• Title/Summary/Keyword: real-time computing

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Electronic-Composit Consumer Sentiment Index(CCSI) development by Social Bigdata Analysis (소셜빅데이터를 이용한 온라인 소비자감성지수(e-CCSI) 개발)

  • Kim, Yoosin;Hong, Sung-Gwan;Kang, Hee-Joo;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.121-131
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    • 2017
  • With emergence of Internet, social media, and mobile service, the consumers have actively presented their opinions and sentiment, and then it is spreading out real time as well. The user-generated text data on the Internet and social media is not only the communication text among the users but also the valuable resource to be analyzed for knowing the users' intent and sentiment. In special, economic participants have strongly asked that the social big data and its' analytics supports to recognize and forecast the economic trend in future. In this regard, the governments and the businesses are trying to apply the social big data into making the social and economic solutions. Therefore, this study aims to reveal the capability of social big data analysis for the economic use. The research proposed a social big data analysis model and an online consumer sentiment index. To test the model and index, the researchers developed an economic survey ontology, defined a sentiment dictionary for sentiment analysis, conducted classification and sentiment analysis, and calculated the online consumer sentiment index. In addition, the online consumer sentiment index was compared and validated with the composite consumer survey index of the Bank of Korea.

Design and Implementation of Interactive Game based on Embedded System (내장형 시스템 기반 체험형 게임의 설계 및 구현)

  • Lee, Woosik;Jung, Hoejung;Heo, Hojin;Kim, Namgi
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.43-50
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    • 2017
  • Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.

Development of 3-D Stereotactic Localization System and Radiation Measurement for Stereotactic Radiosurgery (방사선수술을 위한 3차원 정위 시스템 및 방사선량 측정 시스템 개발)

  • Suh, Tae-Suk;Suh, Doug-Young;Park, Sung-Hun;Jang, Hong-Seok;Choe, Bo-Young;Yoon, Sei-Chul;Shinn, Kyung-Sub;Bahk, Yong-Whee;Kim, Il-Hwan;Kang, Wee-Sang;Ha, Sung-Whan;Park, Charn-Il
    • Journal of Radiation Protection and Research
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    • v.20 no.1
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    • pp.25-36
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    • 1995
  • The purpose of this research is to develop stereotactic localization and radiation measurement system for the efficient and precise radiosurgery. The algorithm to obtain a 3-D stereotactic coordinates of the target has been developed using a Fisher CT or angio localization. The procedure of stereotactic localization was programmed with PC computer, and consists of three steps: (1) transferring patient images into PC; (2) marking the position of target and reference points of the localizer from the patient image; (3) computing the stereotactic 3-D coordinates of target associated with position information of localizer. Coordinate transformation was quickly done on a real time base. The difference of coordinates computed from between Angio and CT localization method was within 2 mm, which could be generally accepted for the reliability of the localization system developed. We measured dose distribution in small fields of NEC 6 MVX linear accelerator using various detector; ion chamber, film, diode. Specific quantities measured include output factor, percent depth dose (PDD), tissue maximum ratio (TMR), off-axis ratio (OAR). There was small variation of measured data according to the different kinds of detectors used. The overall trends of measured beam data were similar enough to rely on our measurement. The measurement was performed with the use of hand-made spherical water phantom and film for standard arc set-up. We obtained the dose distribution as we expected. In conclusion, PC-based 3-D stereotactic localization system was developed to determine the stereotactic coordinate of the target. A convenient technique for the small field measurement was demonstrated. Those methods will be much helpful for the stereotactic radiosurgery.

