• Title/Summary/Keyword: video analytics

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Design and Implementation of OPC UA-based Collaborative Robot Guard System Using Sensor and Camera Vision (센서 및 카메라 비전을 활용한 OPC UA 기반 협동로봇 가드 시스템의 설계 및 구현)

  • Kim, Jeehyeong;Jeong, Jongpil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.47-55
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    • 2019
  • The robot is the creation of new markets and various cooperation according to the manufacturing paradigm shift. Cooperative management easy for existing industrial robots, robots work on productivity, manpower to replace the robot in every industry cooperation for the purpose of and demand increases.to exist But the industrial robot at the scene of the cooperation working due to accidents are frequent, threatening the safety of the operator. Of industrial site is configured with a robot in an environment ensuring the safety of the operator to and confidence to communicate that can do the possibility of action.Robot guard system of the need for development cooperation. The robot's cooperation through the sensors and computer vision task within a radius of the double to prevent accidents and accidents should reduce the risk. International protocol for a variety of industrial production equipment and communications opc ua system based on ultrasonic sensors and cnn to (Convolution Neural Network) for video analytics. We suggest the cooperation with the robot guard system. Robots in a proposed system is unsafe situation of workers evaluating the possibility of control.

Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

Personalized Service Recommendation for Mobile Edge Computing Environment (모바일 엣지 컴퓨팅 환경에서의 개인화 서비스 추천)

  • Yim, Jong-choul;Kim, Sang-ha;Keum, Chang-sup
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.5
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    • pp.1009-1019
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    • 2017
  • Mobile Edge Computing(MEC) is a emerging technology to cope with mobile traffic explosion and to provide a variety of services having specific requirements by means of running some functions at mobile edge nodes directly. For instance, caching function can be executed in order to offload mobile traffics, and safety services using real time video analytics can be delivered to users. So far, a myriad of methods and architectures for personalized service recommendation have been proposed, but there is no study on the subject which takes unique characteristics of mobile edge computing into account. To provide personalized services, acquiring users' context is of great significance. If the conventional personalized service model, which is server-side oriented, is applied to the mobile edge computing scheme, it may cause context isolation and privacy issues more severely. There are some advantages at mobile edge node with respect to context acquisition. Another notable characteristic at MEC scheme is that interaction between users and applications is very dynamic due to temporal relation. This paper proposes the local service recommendation platform architecture which encompasses these characteristics, and also discusses the personalized service recommendation mechanism to be able to mitigate context isolation problem and privacy issues.