• Title/Summary/Keyword: Android platform

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An Exploration on the Academic Research Areas for Service Business Area in the Perspective of Service Business Innovation (안드로이드 운영체제 기반 Driver Manager 서비스 애플리케이션 개발 사례 연구)

  • Kwon, Hyuk-Ju;Kim, Jae-Woo;Ra, Hong-Min;Hong, Jin-Woo;Moon, Song-Chul
    • Journal of Service Research and Studies
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    • v.1 no.1
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    • pp.103-111
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    • 2011
  • Smart phone products lead the mobile computing world really, and be expected as a major object of mobile phone market. In special, Android OS platform in smart phones is remarkedly uprising as of main software architecture. As many applications are applied as of the Location Based Service system in the perspective of technical support which represents open based technology. In this research, we developed the location information transformation service module, using LBS system, which effects some users urgently in the timing of traffic accidents. It supports to help some car drivers with smart phone, enables them to recognizes remote controller or another users.

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Automatic Detection of Vehicle Area Rectangle and Traffic Volume Measurement through Vehicle Sub-Shadow Accumulation (차량 그림자 누적을 통한 검지 영역 자동 설정 및 교통량 측정 방법)

  • Kim, Jee-Wan;Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.8
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    • pp.1885-1894
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    • 2014
  • There are various high-performance algorithms in the area of the existing VDSs (vehicle detection systems). However, they requires a large amount of computational time-complexity and their systems generally are very expensive and consumes high-power. This paper proposes real-time traffic information detection algorithm that can be applied to low-cost, low-power, and open development platform such as Android. This algorithm uses a vehicle's sub-shadow to set ROI(region of interest) and to count vehicles using a location of the sub-shadow and the vehicle. The proposed algorithm is able to count the vehicles per each roads and each directions separately. The experiment result show that the detection rate for going-up vehicles is 94.1% and that for going-down vehicles is 97.1%. These results are close to or surpasses 95%, the detection rate of commercial loop detectors.

Fame-work Design on 3D Cyber Museum-Construction of Augmented Reality(AR) Creation Module of National Museum of Contemporary Art (3차원가상미술관 프레임워크디자인 - 국립현대미술관의 증강현실 창작모듈설계)

  • Lim, Janghoon
    • Trans-
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    • v.9
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    • pp.93-122
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    • 2020
  • I intended to establish Augmented Reality(AR) Museum of 3D Cyber Space where artists and graphic designers can freely create in user integrated environment. This study is aimed at building a sufficient and integrated production environment for artists and graphic designers who utilize three-dimensional simulation methods in integrated development environment(IDE). This study intends to build a 3D simulation engine and a creation module of augment reality of 3D cyber space in Android platform to help artists and graphic designers to freely perform their creation in IDE. Based on these designs, I produced exhibition rooms of National Museum of Contemporary Art in 3D virtual space in which artists and graphic designers can put the graphics they have created on display, conducted a user survey and conducted tasking to an Android smartphone.

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An Efficient Smart Indoor Emotional Lighting Control System based on Android Platform using Biological Signal (생체신호를 이용한 안드로이드 플랫폼 기반의 효율적인 스마트 실내 감성조명 제어 시스템)

  • Yun, Su-Jeong;Hong, Sung-IL;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.199-207
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    • 2016
  • In this paper, we propose efficient smart indoor emotional lighting control system based on android platform using the biological signal. The proposed smart indoor smart emotional lighting control system were configured as the biological signal measurement device and removable smart wall pad, lighting driver, luminaire. The control system was extracts the emotional language by measured the biological signal, and it was transmitted a control signal to each lighting driver using a bluetooth in the wall pad. The lighting driver were designed to control the lighting device through an expansion board by collected control signal and the illuminance information the surrounding. In this case, the wall pad can be selecting of manual control and the bio signal mode by that indoor emotional lighting control algorithms, and it was implemented the control program that possible to partial control by selecting the wanted light. Experiment results of the proposed smart indoor emotional lighting control system, it were possible to the optional control about the luminaire of required area, and the manual control by to adjustable of color temperature with that the efficiently adjustable of lighting by to biological signal and emotional language. Therefore, were possible to effective control for improvement of concentration and business capability of indoor space business conduct by controlling the color and brightness that is appropriate for your situation. And, was reduced power consumption and dimmer voltage, lighting-current than the existing-emotional lighting control system.

Design and Implementation of Indoor Air Hazardous Substance Detection Mobile System based on IoT Platform (IoT platform 기반 실내 대기 위험 물질 감지 모바일 시스템 설계 및 구현)

  • Yang, Oh-Seok;Kim, Yeong-Uk;Lee, Hong-Lo
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.6
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    • pp.43-53
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    • 2019
  • In recent years, there have been many cases of damage to indoor air hazardous materials, and major damage due to the lack of quick action. In this regard, the system is intended to establish for sending push messages to the user's mobile when the concentration of hazardous substances is exceeded. This system extracts data with IoT system such as Arduino and Raspberry Pi and then constructs database through MongoDB and MySQL in cloud computing system. The database is imported through the application server using NodeJS and sent to the application for visualization. Also, when receiving signals about a dangerous situation in IoT system, push message is sent using Google FCM library. Mobile application is developed using Android Web view, and page to enter Web view is developed using HTML5 (HTML, Javascript CSS). The application of this system enables real-time monitoring of indoor air-dangerous substances. In addition, real-time information on indoor/outdoor detection location and concentration can be sent to the user's mobile in case of a risk situation, which can be expected to help the user respond quickly.

