• Title/Summary/Keyword: Computer vision technology

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A Study on the Type of Perception about the Emergency Car Driver Circulation Work of Female Fire Officials

  • Lee, Jae-Min;Jung, Ji-Yeon;Yun, Hyeong-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.99-108
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    • 2021
  • This is a study on the type of perception about the transition of female firefighters to emergency car drivers. The purpose of this study is to identify the perception of the female firefighters on the circulation of emergency car drivers and to identify the characteristics of each type of firefighting officers and to provide basic data for the development and utilization of the emergency car drivers' work of female firefighters. The Q-sample of 27 statements was conducted on 31 subjects including 26 women and 5 men, and the data were analyzed using the QUANL program. As a result, the three types classified explained 60.8 % of the total variance, and the explanation power of each type was 50 % for type I, 5.6 % for type II, and 5.2% for type III. Type I was named 'feminist type', type II was named 'future-oriented type', and type III was named 'educational preparation type'. According to the perception of emergency cars by female firefighters, it was investigated that discrimination caused by gender should be eliminated and female firefighters can drive an emergency car if preparation and systematic education are made. Therefore, fire officials need to develop their personal abilities through gender equality and systematic education programs.

Formation of the Digital Generation in a Distance Learning Environment

  • Nataliіa, Levchenko;Nataliia, Sukhostavets;Lesia, Zelman;Alla, Kulichenko;Kseniia, Balabanova
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.335-341
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    • 2022
  • This article is devoted to the study of the process of formation of the digital generation in a distance learning environment. With the introduction of quarantine due to the spread of COVID-19, opponents of digital technologies were forced to turn to relevant resources, while supporters identified new opportunities for the development of didactics and education in general. The irreversibility of the former educational reality became apparent and only the scale of the vision of potential change by interested and disinterested groups differed. Using a comprehensive approach, the authors consider the issues related to the direct and indirect impact of distance learning on children and young people born after the beginning of the XXI century. The article reveals the prerequisites and implications of distance education for the interaction of participants in the educational process. IC technologies during the educational process in the primary grades, in addition to identifying the student's learning deficit, should provide the transmission of non-verbal signals, which are important for children of this age. At the same time in the secondary school IR-technologies are designed to replace frontal learning during the assimilation of knowledge and at the same time not to worsen the quality of the educational process. Formation of students in the HEI takes place in the political science format, constant discussion of problem situations, so the task of introducing IC technology in this process is the accurate transfer of the content of the discussions. Individualization and autonomization of the educational process, its dependence on the results of the choice of educational content, and the use of pedagogical management tools change the philosophy of education for children and youth. The authors conclude that the formation of a digital generation, characterized by an increased level of digital literacy of children and youth, the possession of a certain level of digital capacity requires the use of strategies aimed at optimizing the learning process in a digital educational environment.

Implementation of A Vibration Notification System to Support Driving for Drivers with Cognitive Delay Impairment

  • Gyu-Seok Lee;Tae-Sung Kim;Myeong-Chul Park
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.115-123
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    • 2024
  • In this paper, we propose a vibration notification system that combines navigation information and wearable bands to ensure safe driving for the transportation vulnerable. This system transmits navigation driving information to a linked application, converts it into a vibration signal, and provides notifications through a wearable band. Existing navigation systems focus on providing route guidance and location information, so the driver's concentration is dispersed, and safety and convenience are deteriorated, especially for those with mobility impairments, due to standard vision and delayed recognition of stimuli, resulting in an increasingly high traffic accident rate. To solve this problem, navigation driving information is converted into vibration signals through a linked application, and vibration notifications for events, left turns, right turns, and speeding are provided through a wearable band to ensure driver safety and convenience. In the future, we will use cameras and vehicle sensors to increase awareness of safety inside and outside the vehicle by adding a function that provides notifications with vibration and LED when the vehicle approaches or recognizes an object, and we will continue to conduct research to build a safer driving environment. plan.

Video Backlight Compensation Algorithm Based on Reliability of Brightness Variation (밝기 변화량의 신뢰도에 기반한 역광 비디오 영상의 보정 알고리듬)

  • Hyun, Dae-Young;Heu, Jun-Hee;Kim, Chang-Su;Lee, Sang-Uk
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.6
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    • pp.117-126
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    • 2010
  • In the case of failure images with controlling lighting like backlighting and excessive frontlinghting, the compensation scheme for a specific area in an image is required. The interested region is first selected by user in our method to compensate the first frame. Then we define the matching function of brightness and energy function is proposed with weight of matching function and the relationship among the neighbors. Finally, the energy is minimized by the graph-cut algorithm to compensate the brightness of the first frame. Other frames are straightforwardly compensated using the results of the first frame. The brightness variations of the previous frame is transmitted to the next frame via motion vectors. The reliability of the brightness variation is calculated based on the motion vector reliability. Video compensation result is achieved by the process of the image case. Simulation show that the proposed algorithm provides more natural results than the conventional algorithms.

