• Title/Summary/Keyword: Automatic Mobile Contents

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Design of Location Based Social Network Service Model Centering around Smart Phone (스마트 폰 중심의 위치 기반 소셜 네트워크 서비스 모델 설계)

  • Ahn, Byung-Ik;Joo, Young-Do
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.5
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    • pp.55-62
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    • 2011
  • Recently, LBS(Location Based Service) is expanding its service areas with the spread of smart phones and the contents of the service are more individualized according to the customer's needs. Specially, LBSNS(Location Based Social Network Service) is emerging as the most promising service of LBS. This paper introduces a LBSNS model to form a community to share common contents dynamically centering around the place of user's smart phone. The methodology suitable for implementing the effective management and the automatic update of the community of social network is presented in this paper. In addition, we describe the significant future researches of LBSNS under the upcoming mobile environment.

Construction of a Video Dataset for Face Tracking Benchmarking Using a Ground Truth Generation Tool

  • Do, Luu Ngoc;Yang, Hyung Jeong;Kim, Soo Hyung;Lee, Guee Sang;Na, In Seop;Kim, Sun Hee
    • International Journal of Contents
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    • v.10 no.1
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    • pp.1-11
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    • 2014
  • In the current generation of smart mobile devices, object tracking is one of the most important research topics for computer vision. Because human face tracking can be widely used for many applications, collecting a dataset of face videos is necessary for evaluating the performance of a tracker and for comparing different approaches. Unfortunately, the well-known benchmark datasets of face videos are not sufficiently diverse. As a result, it is difficult to compare the accuracy between different tracking algorithms in various conditions, namely illumination, background complexity, and subject movement. In this paper, we propose a new dataset that includes 91 face video clips that were recorded in different conditions. We also provide a semi-automatic ground-truth generation tool that can easily be used to evaluate the performance of face tracking systems. This tool helps to maintain the consistency of the definitions for the ground-truth in each frame. The resulting video data set is used to evaluate well-known approaches and test their efficiency.

A Smart Ticketing System Based-on Hybrid Web (하이브리드 웹 기반의 스마트 발권 시스템)

  • Park, Byung-Eon;Park, Jin-Sub;Jung, Il-Hong
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.567-574
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    • 2011
  • In this paper, we have designed and implemented a commercial web system for the future which resolves the necessary security and compatibility to the existing issues in various fields such as theater or the ball park that tickets are issued. The system presents the OTP (One Time Password) system using the mobile in order for defense in the bypass hacking technique such as screen hacking and for greater security. Also, we presents a smart ticketing system that improve the existing responsive hybrid web. It uses Non-ActiveX System which solve compatible problems with present systems that don't use ActiveX. Also, it is available in a variety of environments and equipment. In addition, the system provides an intelligent screen switching systems using the characteristics of mobile devices, an automatic discount system, and a venue information system which shows the shortest distance to the venue considering the commercial portion.

Augmented Reality Board Game Framework (증강현실 보드게임 프레임워크)

  • Kim, jin-guk;Lee, jong-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.639-643
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    • 2007
  • The paper presents a framework for developing real-time multi-user board games and applications in augmented reality. Recently, increase the environment to playing game in augmented reality with advancement of computing ability improvement and wireless networking technique of mobile device. While the trend of utilizing this kind of games is creasing, the facts that there is a shortage of games whose contents are attractive to users. In this paper we propose a framework that enables game content developers to develop new game contents base on augmented reality easily and quickly. This framework is an automatic service that can augment in various methods by using the supported marker recognition service. Therefore game contents developers do not need to know about either augmented reality technique or the inner process structure. The framework also supports special functions and various interaction interfaces for augmented reality board game and components of the board game we can implement. These enable developers to accomplish all the necessary components and structures of the board game more easily.

