• Title/Summary/Keyword: 스마트 인터페이스

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Real-time 3D Pose Estimation of Both Human Hands via RGB-Depth Camera and Deep Convolutional Neural Networks (RGB-Depth 카메라와 Deep Convolution Neural Networks 기반의 실시간 사람 양손 3D 포즈 추정)

  • Park, Na Hyeon;Ji, Yong Bin;Gi, Geon;Kim, Tae Yeon;Park, Hye Min;Kim, Tae-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.686-689
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    • 2018
  • 3D 손 포즈 추정(Hand Pose Estimation, HPE)은 스마트 인간 컴퓨터 인터페이스를 위해서 중요한 기술이다. 이 연구에서는 딥러닝 방법을 기반으로 하여 단일 RGB-Depth 카메라로 촬영한 양손의 3D 손 자세를 실시간으로 인식하는 손 포즈 추정 시스템을 제시한다. 손 포즈 추정 시스템은 4단계로 구성된다. 첫째, Skin Detection 및 Depth cutting 알고리즘을 사용하여 양손을 RGB와 깊이 영상에서 감지하고 추출한다. 둘째, Convolutional Neural Network(CNN) Classifier는 오른손과 왼손을 구별하는데 사용된다. CNN Classifier 는 3개의 convolution layer와 2개의 Fully-Connected Layer로 구성되어 있으며, 추출된 깊이 영상을 입력으로 사용한다. 셋째, 학습된 CNN regressor는 추출된 왼쪽 및 오른쪽 손의 깊이 영상에서 손 관절을 추정하기 위해 다수의 Convolutional Layers, Pooling Layers, Fully Connected Layers로 구성된다. CNN classifier와 regressor는 22,000개 깊이 영상 데이터셋으로 학습된다. 마지막으로, 각 손의 3D 손 자세는 추정된 손 관절 정보로부터 재구성된다. 테스트 결과, CNN classifier는 오른쪽 손과 왼쪽 손을 96.9%의 정확도로 구별할 수 있으며, CNN regressor는 형균 8.48mm의 오차 범위로 3D 손 관절 정보를 추정할 수 있다. 본 연구에서 제안하는 손 포즈 추정 시스템은 가상 현실(virtual reality, VR), 증강 현실(Augmented Reality, AR) 및 융합 현실 (Mixed Reality, MR) 응용 프로그램을 포함한 다양한 응용 분야에서 사용할 수 있다.

Testing Android Applications Considering Various Contexts Inferred from Permissions (안드로이드 어플리케이션 개발에서 퍼미션 분석을 사용한 다양한 테스트 환경 조건 생성 기법)

  • Song, Kwangsik;Han, Ah-Rim;Jeong, Sehun;Cha, Sungdeok
    • Journal of KIISE
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    • v.42 no.8
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    • pp.1022-1030
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    • 2015
  • The context-awareness of mobile applications yields several issues for testing, since mobile applications should be able to be tested in any environment and under any contextual input. In previous studies of testing for Android applications as an event-driven system, many researchers have focused on using generated test cases considering only Graphical User Interface (GUI) events. However, it is difficult to find failures that could be detected when considering the changes in the context in which applications run. It is even more important to consider various contexts since the mobile applications adapt and use the new features and sensors of mobile devices. In this paper, we provide a method of systematically generating various executing contexts from permissions. By referring to the lists of permissions, the resources used by the applications for running Android applications can be easily inferred. To evaluate the efficiency of our testing method, we applied the method on two open source projects and showed that it contributes to improve the statement code coverage.

Customized Digital TV System for Individuals/Communities based on Data Stream Mining (데이터 스트림 마이닝 기법을 적용한 개인/커뮤니티 맞춤형 Digital TV 시스템)

  • Shin, Se-Jung;Lee, Won-Suk
    • The KIPS Transactions:PartD
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    • v.17D no.6
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    • pp.453-462
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    • 2010
  • The switch from analog to digital broadcast television is extended rapidly. The DTV can offer multiple programming choices, interactive capabilities and so on. Moreover, with the spread of Internet, the information exchange between the communities is increasing, too. These facts lead to the new TV service environment which can offer customized TV programs to personal/community users. This paper proposes a 'Customized Digital TV System for Individuals/Communities based on Data Stream Mining' which can analyze user's pattern of TV watching behavior. Due to the characteristics of TV program data stream and EPG(electronic program guide), the data stream mining methods are employed in the proposed system. When a user is watching DTV, the proposed system can control the surrounding circumstances as using the user behavior profiles. Furthermore, the channel recommendation system on the smart phone environment is proposed to utilize the profiles widely.

Design And Implementation of WebDAV Virtual Storage System based on Android (안드로이드 기반의 WebDAV 가상 스토리지 시스템의 설계 및 구현)

  • Kim, Sang-Geon;Byun, Sung-Jun;Lim, Hyo-Taek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.669-671
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    • 2010
  • IStorage is a technology, which can use resources of server PC by using Android Phone supporting wireless internet access. IStorage utilizes resources of server PC through WebDAV protocol. And with GUI interface, Users upload their resources to the server PC and They can perform various kinds of works like Opening, Searching, Deleting and Downloading files. Since it is possible for them to use resources of server PC as if they are originally stored in their mobile devices, there is no limit on using the functions such as watching movies, listening musics and opening document files in real time. We expect this study can to overcome the limitation of storage space and also be a useful technology in the smart phone market.

