• Title/Summary/Keyword: smart phone frame

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Design of Image Recognition Module for Face and Iris Area based on Pixel with Eye Blinking (눈 깜박임 화소 값 기반의 안면과 홍채영역 영상인식용 모듈설계)

  • Kang, Mingoo
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.21-26
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    • 2017
  • In this paper, an USB-OTG (Uiversal Serial Bus On-the-go) interface module was designed with the iris information for personal identification. The image recognition algorithm which was searching face and iris areas, was proposed with pixel differences from eye blinking after several facial images were captured and then detected without any activities like as pressing the button of smart phone. The region of pupil and iris could be fast involved with the proper iris area segmentation from the pixel value calculation of frame difference among the images which were detected with two adjacent open-eye and close-eye pictures. This proposed iris recognition could be fast processed with the proper grid size of the eye region, and designed with the frame difference between the adjacent images from the USB-OTG interface with this camera module with the restrict of searching area in face and iris location. As a result, the detection time of iris location can be reduced, and this module can be expected with eliminating the standby time of eye-open.

Design Evaluation Model Based on Consumer Values: Three-step Approach from Product Attributes, Perceived Attributes, to Consumer Values (소비자 가치기반 디자인 평가 모형: 제품 속성, 인지 속성, 소비자 가치의 3단계 접근)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.57-76
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    • 2017
  • Recently, consumer needs are diversifying as information technologies are evolving rapidly. A lot of IT devices such as smart phones and tablet PCs are launching following the trend of information technology. While IT devices focused on the technical advance and improvement a few years ago, the situation is changed now. There is no difference in functional aspects, so companies are trying to differentiate IT devices in terms of appearance design. Consumers also consider design as being a more important factor in the decision-making of smart phones. Smart phones have become a fashion items, revealing consumers' own characteristics and personality. As the design and appearance of the smartphone become important things, it is necessary to examine consumer values from the design and appearance of IT devices. Furthermore, it is crucial to clarify the mechanisms of consumers' design evaluation and develop the design evaluation model based on the mechanism. Since the influence of design gets continuously strong, various and many studies related to design were carried out. These studies can classify three main streams. The first stream focuses on the role of design from the perspective of marketing and communication. The second one is the studies to find out an effective and appealing design from the perspective of industrial design. The last one is to examine the consumer values created by a product design, which means consumers' perception or feeling when they look and feel it. These numerous studies somewhat have dealt with consumer values, but they do not include product attributes, or do not cover the whole process and mechanism from product attributes to consumer values. In this study, we try to develop the holistic design evaluation model based on consumer values based on three-step approach from product attributes, perceived attributes, to consumer values. Product attributes means the real and physical characteristics each smart phone has. They consist of bezel, length, width, thickness, weight and curvature. Perceived attributes are derived from consumers' perception on product attributes. We consider perceived size of device, perceived size of display, perceived thickness, perceived weight, perceived bezel (top - bottom / left - right side), perceived curvature of edge, perceived curvature of back side, gap of each part, perceived gloss and perceived screen ratio. They are factorized into six clusters named as 'Size,' 'Slimness,' 'No-Frame,' 'Roundness,' 'Screen Ratio,' and 'Looseness.' We conducted qualitative research to find out consumer values, which are categorized into two: look and feel values. We identified the values named as 'Silhouette,' 'Neatness,' 'Attractiveness,' 'Polishing,' 'Innovativeness,' 'Professionalism,' 'Intellectualness,' 'Individuality,' and 'Distinctiveness' in terms of look values. Also, we identifies 'Stability,' 'Comfortableness,' 'Grip,' 'Solidity,' 'Non-fragility,' and 'Smoothness' in terms of feel values. They are factorized into five key values: 'Sleek Value,' 'Professional Value,' 'Unique Value,' 'Comfortable Value,' and 'Solid Value.' Finally, we developed the holistic design evaluation model by analyzing each relationship from product attributes, perceived attributes, to consumer values. This study has several theoretical and practical contributions. First, we found consumer values in terms of design evaluation and implicit chain relationship from the objective and physical characteristics to the subjective and mental evaluation. That is, the model explains the mechanism of design evaluation in consumer minds. Second, we suggest a general design evaluation process from product attributes, perceived attributes to consumer values. It is an adaptable methodology not only smart phone but also other IT products. Practically, this model can support the decision-making when companies initiative new product development. It can help product designers focus on their capacities with limited resources. Moreover, if its model combined with machine learning collecting consumers' purchasing data, most preferred values, sales data, etc., it will be able to evolve intelligent design decision support system.

Adaptive White Point Extraction based on Dark Channel Prior for Automatic White Balance

  • Jo, Jieun;Im, Jaehyun;Jang, Jinbeum;Yoo, Yoonjong;Paik, Joonki
    • IEIE Transactions on Smart Processing and Computing
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    • v.5 no.6
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    • pp.383-389
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    • 2016
  • This paper presents a novel automatic white balance (AWB) algorithm for consumer imaging devices. While existing AWB methods require reference white patches to correct color, the proposed method performs the AWB function using only an input image in two steps: i) white point detection, and ii) color constancy gain computation. Based on the dark channel prior assumption, a white point or region can be accurately extracted, because the intensity of a sufficiently bright achromatic region is higher than that of other regions in all color channels. In order to finally correct the color, the proposed method computes color constancy gain values based on the Y component in the XYZ color space. Experimental results show that the proposed method gives better color-corrected images than recent existing methods. Moreover, the proposed method is suitable for real-time implementation, since it does not need a frame memory for iterative optimization. As a result, it can be applied to various consumer imaging devices, including mobile phone cameras, compact digital cameras, and computational cameras with coded color.

