• 제목/요약/키워드: Smart Screen

검색결과 342건 처리시간 0.026초

스마트 용접기 시스템을 위한 하이브리드 앱 소프트웨어 구조 설계 (Hybrid App Software Architecture for Smart Welding System)

  • 아론 링 치 이;강대기
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2012년도 한국컴퓨터종합학술대회논문집 Vol.39 No.1(B)
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    • pp.48-50
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    • 2012
  • Migrating and enhancing welding system into smart device based system is one of most important issues in ship manufacturing and maritime plant industries. In this paper, we propose and discuss the design and development of software architecture for smart welding system. Firstly, we introduce hybrid app development environments, because hybrid app development is more efficient and developer-friendly than native app development. Secondly, we show an essential subset of potential screen shots, software architecture diagrams and data flow diagrams(DFD) for our smart welding system proposal. Finally, we conclude the discussion of design choices and future work.

C 언어로 구현된 스마트 그리드 모니터링 시스템을 위한 LabVIEW와 C 언어의 TCP/IP통신 (TCP/IP communication between LabVIEW and C language for Smart Grid Monitoring System)

  • 김주은;최남섭;양효식;한병문
    • 전력전자학회:학술대회논문집
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    • 전력전자학회 2010년도 추계학술대회
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    • pp.359-360
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    • 2010
  • In smart grid system which uses photovoltaic system, fuel cells and so on, a program implemented with C language is used for control and measurement. When using programs implemented with C language GUI is difficult to watch control and monitor the smart grid system. But LabVIEW is a graphical programming language and it is easy to design GUI screen and to manage many variables such as real-time output of electric power including solar cell, wind power system and fuel cell. This paper suggests LabVIEW and C-language TCP/IP communication for smart grid monitoring system i mplemented with C-language.

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실시간 의료 정보 공유 프레임워크 기반의 스마트 의료 클라이언트 개발 (Development of Smart Health Client based on Real-Time Health Information Sharing Framework)

  • 임석진;황희정
    • 한국인터넷방송통신학회논문지
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    • 제14권3호
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    • pp.131-137
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    • 2014
  • 스마트폰과 태블릿등 다양한 스마트 기기들의 등장으로 의료기관의 정보 시스템에도 많은 변화가 시작 되었다. 특히 클라이언트 기기의 다양화는 의료기관내에서 효과적인 의료정보 공유의 필요성은 증대시켰고 이를 위해 N 스크린 기반의 서비스의 요구가 커지고 있다. 그러나 N 스크린 기반의 의료 정보 공유 서비스를 위해 iOS, 안드로이드 등 서로 다른 OS를 지원하는 클라이언트를 개별적으로 개발하고 유지하기에는 많은 비용이 소요되고 사용자에게 다중기기를 통해서 끊김없는(seamless) 서비스를 제공하는 것을 어렵게 하는 문제가 있다. 또한 보안상의 문제로 클라이언트와 의료정보 시스템과의 데이터를 중계해주기 위한 방법도 필요 하다. 본 논문에서는 이러한 문제점 해결을 위해 실시간 의료정보 공유 프레임워크 기반의 스마트 의료정보 클라이언트를 개발 하였다. 개발된 클라이언트는 하이브리드앱 기반으로 의료정보공유 프레임워크를 통해 N 디바이스간의 실시간 정보공유가 가능하며 다양한 클라이언트 개발에도 활용될 수 있다.

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

  • DongHee Choi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.306-313
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    • 2023
  • Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

IoT 기반의 비전 및 원격제어 소형 이동 로봇 시스템 (Iot Based Vision and Remote Control a Compact Mobile Robot System)

  • 전윤채;최혜리;윤기철;김광기
    • 한국멀티미디어학회논문지
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    • 제24권2호
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    • pp.267-273
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    • 2021
  • Recently, the small-size mobile robots with remote-control are rapidly growth which market of mobile is increased in the world. Especially, the smart-phones are widely used for interface device in the small size of a mobile robot. The research goal is control system design which is applied to miniaturization of a mobile robot using smart-phone and it can be confirmed performance for designed system. Meanwhile, the fabrication of mini-mobile robot can also be remote-control operation through the WIFI performance of a smart-phone. The smart-phone is used to remote-control for robot operation which control data transmit to robot via the WIFI network. To drive the robot, we can observe by the smart-phone screen and it can easily adjust the robot drive condition and direction by smart-phone button. Consequentially, there was no malfunction and images were printed out well. However, in drive, because of blind spot, robot was bumped into obstacle. Therefore, the additional test is necessary to sensor for blind spot which sensor can be equipment to mobile robot. In addition, the experiment with robot object recognition is needed.

