• Title/Summary/Keyword: 스마트조명

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Development of Chicken Carcass Segmentation Algorithm using Image Processing System (영상처리 시스템을 이용한 닭 도체 부위 분할 알고리즘 개발)

  • Cho, Sung-Ho;Lee, Hyo-Jai;Hwang, Jung-Ho;Choi, Sun;Lee, Hoyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.446-452
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    • 2021
  • As a higher standard for food consumption is required, the consumption of chicken meat that can satisfy the subdivided food preferences is increasing. In March 2003, the quality criteria for chicken carcasses notified by the Livestock Quality Assessment Service suggested quality grades according to fecal contamination and the size and weight of blood and bruises. On the other hand, it is too difficult for human inspection to qualify mass products, which is key to maintaining consistency for grading thousands of chicken carcasses. This paper proposed the computer vision algorithm as a non-destructive inspection, which can identify chicken carcass parts according to the detailed standards. To inspect the chicken carcasses conveyed at high speed, the image calibration was involved in providing robustness to the side effect of external lighting interference. The separation between chicken and background was achieved by a series of image processing, such as binarization based on Expectation Maximization, Erosion, and Labeling. In terms of shape analysis of chicken carcasses, the features are presented to reveal geometric information. After applying the algorithm to 78 chicken carcass samples, the algorithm was effective in segmenting chicken carcass against a background and analyzing its geometric features.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

Chemically modulated polystyrene surface using various ion beam exposure time for liquid crystal alignment of high brightness mobile display (고휘도 휴대용 디스플레이를 위한 액정소자의 폴리스타일렌 배향막에 관한 연구)

  • Cho, Myung-Hyun;Lee, Ho-Young
    • Journal of Satellite, Information and Communications
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    • v.9 no.3
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    • pp.22-26
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    • 2014
  • This paper introduces homogeneous liquid crystal (LC) orientations on chemically modulated polystyrene (PS) surfaces using various ion beam (IB) exposure time. Transparent PS was replaced with conventional polyimde material. Especially, PS has higher transparent property than conventional polyimide thin film and it means PS is more suitable material for producing high brightness mobile LCD. As a non-contact process, IB bombardment process induced LC orientation in the direction parallel to the IB process. Through x-ray photoelectron spectroscopy, it was shown that the chemical compositional changes of the IB-irradiated PS surfaces were determined as a function of IB exposure time. Using this analysis, the optimal IB bombardment condition was determined at IB exposure time of up to 15 s. Moreover, thermal stability on IB-irradiated PS surfaces were carried out which showed that a relatively high IB exposure time induced a thermally stable LC alignment property. And it has a highly potential of mobile high transparent mobile LCD such as smart phone display and mobile information device.

Development and Experimental Evaluation of the Wireless Illumination Controller with Demand Response for the Smart Grid (스마트 그리드를 위한 무선 기반의 수요 반응 기능을 가지는 조명 제어용 장치 개발 및 실험적 평가)

  • Choi, In-Ho;Lee, Joung-Han;Hong, Seung-Ho
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.60 no.6
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    • pp.1215-1224
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    • 2011
  • Recently, a lot of research for the smart grid technology have been carried out to achieve energy efficiency for the electronic products. In order to practically apply this study, smart instruments which are capable of the AMI (Advanced Metering Infrastructure) and DR (Demand Response) function are necessary. However, it is difficult to apply the function of the smart grid to the electronic product that cannot support the smart grid. Accordingly, the efficient use of electric energy is impossible. In order to solve this problem, the electronic product has to be changed into the exclusive electronic product supporting smart grid technology or the smart controller has to be attached the outside of the device. In this study, we developed the smart controller for connecting the electric appliances to the smart grid system. It can be attached to the illumination and the smart grid-based lamp control system at home. We additionally designed the message frame and the protocol to operate the smart controller with the AMI based EMS (Energy Management Server). We developed an experimental system to practically verify functions of the smart controller which is attached to the lighting device. From the system, we showed that the electric source of the illumination can be controlled according to the load change and saved energy effectively. We also confirmed the structural benefit and the energy-efficient effect through the verification of the smart controller.