A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.49-56
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    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.

Design and Implementation of a Hardware Accelerator for Marine Object Detection based on a Binary Segmentation Algorithm for Ship Safety Navigation (선박안전 운항을 위한 이진 분할 알고리즘 기반 해상 객체 검출 하드웨어 가속기 설계 및 구현)

  • Lee, Hyo-Chan;Song, Hyun-hak;Lee, Sung-ju;Jeon, Ho-seok;Kim, Hyo-Sung;Im, Tae-ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1331-1340
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    • 2020
  • Object detection in maritime means that the captain detects floating objects that has a risk of colliding with the ship using the computer automatically and as accurately as human eyes. In conventional ships, the presence and distance of objects are determined through radar waves. However, it cannot identify the shape and type. In contrast, with the development of AI, cameras help accurately identify obstacles on the sea route with excellent performance in detecting or recognizing objects. The computer must calculate high-volume pixels to analyze digital images. However, the CPU is specialized for sequential processing; the processing speed is very slow, and smooth service support or security is not guaranteed. Accordingly, this study developed maritime object detection software and implemented it with FPGA to accelerate the processing of large-scale computations. Additionally, the system implementation was improved through embedded boards and FPGA interface, achieving 30 times faster performance than the existing algorithm and a three-times faster entire system.

A Study on the Development Trend of Artificial Intelligence Using Text Mining Technique: Focused on Open Source Software Projects on Github (텍스트 마이닝 기법을 활용한 인공지능 기술개발 동향 분석 연구: 깃허브 상의 오픈 소스 소프트웨어 프로젝트를 대상으로)

  • Chong, JiSeon;Kim, Dongsung;Lee, Hong Joo;Kim, Jong Woo
    • Journal of Intelligence and Information Systems
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    • v.25 no.1
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    • pp.1-19
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    • 2019
  • Artificial intelligence (AI) is one of the main driving forces leading the Fourth Industrial Revolution. The technologies associated with AI have already shown superior abilities that are equal to or better than people in many fields including image and speech recognition. Particularly, many efforts have been actively given to identify the current technology trends and analyze development directions of it, because AI technologies can be utilized in a wide range of fields including medical, financial, manufacturing, service, and education fields. Major platforms that can develop complex AI algorithms for learning, reasoning, and recognition have been open to the public as open source projects. As a result, technologies and services that utilize them have increased rapidly. It has been confirmed as one of the major reasons for the fast development of AI technologies. Additionally, the spread of the technology is greatly in debt to open source software, developed by major global companies, supporting natural language recognition, speech recognition, and image recognition. Therefore, this study aimed to identify the practical trend of AI technology development by analyzing OSS projects associated with AI, which have been developed by the online collaboration of many parties. This study searched and collected a list of major projects related to AI, which were generated from 2000 to July 2018 on Github. This study confirmed the development trends of major technologies in detail by applying text mining technique targeting topic information, which indicates the characteristics of the collected projects and technical fields. The results of the analysis showed that the number of software development projects by year was less than 100 projects per year until 2013. However, it increased to 229 projects in 2014 and 597 projects in 2015. Particularly, the number of open source projects related to AI increased rapidly in 2016 (2,559 OSS projects). It was confirmed that the number of projects initiated in 2017 was 14,213, which is almost four-folds of the number of total projects generated from 2009 to 2016 (3,555 projects). The number of projects initiated from Jan to Jul 2018 was 8,737. The development trend of AI-related technologies was evaluated by dividing the study period into three phases. The appearance frequency of topics indicate the technology trends of AI-related OSS projects. The results showed that the natural language processing technology has continued to be at the top in all years. It implied that OSS had been developed continuously. Until 2015, Python, C ++, and Java, programming languages, were listed as the top ten frequently appeared topics. However, after 2016, programming languages other than Python disappeared from the top ten topics. Instead of them, platforms supporting the development of AI algorithms, such as TensorFlow and Keras, are showing high appearance frequency. Additionally, reinforcement learning algorithms and convolutional neural networks, which have been used in various fields, were frequently appeared topics. The results of topic network analysis showed that the most important topics of degree centrality were similar to those of appearance frequency. The main difference was that visualization and medical imaging topics were found at the top of the list, although they were not in the top of the list from 2009 to 2012. The results indicated that OSS was developed in the medical field in order to utilize the AI technology. Moreover, although the computer vision was in the top 10 of the appearance frequency list from 2013 to 2015, they were not in the top 10 of the degree centrality. The topics at the top of the degree centrality list were similar to those at the top of the appearance frequency list. It was found that the ranks of the composite neural network and reinforcement learning were changed slightly. The trend of technology development was examined using the appearance frequency of topics and degree centrality. The results showed that machine learning revealed the highest frequency and the highest degree centrality in all years. Moreover, it is noteworthy that, although the deep learning topic showed a low frequency and a low degree centrality between 2009 and 2012, their ranks abruptly increased between 2013 and 2015. It was confirmed that in recent years both technologies had high appearance frequency and degree centrality. TensorFlow first appeared during the phase of 2013-2015, and the appearance frequency and degree centrality of it soared between 2016 and 2018 to be at the top of the lists after deep learning, python. Computer vision and reinforcement learning did not show an abrupt increase or decrease, and they had relatively low appearance frequency and degree centrality compared with the above-mentioned topics. Based on these analysis results, it is possible to identify the fields in which AI technologies are actively developed. The results of this study can be used as a baseline dataset for more empirical analysis on future technology trends that can be converged.

