• Title/Summary/Keyword: Smart Device Camera

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A vision-based system for dynamic displacement measurement of long-span bridges: algorithm and verification

  • Ye, X.W.;Ni, Y.Q.;Wai, T.T.;Wong, K.Y.;Zhang, X.M.;Xu, F.
    • Smart Structures and Systems
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    • v.12 no.3_4
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    • pp.363-379
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    • 2013
  • Dynamic displacement of structures is an important index for in-service structural condition and behavior assessment, but accurate measurement of structural displacement for large-scale civil structures such as long-span bridges still remains as a challenging task. In this paper, a vision-based dynamic displacement measurement system with the use of digital image processing technology is developed, which is featured by its distinctive characteristics in non-contact, long-distance, and high-precision structural displacement measurement. The hardware of this system is mainly composed of a high-resolution industrial CCD (charge-coupled-device) digital camera and an extended-range zoom lens. Through continuously tracing and identifying a target on the structure, the structural displacement is derived through cross-correlation analysis between the predefined pattern and the captured digital images with the aid of a pattern matching algorithm. To validate the developed system, MTS tests of sinusoidal motions under different vibration frequencies and amplitudes and shaking table tests with different excitations (the El-Centro earthquake wave and a sinusoidal motion) are carried out. Additionally, in-situ verification experiments are performed to measure the mid-span vertical displacement of the suspension Tsing Ma Bridge in the operational condition and the cable-stayed Stonecutters Bridge during loading tests. The obtained results show that the developed system exhibits an excellent capability in real-time measurement of structural displacement and can serve as a good complement to the traditional sensors.

M-Learning Application for Ubiquitous Learning Based on Android Web Platform (안드로이드 웹 플랫폼 기반 U-Learning을 위한 M-Learning 애플리케이션)

  • Kim, Hye-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5564-5569
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    • 2011
  • In this paper we introduced Augmented Reality (AR) on Android platform for ubiquitous learning (u-learning). Android is breaking new ground for mobile computing and open technologies. Android is versatile as it is not limited only to mobile phones, but it can be installed on various devices. Android gives developers the opportunity to leverage their development skills, while also building an exciting and active community. Augmented Reality (AR) is going to be the future of most apps; all it takes is a decent processor, a camera, a compass and a GPS, all of which are becoming increasingly common on smart phones. Through AR we can have educational tools that provide individuals with total flexibility to receive, send, and review training and detailed product information through an increasingly ubiquitous web-enabled communication device. In this paper, we proposed Augmented Reality for Species Identification using Android Smartphone with augmented reality in species determination. This study is appropriate in the field of Biology. This is useful in outdoor experimental activities of the students. Like for example while they are visiting the zoo, botanical garden and etc.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Study on Intuitive IoT Interface System using 3D Depth Camera (3D 깊이 카메라를 활용한 직관적인 사물인터넷 인터페이스 시스템에 관한 연구)

  • Park, Jongsub;Hong, June Seok;Kim, Wooju
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.137-152
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    • 2017
  • The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.

Development of Smart Switchgear for Versatile Ventilation Garments: Optimum Diameter and Voltage Application Unit Time of One-way Shape Memory Alloy Wire for a Bi-directional Actuator (가변 통기성 의복을 위한 스마트 개폐장치 개발: 양방향 작동 액추에이터 제작을 위한 일방향 형상기억합금 와이어의 최적 직경 및 전압인가 단위시간의 도출)