A GPU scheduling framework for applications based on dataflow specification (데이터 플로우 기반 응용들을 위한 GPU 스케줄링 프레임워크)

  • Lee, Yongbin;Kim, Sungchan
    • Journal of Korea Multimedia Society
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    • v.17 no.10
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    • pp.1189-1197
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    • 2014
  • Recently, general purpose graphic processing units(GPUs) are being widely used in mobile embedded systems such as smart phone and tablet PCs. Because of architectural limitations of mobile GPGPUs, only a single program is allowed to occupy a GPU at a time in a non-preemptive way. As a result, it is difficult to meet performance requirements of applications such as frame rate or response time if applications running on a GPU are not scheduled properly. To tackle this difficulty, we propose to specify applications using synchronous data flow model of computation such that applications are formed with edges and nodes. Then nodes of applications are scheduled onto a GPU unlike conventional scheduling an application as a whole. This approach allows applications to share a GPU at a finer granularity, node (or task)-level, providing several benefits such as eliminating need for manually partitioning applications and better GPU utilization. Furthermore, any scheduling policy can be applied in response to the characteristics of applications.

Real-time Lip Region Detection for Lipreadingin Mobile Device (모바일 장치에서의 립리딩을 위한 실시간 입술 영역 검출)

  • Kim, Young-Un;Kang, Sun-Kyung;Jung, Sung-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.39-46
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    • 2009
  • Many lip region detection methods have been developed in PC environment. But the existing methods are difficult to run on real-time in resource limited mobile devices. To solve the problem, this paper proposes a real-time lip region detection method for lipreading in Mobile device. It detects face region by using adaptive face color information. After that, it detects lip region by using geometrical relation between eyes and lips. The proposed method is implemented in a smart phone with Intel PXA 270 embedded processor and 386MB memory. Experimental results show that the proposed method runs at the speed 9.5 frame/see and the correct detection rate was 98.8% for 574 images.

Design and Implementation of Low Power Touch Screen Controller for Mobile Devices (모바일용 저전력 터치 스크린 제어 회로 설계 및 구현)

  • Park, Sang-Bong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.279-283
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    • 2012
  • In is paper, we design and implement the low power, high speed touch screen controller that calculates and outputs the coordinate of touch point on the touch screen of mobile devices. The system clock is 10HMz, the number of input channels is 21, standby current is $20{\mu}A$, dynamic range of input is 140pF~400pF and the response time is 0.1ms/frame. It contains the power management unit for low power, automatic impedance calibration unit in order to adapt to humidity, temperature and evaluation board, adjacent key and pattern interference suppression unit, serial interface unit of I2C and SPI. The function and performance is verified by using FPGA and $0.18{\mu}m$ CMOS standard process. The implemented touch screen is designed for using in the double layer ITO(Indium Thin Oxide) module with diamond pattern and single layer ITO module for cost-effective which are applied to mobile phone or smart remote controller.

The Analysis of Factors that Affect Attitudes toward the New Digital Revolution (새로운 디지털 혁명에 대한 태도에 영향을 미치는 요인 분석)

  • Jun, Bong-Gi
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.333-339
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    • 2014
  • In the late 2000's, a smart phone caused by the digital revolution has led to abrupt changes from our life. The internet of thing (IoT), which is considered as a next digital revolution, will be scrutinized in this paper. Students, who use smart phones in Silla University, were selected for the sample-frame. Approximately 78% students replied with a positive response to the digital revolution admit the new era with the intellectual curiosity and challenge. On the other hand, about 48% students showed uneasy response to the new civilization due to the lack of privacy and security issues of IoT; furthermore, friendship was their apprehension. This paper will provide potentially useful insights and directions for examining factors that affect different manners toward the next digital revolution.

Design and Implementation of Mobile Network Based Long-Range UAV Operational System for Multiple Clients (모바일 네트워크를 이용한 복수의 클라이언트용 무인항공기 원거리 운용 시스템 설계 및 구현)

  • Park, Seong-hyeon;Song, Joon-beom;Roh, Min-shik;Song, Woo-jin;Kang, Beom-soo
    • Journal of Advanced Navigation Technology
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    • v.19 no.3
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    • pp.217-223
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    • 2015
  • This paper describes the design and implementation of a network system for UAV for multiple clients that enables long-range operation based on a commercial mobile network. A prototype data modem is developed with a commercial embedded M2M module in order to provide an access to the mobile network. A central server with a database is constructed to record all of real-time flight and video data and communicate with a ground control system. A GCS is developed for the central control, the single UAV and the smart phone version to be used for different purposes. Performance tests were progressed for data delay, video frame rate and state of clients. Flight tests were also performed to verify the reliability of the modem with respect to altitude.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

A Study on the Compensation Methods of Object Recognition Errors for Using Intelligent Recognition Model in Sports Games (스포츠 경기에서 지능인식모델을 이용하기 위한 대상체 인식오류 보상방법에 관한 연구)

  • Han, Junsu;Kim, Jongwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.537-542
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    • 2021
  • This paper improves the possibility of recognizing fast-moving objects through the YOLO (You Only Look Once) deep learning recognition model in an application environment for object recognition in images. The purpose was to study the method of collecting semantic data through processing. In the recognition model, the moving object recognition error was identified as unrecognized because of the difference between the frame rate of the camera and the moving speed of the object and a misrecognition due to the existence of a similar object in an environment adjacent to the object. To minimize the recognition errors by compensating for errors, such as unrecognized and misrecognized objects through the proposed data collection method, and applying vision processing technology for the causes of errors that may occur in images acquired for sports (tennis games) that can represent real similar environments. The effectiveness of effective secondary data collection was improved by research on methods and processing structures. Therefore, by applying the data collection method proposed in this study, ordinary people can collect and manage data to improve their health and athletic performance in the sports and health industry through the simple shooting of a smart-phone camera.