• Title/Summary/Keyword: 모바일 이미지

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Development of Greenhouse Environment Monitoring & Control System Based on Web and Smart Phone (웹과 스마트폰 기반의 온실 환경 제어 시스템 개발)

  • Kim, D.E.;Lee, W.Y.;Kang, D.H.;Kang, I.C.;Hong, S.J.;Woo, Y.H.
    • Journal of Practical Agriculture & Fisheries Research
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    • v.18 no.1
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    • pp.101-112
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    • 2016
  • Monitoring and control of the greenhouse environment play a decisive role in greenhouse crop production processes. The network system for greenhouse control was developed by using recent technologies of networking and wireless communications. In this paper, a remote monitoring and control system for greenhouse using a smartphone and a computer with internet has been developed. The system provides real-time remote greenhouse integrated management service which collects greenhouse environment information and controls greenhouse facilities based on sensors and equipments network. Graphical user interface for an integrated management system was designed with bases on the HMI and the experimental results showed that a sensor data and device status were collected by integrated management in real-time. Because the sensor data and device status can be displayed on a web page, transmitted using the server program to remote computer and mobile smartphone at the same time. The monitored-data can be downloaded, analyzed and saved from server program in real-time via mobile phone or internet at a remote place. Performance test results of the greenhouse control system has confirmed that all work successfully in accordance with the operating conditions. And data collections and display conditions, event actions, crops and equipments monitoring showed reliable results.

Application of Fashion Design to Mobile-Phone Game Character's Dress Design (모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구)

  • Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

A Study on the Deep Learning-Based Tomato Disease Diagnosis Service (딥러닝기반 토마토 병해 진단 서비스 연구)

  • Jo, YuJin;Shin, ChangSun
    • Smart Media Journal
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    • v.11 no.5
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    • pp.48-55
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    • 2022
  • Tomato crops are easy to expose to disease and spread in a short period of time, so late measures against disease are directly related to production and sales, which can cause damage. Therefore, there is a need for a service that enables early prevention by simply and accurately diagnosing tomato diseases in the field. In this paper, we construct a system that applies a deep learning-based model in which ImageNet transition is learned in advance to classify and serve nine classes of tomatoes for disease and normal cases. We use the input of MobileNet, ResNet, with a deep learning-based CNN structure that builds a lighter neural network using a composite product for the image set of leaves classifying tomato disease and normal from the Plant Village dataset. Through the learning of two proposed models, it is possible to provide fast and convenient services using MobileNet with high accuracy and learning speed.

A Study on Spatial Co-experience through Social Data (소셜 데이터를 통한 공간적 공동경험에 관한 연구)

  • Cha, Min-Geum;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.851-859
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    • 2017
  • Today, with the advent and development of Social Network Service (SNS), various types of information that have been difficult to observe have been pouring out. Recently, Vertical Social Networking Service (SNS), a service that shares specific interests with users' Vertical Social Networking Service) is emerging as a major research area. Especially, various human, social and spatial characteristics can be observed through geolocation data and social data collected through mobile GPS, and it is used in various studies. In this study, we analyze the social data collected through the image - based vertical SNS Instagram, and measure the user 's experience based on the social media based on the user' s spatial context. Therefore, in this study, we investigate what types of spatial patterns exist between experiential elements of sharing experiences and geographical characteristics through social data, and examine a new model of shared experience structure through extracted data.

Classification standard of Communication Tool (플랫폼 분류 기준 고찰 : 감각의 입·출력)

  • Kim, Hyo-Yeun
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.189-190
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    • 2018
  • Digital content requires the concept and structure that give us insights into the languages between computers and humans and how humans experience manifested among the flow of characters, images, and voice. Communicology, $Vil{\acute{e}}m$ Flusser's original study, allows us to reconsider and to reconstruct the boundary of human awareness. This paper intends to begin understanding digital content consisting of numerical codes by reviewing communicology. communicology helps to break up pre-existing categories and thinking about new standards. ith the help of information technology. Planning content can be actualized by classifying and reconstructing content that are input/output of senses. The standard of classification is 'boundary' and 'direction,' communication elements that cannot be broken down any further. There is no need to communicate if there is no boundary. The operation of communication is comprised of 'direction.' Considering humankind as the standard, the boundary that takes in stimulation from outside can be seen as senses. Direction can be expressed as input/output. Output assumes that technical pictures receive information. The coordinates for various pre-existing platforms and content and uncovered platforms can be set with a consistent standard. This allows us to escape from the standard of flat content that was activated by sight and rationality at the ideology of characters, to seek a three-dimensional standard that can be vitalized by various senses and irrationality, and to reconstruct the input/output of senses to show the possibility of planning a new platform.

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Development of Education Materials for Healthy Consumption of Milk in a Card News Format for Korean Adults (성인의 바른 우유 섭취를 위한 카드뉴스 형식의 교육자료 개발)

  • Kim, Sun Hyo
    • Journal of Korean Home Economics Education Association
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    • v.32 no.3
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    • pp.97-110
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    • 2020
  • The purpose of this study is to develop milk education materials for adults based on the scientific basis of right milk consumption in the format of card news that can be easily accessed on a mobile phone or the internet and has high impact. The topics to be included in the card news were selected based on the findings from literature analysis and focus group interviews with 10 adults(32.0±6.4 years). For the eight selected topics, effective communication was made by suggesting some information that users want to know while reflecting adult eating habits, lifestyle habits, and nutrition and health interests. The card news draft was reviewed by researcher and consulting experts, and then questionnaire survey was conducted using Likert 5-point scales by 50 adults(42.7±10.2 years). Based on the results of the review, consultation and questionnaire survey, a final draft of the card news consisting of 11 cuts was completed. Card news proposal is expected to produce educational effects, since the respondents showed high satisfaction with the card news (higher than 4 on the 5-point scales) according to the questionnaire survey. Adults can easily access and use the card news developed in this study, and thus this card news is expected to increase milk consumption in adulthood and improve nutrition and health through friendly and systematic milk education.

Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.359-383
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    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.