• Title/Summary/Keyword: Smartphone Technologies

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Development of Hybrid Filtering Recommendation System using Context-Information in Mobile Environments (모바일 환경에서 상황정보를 이용한 하이브리드 필터링 추천시스템 설계)

  • Ko, Jung-Min;Nam, Doo-Hee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.10 no.3
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    • pp.95-100
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    • 2011
  • Due to rapid growth and development of telecommunication information technology, interest has been amplified regarding ubiquitous network computing and user-oriented service. Also, the rapid development of related technologies has been a big spotlight. Smart phone, with features such as a PC with advanced features is a mobile phone. According to environment and infrastructure development, a variety of mobile-based application software to provide various kinds of information and services has been released. However, most of them are provider-driven information systems and aim to provide large amounts of information simply to an unspecified number of users. Therefore, customized or personalized provision of information and service explained earlier for individual users has been hardly come true. According to background and need, this study wants to design and implement recommendations system for personalization and customization in mobile environments. To acquire more accurate recommendation results, recommendation system shall be composed using the Hybrid Filtering. Effective information recommendation according to user's situation by using user's context-information of purpose and location that are available in mobile devices before running the filtering of the information to improve the quality of recommendations.

A Study on Immersion and Presence of VR Karaoke Room Implementations in Mobile HMD Environments (HMD 모바일 환경에서 가상현실 기반 노래방 구현물의 실재감과 몰입감 연구)

  • Kim, Ki-Hong;Seo, Beomjoo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.19-28
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    • 2017
  • There exist a variety of VR(Virtual Reality) contents that have been developed by the use of the latest VR technologies. Unlike the rapid advances in the recent VR devices however, the development of VR based game contents that fully utilize such cutting-edge devices has been lackluster. Using more accessible form of smartphone-based HMDs(Head-Mounted Displays), we compare two popular VR presentation methods(a realistic 3D VR karaoke room and a 360 degree video karaoke room) and analyze their users' immersion and realistic perception. We expect that our study can be utilized as a supporting guideline for future smartphone-based VR content developments.

Design and Implementation of SNS-linked Location based Mobile AR Systems using OpenAPI on Android (안드로이드 기반 OpenAPI를 이용한 SNS 연동 지역정보 서비스를 위한 모바일 증강현실 시스템 설계 및 구현)

  • Kim, Cheong-Ghil;Chung, Ji-Moon
    • Journal of Digital Convergence
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    • v.9 no.2
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    • pp.131-140
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    • 2011
  • As the recent advances in network and wireless communications and semiconductor design and process technologies, our computing platform is rapidly shifting from desktop PCs to mobile devices such as UMPC (Ultra Mobile PC), Tablet PC, and Smartphone. Especially, wide-spreading Smartphones allow a new field of application based on location based services available with an user interface called augmented reality (AR). Therefore, this paper introduces an implementation of AR using various OpenAPls on Android Smartphones. In order to utilize enrich user data in real time, the system integrates with location based social network services also with OpenAPI. These APIs enable third-party developers to make use of rich contents of many portal web sites. The prototype was implemented on the real Android phone, Sky Sirius, and the result shows that it can provide an efficient location based service using AR technology without any constraints on mobile devices; in addition, it connects SNS to AR for sharing user data including photos, videos, and messages based on a specific location.

Viewer Tracking in 3D Environment and Bare-hand Interaction using the Binocular Augmented Reality System with Smartphones (스마트폰을 이용한 양안식 증강현실 시스템의 3차원 공간에서의 시점 위치 추적 및 맨손 인터랙션 기술)

  • Hwang, Jae-In;Lee, Jinwoo;Rho, Seungmin;Lee, Youna;Lim, Yongwan;Kim, Junho
    • Journal of the HCI Society of Korea
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    • v.10 no.2
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    • pp.65-71
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    • 2015
  • In this paper, we present binocular augmented reality system with smartphones. With improvements of performance and resolution of recent smartphones, various virtual reality devices using smartphones and applications are appearing in the market. But the augmented reality system with smartphones are not that popular because of the lack of required technologies. In our work, we discuss about 3D mapping and tracking using computer vision. Also, we provide hybrid tracking using sensors in the smartphone which can handle the computer vision failure cases. Bare hand 3D interaction method in our system will be also presented.

Methods for Swing Recognition and Shuttle Cock's Trajectory Calculation in a Tangible Badminton Game (체감형 배드민턴 게임을 위한 스윙 인식과 셔틀콕 궤적 계산 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.67-76
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    • 2014
  • Recently there have been many interests on tangible sport games that can recognize the motions of players. In this paper, we propose essential technologies required for tangible games, which are methods for swing motion recognition and the calculation of shuttle cock's trajectory. When a user carries out a badminton swing while holding a smartphone with his hand, the motion signal generated by smartphone-embedded acceleration sensors is transformed into a feature vector through a Daubechies filter, and then its swing type is recognized using a k-NN based method. The method for swing motion presented herein provides an advantage in a way that a player can enjoy tangible games without purchasing a commercial motion controller. Since a badminton shuttle cock has a particular flight trajectory due to the nature of its shape, it is not easy to calculate the trajectory of the shuttle cock using simple physics rules about force and velocity. In this paper, we propose a method for calculating the flight trajectory of a badminton shuttle cock in which the wind effect is considered.