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Implement of Smart Phone Application for Website Administration (스마트폰을 이용한 모바일 웹사이트 관리 프로그램 구현)

  • Park, Suhyun;Park, Jaeyang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.876-879
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    • 2009
  • As performance and feature set of mobile devices are getting better, the scope of things for which they can be used is also getting widened. More than simply browsing information using mobile web, now these devices can interact with users. It requires various features to manage a web site; supporting full-browsing alone is not enough since there are problems such as processing speed, user interface restriction. However, using mobile devices to manage a web site has its own merits since the can be used without restriction of time and location. In this paper, we introduce a mobile web site administration software that provides both online and offline features. It supports CRUD (Create, Read, Update, Delete) operations for news and users. These operations can be executed both offline and online. A user can do most of things offline; It connects to online only when it's absolutely necessary and does those in batch mode.

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An User-aware System using Visible Light Communication (가시광 통신을 이용한 사용자 인식 시스템)

  • Kim, Jong-Su;Lee, Won-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.715-722
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    • 2019
  • This paper introduces the implementation of an user-aware system using a visible light communication and its operations. The user-aware system using a visible light communication consists of the transmitter based on the Android system and the receiver based on an open-source controller. In the transmitter, user's personal information data is encoded and converted to visible light signals by the Android camera interface. In the receiver, the photodiode module receives the incoming visible light signals and converts to electrical signals and the open-source controller, that is arduino processes the received data. The processing module finds the start bit of 0111 to determine the user information data from the packet for the burst-mode communication. According to the experimental results, the proposed system successfully transmits and receives visible light data with the manchester encoding.

Android App remote database management systems using service in Social Network (소셜 네트워크에서 안드로이드 앱 서비스를 이용한 원격 데이터베이스 관리 시스템)

  • Hwang, Chi-Gon;Moon, Seok-Jae;Yoon, Chang-Pyo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.254-256
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    • 2014
  • In this paper, using the Android App to remote database monitoring system is proposed. Existing remote database monitoring scheme CS(Client / Server) based. Conventional CS based systems are space constraints and a plurality of administrator to access the database at that degrade performance disadvantages. The advantage of the proposed system first, because the web -based interface allows the application program, and also the ease of maintenance, through a web browser, if you have Internet access anytime, anywhere environment without restrictions of time and space monitoring. Second, the proposed system because the App -based technology due to an increase in connection session and query execution does not affect the performance of your database. Third, if there is a problem with the remote database through which social networks immediately notify the administrator of the smartphone in real time so that the administrator can identify the problem.

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Factors affecting success and failure of Internet company business model using inductive learning based on ID3 algorithm (ID3 알고리즘 기반의 귀납적 추론을 활용한 인터넷 기업 비즈니스 모델의 성공과 실패에 영향을 미치는 요인에 관한 연구)

  • Jin, Dong-su
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.2
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    • pp.111-116
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    • 2019
  • New technologies such as the IoT, Big Data, and Artificial Intelligence, starting from the Web, mobile, and smart device, enable new business models that did not exist before, and various types of Internet companies based on these business models has been emerged. In this research, we examine the factors that influence the success and failure of Internet companies. To do this, we review the recent studies on business model and examine the variables affecting the success of Internet companies in terms of network effect, user interface, cooperation with actors, creating value for users. Using the five derived variables, we will select 14 Internet companies that succeeded and failed in seven commercial business model categories. We derive decision tree by applying inductive learning based on ID3 algorithm to the analysis result and derive rules that affect success and failure based on derived decision tree. With these rules, we want to present the strategic implications for actors to succeed in Internet companies.

Study on floating action button's use and its application (Floating Action Button의 사용 실태와 올바른 사용법)

  • Kang, Hyo Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.261-266
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    • 2019
  • The purpose of this study is to assess usage of floating action button, a component of Google's Material Design. Case studies were conducted to overview the component's current usage and qualities, followed by eye-tracking experiments and in-depth interviews conducted to 12 subjects. Results have shown that while floating button can promote an action by catching viewers' attention with its striking visual, users tend to look at top more, thus preferring top placement for interfaces. To give positive user experience, designers should consider factors such as the amount of content covered by the button, the way users interact with the application, etc. This study aims to provide proper guidelines for the component's application.

A Study on the Educational Game Design for Practicing Energy Saving in Elementary School Students (초등학생의 에너지 절약 실천을 위한 교육용 Game Design 연구)

  • Park, Hyun-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.14-20
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    • 2019
  • Energy saving is becoming more and more important issue due to lack of resources and limited nature. However, There is a lack of learning status on energy saving in the school field. In particular, in elementary education on energy saving was not linked to practice, and the educational effect was insufficient. Although various kinds of learning tools are utilized, many successful cases of energy saving game strategy are introduced in overseas industry field, and game design is proposed so that energy related education can be played through games. Because energy conservation can not be effective without practice, learning using games as a tool is expected to be more effective than learning based on knowledge transfer in the classroom. We propose a defense game for energy conservation education by using the mission elements, score acquisition element, time limit element, and character element which are the interesting elements of the game designed in the previous research.