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Construction of Test Collection for Automatically Extracting Technological Knowledge (기술 지식 자동 추출을 위한 테스트 컬렉션 구축)

  • Shin, Sung-Ho;Choi, Yun-Soo;Song, Sa-Kwang;Choi, Sung-Pil;Jung, Han-Min
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.463-472
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    • 2012
  • For last decade, the amount of information has been increased rapidly because of the internet and computing technology development, mobile devices and sensors, and social networks like facebook or twitter. People who want to gain important knowledge from database have been frustrated with large database. Many studies for automatic knowledge extracting meaningful knowledge from large database have been fulfilled. In that sense, automatic knowledge extracting with computing technology has been highly significant in information technology field, but still has many challenges to go further. In order to improve the effectives and efficiency of knowledge extracting system, test collection is strongly necessary. In this research, we introduce a test collection for automatic knwoledge extracting. We name the test collection KEEC/KREC(KISTI Entity Extraction Collection/KISTI Relation Extraction Collection) and present the process and guideline for building as well as the features of. The main feature is to tag by experts to guarantee the quality of collection. The experts read documents and tag entities and relation between entities with a tool for tagging. KEEC/KREC is being used for a research to evaluate system performance and will continue to contribute to next researches.

Mobile Contents Transformation System Research for Personalization Service (개인화 서비스를 위한 모바일 콘텐츠 변환 시스템 연구)

  • Bae, Jong-Hwan;Cho, Young-Hee;Lee, Jung-Jae;Kim, Nam-Jin
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.119-128
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    • 2011
  • The Sensor technology and portable device capability able to collect recent user information and the information about the surrounding environment haven been highly developed. A user can be made use of various contents and the option is also extending with this technology development. In particular, the initial portable device had simply a call function, but now that has evolved into 'the 4th screen' which including movie, television, PC ability. also, in the past, a portable device to provided only the services of a SMS, in recent years, it provided to interactive video service, and it include technology which providing various contents. Also, it is rising as media which leading the consumption of contents, because it can be used anytime, anywhere. However, the contents available for the nature of user's handheld devices are limited. because it is very difficult for making the contents separately according to various device specification. To find a solution to this problem, the study on one contents from several device has been progressing. The contents conversion technology making use of the profile of device out of this study comes to the force and profile study has been progressing for this. Furthermore, Demand for a user is also increased and the study on the technology collecting, analyzing demands has been making active progress. And what is more, Grasping user's demands by making use of this technology and the study on the technology analyzing, providing contents has been making active progress as well. First of all, there is a method making good use of ZigBee, Bluetooth technology about the sensor for gathering user's information. ZigBee uses low-power digital radio for wireless headphone, wireless communication network, and being utilized for smart energy, automatic home system, wireless communication application and wireless sensor application. Bluetooth, as industry standards of PAN(Personal Area Networks), is being made of use of low power wireless device for the technology supporting data transmission such as drawing file, video file among Bluetooth device. With analyzing the collected information making use of this technology, it utilizes personalized service based on network knowledge developed by ETRI to service contents tailor-made for a user. Now that personalized service builds up network knowledge about user's various environments, the technology provides context friendly service constructed dynamically on the basis of this. The contents to service dynamically like this offer the contents that it converses with utilizing device profile to working well. Therefore, this paper suggests the system as follow. It collects the information, for example of user's sensitivity, context and location by using sensor technology, and generates the profile as a means of collected information as sensor. It collects the user's propensity to the information by user's input and event and generates profile in the same way besides the gathered information by sensor. Device transmits a generated profile and the profile about a device specification to proxy server. And proxy server transmits a profile to each profile management server. It analyzes profile in proxy server so that it selects the contents user demand and requests in contents server. Contents server receives a profile of user portable device from device profile server and converses the contents by using this. Original source code of contents convert into XML code using the device profile and XML code convert into source code available in user portable device. Thus, contents conversion process is terminated and user friendly system is completed as the user transmits optimal contents for user portable device.

