• Title/Summary/Keyword: Mobile Image Search

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A Study on the Image Search System using Mobile Internet (사례 기반 추론법을 이용한 오델로 게임 개발에 관한 연구)

  • Song, Eun-Jee
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.217-223
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    • 2011
  • AI(Artificial Intelligence) refers to the area of computer engineering and IT technology that focuses on the methodology and creation of intelligent agents. The Othello game is often produced with AI, since it is played with relatively simple rules on a board and on a limited space of 8 rows and 8 columns. Previous algorithms take longer time than desirable and often fail to face new circumstances, as they search for all the possible cases and rules. In order to solve this crucial weakness, we propose that a CBR algorithm be applied to Orthello. Case-Based Reasoning(CBR), is the process of solving new problems based on the solutions of the past similar problems. We can apply this process to Othello and expedite the process of computer reasoning for a solution to new cases based on the data from accumulated past cases. Then, these new solutions are dynamically added to the set of past cases so that it becomes harder for players(users) to be able to read the pattern. The proposed system in which a CBR algorithm is applied to the Othello game makes the computation process faster and the game harder to play.

RDF Based UbiHome Architecture for Semantic Integration of Multimedia Information Source (멀티미디어 정보 의미 통합을 위한 RDF 기반 유비홈(UbiHome) 아키텍쳐)

  • Kim, Jae-Won;Choi, O-Hoon
    • Proceedings of the Korea Society for Simulation Conference
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    • 2005.11a
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    • pp.180-184
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    • 2005
  • These days, home network connects all home appliances using one of broadband convergence network, is constructed and propagated to more than 10 million house hold. Users can monitor and control statuses of home appliances using mobile terminal through homeserver. For active propagation of home network, high-quality multimedia service is very important. Specially, as digital recorder and digital camera is propagated, new paradigm that private DVDs can be shared in many household shows up. The homeserver is the main part of UbiHome, which can store much multimedia content and through which the user can search and share these contents. For searching and sharing, the metadata of contents is supposed to keep the consistency. These metadata include the description to different format such as Image, movie, and music. Therefore, we intend to provide a RDF model for effectively storing, searching and managing high-quality contents in UbiHome. In this paper, we propose to make Ontology to close semantic approach using RDF/RDF Schema for managing multimedia data in UbiHome. we propose RDF-Based Local Ontology and merging these ontology to RDF-Based Global Ontology.

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Design and Implementation of Video Clip Service System in Augmented Reality Using the SURF Algorithm (SURF 알고리즘을 이용한 증강현실 동영상 서비스 시스템의 설계 및 구현)

  • Jeon, Young-Joon;Shin, Hong-Seob;Kim, Jin-Il
    • Journal of the Institute of Convergence Signal Processing
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    • v.16 no.1
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    • pp.22-28
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    • 2015
  • In this paper, a service system which shows linked video clips from the static images extracted from newspapers, magazines, photo albums and etc in an augmented reality. First, the system uses SURF algorithm to extract features from the original photos printed in the media and stores them with the linked video clips. Next, when a photo is taken by using a camera from mobile devices such as smart phones, the system extracts features in real time, search a linked video clip matching the original image, and shows it on the smart phone in an augmented reality. The proposed system is applied to Android smart phone devices and the test results verify that the proposed system operates not only on normal photos but also on partially damaged photos.

Recognition of Natural Hand Gesture by Using HMM (HMM을 이용한 자연스러운 손동작 인식)

  • Kim, A-Ram;Rhee, Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.5
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    • pp.639-645
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    • 2012
  • In this paper, we propose a method that gives motion command to a mobile robot to recognize human being's hand gesture. Former way of the robot-controlling system with the movement of hand used several kinds of pre-arranged gesture, therefore the ordering motion was unnatural. Also it forced people to study the pre-arranged gesture, making it more inconvenient. To solve this problem, there are many researches going on trying to figure out another way to make the machine to recognize the movement of the hand. In this paper, we used third-dimensional camera to obtain the color and depth data, which can be used to search the human hand and recognize its movement based on it. We used HMM method to make the proposed system to perceive the movement, then the observed data transfers to the robot making it to move at the direction where we want it to be.