The Creation of Dental Radiology Multimedia Electronic Textbook (멀티미디어기술을 이용한 치과방사선학 전자 교과서 제작에 관한 연구)

  • Kim Eun-Kyung;Cha Sang-Yun;Han Won-Jeong;Hong Byeong-Hee
    • Imaging Science in Dentistry
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    • v.30 no.1
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    • pp.55-62
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    • 2000
  • Purpose: This study was performed to develop the electronic textbook (CD-rom title) about preclinical practice of oral and maxillofacial radiology, using multimedia technology with interactive environment. Materials and Methods: After comparing the three authoring methods of multimedia, i.e. programming language, multimedia authoring tool and web authoring tool, we determined the web authoring tool as an authoring method of our electronic textbook. Intel Pentium II 350 MHz IBM-compatible personal computer with 128 Megabyte RAM, Umax Powerlook flatbed scanner with transparency unit, Olympus Camedia l400L digital camera, ESS 1686 sound card, Sony 8 mm Handycam, PC Vision 97 pro capture board, Namo web editor 3.0, Photoshop 3.0, ThumbNailer, RealPlayer 7 basic and RealProducer G2 were used for creating the text document, diagram, figure, X-ray image, video and sound files. We made use of javascripts for tree menu structure, moving text bar, link button and spread list menu and image map etc. After creating all files and hyperlinking them, we burned out the CD-rom title with all of the above multimedia data, Netscape communicator and plug in program as a prototype. Results and Conclusions : We developed the dental radiology electronic textbook which has 9 chapters and consists of 155 text documents, 26 figures, 150 X-ray image files, 20 video files, 20 sound files and 50 questions with answers. We expect that this CD-rom title can be used at the intranet and internet environments and continuous updates will be performed easily.

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Study on 2 types of Liquid Lens control system used for the autofocus (자동초점에 사용되는 두 가지 Liquid Lens제어에 관한 연구)

  • Kim, Nam-Woo;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1493-1498
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    • 2015
  • The autofocus system is automatically to drive the focus. It is very important to computer vision system. In the case of a compact camera, the actuator technology is used for auto-focus in mass production. the position sensor is required, the circuit configuration and easy method is widely used in VCM, compared to the stability of the drive size and the noise is a big stepping motor type, size has a piezo system having a humidity problem and the small leaded vulnerability. In addition, there is a liquid lens system, the advantages of low power in a compact structure but also a structure with proven quality and reliability and features required pressure. In this paper, we implement two control systems that can control the actuator as a liquid range of VCM using a sharpness of the image acquired by the image sensor automatically initiates 5Mpixel class was the implementation verification of focusing.

A Study on the Interior Design of the Simulation Theater (시뮬레이션 상영관의 실내설계 연구)

  • Lee Ho-Sung
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.112-119
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    • 2005
  • Virtual reality(VR) is the technology that makes a user regard being in virtual space generated by computer as in the real world. Mainly, it has been studied about the three senses which are the sense of vision, touch and hearing in the five human senses. Through that, it is applied to the system making all the senses in the human body real. Even though the design idea of theater is brought to that of simulation theater, there are not many similarities between them and not general design rules yet. For making a better situation, in cooperation with a domestic company making a motion simulator for one or two person by itself, I have considered the minimum conditions and formations of the simulation theater being widely useful in the buildings of general commercial spaces from the environmental viewpoint, and basing on that facts I try to make some sorts of fundamental design types so that they are more available than those in the past. In this research, I have set the three types of simulation theater, the 50 seats of motion simulator for one person, the 20 seats of motion simulator and the 50 seats for two persons, in my researching range. Moreover, regarding the size of the simulation theater, I put the best specifications in order and also put them together, and then with making standards able to be reflected on the design plan, I have researched it for the purpose of the accumulation of skill in the construction of the special theater. Here, the design rule I suggested might be a design standard that it will be thought useful widely.