데이터베이스로 만들어 농민이 버섯배지를 입상하고 데이터베이스와 연동한 제어가 되도록 설정하면 버섯재배사 내부의 환경은 데이터베이스의 정보를 읽어 들여 버섯의 생육단계에 따라 자동으로 내부환경이 제어되도록 하였다. 또한 농업인이 원격에서 버섯재배사 내부 버섯의 생육상황을 모니터링 할 수 있도록 재배사 상부에 CCD 카메라를 달아 실시간으로 버섯의 생육상활을 모니터링 할 수 있도록 구성하였다. 이와 같은 시스템을 사용하면 버섯재배 경험이 없는 농업인도 경험자와 같은 재배관리가 가능하고 원격에서 재배사 내부환경을 모니터링하고 제어 할 수 있기 때문에 농업인이 재배사에 매여 있지않아도 될 것으로 판단된다.

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