Lens Position Error Compensated Fast Auto-focus Algorithm in Mobile Phone Camera Using VCM (VCM을 이용한 휴대폰 카메라에서의 렌즈 위치 오차 보상 고속 자동 초점 알고리즘)

  • Han Chan-Ho;Kim Tae-Kyu;Kwon Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.585-594
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    • 2006
  • Due to the size limit, the voice coil motor (VCM) is adopted in most of the mobile phone camera to control auto-focus instead of step motor. The optical system using the VCM has the property that the focus values are varying even though the same current is induced. It means that an error of the lens position was taken placed due to the characteristics of the VCM. In this paper, a algorithm was proposed to compensate the lens position error using the step size and the search count of each stage. In the proposed algorithm -7 step middle searching stage is inserted the conventional searching algorithm for the fast auto-focus searching and the final searing step size was set to +1 for the precise focus control, respectively. In the experimental results, the focus values was found more fast in the proposed algorithm than the conventional. And more the image quality by the proposed algorithm was superior to that of the conventional.

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A Client-Side App Model for Classifying and Storing Documents

  • Elhussein, Bahaeldein;Karrar, Abdelrahman Elsharif;Khalifa, Mahmoud;Alsharani, Mohammed Mujib
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.225-233
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    • 2022
  • Due to the large number of documents that are important to people and many of their requests from time to time to perform an essential official procedure, this requires a practical arrangement and organization for them. When necessary, many people struggle with effectively arranging official documents that enable display, which takes a lot of time and effort. Also, no mobile apps specialize in professionally preserving essential electronic records and displaying them when needed. Dataset consisting of 10,841 rows and 13 columns was analyzed using Anaconda, Python, and Mito Data Science new tool obtained from Google Play. The research was conducted using the quantitative descriptive approach. The presented solution is a model specialized in saving essential documents, categorizing according to the user's desire, and displaying them when needed. It is possible to send in an image or a pdf file. Aside from identifying file kinds like PDFs and pictures, the model also looks for and verifies specific file extensions. The file extension and its properties are checked before sharing or saving it by applying the similarity algorithm (Levenshtein). Our method effectively and efficiently facilitated the search process, saving the user time and effort. In conclusion, such an application is not available, which facilitates the process of classifying documents effectively and displaying them quickly and easily for people for printing or sending to some official procedures, and it is considered one of the applications that greatly help in preserving time, effort, and money for people.

An Image Retrieval Method based on Quantitative Emotion Evaluation on Color Harmony (색채조화의 정량적 감성평가에 기초한 이미지 검색법)

  • Kim, Don-Han;Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.87-96
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    • 2012
  • This paper proposes a Image retrieval system that searches the closest images to the user's emotional need and displays images with higher ratings of color harmony from Moon-Spencer's Color Harmony Theory first. Once an emotional adjective is placed, the system searches for images with colors that contain more elements derived from Aesthetic Measure results and displays in such order. In order to test reliability of the proposed emotion retrieval method based on Moon-Spencer's Color Harmony Theory, this study compared the order of Aesthetic Measure results with the user satisfaction ratings using 200 sample images. The analysis demonstrated that the participants' average satisfaction on 15 emotion adjectives selected for the study was 5.0 on a 7-point Likert scale. Correlation analyses were performed to test the consistency the orders between Aesthetic Measure values and user satisfaction ratings. Positive correlations above R=.5 were observed in all 14 emotion words except "Clear". These findings prove the potential of the proposed emotion retrieval system based on Moon-Spencer's Color Harmony Theory to effectively reflect user emotion in such visual stimulus search as image database.

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The Effect of Corporate Social Responsibility Activities on Brand Equity and Consumer Attitude (사회적 책임활동이 브랜드자산과 소비자태도에 미치는 영향 연구)

  • Park, Nam-Goo;Choi, Ho-Gyu
    • Journal of Distribution Science
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    • v.12 no.8
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    • pp.17-29
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    • 2014
  • Purpose - The use of corporate social activities to implement the concept of corporate social responsibility enhances brand equity and attitude, and strengthens economic competitiveness. In areas such as mobile communications, companies take the responsibility of protecting customers and enhance the quality of the mobile communication service, helping to make an effort to obey the regulations of the public trade order and fair trade agreement, enabling a healthy society through communication with elderly living alone or youths without parents, and enhancing marketing strategies. Research design, data, and methodology - To test the hypothesis, a survey was conducted. The surveyed population includes people who use the big three mobile communication services. The survey was conducted from October 4th to October 14th, 2013. A total of 500 survey questionnaires were circulated and 483 were collected; out of these, 32 were excluded due to missing or incomprehensible information. The data was analyzed with SPSS 18.0 via frequency analysis, trust analysis, search factor analysis, relationship analysis, confirmation factor analysis using AMOS 18.0, and structural equation model analysis. Results - Research on corporate social responsibility has been frequently conducted recently. Companies are perceived as social constituents satisfying the social desires of people in addition to customer needs. Further, companies are returning profits to society to satisfy community needs, because there is greater emphasis on the social responsibilities of companies. Companies' social responsibilities should include marketing strategies and the identification of customer needs. This study shows that social service activities influence brand value, which influences customer attitudes; therefore, social service activities indirectly influence customer attitudes. In order to increase customers' purchasing intention, it is essential to improve brand image via social services and provide a distinctive quality of service. Conclusions - This research has used the purposive selection method in the empirical analysis to identify the effect of social services on brand value and customer attitude. Therefore, this study revealed that businesses, whose ultimate objective is to improve customers' purchasing intention, should promote their brand equity through corporate social responsibility activities and offer a distinct service quality. Limitations in the progress of research were found and future indications to overcome these limitations are suggested as follows. First, survey responders had a limited understanding of social responsibilities; therefore, this concept needs to be explained to people first. Second, the research was done on people who live in Daejeon; thus, it is not representative of the entire country. The research has to be repeated with people in other cities. Third, there is a limitation in the study because the purposive selection method was used on Daejeon customers. In the future, a more precise selection of the population is needed. Fourth, Daejeon has unique geographical and size characteristics. Thus, customers in Seoul and other areas may display different characteristics and research on them may reveal different findings. Therefore, again, this study has to be repeated in other areas.

