• Title/Summary/Keyword: Mobile platforms

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A Design and Implementation of Multimedia Pest Prediction Management System using Wireless Sensor Network (무선 센서 네트워크를 이용한 멀티미디어 병해충 예측 관리 시스템 설계 및 구현)

  • Lim, Eun-Cheon;Shin, Chang-Sun;Sim, Chun-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.3
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    • pp.27-35
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    • 2007
  • The majority of farm managers growing the garden products in greenhouse concern massively about the diagnosis and prevention of the breeding and extermination for pests. especially, the managing problem for pests turns up as main issue. In the paper, we first build a wireless sensor network with soil and environment sensors such as illumination, temperature and humidity. And then we design and implement multimedia pest predication and management system which is able to predict and manage various pest of garden products in greenhouse. The proposed system can support the database with information about the pests by building up wireless sensor network in greenhouse compared with existing high-priced PLC device as well as collect various environment information from soil, the interior of greenhouse, and the exterior of greenhouse. To verify the good capability of our system, we implemented several GUI interface corresponding desktop. web, and PDA mobile platform based on real greenhouse model. Finally, we can confirm that our system work well prediction and management of pest of garden products in greenhouse based on several platforms.

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Place-shifting of TV Content by the Use of Slingbox and the Copyright (슬링박스를 이용한 TV프로그램의 장소이동 시청의 저작권법상의 성격)

  • Cho, Youn-Ha
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.158-167
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    • 2013
  • This research examines the legal liability of place-shifting of TV contents by the use of the Slingbox. The place-shifting of TV contents is fair use because it is a non-commercial private use based on the relevant case law regarding time-shifting and device-shifting such as Sony, RIAA and Napster. But the sharing of place-shifting function is likely to be liable for copyright infringement. And place-shifting may not be fair use based on the cases which denied fair use of time-shifting and space-shifting because the consumers' convenience for the use of the copyrighted work is against the purpose of legislation of copyright law. Place-shifting is unlikely to have a significant effect on the potential market for TV contents because it presents lucrative new platforms to disseminate TV contents to computers and mobile devices. However it is likely to have negative effect because various devices can be the follow-up marketplaces of the copyright holders of TV contents. This study proposes the "innovative medium defense," a new doctrine to analyze liability of innovative media.

A Head-Eye Calibration Technique Using Image Rectification (영상 교정을 이용한 헤드-아이 보정 기법)

  • Kim, Nak-Hyun;Kim, Sang-Hyun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.37 no.8
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    • pp.11-23
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    • 2000
  • Head-eye calibration is a process for estimating the unknown orientation and position of a camera with respect to a mobile platform, such as a robot wrist. We present a new head-eye calibration technique which can be applied for platforms with rather limited motion capability In particular, the proposed calibration technique can be applied to find the relative orientation of a camera mounted on a linear translation platform which does not have rotation capability. The algorithm find the rotation using a calibration data obtained from pure Translation of a camera along two different axes We have derived a calibration algorithm exploiting the rectification technique in such a way that the rectified images should satisfy the epipolar constraint. We present the calibration procedure for both the rotation and the translation components of a camera relative to the platform coordinates. The efficacy of the algorithm is demonstrated through simulations and real experiments.

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Design and Development of Implementation of augment reality application with support cross-platform (크로스 플랫폼을 지원하는 증강현실 구현 앱의 설계 및 개발)

  • Jo, Jae-ik;Jeon, Je-eung;Bae, Dong-hyeun;Yoon, Hyeon-su;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.438-440
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    • 2017
  • In this research, we design and develop an app that can be run on multiple platforms and easily realize augmented reality. It works on PC and mobile (Android, iOS) in cross platform and users want to lower the barriers to entry of augmented reality by allowing users to select the marker to be augmented reality coordinates and the model to be implemented within the app. The app consists of Unity 3D engine and ARToolkit, an open source augmented reality SDK. Unity 3D integrates UI, markers and objects, and is used as the main engine for cross-platform development. This paper presents the design and production method of the augmented reality application and explains the use examples.

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Study on Esthetical Experiment of Virtual Reality Cinema with Rotoscoping Technique (로토스코핑 기법을 통한 가상현실 영화의 미학적 활용 연구)

  • Kang, Jiyoung
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.275-282
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    • 2017
  • With the development of digital technology, a cinematic content has been changed into various forms. Web and mobile platforms bring new forms of cinematic contents. However despite of fast growing of VR(Virtual Reality) technology, they haven't applied to cinematic contents yet. This research focused on the esthetical use of rotoscoping technique for the Virtual Reality Cinema based on the (HMD) Head Mounted Display. First, we look though on VR films 'Notes on Blindness' and 'Pearl' to find how these films express esthetical virtual space. Through this, we found out graphical space provide new esthetical experience to viewers in virtual space. Also, we analyze fantastical usages and successful cases of rotoscoping technique with the 'Waking Life' and 'Scanner Darkly' that utilize rotoscoping technique to live action image. Lastly, we utilize rotoscoping technique esthetically to the VR film 'Girl on a swing' to fulfill the viewers experience and desire.