Convergence Technologies by a Long-term Case Study on Telepresence Robot-assisted Learning (텔레프리젠스 로봇보조학습 사례 연구를 통한 융합기술)

  • Lim, Mi-Suk;Han, Jeong-Hye
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.106-113
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    • 2019
  • The purpose of this paper is aimed to derive suggestions for convergence technology for effective management of distance education by analyzing a long-term case. The experiment was designed with notebook, smartphone or tablet based robot controlled by a remote instructor and a learner, who have experience of distance learning including robot assisted learning. The tablet based robot has the display system of feedback to speakers. During five months, three types of experiments were conducted randomly and a participant was interviewed thoroughly. The result, like the previous research, demonstrates that the task performance of the learner in telepresence robot-assisted learning was better than that in the notebook, and smartphone based. However, it is believed to be necessary to adjust the system for eye-contact and voice transmission for the remote instructor. The instructor required an additional sight by supplementing an extra camera and automatic direction control to source of sound.

Size Perception Analysis on Smartphone-based Immersive Virtual Environment (스마트폰 기반 몰입형 가상 환경에서의 크기 인지 분석)

  • Kim, Nam-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.8
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    • pp.1067-1073
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    • 2021
  • Participants in the virtual environment will have an immersive and memorable perceived experience through interacting with virtual objects. Recently, commercial virtual reality technologies have released simple and cost-effective smartphone-based head-mounted displays (HMD) and high-quality wide field-of-view (FOV) HMDs. However, due to the vergence-accommodation conflict structure of HMD and the learned cognition mechanism in real, side effects such as dizziness and nausea remain challenging to overcome. This study focuses on consistent size perception among various cognitive difference factors, which are essential for interaction with virtual objects. We verified whether the visual angle, which affects the size perception of an object in real, is also the main factor in the virtual environment. Our experiments derived the relation between the visual angle and the environmental components, shadow, and grid, which help perceive a virtual object. As a result of the regression analysis, we presented that in the small FOV HMD environment, the visual angle affects size perception, and the relation between the shadow and the grid is statistically significant.

Architecture Model of IOT Based Smart Animal Farms in Pakistan (파키스탄에서 IOT에 기반한 스마트 동물 농장의 아키텍처 모델)

  • Mateen, Ahamed;Zhu, Qingsheng;Afsar, Salman;Nazeer, Farah
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.43-52
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    • 2018
  • Livestock production is the second largest economic activity of Pakistan's rural population, more specifically; sixty-seven percent of Pakistan's total population that live in rural areas sources their income from livestock activities. As this subsector of agriculture within rural Pakistan is so critical to Pakistan's economy it is especially important to further develop the sector through the introduction of cost effective, efficient, and practical technologies. In an effort to improve such an important sector within the agriculture sector in Pakistan research has been carried out to better understand the capabilities and feasibility of leveraging Internet of Things based technologies, such as, microprocessors and microcontrollers within Pakistan's livestock production and management. The internet of Things can potentially allow for the scaling of small-scale rural livestock production to larger operations through cost effective and efficient livestock management through the application of IoT technologies. This paper discusses the architecture models of IoT based smart animal farms and delves into the pitfalls and advantages of applying IoT technologies in this sector. In this work we will explore the cheap sensors to monitor the internal activities of cattle farm with the aim of using these sensors as part of system to detect the important operations that need on the time response. This system should provide the feed and water as required, and control the temperature in sheds to protect the cattle being ill and on heat, and humidity level .internet connection used to connect these devices with smartphones or computers. In this paper we proposed the architecture model of IoT based smart animal farm.

Research of applied u-Health system using Inference Algorithm (추론 알고리즘을 적용한 유헬스 시스템 연구)

  • Shin, Su-Hong;Kim, Woo-Sung;Choi, Suny
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5518-5524
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    • 2012
  • The world today, has come to an age of diverse paradigms and technologies being developed, and technology of a new field is realized by merging technologies of different fields.One of such, u-Health system refers to a system which can monitor its users, regardless of time and place, using many body sensor datas based on USN (Ubiquitous Sensor Network). In the past, this kind of u-Health system was able to collect sensor datas through wires and could be monitored only by using PC (Personal Computer), but with development in technology, the system is now becoming possible to collect sensor datas wireless and monitor unhindered by time and place. This research aims to collect sensor datas of the user, and through Jena inference network, provide web service and smartphone application which enables checking of user's body datas in times of emergency, whenever, wherever.

A Study on Positioning Error according to Signal Sampling Rate in TDOA Positioning System (TDOA 위치 추정 시스템에서의 신호 샘플링 속도에 따른 위치 오차에 관한 연구)

  • Oh, Jongtaek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.191-196
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    • 2016
  • A development on the indoor positioning technologies and services has been proceeded very actively. Among the several positioning technologies, the TDOA(Time Difference of Arrival) technology using acoustic signal has the best positioning performance. Because so many people use their own smartphones, the location of the smartphone is important, and the TDOA technology should be employed to use the acoustic signal for the positioning. For the digital signal processing with the acoustic signal, the signal should be sampled, and as the sampling rate increases, the positioning accuracy could be improved instead of processing time burden. In this paper, the position estimation error according to the sampling rate is analyzed, and the appropriate sampling rate for the positioning system is proposed.