  • Kim, Sanggu;Kim, Minsung;Yoo, Shinjung
    • Science of Emotion and Sensibility
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    • v.21 no.2
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    • pp.137-144
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    • 2018
  • The study figured out the operational conditions of a two-way movement actuator made of one-way shape memory alloy (OWSMA) for versatile ventilation intelligent garments. To develop a low-power actuator that consumes energy only when a garment changes its form such as opening and closing, multiple channels of OWSMA were used, and optimum diameter of the wires was examined. For the switch device, optimum voltage application unit time was determined. Optimum diameter of OWSMA wire was determined by applying 3.7V to the pre-determined candidate diameters, which demonstrated two-way operation in previous studies. In order to evaluate the optimum voltage application time, the internal diameter of the actuator was measured while increasing and decreasing by 50 ms from the unit time of voltage application. Delay time under two-way operation of the actuator was measured to minimize interference caused by heat between channels. Power of 3.7V was applied to OWSMA for assessment of optimal time, and the whole process from heating to cooling was video-recorded with a thermal image camera to determine the point of time at which the temperature of OWSMA wire dropped below the phase transformation temperature. The results showed that $0.4{\Phi}$ was the most suitable diameter, and the optimum unit time of voltage applied to open and close the actuator was 4100ms. It was also shown that the delay time should be more than 1.8 seconds between two-way operations of the actuator.

A Study on the Relationship between Camera and Subject for Visualization of Image - A Focus on the Status of Watch a Movie with Small Mobile Device - (영상의 시각화를 위한 카메라와 피사체의 상관관계 연구 - 스마트폰 사용자의 영상 시청 현황을 중심으로 -)

  • Ko, Hyun-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.119-126
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    • 2019
  • Watching movies is common on a big screen like a theater or on a big-screen TV. nowadays, small platform such as mobile devices is increasing rapidly for watch a movie. These changes are deeply related to the advent of Internet-based video streaming services such as OTT. OTT's development has provided in free video viewing system without using the set-top box is free from the limitations of time and space. Leading the market is Netflix[1], which started its business with Internet-based DVD rental service. Netflix, which is growing in tandem with the mobile market, had 193.26[2] million members as of the end of 2018. Other OTT participating companies include content-based Pooq, TVing, platform-based Olleh TV Mobile, Oksusu and LTE video portal. The size of such new growth projects has grown gradually, with 25.4 percent of all smartphone users currently watching video content with small mobile devices. Therefore, de-largeization, it is thought that visual language is needed for viewing small mobile devices that are capable of OTT services. To this end, this paper will identify the problem in viewing popular video content with small mobile devices and Survey and study its impact on viewers using the questionnaire.

Implementation of Radiotherapy Educational Contents Using Virtual Reality (가상현실 기술을 활용한 방사선치료 교육 콘텐츠 제작 구현)

  • Kwon, Soon-Mu;Shim, Jae-Goo;Chon, Kwon-Su
    • Journal of the Korean Society of Radiology
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    • v.12 no.3
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    • pp.409-415
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    • 2018
  • The development of smart devices has brought about significant changes in daily life and one of the most significant changes is the virtual reality zone. Virtual reality is a technology that creates the illusion that a 3D high-resolution image has already been created using a display device just like it does in itself. Unrealized subjects are forced to rely on audiovisual materials, resulting in a decline in the concentration of practices and the quality of classes. It used virtual reality to develop effective teaching materials for radiology students. In order to produce a video clip bridge using virtual reality, a radiology clinic was selected to conduct two exposures from July to September 2017. The video was produced taking into account the radiology and work flow chart and filming was carried out in two separate locations : in the computerized tomography unit and in the LINAC room. Prior to filming the scenario and the filming route were checked in advance to facilitate editing of the video. Modeling and mapping was performed in a PC environment using the Window XP operating system. Using two leading virtual reality camera Gopro Hero, CC pixels were produced using a 4K UHD, Adobe, followed by an 8 megapixel resolution of $3,840{\times}2,160/4,096{\times}2,160$. Total regeneration time was performed in about 5 minutes during the production of using virtual reality to prevent vomiting and dizziness. Currently developed virtual reality radiation and educational contents are being used to secure the market and extend the promotion process to be used by various institutions. The researchers will investigate the satisfaction level of radiation and educational contents using virtual reality and carry out supplementary tasks depending on the results.