• Title/Summary/Keyword: 스마트 오브젝트

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Building a fashion platform using 3D conversion based on deep learning and NFT (딥러닝 기반 3D 변환과 NFT를 활용한 패션 플랫폼 구축)

  • Park, Min-Gyu;Kim, Min-Ho;Han, Su-Han;Jung, Dong-Ju;Lee, Byung-Jeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.922-924
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    • 2022
  • 본 연구에서는 2D 이미지 파일을 NFT 3D 패션 아이템으로 변환하여 거래할 수 있도록 한다. 한 장의 2D 이미지가 SMR을 통해 3D 오브젝트로 변환된다. 변환된 오브젝트는 KIP-17 기반의 스마트 컨트랙트를 통해 NFT을 발행할 수 있도록 환경을 구축하고, 최종적으로 NFT를 거래할 수 있는 플랫폼을 제공한다.

Development of virtual reality simulation game synchronized with real robot (로봇과 동기화된 가상현실 시뮬레이션 게임의 개발)

  • Shim, Jae-Youn;Yoo, Hwan-Soo;Sung, Hyun-Seong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.33-42
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    • 2018
  • Virtual reality can user experience the virtual world of computer and stimulate user eyesight and emotions. HMD can acquire and stimulate user behavior and sensory information. In this paper, we propose a virtual reality game using robot control. Controlling the robots using various interfaces and synchronizing them with the virtual reality game. In this paper, we use OID mat for robot movement detection based optical code recognition and Kalman filter.

Manufacture artificial intelligence education kit using Jetson Nano and 3D printer (Jetson Nano와 3D프린터를 이용한 인공지능 교육용 키트 제작)

  • SeongJu Park;NamHo Kim
    • Smart Media Journal
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    • v.11 no.11
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    • pp.40-48
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    • 2022
  • In this paper, an educational kit that can be used in AI education was developed to solve the difficulties of AI education. Through this, object detection and person detection in computer vision using CNN and OpenCV to learn practical-oriented experiences from theory-centered and user image recognition (Your Own) that learns and recognizes specific objects Image Recognition), user object classification (Segmentation) and segmentation (Classification Datasets), IoT hardware control that attacks the learned target, and Jetson Nano GPIO, an AI board, are developed and utilized to develop and utilize textbooks that help effective AI learning made it possible.

The Optimal Implementation of Face Position Detection using Distance Transform (Distance Transform을 이용한 IR영상의 실시간 얼굴 위치 검출 최적화 알고리즘 구현)

  • Park, In-Chul;Kim, Seung-Mi;Ryu, Hyun-Ki;Lee, Heng-Suk
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.191-193
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    • 2012
  • 본 논문은 차량용 스마트에어백 시스템이 탑승자의 머리 위치를 파악하여 지능적으로 에어백을 전개하도록 돕기 위한 얼굴 위치 검출 알고리즘을 제안한다. 차량용 임베디드 시스템은 한정된 자원에서 기능을 동작시키기 때문에 여러 가지 구현상 제한 조건들이 존재한다. 이러한 제한 조건들을 만족시키기 위해 알고리즘의 경량화 및 최적화 작업이 수반 되어져야한다. 제안하는 알고리즘에서는 이진화된 오브젝트에 거리변환(Distance Transform)을 사용하여 사람의 형태학적 모양을 분석/판단한다. 그리하여 얼굴의 위치를 검출하는 방법이다. 여러 가지 배경 상황에 관계없이 사람의 형태학적 모습을 이용하므로 사람 형태 검출에 용이하다. 설계된 알고리즘은 TI사의 TMS320DM6437 EVM 보드에서 구현하였고 구현 결과 제안한 알고리즘이 IR 영상에서 높은 인식률 및 빠른 처리 속도를 보임을 확인할 수 있었다.