The present status and future aspects of the market for printed electronics (인쇄전자 산업시장의 현황과 전망)

  • Park, Jung-Yong;Park, Jae-Sue
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.263-272
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    • 2013
  • Printed electronics creates electrically functional devices by printing on variety of substrates. Printing typically uses common printing equipment or other low-cost equipment suitable for defining patterns on material, such as screen printing, flexography, gravure, offset lithography and inkjet. Compared to conventional manufacturing of microelectronics, printed electronics is characterized by simpler and more cost-effective fabrication of high and low volume products. Now there is huge effort towards printing many other more functional components, from displays to transistors to photovoltaic cells, using the full range of printing technologies - from inkjet to roll to roll analogue print techniques. The market for printed electronics will rise from $1.99 billion in 2010 to $55.10 billion in 2020. In 2030, this industry could be $300 billion - larger than the silicon semiconductor industry - from lighting to displays[8].

Contactless Biometric Using Thumb Image (엄지손가락 영상을 이용한 비접촉식 바이오인식)

  • Lim, Naeun;Han, Jae Hyun;Lee, Eui Chul
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.12
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    • pp.671-676
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    • 2016
  • Recently, according to the limelight of Fintech, simple payment using biometric at smartphone is widely used. In this paper, we propose a new contactless biometric method using thumb image without additional sensors unlike previous biometrics such as fingerprint, iris, and vein recognition. In our method, length, width, and skin texture information are used as features. For that, illumination normalization, skin region segmentation, size normalization and alignment procedures are sequentially performed from the captured thumb image. Then, correlation coefficient is calculated for similarity measurement. To analyze recognition accuracy, genuine and imposter matchings are performed. At result, we confirmed the FAR of 1.68% at the FRR of 1.55%. In here, because the distribution of imposter matching is almost normal distribution, our method has the advantage of low FAR. That is, because 0% FAR can be achieved at the FRR of 15%, the proposed method is enough to 1:1 matching for payment verification.

Distributed Dynamic Lighting Energy Management System based on Zigbee Mesh Network (지그비 메쉬망 기반 분산형 동적 에너지 관리 시스템)

  • Kim, Sam-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.85-91
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    • 2014
  • Nowadays, Dynamic lighting control and management skills are studied and used. If the system which is to manage multiple intelligent spot applied ubiquitous service technology is built with decision making and used in the complex intelligent space like a apartment then will improve energy efficiency and provide comfortability in optimal conditions. To solve this problem distributed autonomous control middleware and energy management system which process data gathering by zigbee mesh network and search proper services to save energy by the existing state of things is necessary. In paper we designed DDLEMS (Distributed Dynamic Lighting Energy Management System) that is to service duplex communication embedded by software based home server platform to provide mobile services in the smart place and support decision making about energy saving to the best use of wireless censor node and controled network, energy display devices.

A Study on 3D Visualization for Color Analysis of Multimedia Data (멀티미디어 데이터의 색상분포 분석을 통한 3차원 시각화 연구)

  • Seo, Sanghyun
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1463-1469
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    • 2018
  • The development of multimedia devices with built-in cameras such as smart devices and various studies using video-related multimedia data such as images and video obtained from the devices have been actively conducted. These studies deal with image data. An image can be defined as a set of color information obtained from a digital sensor called a pixel. Images contain various cognitive information such as color, lighting, objects and so on. In order to extract or process such information, it is necessary to clearly understand the composition of colors. In this paper, we introduce 3-dimensional information visualization method which can effectively express the results of image processing together with color distribution. This study visualizes the characteristics of image related multimedia data as well as the characteristics of various analytical data derived from it, so that researchers can transmit the image information more clearly and effectively.

Influence of the Word-of-Mouth Effect through SNS on the Movie Performance -Focused on the Case of <Sunny>- (SNS를 통한 구전 효과가 영화 흥행에 미치는 영향 -<써니>의 사례를 중심으로-)

  • Park, Sun-Young
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.40-53
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    • 2012
  • In the past, the elements that determine the movie performance were directors, movie stars, the number of opening screens, on-line ratings or distributing agencies. However, the word-of-mouth effect has changed this trends. So the influence of word of mouth grows more and more strong at this stage of the Internet and smart phones being widely prevalent. I fix my sight upon SNS which is one of the medium of arousing the word-of-mouth effect, and I have a purpose to cast light upon a real example of the influence of SNS on the movie performance. The way is to analyze SNS activities that accompany the process of production and showing of , which is said to have had an beneficial effect of SNS among the enormously successful movies last year. It is relevant to provide a new milestone regarding the movie performance through the successful case of SNS activities by examining the word-of-mouth activities through SNS in the manner of the period division of the pre-release, the early stage of release and the maturity.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.