• Title/Summary/Keyword: 인터페이스장치

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Design and Implementation of an Around-View Monitoring system of Smart User Interface based on Windows O/S (Windows 운영체제 기반 어라운드 뷰 모니터링 시스템의 스마트 사용자 인터페이스 설계 및 구현)

  • Cheon, Seung-hwan;Jang, Si-woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.427-430
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    • 2012
  • 최근 차량용 블랙박스, 자동 운전 시스템, 어라운드 뷰 시스템 등과 같은 운전자의 편의와 안전을 위한 장치 및 시스템들이 개발되고 있다. 현재 운전자를 위한 보조 시스템으로 구글(google)의 자동 운전 시스템(Auto Car Driving System)과 현대 모비스(hyundai mobis)의 AVM 시스템(Around View Monitoring System) 등의 다양한 차량용 편의장치 시스템들이 등장했다. 위와 같은 다양한 ECU들을 관리하기 위한 서버 및 저장 장치 역할을 할 수 있는 고사양의 Car PC의 장착이 필수적이다. 기존의 AVM 시스템은 차량 주변을 실시간으로 제공하기 위해 임베디드 또는 별도의 차량용 네트워크를 통해 임베디드 시스템 또는 SoC(System On Chip)형태의 하드웨어 기반으로 개발되고 있다. 하지만 고사양의 Car PC 기반에서는 별도의 비용없이 소프트웨어로 구현이 가능하다. 본 논문에서는 차량의 전 후 좌 우에 장착된 4대의 카메라로부터 입력된 차량 주변 상황을 한눈에 보여주는 AVM 시스템(Around-View Monitoring System)을 위한 카메라 보정 및 정합 처리 모듈 및 AVM 시스템을 Windows를 O/S로 하는 PC 내부에서 기존의 AVM 시스템을 이용하여 화면에 전 후 좌 우 버튼을 각각 만들어 버튼을 터치했을 때, 각 버튼에 해당되는 영상이 AVM 시스템과 함께 출력되도록 하거나 디스플레이에 Full 버전으로 출력되도록 S-UI(Smart User Interface)를 설계 및 구현한다. 제안하는 AVM 시스템과 기존의 AVM 시스템의 성능과 기능을 비교 분석함으로써 제안하는 영상 처리 모듈을 이용하여 추가 비용이 발생하지 않는 AVM 시스템의 구현 가능성을 검증한다.

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CIVE: Context-based Interactive System for Heterogeneous Distributed Virtual Environments (이기종 분산 가상 환경을 위한 컨텍스트 기반 상호작용 시스템)

  • Jang, Sei-Ie;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.209-218
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    • 2005
  • In this paper, we propose CIVE, context-based interactive system for heterogeneous distributed virtual environments that delivers contexts irom real world to virtual environment and vice versa. The proposed system ronsists of obi-UCAM for generating user's contexts, NAVER for managing virtual environment, and Interface for linking obi-UCAM with NAVER. The connection between real and virtual worid through context is brneficial in following ways. Firstly. CIVE Provides a personalized user interface for virtual environment according to a user profile such as identity, age and vernacular. Secondly, translating all input signals into context, it guarantees adaptive access that enables a user to exploit unencumbered input devices controlling a shared object in virtual environment even if he moves with his own device from a virtual system to another. Finally, it provides a mechanism for synchronizing distributed virtual systems that share context representing changes at remote nodes. The context reduces the inconsistency of representing the same data among heterogeneous systems. Therefore, CIVE plays an important role in implementing VR applications such as teleconference, game and entertainment.

