• Title/Summary/Keyword: Smart-Phone Tracking

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A Study on Method for Setting up Open High Density LBS Platform and Improving the Public Usage (개방형 고정밀 LBS(위치기반서비스) 플랫폼 구축과 공공부문 활용성 제고 방안 연구)

  • Ahn, Jong-Bae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.177-184
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    • 2014
  • According to broad spread of smart phone, interest for LBS is increasing. but the marine alert system for providing public LBS service. the practical use of LBS is weak because the range of tracking location is from 200M to 1KM in korea. This study try to research the methods for setting up LBS high definition open platform system, good operation of LBS system and improvement of public use of LBS.

A Study on the Indoor/Outdoor Positioning System Based on Multiple Sensors (다중 센서 기반의 실내외 측위 시스템에 관한 연구)

  • Hwang, Chi-Gon;Lee, Hae-Jun;Yoon, Chang-Pyo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.643-644
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    • 2018
  • Recently indoor and outdoor location tracking systems are operated in different ways. The indoor positioning method uses WiFi and BLE beacon positioning, and the outdoor positioning uses GPS and PDR. In this paper, it is a device to measure position by using it. It is used to check whether it is indoors or outdoors when measuring based on a smart phone, A automatic conversion method is needed. When using GPS in the room, it is difficult to distinguish the floor or space. We propose a method to solve this problem.

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Real-time Responses Scheme to Protect a Computer from Offline Surrogate Users and Hackers (오프라인 대리사용자 및 해커로부터 특정 컴퓨터 보호를 위한 실시간 대응방안)

  • Song, Tae-Gi;Jo, In-June
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.313-320
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    • 2019
  • One of the causes of many damage cases that occur today by hacking attack is social engineering attack. The attacker is usually a malicious traitor or an ignorant insider. As a solution, we are strengthening security training for all employees in the organization. Nevertheless, there are frequent situations in which computers are shared. In this case, the person in charge of the computer has difficulty in tracking and responding when a specific representative accessed and what a specific representative did. In this paper, we propose the method that the person in charge of the computer tracks in real time through the smartphone when a representative access the computer, when a representative access offline using hacked or shared authentication. Also, we propose a method to prevent the leakage of important information by encrypting and backing up important files of the PC through the smartphone in case of abnormal access.

Ship Design Visualization System base on Augmented Reality (증강현실 기반의 선박설계 시각화 시스템)

  • Park, Mi-Jeong;Yoo, Seung-Hyeok;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.249-251
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    • 2012
  • Augmented Reality (AR) enables the enhanced realism and interaction by providing the overlaid digital information on the user's view of the physical world. In this paper, we propose an AR-based ship design visualization system for presenting ship 3D model in smart phones or table PCs. The proposed system compute corner points and feature points by contour finding method and harris corner detector, and build a ship-design drawing database. By using SURF algorithm, key feature points are extracted from ship-design drawing image which is obtained by mobile camera. Then ship-design drawing image is recognized by matching the feature points stored in DB and extracted key feature points. 3D ship structures are visualized by overlaying the ship-design drawing image on the smart phone or table PC's screen. Compared to conventional 2D ship-design, proposed system helps to easily understand the structures of the ship and reduce the business design period. Thus, Enhanced competitiveness of business is expected.

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Augmented Reality based Dynamic State Transition Algorithm using the 3-Axis Accelerometer Sensor (3축 가속도 센서를 이용한 증강현실 기반의 동적 상태변환 알고리즘)

  • Jang, Yu-Na;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.86-93
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    • 2010
  • With the introduction of smart phones, the augmented reality became popular and is increasingly drawing attention. The augmented reality in the mobile devices is becoming an individual area to study. Many applications of the augmented reality have been studied, but there are just a few studies on its combination with artificial intelligence in games. In this study, an artificial intelligence algorithm was proposed, which dynamically converts the state of the 3D agent in the augmented reality environment using the 3-Axis acceleration sensor in the smart phone. To control the state of the agent to which the artificial intelligence is applied, users used to directly enter the data or use markers to detect them. The critical values, which were determined via test, were given to the acceleration sensor to ensure accurate state conversion. In this paper, makerless tracking technology was used to implement the augmented reality, and the state of the agent was dynamically converted using the 3-Axis acceleration seonsor.

A Review on Info-Convergence Nanohybrid System (정보 융합 나노하이브리드 시스템의 이해)

  • Jin, Wenji;Park, Dae-Hwan
    • Korean Chemical Engineering Research
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    • v.57 no.3
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    • pp.321-330
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    • 2019
  • With the rapid development trend in multidisciplinary science and convergence technology, digital data storages have been necessary in order to accumulate a huge amount of information with high security. The possibility that biological DNA code system can offer encoding and decoding information has been illustrated by many researchers. In this review, we summarized current issue of info-convergence nanohybrid system, so-called infohybrid. DNA-inorganic nanohybrid materials and devices to achieve DNA-based molecular information system are presented. The possible applications focusing on tracking-and-traceability management, authenticity verification, and nano-forensics are also reviewed with four steps of encoding, encrypting, decrypting and decoding. We also highlighted the potential of smart code system with Nano-Bio-Info-Cogno (NBIC) convergence technology through the recently published case study of Avatar DNA nanohybrid system with smart phone.

Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

A Mobile Landmarks Guide : Outdoor Augmented Reality based on LOD and Contextual Device (모바일 랜드마크 가이드 : LOD와 문맥적 장치 기반의 실외 증강현실)

  • Zhao, Bi-Cheng;Rosli, Ahmad Nurzid;Jang, Chol-Hee;Lee, Kee-Sung;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.1-21
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    • 2012
  • In recent years, mobile phone has experienced an extremely fast evolution. It is equipped with high-quality color displays, high resolution cameras, and real-time accelerated 3D graphics. In addition, some other features are includes GPS sensor and Digital Compass, etc. This evolution advent significantly helps the application developers to use the power of smart-phones, to create a rich environment that offers a wide range of services and exciting possibilities. To date mobile AR in outdoor research there are many popular location-based AR services, such Layar and Wikitude. These systems have big limitation the AR contents hardly overlaid on the real target. Another research is context-based AR services using image recognition and tracking. The AR contents are precisely overlaid on the real target. But the real-time performance is restricted by the retrieval time and hardly implement in large scale area. In our work, we exploit to combine advantages of location-based AR with context-based AR. The system can easily find out surrounding landmarks first and then do the recognition and tracking with them. The proposed system mainly consists of two major parts-landmark browsing module and annotation module. In landmark browsing module, user can view an augmented virtual information (information media), such as text, picture and video on their smart-phone viewfinder, when they pointing out their smart-phone to a certain building or landmark. For this, landmark recognition technique is applied in this work. SURF point-based features are used in the matching process due to their robustness. To ensure the image retrieval and matching processes is fast enough for real time tracking, we exploit the contextual device (GPS and digital compass) information. This is necessary to select the nearest and pointed orientation landmarks from the database. The queried image is only matched with this selected data. Therefore, the speed for matching will be significantly increased. Secondly is the annotation module. Instead of viewing only the augmented information media, user can create virtual annotation based on linked data. Having to know a full knowledge about the landmark, are not necessary required. They can simply look for the appropriate topic by searching it with a keyword in linked data. With this, it helps the system to find out target URI in order to generate correct AR contents. On the other hand, in order to recognize target landmarks, images of selected building or landmark are captured from different angle and distance. This procedure looks like a similar processing of building a connection between the real building and the virtual information existed in the Linked Open Data. In our experiments, search range in the database is reduced by clustering images into groups according to their coordinates. A Grid-base clustering method and user location information are used to restrict the retrieval range. Comparing the existed research using cluster and GPS information the retrieval time is around 70~80ms. Experiment results show our approach the retrieval time reduces to around 18~20ms in average. Therefore the totally processing time is reduced from 490~540ms to 438~480ms. The performance improvement will be more obvious when the database growing. It demonstrates the proposed system is efficient and robust in many cases.

Development of an Intelligent Hexapod Walking Robot (지능형 6족 보행 로봇의 개발)

  • Seo, Hyeon-Se;Sung, Young-Whee
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.2
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    • pp.124-129
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    • 2013
  • Hexapod walking robots are superior to biped or quadruped ones in terms of walking stability. Therefore hexapod robots have the advantage in performing intelligent tasks based on walking stability. In this paper, we propose a hexapod robot that has one fore leg, one hind leg, two left legs, and two right legs and can perform various intelligent tasks. We build the robot by using 26 motors and implement a controller which consists of a host PC, a DSP main controller, an AVR auxiliary controller, and smart phone/pad. We show by several experiments that the implemented robot can perform various intelligent tasks such as uneven surface walking, tracking and kicking a ball, remote control and 3D monitoring by using data obtained from stereo camera, infrared sensors, ultra sound sensors, and contact sensors.

Hand Gesture Interface Using Mobile Camera Devices (모바일 카메라 기기를 이용한 손 제스처 인터페이스)

  • Lee, Chan-Su;Chun, Sung-Yong;Sohn, Myoung-Gyu;Lee, Sang-Heon
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.621-625
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    • 2010
  • This paper presents a hand motion tracking method for hand gesture interface using a camera in mobile devices such as a smart phone and PDA. When a camera moves according to the hand gesture of the user, global optical flows are generated. Therefore, robust hand movement estimation is possible by considering dominant optical flow based on histogram analysis of the motion direction. A continuous hand gesture is segmented into unit gestures by motion state estimation using motion phase, which is determined by velocity and acceleration of the estimated hand motion. Feature vectors are extracted during movement states and hand gestures are recognized at the end state of each gesture. Support vector machine (SVM), k-nearest neighborhood classifier, and normal Bayes classifier are used for classification. SVM shows 82% recognition rate for 14 hand gestures.