• Title/Summary/Keyword: Smart Objects

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Smart Building Block Toys using Internet of Things Technology

  • Jang, Sung Hee;Nam, Ki Won;Jung, Yong Gyu
    • International Journal of Advanced Culture Technology
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    • v.4 no.2
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    • pp.34-37
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    • 2016
  • Internet was once used to link ideas, then people and now it is starting to connect all things. IoT constitutes a good paradigm to enable people to design and modify things, and then share their designs and modifications. Through the internet, things nowadays are able to exchange raw data and information, thus enabling the development of a new class of interconnected smart objects. Smart building block toy systema are a newly proposed concept that combines internet technology into educational blocks. It is composed of the IoT environment that has attracted attention recently. In this paper, we design a system using starUML, one of the program development tools in the system design process. Educational content can be shared to learners via the proposed service of the IoT, while also being interesting for young child learners.

A Collaborative Video Annotation and Browsing System using Linked Data (링크드 데이터를 이용한 협업적 비디오 어노테이션 및 브라우징 시스템)

  • Lee, Yeon-Ho;Oh, Kyeong-Jin;Sean, Vi-Sal;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.203-219
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    • 2011
  • 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.

Construction of a Sensor Network-based Smart Environment for Service Robots (서비스 로봇을 위한 센서 네트워크 기반 스마트 환경 구축)

  • Baeg, Seung-Ho;Park, Jae-Han;Koh, Jae-Han;Baeg, Moon-Hong
    • The Journal of Korea Robotics Society
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    • v.2 no.4
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    • pp.334-340
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    • 2007
  • This paper introduces a prototype smart home environment that is built in the research building to demonstrate the feasibility of a robot-assisted future home environment. Localization, navigation, object recognition and handling are core functionalities that an intelligent service robot should provide. A huge amount of research effort has been made to make the service robot perform these functions with its own sensors, actuators and a knowledge base. With all complicated configuration of sensors, actuators and a database, the robot could only perform the given tasks in a predefined environment or show the limited capabilities in a natural environment. We started a smart home environment for service robots for simple service robots to provide reliable services by communicating with the environment through the wireless sensor networks. In this paper, we introduce various types of smart devices that are developed for assisting the robot in the environment by providing sensor and actuator capabilities. In addition, we present how the devices are integrated to constitute the smart home environment for service robots.

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The Natural Way of Gestures for Interacting with Smart TV

  • Choi, Jin-Hae;Hong, Ji-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.567-575
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    • 2012
  • Objective: The aim of this study is to get an optimal mental model by investigating user's natural behavior for controlling smart TV by mid-air gestures and to identify which factor is most important for controlling behavior. Background: A lot of TV companies are trying to find simple controlling method for complex smart TV. Although plenty of gesture studies proposing they could get possible alternatives to resolve this pain-point, however, there is no fitted gesture work for smart TV market. So it is needed to find optimal gestures for it. Method: (1) Eliciting core control scene by in-house study. (2) Observe and analyse 20 users' natural behavior as types of hand-held devices and control scene. We also made taxonomies for gestures. Results: Users' are trying to do more manipulative gestures than symbolic gestures when they try to continuous control. Conclusion: The most natural way to control smart TV on the remote with gestures is give user a mental model grabbing and manipulating virtual objects in the mid-air. Application: The results of this work might help to make gesture interaction guidelines for smart TV.

Robust Real-time Detection of Abandoned Objects using a Dual Background Model

  • Park, Hyeseung;Park, Seungchul;Joo, Youngbok
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.771-788
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    • 2020
  • Detection of abandoned objects for smart video surveillance should be robust and accurate in various situations with low computational costs. This paper presents a new algorithm for abandoned object detection based on the dual background model. Through the template registration of a candidate stationary object and presence authentication methods presented in this paper, we can handle some complex cases such as occlusions, illumination changes, long-term abandonment, and owner's re-attendance as well as general detection of abandoned objects. The proposed algorithm also analyzes video frames at specific intervals rather than consecutive video frames to reduce the computational overhead. For performance evaluation, we experimented with the algorithm using the well-known PETS2006, ABODA datasets, and our video dataset in a live streaming environment, which shows that the proposed algorithm works well in various situations.

A Novel Approach for Object Detection in Illuminated and Occluded Video Sequences Using Visual Information with Object Feature Estimation

  • Sharma, Kajal
    • IEIE Transactions on Smart Processing and Computing
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    • v.4 no.2
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    • pp.110-114
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    • 2015
  • This paper reports a novel object-detection technique in video sequences. The proposed algorithm consists of detection of objects in illuminated and occluded videos by using object features and a neural network technique. It consists of two functional modules: region-based object feature extraction and continuous detection of objects in video sequences with region features. This scheme is proposed as an enhancement of the Lowe's scale-invariant feature transform (SIFT) object detection method. This technique solved the high computation time problem of feature generation in the SIFT method. The improvement is achieved by region-based feature classification in the objects to be detected; optimal neural network-based feature reduction is presented in order to reduce the object region feature dataset with winner pixel estimation between the video frames of the video sequence. Simulation results show that the proposed scheme achieves better overall performance than other object detection techniques, and region-based feature detection is faster in comparison to other recent techniques.