Usability Evaluation of Touch Keyboard in Smart Watch Environment

  • Oh, Euitaek;Choi, Jinhae;Cho, Minhaeng;Hong, Jiyoung
    • 대한인간공학회지
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    • 제35권6호
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    • pp.569-580
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    • 2016
  • Objective: This study aims to identify the most effective keyboard layout in the area of performance for securing usability in a smart watch-using environment and to verify the usability of touch keyboard calibrated by hand. Background: It is necessary to understand the environmental characteristics in using the smart watch and to secure the usability of touch keyboard based on this understanding in order to take account of the users who use the touch screen in the extreme input conditions caused by the small screen of a smart watch. Method: 30 participants in this study were required to input characters using the QWERTY keyboard and 3x4 keypad (Naratgul, Chunjiin), which were familiar with them, in order to grasp the keyboard layout suitable in the smart watch- using environment; the performance (error rate, performance time) of this case was measured. In addition, 30 participants in this study were required to input the characters setting the QWERTY keyboard with calibrated touch area and the one with uncalibrated touch area, based on the characteristics of touch behavior, by finger typing the keyboard, with the performance (error rate and performance time) of this case measured. Results: QWERTY keyboard (93.3sec) is found to be 31.2% faster than Naratgul keyboard, a kind of 3x4 keypad, and 43.6% faster than Chunjiin keyboard, in the area of efficiency, in the results of the usability evaluation regarding the keyboard layout. QWERTY keyboard with calibrated touch area (7.5%) is found to be 23.5% improved compared to the QWERTY keyboard with uncalibrated touch area (9.8%) in the area of accuracy (error rate). The results of the usability evaluation regarding the QWERTY keyboard with touch area calibrated by finger typing the keyboard and QWERTY keyboard with calibrated touch area (80.7sec) is found to be 5.7% improved compared to QWERTY keyboard with uncalibrated touch area (85.6sec) in the area of efficiency (performance time). Conclusion: QWERTY keyboard is found to have an effective layout in the area of efficiency in the smart watch-using environment, and its improved usability is verified in the areas of accuracy and efficiency in the QWERTY keyboard with a touch area calibrated by finger typing the keyboard. Application: The results of this study may be used to set up the basic touch keyboard of the smart watch. The input usability is expected to secure the smart watch-using environment, which is an extreme input condition by applying QWERTY keyboard with touch area calibrated by finger typing the keyboard.

A Fast Algorithm for Korean Text Extraction and Segmentation from Subway Signboard Images Utilizing Smartphone Sensors

  • Milevskiy, Igor;Ha, Jin-Young
    • Journal of Computing Science and Engineering
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    • 제5권3호
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    • pp.161-166
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    • 2011
  • We present a fast algorithm for Korean text extraction and segmentation from subway signboards using smart phone sensors in order to minimize computational time and memory usage. The algorithm can be used as preprocessing steps for optical character recognition (OCR): binarization, text location, and segmentation. An image of a signboard captured by smart phone camera while holding smart phone by an arbitrary angle is rotated by the detected angle, as if the image was taken by holding a smart phone horizontally. Binarization is only performed once on the subset of connected components instead of the whole image area, resulting in a large reduction in computational time. Text location is guided by user's marker-line placed over the region of interest in binarized image via smart phone touch screen. Then, text segmentation utilizes the data of connected components received in the binarization step, and cuts the string into individual images for designated characters. The resulting data could be used as OCR input, hence solving the most difficult part of OCR on text area included in natural scene images. The experimental results showed that the binarization algorithm of our method is 3.5 and 3.7 times faster than Niblack and Sauvola adaptive-thresholding algorithms, respectively. In addition, our method achieved better quality than other methods.