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Stereo Vision Based 3D Input Device (스테레오 비전을 기반으로 한 3차원 입력 장치)

  • Yoon, Sang-Min;Kim, Ig-Jae;Ahn, Sang-Chul;Ko, Han-Seok;Kim, Hyoung-Gon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.4
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    • pp.429-441
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    • 2002
  • This paper concerns extracting 3D motion information from a 3D input device in real time focused to enabling effective human-computer interaction. In particular, we develop a novel algorithm for extracting 6 degrees-of-freedom motion information from a 3D input device by employing an epipolar geometry of stereo camera, color, motion, and structure information, free from requiring the aid of camera calibration object. To extract 3D motion, we first determine the epipolar geometry of stereo camera by computing the perspective projection matrix and perspective distortion matrix. We then incorporate the proposed Motion Adaptive Weighted Unmatched Pixel Count algorithm performing color transformation, unmatched pixel counting, discrete Kalman filtering, and principal component analysis. The extracted 3D motion information can be applied to controlling virtual objects or aiding the navigation device that controls the viewpoint of a user in virtual reality setting. Since the stereo vision-based 3D input device is wireless, it provides users with a means for more natural and efficient interface, thus effectively realizing a feeling of immersion.

Dynamic Behavior Modelling of Augmented Objects with Haptic Interaction (햅틱 상호작용에 의한 증강 객체의 동적 움직임 모델링)

  • Lee, Seonho;Chun, Junchul
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.171-178
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    • 2014
  • This paper presents dynamic modelling of a virtual object in augmented reality environments when external forces are applied to the object in real-time fashion. In order to simulate a natural behavior of the object we employ the theory of Newtonian physics to construct motion equation of the object according to the varying external forces applied to the AR object. In dynamic modelling process, the physical interaction is taken placed between the augmented object and the physical object such as a haptic input device and the external forces are transferred to the object. The intrinsic properties of the augmented object are either rigid or elastically deformable (non-rigid) model. In case of the rigid object, the dynamic motion of the object is simulated when the augmented object is collided with by the haptic stick by considering linear momentum or angular momentum. In the case of the non-rigid object, the physics-based simulation approach is adopted since the elastically deformable models respond in a natural way to the external or internal forces and constraints. Depending on the characteristics of force caused by a user through a haptic interface and model's intrinsic properties, the virtual elastic object in AR is deformed naturally. In the simulation, we exploit standard mass-spring damper differential equation so called Newton's second law of motion to model deformable objects. From the experiments, we can successfully visualize the behavior of a virtual objects in AR based on the theorem of physics when the haptic device interact with the rigid or non-rigid virtual object.

Fingerprint Recognition Algorithm using Clique (클릭 구조를 이용한 지문 인식 알고리즘)

  • Ahn, Do-Sung;Kim, Hak-Il
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.2
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    • pp.69-80
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    • 1999
  • Recently, social requirements of personal identification techniques are rapidly expanding in a number of new application ares. Especially fingerprint recognition is the most important technology. Fingerprint recognition technologies are well established, proven, cost and legally accepted. Therefore, it has more spot lighted among the any other biometrics technologies. In this paper we propose a new on-line fingerprint recognition algorithm for non-inked type live scanner to fit their increasing of security level under the computing environment. Fingerprint recognition system consists of two distinct structural blocks: feature extraction and feature matching. The main topic in this paper focuses on the feature matching using the fingerprint minutiae (ridge ending and bifurcation). Minutiae matching is composed in the alignment stage and matching stage. Success of optimizing the alignment stage is the key of real-time (on-line) fingerprint recognition. Proposed alignment algorithm using clique shows the strength in the search space optimization and partially incomplete image. We make our own database to get the generality. Using the traditional statistical discriminant analysis, 0.05% false acceptance rate (FAR) at 8.83% false rejection rate (FRR) in 1.55 second average matching speed on a Pentium system have been achieved. This makes it possible to construct high performance fingerprint recognition system.