Improving Performance of YOLO Network Using Multi-layer Overlapped Windows for Detecting Correct Position of Small Dense Objects

  • Yu, Jae-Hyoung;Han, Youngjoon;Hahn, Hernsoo
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.19-27
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    • 2019
  • This paper proposes a new method using multi-layer overlapped windows to improve the performance of YOLO network which is vulnerable to detect small dense objects. In particular, the proposed method uses the YOLO Network based on the multi-layer overlapped windows to track small dense vehicles that approach from long distances. The method improves the detection performance for location and size of small vehicles. It allows crossing area of two multi-layer overlapped windows to track moving vehicles from a long distance to a short distance. And the YOLO network is optimized so that GPU computation time due to multi-layer overlapped windows should be reduced. The superiority of the proposed algorithm has been proved through various experiments using captured images from road surveillance cameras.

Design and Implementation of Smart Home Remote Control Based on Internet of Things Service Platform (사물인터넷 서비스 플랫폼 기반 스마트 홈 리모컨의 설계 및 구현)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1563-1570
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    • 2018
  • Internet of Things technology is rapidly becoming a reality in many parts of our lives through various product services, and product development especially in the field of smart home is being actively carried out. Most controllers for controlling various smart home products use smart phone applications. However, smart phone applications are not suitable as smart home controllers, contrary to smart home services that emphasize intelligence and convenience. In order to provide intelligent smart home service, intuitive form of smart home controller is needed, which enables integrated control of smart home device. Therefore, this paper proposes a smart home remote control that can control the Internet devices and services of objects. The proposed smart home remote control provides an environment where users can build a smart home service through the IFTTT(If This Then That) automated service platform.

Do Wearable Devices Change Behavior? A Study of Smart Fitness Trackers

  • Wan, Lili;Zhang, Chao
    • The Journal of Information Systems
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    • v.29 no.1
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    • pp.201-224
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    • 2020
  • Purpose The study focuses on the physical activity behavior change effect of smart wristband, which is the most popular type of fitness tracker nowadays. The purpose of the research is to investigate how people's workout behavior may change after wearing a smart band and examine what kind of role persuasive design plays in behavior change. Design/Methodology/Approach This research employed an experimental study to examine whether the user's workout behaviors changed after using wristband from the "Behavior Wizard" perspective. A representative smart wristband from a major vendor was selected as the objects of experimental study. In the experiment, by comparing users' workout behavior before and after using the wristband, behavior changes of all the experiment participants were classified into one of the 15 behavior change types. Users perceived persuasive design characteristics were measured and group differences were tested among different behavior change groups. Findings This research found that nearly half of the participants changed their workout behavior while half retained their workout status or no exercise status. Half of the participants who did not do exercise in their spare time started walking in the experiment. Results also showed that participants who started working out perceived higher levels of persuasive design devised into the smart band than participants who preserved no exercise status, except for facilitation and reward strategies. Participants who retained workout and those who increased workout frequency perceived no difference in smart band persuasive design.

Smart Glasses Technologies for Trustworthy, Augmented Reality, See-Through Eyes-Direct Communications as Substitute for Smart Phones (스마트폰 대체재로서의 신뢰증강보는통신용 스마트안경 기술)

  • Song, K.B.;Lee, J.K.;Kim, K.Y.;Kim, G.W.;Park, S.H.;Kim, T.Y.;Yoon, H.S.;Lee, J.H.;Kim, D.H.
    • Electronics and Telecommunications Trends
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    • v.34 no.5
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    • pp.58-70
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    • 2019
  • In this paper, we present the R&D status of ETRI's Trusted Reality (TR) project and its core technologies. ETRI's TR project focuses on the next-generation paradigm of smart phones, ETRI-TR Smart Glasses, which aims to provide the same features as those of smart phones without the involvement of any handheld device. Furthermore, they are characterized by additional features enabled by trustworthy VR/AR/MR/XR, such as privacy masking/unmasking, distributed structure of thin-client computing/networking among TR-Glasses, TR-LocalEdge, and TR-RemoteEdge, with novel see-through eyes-direct communication between IoT real/virtual objects and human eyes. Based on these core technologies of the ETRI's TR project, the human-held ETRI-TR Smart Glasses is expected to aid in the realization of XR vision with particularly more XR's safe_privacy on social life in the near future.