• Title/Summary/Keyword: 콘텐츠 구현

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Development of Android Smartphone App for Corner Point Feature Extraction using Remote Sensing Image (위성영상정보 기반 코너 포인트 객체 추출 안드로이드 스마트폰 앱 개발)

  • Kang, Sang-Goo;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.27 no.1
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    • pp.33-41
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    • 2011
  • In the information communication technology, it is world-widely apparent that trend movement from internet web to smartphone app by users demand and developers environment. So it needs kinds of appropriate technological responses from geo-spatial domain regarding this trend. However, most cases in the smartphone app are the map service and location recognition service, and uses of geo-spatial contents are somewhat on the limited level or on the prototype developing stage. In this study, app for extraction of corner point features using geo-spatial imagery and their linkage to database system are developed. Corner extraction is based on Harris algorithm, and all processing modules in database server, application server, and client interface composing app are designed and implemented based on open source. Extracted corner points are applied LOD(Level of Details) process to optimize on display panel. Additional useful function is provided that geo-spatial imagery can be superimposed with the digital map in the same area. It is expected that this app can be utilized to automatic establishment of POI (Point of Interests) or point-based land change detection purposes.

A Study on the Function and Intention of the Health Care Application in the Analysis of Smartphone Usage Behavior (스마트폰 사용행태 분석과 헬스케어 어플리케이션의 기능 및 사용의도에 대한 연구)

  • Yang, Jae Min;Hyun, Byung Hwan;Ok, Jun Woo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.303-315
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    • 2020
  • The development of ICT is spreading various contents to enhance health care and management efficiency through convergence between mobile and healthcare, but it indicates consumer acceptance and imbalance of mobile healthcare, and there is a lack of empirical research on functions and acceptability required according to consumer behavior and characteristics. This study sought to understand whether users were aware of and how to address the risks associated with smartphone use, and to conduct research on the acceptability and function and price of healthcare applications. For the purpose of the study, the data prepared in depth 1:1 survey for those who participated in and attended the 'BIO 2018 in Boston' exhibition was used for the actual analysis. The collected sample data included frequency analysis, technical statistical analysis, speech only correlation, chi square test, one-way analysis, and accuracy test. As a result, the more you realize the wrong attitude, the higher the awareness of risk and willingness to take action to solve problems. Second, it is necessary to increase satisfaction with the functions of healthcare apps, as well as to utilize health care and healthcare apps. Third, focus should be placed on systems or functional implementations centered on user behavior changes. Fourth, it is necessary to develop services that can enhance visual motivation. This study is meaningful in that it identifies a variety of consumer characteristics and provides directions for development of functions, and can be used as a basis for providing efficient healthcare applications in the future.

Quality Evaluation for Usability of Internet Shopping Mall (인터넷 쇼핑몰 사용성에 대한 품질평가)

  • Lee, Myung-Sook;Lee, Keum-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.6
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    • pp.59-68
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    • 2007
  • The purpose of this paper is to evaluate usability quality through investigating the factors of usability for internet shopping mall websites. For this study, previous studies were investigated and experts' discussions were held. In result, six characters of usability were chosen such as content satisfaction. customer attraction satisfaction, price information satisfaction, public security satisfaction, user interface satisfaction. and process of transaction satisfaction that affect usability of shopping mall websites and the evaluation models of 72 detailed measure factors were established. Since these 72 sub-factors inc)ode the key words of HTML, XML, JSP, and ASP from the target websites. 33 measurable sub-factors in the information were measured through usability evaluation experiment. In addition, a questionnaire about usability measure factors was executed after preferable websites and not preferable websites are selected. After that, we verified the reasonability of usability measure model factors comparing the results of the evaluation experiment with the result of the questionnaire. The time it takes to measure the usability of shopping mall websites can be reduced by using this measurement supporting tool. Also, this tool may be used to estimate the usability during the development of a shopping mall website.

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Realization Strategy of Convergence GIS based on Spatial Hierarchy (공간 위계별 공간정보 융·복합 추진방안)

  • Cho, Chun Man;Hwang, Seong Nam
    • Spatial Information Research
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    • v.21 no.5
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    • pp.83-91
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    • 2013
  • As ICTs are more advanced, in the current Smart Society that can be characterized by the terms of real-time, mobility and customization, the area of Geospatial Information is required to react to the needs of the society in more practical ways. Because Geospatial Information is getting more accepted as one of the very basic social infrastructure for everyday life activities in all sectors of life. In accordance, the legal basis of convergence Geospatial Information services are described on Geospatial Information Industry Support Law(Article 2, Item 7 & Article 4 Item 5). But it is required to come up with more detailed and practical definition of convergence GIS with more detailed supporting policies. In this context, this study aims at investigating what the needs of Geospatial Information services are in the Smart Society, and suggesting the policy directions and realization strategies of convergence GIS based on spatial hierarchy from global to local.