Registration of Aerial Video Frames for Generating Image Map (영상지도제작을 위한 항공 비디오 영상 등록)

  • Kim, Seong-Sam;Shin, Sung-Woong;Kim, Eui-Myoung;Yoo, Hwan-Hee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.4
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    • pp.279-287
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    • 2007
  • The increased availability of portable, low-cost, high resolution video equipments have resulted in a rapid growth of the applications for video sequences. These video devices can be mounted in handhold unit, mobile unit and airborne platforms like maned or unmaned helicopter, plane, airship, etc. This paper describes the feasibility fur generating image map from the experimental results we designed to track the interested points extracted by KLT operator in the neighboring frames and implement image matching for each frames taken from UAV (Unmaned Aerial Vehicle). In the image registration for neighbourhood frames of aerial video, the results demonstrate the successful rate of matching slightly decreases as the drift between frames increases, and also that the stable photographing is more important matching condition than the pixel shift.

Economic Activities in Digital Platforms: Types, Natures, Risks, Policy Suggestions (플랫폼 경제활동에 대한 시론적 고찰: 유형, 특성, 예상위험, 정책대안을 중심으로)

  • Kim, Suyoung;Kang, Myungjoo;Ha, Eunsol
    • 한국사회정책
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    • v.25 no.4
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    • pp.199-231
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    • 2018
  • The development of ICT has led to changes in the pattern and the meaning of work and requires restructuring of the existing social security system, which was established chiefly for the wage workers in the industrial economy. However, while economic activities within the digital platform markets are different from industrial labour, there is still a lack of discussion on what social problems platform workers can face and how to cope with them. As a comprehensive sketch of economic activities in platform economy, this study identifies the types of platform workers and analyses three characteristics of their economic activities - flexibility, virtuality, and connectivity. It then examines what social risks can be derived form the three characteristics. This research lastly suggests alternative social safety nets and policies to alleviates the social risks and problems that platform workers may face in the digital society.

College student adoption of smart learning management system - Implementing Blackboard learn - (대학생의 스마트 학습관리시스템 수용에 대한 연구 - 블랙보드 도입과 활용 -)

  • Lee, Kyu-Hye;Kim, Ji-Yeon;Seo, Hyun-Jin
    • The Research Journal of the Costume Culture
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    • v.27 no.5
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    • pp.512-523
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    • 2019
  • Contemporary University students are considered the Z generation who were born after 1995. They are more tech savvy than millennials. To target the generation, traditional class management platforms have evolved to smart LMS that is more customized and accessible for smart devices. Global level information search and collaboration can also be implemented using such smart LMS. However, switching from one LMS to another LMS requires great effort from teachers and support from staffs. This study measured the learners' perception of the system when they were exposed to a new smart-LMS. Blackboard Learn Ultra was used for 15 weeks and at the end of the semester, a questionnaire was administered to the students of these classes. Results indicated that experience with previous LMS discouraged students from adopting Blackboard Learn. Result of TAM modeling indicated that perceived usefulness, compared to perceived ease of use and attitude, was an effective aspect to bring positive acceptance of the system. A qualitative approach and network analysis were also conducted based on students' responses. Both positive and negative responses were detected. Inconvenience due to mechanical aspects was mentioned. Dissatisfaction compared to previous local LMS use was also mentioned. Mobile application and communication effectiveness were positive aspects. Revised course development and promoting how useful the system may help enhance the acceptance of the new system.

Web Assembly System Architecture Model (웹 어셈블리 시스템 아키텍처 모델)

  • Park, Jin-Tae;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.23 no.4
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    • pp.328-332
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    • 2019
  • Advances in web technology have enabled technical convergence in various system environments to be carried out through the web interface. The Web can be categorized from the Web 1.0 to the 4.0, depending on its role, it has the characteristics of connects information, connects people, connects knowledge, and connects intelligence. In addition, various technological needs occurred through the mobile app during the 4th Industrial Revolution, and functions such as 3D, virtual reality, augmented reality, video/audio processing were enabled on the web, which was a simple means of providing information. Technical standards have been studied to support these period needs. In this paper, I would like to mention one of the Web assembly. We will explore ways to link and fuse Web assembly with existing web systems (or platforms) and analyze their technical implications through a variety of examples. In addition, we will conduct a study on the architecture that can fuse the existing javascript with the web assembly, and discuss the future direction of the study.

Multimodal Media Content Classification using Keyword Weighting for Recommendation (추천을 위한 키워드 가중치를 이용한 멀티모달 미디어 콘텐츠 분류)

  • Kang, Ji-Soo;Baek, Ji-Won;Chung, Kyungyong
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.1-6
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    • 2019
  • As the mobile market expands, a variety of platforms are available to provide multimodal media content. Multimodal media content contains heterogeneous data, accordingly, user requires much time and effort to select preferred content. Therefore, in this paper we propose multimodal media content classification using keyword weighting for recommendation. The proposed method extracts keyword that best represent contents through keyword weighting in text data of multimodal media contents. Based on the extracted data, genre class with subclass are generated and classify appropriate multimodal media contents. In addition, the user's preference evaluation is performed for personalized recommendation, and multimodal content is recommended based on the result of the user's content preference analysis. The performance evaluation verifies that it is superiority of recommendation results through the accuracy and satisfaction. The recommendation accuracy is 74.62% and the satisfaction rate is 69.1%, because it is recommended considering the user's favorite the keyword as well as the genre.