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A Pipelined Parallel Optimized Design for Convolution-based Non-Cascaded Architecture of JPEG2000 DWT (JPEG2000 이산웨이블릿변환의 컨볼루션기반 non-cascaded 아키텍처를 위한 pipelined parallel 최적화 설계)

  • Lee, Seung-Kwon;Kong, Jin-Hyeung
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.7
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    • pp.29-38
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    • 2009
  • In this paper, a high performance pipelined computing design of parallel multiplier-temporal buffer-parallel accumulator is present for the convolution-based non-cascaded architecture aiming at the real time Discrete Wavelet Transform(DWT) processing. The convolved multiplication of DWT would be reduced upto 1/4 by utilizing the filter coefficients symmetry and the up/down sampling; and it could be dealt with 3-5 times faster computation by LUT-based DA multiplication of multiple filter coefficients parallelized for product terms with an image data. Further, the reutilization of computed product terms could be achieved by storing in the temporal buffer, which yields the saving of computation as well as dynamic power by 50%. The convolved product terms of image data and filter coefficients are realigned and stored in the temporal buffer for the accumulated addition. Then, the buffer management of parallel aligned storage is carried out for the high speed sequential retrieval of parallel accumulations. The convolved computation is pipelined with parallel multiplier-temporal buffer-parallel accumulation in which the parallelization of temporal buffer and accumulator is optimize, with respect to the performance of parallel DA multiplier, to improve the pipelining performance. The proposed architecture is back-end designed with 0.18um library, which verifies the 30fps throughput of SVGA(800$\times$600) images at 90MHz.

Fuzzy Expert System for Detecting Anti-Forensic Activities (안티 포렌식 행위 탐지를 위한 퍼지 전문가 시스템)

  • Kim, Se-Ryoung;Kim, Huy-Kang
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.47-61
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    • 2011
  • Recently, the importance of digital forensic has been magnified because of the dramatic increase of cyber crimes and the increasing complexity of the investigation of target systems such as PCs, servers, and database systems. Moreover, some systems have to be investigated with live forensic techniques. However, even though live forensic techniques have been improved, they are still vulnerable to anti-forensic activities when the target systems are remotely accessible by criminals or their accomplices. To solve this problem, we first suggest a layer-based model and the anti-forensic scenarios which can actually be applicable to each layer. Our suggested model, the Anti-Forensic Activites layer-based model, has 5 layers - the physical layer, network layer, OS layer, database application layer and data layer. Each layer has possible anti-forensic scenarios with detailed commands. Second, we propose a fuzzy expert system for effectively detecting anti-forensic activities. Some anti-forensic activities are hardly distinguished from normal activities. So, we use fuzzy logic for handling ambiguous data. We make rule sets with extracted commands and their arguments from pre-defined scenarios and the fuzzy expert system learns the rule sets. With this system, we can detect anti-forensic activities in real time when performing live forensic.

A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.171-179
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    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

Efficient Tracking System for Passengers with the Detection Algorithm of a Stopping Vehicle (차량정차감지 알고리즘을 이용한 탑승자의 효율적 위치추적시스템)

  • Lee, Byung-Mun;Shin, Hyun-Ho;Kang, Un-Gu
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.73-82
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    • 2011
  • The location-based service is emerging again to the public attention. The location recognition environment up-to-now has been studied with its focus only on a person, an object or a moving object. However, this study proposes a location recognition model that serves to recognize and track, in real time, multiple passengers in a moving vehicle. Identifying the locations of passengers can be classified into two classes: one is to use the high price terminal with GPS function, and the other is to use the economic price compact terminal without GPS function. Our model enables the simple compact terminal to provide effective location recognition under the on-boarding situation by transmitting messages through an interface device and sensor networks for a vehicle equipped with GPS. This technology reduces transmission traffic after detecting the condition of a vehicle (being parked or running), because it does not require transmission/receiving of information on the locations of passengers who are confined in a vehicle when the vehicle is running. Also it extends battery life by saving power consumption of the compact terminal. Hence, we carried out experiments to verify its serviceability by materializing the efficient tracking system for passengers with the detection algorithm of a stopping vehicle proposed in this study. Moreover, about 200 experiments using the system designed with this technology proved successful recognition on on-boarding and alighting of passengers with the maximum transmission distance of 12 km. In addition to this, the running recognition tests showed the test with the detection algorithm of a stopping vehicle has reduced transmission traffic by 41.6% compared to the algorithm without our model.