Development of Multi-Touch/Context-Aware Convergence Digital Signage System based on Android OS Platform (안드로이드 플랫폼 기반 멀티 터치/상황인지형 융복합 디지털 사이니지 시스템 개발)

  • Nahm, Eui-Seok
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.245-251
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    • 2015
  • If a digital signage system is operated in PC mounted in the Window OS then the implementing price is very high. For resolving this problem, we used the Smartphone mounted in ARM Cortex family of multi-core processor-based mobile platform. We developed a low-power low-cost digital signage system and a remote convergence content management program based on web server. This convergence system manages advertising content to a remote control device anywhere using remote control technology. This system is one integrated system with display and is a low-power consumed and is developed in very efficient hardware interface. And condition sensors(intensity of illumination, temperature, weather, GPS etc) is equipped in the developed system. Automatic contents builder and Context-aware SMIL module is also implemented in the convergence system. We achieved over 50% power savings comparing with conventional Window OS system and 16 points multi-touch in our system.

Implementation of the automatic standby power blocking socket outlet having a blocking power threshold per electronic device by the smart machine (스마트 기기에 의해 전자기기별 차단전력문턱치 설정기능이 장착된 자동대기전력 차단콘센트 구현)

  • Oh, Chang-Sun;Park, Chan-Young;Kim, Dong-Hoi;Kim, Gi-Taek
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.481-489
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    • 2014
  • In this paper, the automatic standby power blocking socket outlet to reduce standby power by blocking power threshold is implemented. Where, the standby power means a flowing power when a disused power electronic is plugged into the socket outlet. The proposed socket outlet can cut off the standby power by establishing a proper block power threshold electronic device according to each electronic device because it can monitor the amount of power through the smart machines such as the real-time PC or mobile phone and directly control the blocking power threshold. The software is implemented by using Visual Studio software, code vision and SN8 C studio, and the hardware is embodied in ATmega128, SN8F27E93S, USB to UART, and relay etc. Through the simulation, we find that the standby power of the proposed method is similar to that of the conventional method in case of the cellular phone but the standby power of the proposed method is much less than that of the conventional method in case of the computer, air conditioning, and set-top box. Therefore, it is proved that the proposed socket outlet has a superior performance in terms of the standby power.

Ultimate-Game Automatic Trace and Analysis System Using IoT (사물인터넷 기반 얼티미트 경기 자동추적 및 분석 시스템)

  • Lim, Jea Yun
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.1
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    • pp.59-66
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    • 2022
  • In this paper, by applying IoT technology to the Ultimate game, which is one of the games using Flyingdisc, the process of the game is traced based on the players and the flyingdisc, and a comprehensive relationship analysis between players is performed on the results of the game. A WiFi module with built-in GPS is attached in the players and flyingdisc. The player's ID, latitude/longitude values received from GPS and time are stored in the database in realtime during the game. Process informations of the game is also stored in the database at the same time using mobile Ultimate game App. Based on this informations after the game is over, we developed a system that can perform comprehensive analysis of the game contents. By using the informations stored in the database, the player-based game process and the flyingdisc-based scoring process are visualized in the virtual playground. Various game result informations for players are graphically analyzed using Python.

Building an SNS Crawling System Using Python (Python을 이용한 SNS 크롤링 시스템 구축)

  • Lee, Jong-Hwa
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.5
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    • pp.61-76
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    • 2018
  • Everything is coming into the world of network where modern people are living. The Internet of Things that attach sensors to objects allows real-time data transfer to and from the network. Mobile devices, essential for modern humans, play an important role in keeping all traces of everyday life in real time. Through the social network services, information acquisition activities and communication activities are left in a huge network in real time. From the business point of view, customer needs analysis begins with SNS data. In this research, we want to build an automatic collection system of SNS contents of web environment in real time using Python. We want to help customers' needs analysis through the typical data collection system of Instagram, Twitter, and YouTube, which has a large number of users worldwide. It is stored in database through the exploitation process and NLP process by using the virtual web browser in the Python web server environment. According to the results of this study, we want to conduct service through the site, the desired data is automatically collected by the search function and the netizen's response can be confirmed in real time. Through time series data analysis. Also, since the search was performed within 5 seconds of the execution result, the advantage of the proposed algorithm is confirmed.