A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

An Instance Segmentation using Object Center Masks (오브젝트 중심점-마스크를 사용한 instance segmentation)

  • Lee, Jong Hyeok;Kim, Hyong Suk
    • Smart Media Journal
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    • v.9 no.2
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    • pp.9-15
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    • 2020
  • In this paper, we propose a network model composed of Multi path Encoder-Decoder branches that can recognize each instance from the image. The network has two branches, Dot branch and Segmentation branch for finding the center point of each instance and for recognizing area of the instance, respectively. In the experiment, the CVPPP dataset was studied to distinguish leaves from each other, and the center point detection branch(Dot branch) found the center points of each leaf, and the object segmentation branch(Segmentation branch) finally predicted the pixel area of each leaf corresponding to each center point. In the existing segmentation methods, there were problems of finding various sizes and positions of anchor boxes (N > 1k) for checking objects. Also, there were difficulties of estimating the number of undefined instances per image. In the proposed network, an effective method finding instances based on their center points is proposed.

Device Objectification and Orchestration Mechanism for IoT Intelligent Service (IoT 서비스 지능화를 위한 디바이스 오브젝트화 및 오케스트레이션 메커니즘)

  • Kim, Youngjun;Jeon, Yongkeun;Chong, Ilyoung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.1
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    • pp.19-32
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    • 2013
  • This paper suggests smart gateway structure and functionalities that provide device web service which can be used by user using objectified devices. The smart gateway objectify a physical device in other to provide the device web service in IoT intelligent service. And the paper suggests a mechanism that provide orchestrated service of various devices to user using a concept of service overlay network. and also suggests a interface that provide device web services and the orchestrated service between the smart gateway and a web service platform. In the paper, the objectified devices can be combined with web service objects and device contexts based on the service overlay network, furthermore the objectified devices can provide intelligence and dynamic service in the IoT environment.

Proposal of Safe PIN Input Method on VR (VR 상에서의 안전한 PIN 입력 방법 제안)

  • Kim, Hyun-jun;Kwon, Hyeok-dong;Kwon, Yong-bin;Seo, Hwa-jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.5
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    • pp.622-629
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    • 2019
  • VR(Virtual Reality), which provides realistic services in virtual reality, provides a similar experience using a Head Mounted Display(HMD) device. When the HMD device is worn, it can not recognize the surrounding environment and it is easy to analyze the input pattern of the user with the Shoulder Surfing Attack(SSA) when entering the Personal Identification Number(PIN). In this paper, we propose a method to safeguard the user's password even if the hacker analyzes the input pattern while maintaining the user's convenience. For the first time, we implemented a new type of virtual keypad that deviates from the existing rectangle shape according to the VR characteristics and implemented the lock object for intuitive interaction with the user. In addition, a smart glove using the same sensor as the existing input devices of the VR and a PIN input method suitable for the rotary type are implemented and the safety of the SSA is verified through experiments.

Implementing Augmented Reality By Using Face Detection, Recognition And Motion Tracking (얼굴 검출과 인식 및 모션추적에 의한 증강현실 구현)

  • Lee, Hee-Man
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.1
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    • pp.97-104
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    • 2012
  • Natural User Interface(NUI) technologies introduce new trends in using devices such as computer and any other electronic devices. In this paper, an augmented reality on a mobile device is implemented by using face detection, recognition and motion tracking. The face detection is obtained by using Viola-Jones algorithm from the images of the front camera. The Eigenface algorithm is employed for face recognition and face motion tracking. The augmented reality is implemented by overlapping the rear camera image and GPS, accelerator sensors' data with the 3D graphic object which is correspond with the recognized face. The algorithms and methods are limited by the mobile device specification such as processing ability and main memory capacity.

The Development Case of G-Learning Based Education Contents (G러닝기반 교육 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.397-402
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    • 2013
  • The development case presented is about the development of smart education contents for development of creativity, and suggests the development contents and approach to design of software of teaching materials based on G-Learning which allow learner to interact depending on their dispositions. Above all, focusing on design approach in order to maximize interaction which is the characteristic of game, the education contents that enable learner to be immersed by education level as per learner's disposition have been developed, and it allows to compose the level of difficulty based contents according to level design plan. Also, it is the case that the contents allow for effective education by setting visual environment which enables learner to be immersed depending on learner's disposition with the realization of object which appears in respect of vision and visual Customizing of character.