The Journal of the Institute of Internet, Broadcasting and Communication
/
v.20
no.6
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pp.85-91
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2020
Recently, video-taping equipment such as CCTV have been seeing more use for crime prevention and general safety concerns. Since these video-taping equipment operates all throughout the day, the need for security personnel is lessened, and naturally costs incurred from managing such manpower should also decrease. However, technology currently used predominantly lacks self-sufficiency when given the task of searching for a specific object in the recorded video such as a person, and has to be done manually; current security-based video equipment is insufficient in an environment where real-time information retrieval is required. In this paper, we propose a technology that uses the latest deep-learning technology and OpenCV library to quickly search for a specific person in a video; the search is based on the clothing information that is inputted by the user and transmits the result in real time. We implemented our system to automatically recognize specific human objects in real time by using the YOLO library, whilst deep learning technology is used to classify human clothes into top/bottom clothes. Colors are also detected through the OpenCV library which are then all combined to identify the requested object. The system presented in this paper not only accurately and quickly recognizes a person object with a specific clothing, but also has a potential extensibility that can be used for other types of object recognition in a video surveillance system for various purposes.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.21
no.1
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pp.141-148
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2021
In some intersections or busy traffic roads, there are more pedestrians in a specific period of time, and there are many traffic accidents caused by road congestion. Especially at the intersection where there are schools nearby, it is particularly important to protect the traffic safety of students in busy hours. In the past, when designing traffic lights, the safety of pedestrians was seldom taken into account, and the identification of motor vehicles and traffic optimization were mostly studied. How to keep the road smooth as far as possible under the premise of ensuring the safety of pedestrians, especially students, will be the key research direction of this paper. This paper will focus on person, motorcycle, bicycle, car and bus recognition research. Through investigation and comparison, this paper proposes to use YOLO v4 network to identify the location and quantity of objects. YOLO v4 has the characteristics of strong ability of small target recognition, high precision and fast processing speed, and sets the data acquisition object to train and test the image set. Using the statistics of the accuracy rate, error rate and omission rate of the target in the video, the network trained in this paper can accurately and effectively identify persons, motorcycles, bicycles, cars and buses in the moving images.
Journal of the Korea Institute of Information Security & Cryptology
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v.13
no.3
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pp.17-26
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2003
Recently, as the internet is widespread rapidly among the public, people can use a variety of useful information services through the internet. Accordingly, the protection of information supplied by computer networks 5 has become a matter of primary concern on the whole world. To accede to the realistic demands, it has been worked out some countermeasures to cultivate the experts in information security by the government and many educational facilities. Already the government authority has carried out the each kinds of concerning projects under the framed a policy, Five-Year Development Plan for Information Security Technology. Also, many domestic universities perceives such an international trend, and so they frame their plans to train for the experts in this field, including to found a department with respect to the information security. They are ready to execute their tangible works, such as establishment of educational goal, development of teaching materials, planning curriculum, construction of laboratories and ensuring instructors. Moreover, such universities lead to their students who want to be information security experts to get the fundamental knowledge to lay the foundation for acquiring the information security technology in their bachelor course. In this note, we survey and analyze the curricula of newly-established or member-extended departments with respect to information security fields of some leading universities in the inside and outside of the country, and in conclusion, we propose the effective model of curriculum and educational goal to train the students for the information security experts.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.22
no.2
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pp.115-121
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2022
As city environments have recently become crowded, there are many obstacles that interfere with the walking of the visually impaired on pedestrian roads. Typical examples include ballads, parking breakers and standing signs, which usually do not get in the way, but blind people may be injured by collisions. To solve such a problem, many solutions have been proposed, but they are limited in applied in practical environments due to the several restrictions such as outside use only, inaccurate obstacle sensing and requirement of special devices. In this paper, we propose a new method to automatically detect obstacles while walking on the pedestrian roads and warn the collision risk in advance by using only sensors embedded in typical mobile phones. The proposed method supports the walking of the visually impaired by notifying the type of obstacles appearing in front of them as well as the distance remaining from the obstacles. To accomplish this goal, we utilized an object recognition technology applying the latest deep learning algorithms in order to identify the obstacles appeared in real-time videos. In addition, we also calculate the distance to the obstacles using the number of steps and the pedestrian's stride. Compared to the existing walking support technologies for the visually impaired, our proposed method ensures efficient and safe walking with only simple devices regardless of the places.
With the recent increase in dementia patients due to aging, measures to prevent their wandering behavior and disappearance are urgently needed. To solve this problem, various authentication methods and location detection techniques have been introduced, but the security problem of personal authentication and a system that can check indoor and outdoor overall was lacking. In order to solve this problem, various authentication methods and location detection techniques have been introduced, but it was difficult to find a system that can check the security problem of personal authentication and indoor/outdoor overall. In this study, we intend to propose a system that can identify personal authentication, basic health status, and overall location indoors and outdoors by using wristband-type wearable devices in a private blockchain environment. In this system, personal authentication uses ECG, which is difficult to forge and highly personally identifiable, Bluetooth beacon that is easy to use with low power, non-contact and automatic transmission and reception indoors, and DGPS that corrects the pseudorange error of GPS satellites outdoors. It is intended to detect wandering behavior and abnormal signs by locating the patient. Through this, it is intended to contribute to the prompt response and prevention of disappearance in case of wandering behavior and abnormal symptoms of dementia patients living at home or in nursing homes.
Recently, according to development of artificial intelligence, a wide range of industry being automatic and optimized. Also we can find out some research of using supervised learning for deteceting defect of railway in domestic rail industry. However, there are structures other than rails on the track, and the fastener is a device that binds the rail to other structures, and periodic inspections are required to prevent safety accidents. In this paper, we present a method of reducing cost for labeling using semi-supervised and transfer model trained on rail fastener data. We use Resnet50 as the backbone network pretrained on ImageNet. At first we randomly take training data from unlabeled data and then labeled that data to train model. After predict unlabeled data by trained model, we adopted a method of adding the data with the highest probability for each class to the training data by a predetermined size. Futhermore, we also conducted some experiments to investigate the influence of the number of initially labeled data. As a result of the experiment, model reaches 92% accuracy which has a performance difference of around 5% compared to supervised learning. This is expected to improve the performance of the classifier by using relatively few labels without additional labeling processes through the proposed method.
Braille can be said to be an essential means used for the visually impaired to communicate or acquire information on visual materials in their lives. However, the rate of interpretation of braille among the visually impaired is insignificant at 5%. As a result, libraries for the visually impaired produce various types of materials that can obtain various information for the visually impaired and also have assistive technology equipment to interpret them. However, the publication rate of Braille books is too low to purchase and interpret Braille books. In addition, the Braille interpretation rate is too low, and the purchase of assistive technology devices is too expensive and slow. Therefore, in this paper, we implemented a system that displays Braille using Arduino to help visually impaired people in addition to the existing methods they use to obtain information. For Braille display, Korean data is transmitted from Python through serial communication between Python and Arduino, and Arduino, which receives the data, compares the Korean data with the data in the array in the program and retrieves the Braille values of the Korean data. Here, the Braille value was expressed by controlling the servo motor perpendicular or horizontal to the body using white and black circles based on the Braille list.
The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.
With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.
Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.
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