초등학교 5학년 '지구와 달' 단원의 스마트 교수 학습 프로그램 개발 및 적용 (The development and application of SMART Teaching-Learning Program about the unit of 'Earth and Moon' in the 5th grade of elementary school)

  • 한신;정진우
    • 대한지구과학교육학회지
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    • 제8권1호
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    • pp.76-86
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    • 2015
  • The purpose of this study is to take advantage of the smart teaching - learning programs about the unit of 'Earth and Moon' and find out how to apply the effect appears. Teaching-Learning program was conducted over eight lessons. And we analyzed the effect of the program at any time through the evaluation and interview. The results are as follows. First, this study proposed a method to assist in the teaching and learning of spatial ability for students' movement of the Earth and the Moon. The program takes advantage of N-Screen Applications were configured to allow both Earth observation insider perspective and the external multilateral perspective. This improves students' understanding qualitatively. Second, we applied the teaching and learning programs utilizing smart smart devices, and the result was a lot of low rank students' average score rises. In addition, we were able to see that many students' understanding and interest, self-confidence are improved.

지상파 방송사의 채널 이미지와 N-스크린 서비스 운영 전략 (Operation strategy of terrestrial broadcasting system on channel image and N-screen service)

  • 김형준;하규수
    • 디지털융복합연구
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    • 제11권6호
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    • pp.43-55
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    • 2013
  • 본 글은 지상파 방송사의 채널 이미지와 N-스크린 전략 서비스 경영전략 방안을 제안하였다. 이에 방송사의 기존 채널이미지가 다매체, 다채널 서비스로 대변되는 N-스크린 서비스에 미치는 영향을 분석함으로써 향후 지상파 방송사의 N-스크린 운영 방안에 대해서 논의하였다. 현재 지상파 방송 사업자들은 인터넷 기반 동영상 서비스를 제공함으로써 N-스크린 서비스를 실현하고 있다. 고정형 TV- PC-스마트폰-태블릿PC로 연결되는 N-스크린 서비스를 제공하고 있다. 하지만 이용자들이 프로그램을 선택하는 기준은 분석하기 매우 어렵다. 다만, 기존 지상파 방송사의 채널 이미지가 그대로 N-스크린 서비스에 전이되며, 이에 따라 지상파 방송사의 경쟁 도구로 활용된다. 따라서 향후 N-스크린 서비스 제공과 관련된 프로그램 선택 유인, 오리지널 콘텐츠 확보, 새로운 플랫폼 및 서비스 개발 등을 통해서 스마트 미디어 시대를 대비해야 할 것이다.

시선 깊이 추정 기법을 이용한 OST-HMD 자동 스위칭 방법 (Method for Automatic Switching Screen of OST-HMD using Gaze Depth Estimation)

  • 이영호;신춘성
    • 스마트미디어저널
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    • 제7권1호
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    • pp.31-36
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    • 2018
  • 본 논문에서는 시선 깊이 추정 기술을 이용한 OST-HMD의 자동화면 on/off 기능을 제안한다. 제안하는 방법은 MLP(Multi-layer Perceptron)을 이용하여 사용자의 시선 정보와 보는 물체의 거리를 학습 한 후, 시선 정보만 입력하여 거리를 추정한다. 학습 단계에서는 착용 할 수 있는 양안 추적기를 사용하여 시선 관련 특징을 얻는다. 그런 다음 이 특징을 다층 퍼셉트론 (MLP: Multi-layer Perceptron)에 입력하여 학습하고 모델을 생성한다. 추론 단계에서는 안구 추적기로부터 실시간으로 시선 관련 특징을 얻고 이를 MLP에 입력하여 추정 깊이 값을 얻는다. 마지막으로 HMD의 화면을 켜거나 끌 것인지 여부를 결정하기 위해 이 계산결과를 활용한다. 제안된 방법의 가능성을 평가하기 위해 프로토타입을 구현하고 실험을 수행하였다.