English E-Learning System Based on .NET Framework (.Net Framework를 이용한 영어 이러닝 시스템)

  • Jeon, Soo-Bin;Jung, In-Bum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.2
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    • pp.357-372
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    • 2012
  • Existing e-learning systems not only require complex admission processes but also do not give stepwise education methods according to individual learners' characteristic. These circumstances cause learners to lose educational interest so that their educational efficiency decreases. In particular, the present e-learning systems do not provide educational approaches suitable for infant and elementary children. Under this system, the e-learning education for children does not proceed completely without guardians. To solve this problem, we design and implement an English e-learning system for elementary children based on friendly and comfortable user interfaces. For children, the proposed system reflects their age and individual interesting per each e-learning stage. This system supports both the Web application platform and smart phone application platform for various client requirements. The proposed system manages 3 classes as English learning content. Learners can experience their own English e-learning course in each class, which is compiled by current educational ability. In addition to the general functions in e-learning system, the proposed system develops content buffering algorithm to reduce data traffic in server.

A Control Method of ASMR Contents through Attention and Meditation Detection Based on Internet of Things (사물인터넷 기반의 집중도 및 명상도 검출을 통한 ASMR 콘텐츠 제어 기법)

  • Kim, Minchang;Seo, Jeongwook
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1819-1824
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    • 2018
  • This paper proposes a control method of ASMR(autonomous sensory meridian response) contents to relieve user's stress and improve his attention. The proposed method measures EEG(electroencephalography), attention, meditation, and eyeblink data from an EEG device and sends them to an oneM2M-compliant IoT(internet of things) server platform through an Android IoT Application. Then a SVM(support vector machine) model is built to classify user's mental health status by using EEG, attention and meditation data collected in the server platform. The ASMR contents are controlled by the mental health status classified by a SVM model and the eyeblink data. When comparing the SVM models according to types of data used, the SVM model with attention and meditation data showed accuracy of 85.7%. It was verified that the proposed control algorithm of ASMR contents properly worked as the mental health status from the SVM model and the eyeblink data changed.

A Study on the User Context Awareness based on the Smart Phone (스마트 폰 기반의 사용자 상황인지 플랫폼에 관한 연구)

  • Kim, Kee-Baek;Jang, Won-Seok;Choi, Jae-Wan;Lim, Chul-Su;Choi, Jong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.4
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    • pp.109-119
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    • 2012
  • As it is developing and growing up the mobile telecommunication, commercial mobile, and the application on it, the smart phone is attracting public attention techniques, hereafter. In this paper, we can make the context-awareness platform to supply users with the interface for their appropriate contexts using the smart phone. Therefore, we use the sensors in the smart phone, and the values from them are analyzed. As a result, we can estimate the user's contexts, such as the sitting and standing, movement, the lights, positions, locations, etc. In addition, we happen the suitable events from them for users. Therefore, we can provide the perspective interfaces for them. In addition, to prove the more efficiency of the proposed platform, we implemented the shooting game, and could know that the performance is the more advanced than the others. The proposed algorithm can be used for the mobile environments, which high efficiency is required such as the game, or the implementation of mobile applications which are more efficient to the user interfaces, etc.

Accessibility Analysis of Mobile Applications for Open Platforms (개방 플랫폼용 모바일 애플리케이션 접근성 분석)

  • Moon, Hyun Ju;Min, Hong Ki;Kim, Sukil
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.2
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    • pp.187-198
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    • 2017
  • In this study, we analyzed the accessibility of open platform Android mobile banking applications, based on Korean mobile application accessibility KS standard, Section 508 technical standard of Rehabilitation Act, and European BBC guidelines. Experimental result showed that there are no mobile banking applications of 8 commercial banks in Korea that satisfy all guidelines of three standards. Typical violations included missing alternative text, keyboard focus violations, control size and spacing non-compliance, and low contrast ratio. These violations are fatal in that they make the accessibility of the blind, the disabled and the low vision and the elderly impossible. The reason that mobile banking applications do not comply with accessibility is that mobile application developers and providers have low awareness of accessibility and do not know how to implement accessibility properly. Comparing Korea mobile application accessibility guidelines with the revised standard of the Section 508 of Rehabilitation Act and the BBC standard, many guidelines are missing. Also, evaluation criteria are ambiguous and abstract, making it difficult for developers to refer specifically. Therefore, improving mobile application accessibility requires developer and government efforts and complementation of standards.

Platform Independent Game Development Using HTML5 Canvas (HTML5 캔버스를 이용한 플랫폼 독립적인 게임의 구현)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3042-3048
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    • 2014
  • Recently, HTML5 have drawn many people's attention since it is considered as a next-generation web standard and can implement a lot of graphic and multimedia-related techniques on a web browser without installing programs separately. In this paper, we implement a game independent of platforms, such as iOS and Android, using the HTML5 canvas. In the game, the main character can move up, down, left, and right not to collide with neighboring enemies. If the character collides with an enemy, the HP (hit point) gauge bar reduces. On the other hand, if the character obtains heart items, the gauge bar increases. In the future, we will add various items to the game and will diversify its user interfaces by applying computer vision techniques such as various gesture recognition.