A Camera Tracking System for Post Production of TV Contents (방송 콘텐츠의 후반 제작을 위한 카메라 추적 시스템)

  • Oh, Ju-Hyun;Nam, Seung-Jin;Jeon, Seong-Gyu;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.692-702
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    • 2009
  • Real-time virtual studios which could run only on expensive workstations are now available for personal computers thanks to the recent development of graphics hardware. Nevertheless, graphics are rendered off-line in the post production stage in film or TV drama productions, because the graphics' quality is still restricted by the real-time hardware. Software-based camera tracking methods taking only the source video into account take much computation time, and often shows unstable results. To overcome this restriction, we propose a system that stores camera motion data from sensors at shooting time as common virtual studios and uses them in the post production stage, named as POVIS(post virtual imaging system). For seamless registration of graphics onto the camera video, precise zoom lens calibration must precede the post production. A practical method using only two planar patterns is used in this work. We present a method to reduce the camera sensor's error due to the mechanical mismatch, using the Kalman filter. POVIS was successfully used to track the camera in a documentary production and saved much of the processing time, while conventional methods failed due to lack of features to track.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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Multi-classifier Decision-level Fusion for Face Recognition (다중 분류기의 판정단계 융합에 의한 얼굴인식)

  • Yeom, Seok-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.4
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    • pp.77-84
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    • 2012
  • Face classification has wide applications in intelligent video surveillance, content retrieval, robot vision, and human-machine interface. Pose and expression changes, and arbitrary illumination are typical problems for face recognition. When the face is captured at a distance, the image quality is often degraded by blurring and noise corruption. This paper investigates the efficacy of multi-classifier decision level fusion for face classification based on the photon-counting linear discriminant analysis with two different cost functions: Euclidean distance and negative normalized correlation. Decision level fusion comprises three stages: cost normalization, cost validation, and fusion rules. First, the costs are normalized into the uniform range and then, candidate costs are selected during validation. Three fusion rules are employed: minimum, average, and majority-voting rules. In the experiments, unfocusing and motion blurs are rendered to simulate the effects of the long distance environments. It will be shown that the decision-level fusion scheme provides better results than the single classifier.

Suggestion of New Educational Model with Smart Phone & QR Code: Integration of Mobile Device, QR Code and the Book-Type Textbooks (스마트 폰과 QR 코드를 이용한 새로운 교육모델의 제시 : 모바일, QR코드 그리고 서책형 교과서의 융합)

  • Park, Jae-Hyun;Park, Durk-Won
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.155-164
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    • 2011
  • As Information & Communication Technology is developed in fast speed, the educational field undertakes many changes in utilizing Information Technology(IT). As the smart phone's educational utilization brings many positive effects, so many people are interested in such educational application programs. The e-textbooks or learning contents based on the web have shown some limits in being utilized as main learning materials in school field. So this study identified such limits, and suggested a new direction for professional education by integrating mobile and QR code technologies with existing textbooks to realize a new book-type E-Textbook model. And this study purposed for students to participate in their classes more easily through making open-education environment for students studying specialized subjects and by applying new teaching-learning methods inducing more interest in them. Of course, this study's ultimate purpose is to raise students' learning ability about specialized subjects, and further, to improve their self-directed learning abilities with increased interests in classes. As the result operating this model, it was found that this model had enough learning effect.

A Study on Enhancing VMS Services by FM Car Radio (차량 내 FM라디오를 이용한 VMS서비스 개선 연구)

  • Park, Bum-Jin;Moon, Byeong-Sup
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.9 no.6
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    • pp.22-32
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    • 2010
  • Increasingly advanced Information Technology (IT) has changed the operator so as to create more diversified and advanced traffic information demand. To deal with the changing demand in private sector, a concept of on-demand traffic information has been rapidly introduced. However VMS, a product of the first generation of ITS, which was designed to provide the unspecified individuals during driving the car with the basic level of traffic information by the public failed to actively change itself in such a changing pattern. This study was intended to describe the VMS system (tentatively, FM-VMS) which was further developed to accommodate the needs favoring the sophisticated PDA with the public role of providing the unspecified individuals with the equal information. FM-VMS introduced in this study is the device designed to transmit the voice and message to the drivers through the radio information device mounted on a car. A core technology is, unlike FM-DARC and RDS, the Water Making technology which directly inserts the digital signal into FM frequency in use. It's been currently used for broadcasting and security purpose. A detection rate as a result of testing FM-VMS system using Water Making technology was 90% or more in voice and message within 20m from test VMS. When a public-developed VMS information could be transmitted using FM frequency to the relatively vulnerable users (vulnerable to traffic information) in voice on a real-time basis to provide the regional traffic information, and furthermore, VMS message could be received through radio liquid using FM frequency only, it would obviously bring about the innovation in ITS as well as pave the way for creating the new added value down the road.

Implementation and Test of RELAY Module for Multiple SNS Channels (다중 SNS 채널을 위한 RELAY 모듈의 구현 및 실험)

  • Ahn, Heui-Hak;Lee, Dae-Sik
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.362-369
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    • 2018
  • In this paper, we propose a procedure to multiple SNS channels automatic streaming through multiple output channels including the output channel of an external streaming server. The multiple SNS channels automatic streaming server includes an output management module for controlling the transmission of video contents to RELAY module that establish two or more output channels. In this paper, we experimented by separate with HD and FHD video using RELAY module in multiple SNS channel automatic streaming. In stream modules using RELAY module of HD video, when the publisher client and the player client and the RELAY module are 1 channel, the occupancy rate of CPU is 0.6% and the occupancy rate of heap memory is 0.3%(20 Mbyte). When the publisher client and the player client and the RELAY module are 183 channels, the occupancy rate of CPU is 99.9% and the occupancy rate of heap memory is 45.8%(3.7Gbyte). Therefore, the paper is not limited to the size of the streaming server by extending the output channel from which the video is transmitted to the output channel of the external streaming server. And a process of allocating an output channel of an external streaming server to an output channel through which an video is transmitted can be easily performed, so that an efficient output channel management can be performed even when a plurality of videos are transmitted.