Usability evaluation of image search methods for mobile phone (휴대폰 사진 검색 기능의 사용성 평가)

  • Lee, Yu-Jin;Han, Sung-H.;Cho, Young-Seok;Kim, Jong-Seo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.197-202
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    • 2006
  • 본 연구에서는 휴대폰에서의 효과적인 사진 검색을 지원하기 위해 사진 정보를 이용한 검색 기능을 개발하고, 이의 사용성 평가 실험을 수행함으로써 개발된 검색기능의 효용성을 검증하였다. 본 연구에서 개발한 사진 검색 기능은 크게 날짜 검색기능과 키워드 검색 기능의 두 가지로 구분된다. 날짜 검색 기능은 입력한 날짜에 해당하는 사진이 포함된 화면을 사용자에게 제시하는 방식이며, 키워드 검색 기능은 사용자가 입력한 키워드가 포함된 파일 이름을 갖는 사진을 검색하여 그 결과를 제시하는 방식이다. 개발된 검색 방식과 기존의 사용자 조작에 따른 화면 네비게이션을 통한 검색 방식을 대상으로 사용성 평가 실험을 수행하였다. 또한, 휴대폰에 저장된 사진 장수에 따른 작업의 수행도 및 주관적 만족도를 비교 분석하기 위하여, 120, 240, 360 장의 사진을 저장하고 있는 프로토타입을 개발하여 사용성 평가 실험에 활용하였다. 사용성 평가 실험 결과, 사진 장수가 120, 240 장일 경우는 날짜 검색과 키워드 검색의 두 방식이 검색 편의성, 기능의 적합성, 전반적 만족도 등의 주관적 만족도 측면에서 기존 검색 방식에 비하여 우수한 사용성 수준을 갖는 것으로 분석되었다. 사진 장수가 360 장인 경우, 날짜 검색과 키워드 검색의 활용시 검색 편의성, 기능의 적합성, 전반적 만족도가 기존 검색 방식에 비하여 우수한 성능을 갖는 것으로 분석되었고, 특히, 키워드 검색을 활용한 경우 검색 시간이 기존 검색과 날짜 검색을 활용한 경우에 비하여 우수한 성능을 갖는 것으로 확인되었다. 본 연구는 화면 크기가 작고 입력 방식이 제한된 휴대폰 인터페이스 환경에서 효과적인 사진 검색방식을 제안하고 검증하였다는 데 의의를 가진다. 본 연구 결과는 휴대폰 메뉴 검색, 일반 파일 검색 뿐만아니라 디지털 카메라의 사진 관리 기능에도 응용될 수 있을 것으로 기대된다.

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Visualization of 3D Terrain Information on Smartphone using HTML5 WebGL (HTML5 WebGL을 이용한 스마트폰 3차원 지형정보 시각화)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.28 no.2
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    • pp.245-253
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    • 2012
  • The public and civilian demands regarding 3D geo-spatial information processing on mobile device including smartphone are increasing. But there are few actual implementations or application cases. This work is to present some results by a prototype implementation of 3D terrain information visualization function with satellite image and DEM using HTML5 WebGL, which is a web-based graphic library under the standardization process. This is a useful standard for cross-platform operation for 3D graphic rendering without other plug-in modules. As the results, in the different types of operating system or browser in a personal computer or a smartphone, it shows same rendering results, as long as they support HTML5 WebGL. As well;geo-metadata search and identification functions for data sets for 3D terrain visualization process are added in this implementation for the practical aspect.