Flash Operation Group Scheduling for Supporting QoS of SSD I/O Request Streams (SSD 입출력 요청 스트림들의 QoS 지원을 위한 플래시 연산 그룹 스케줄링)

  • Lee, Eungyu;Won, Sun;Lee, Joonwoo;Kim, Kanghee;Nam, Eyeehyun
    • Journal of KIISE
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    • v.42 no.12
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    • pp.1480-1485
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    • 2015
  • As SSDs are increasingly being used as high-performance storage or caches, attention is increasingly paid to the provision of SSDs with Quality-of-Service for I/O request streams of various applications in server systems. Since most SSDs are using the AHCI controller interface on a SATA bus, it is not possible to provide a differentiated service by distinguishing each I/O stream from others within the SSD. However, since a new SSD interface, the NVME controller interface on a PCI Express bus, has been proposed, it is now possible to recognize each I/O stream and schedule I/O requests within the SSD for differentiated services. This paper proposes Flash Operation Group Scheduling within NVME-based flash storage devices, and demonstrates through QEMU-based simulation that we can achieve a proportional bandwidth share for each I/O stream.

Cell Image Acquisition and Position Control of the Electron Microbeam System for Individual Cell Irradiation (마이크로 전자빔 개별 세포 조사장치의 세포 영상 획득 및 위치 제어)

  • Park, Seung-Woo;Lee, Dong-Hoon;Hong, Seung-Hong
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.6
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    • pp.49-56
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    • 2005
  • An electron microbeam system has been developed to investigate the biological effect of cells by irradiating cell-nuclei with low-energy and low-flux electrons. It is essential to discern the cell nucleus from its cytoplasm and the culture medium and to locateit exactly onto the beam exit. The irradiation speed at more than 10,000 cells per hour is another requisite for the observations on cellular response to have good statistics. Long-time labor with patience and high concentration is needed since the frames of $320{\times}240{\mu}m^2$ should be moved more than 500 times for irradiating more than 10,000 cells per an hour. This paper describes the electron microbeam system with a focus on the user interfaces concerning the process of automatically recognizing the cell nuclei and injecting electron beam into the target cell nuclei at the irradiation speed of more than 10,000 cell nuclei per hour.

Unified app architecture for plug and play of smart phone accessary (스마트폰용 USB 액세서리 Plug and Play를 위한 통합 앱 구조)

  • Kang, Sun Goo;Chae, Yi Geun;Eun, Sung Bae
    • Journal of Advanced Marine Engineering and Technology
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    • v.38 no.4
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    • pp.470-475
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    • 2014
  • Recently, smart phones are spread out as a universal mobile terminal equipment. Its provide USB interface to connect with various devices. Smart phones may be replaced with high priced monitoring equipments because of portability and mobility as its merit. In addition to that, the various sensor devices detecting surrounding environment of the radioactivity, sodium or electromagnetic waves have been announced. But the plug and play methods of sensor devices have some problem to connect smart phone with USB accessory device. We propose an integrated methodology that can connect smart phone with USB sensor devices and also, we realized USB accessory plug and play with one App that can collect measurement data through various sensor devices.

Measuring Technique For Acoustic Roughness of Rail Surface With Homogeneous Displacement Sensors (동일 변위센서를 사용한 레일표면 음향조도의 측정방법)

  • Jeong, Wootae;Jang, Seungho;Kho, Hyo-In
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7941-7948
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    • 2015
  • Rolling noises during train operation are caused by vibration excited from irregularities of surface roughness between wheel and rail. Therefore, a proper measurement and analysis techniques of acoustic roughness between wheel and rail surface are required for transmission, prediction, and analysis of the train rolling noise. However, since current measuring devices and methods use trolley-based manual handling devices, the measurements induce unstable measuring speed and vibrational interface that increases errors and disturbances. In this paper, a new automatic rail surface exploring platform with a speed controller has been developed for improving measurement accuracy and reducing inconsistency of measurements. In addition, we propose a data integration method of the rail surface roughness with multiple homogeneous displacement sensors and verified the accuracy of the integrated data through standard test-bed railway track investigation.

Development of KEPCO e-IoT Standard Type oneM2M Gateway for Efficient Management of Energy Facilities (에너지 설비의 효율적 관리를 위한 한전 e-IoT 표준형 oneM2M Gateway 개발)

  • Sim, Hyun;Kim, Yo-Han
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1213-1222
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    • 2021
  • This study is a digitalization study based on ICT technology as part of the development of innovative technologies in the new energy industry as a 2050 carbon-neutral policy. It is the development of an oneM2M-based IoT server platform that can be integrated and managed in conjunction with the external interface of each energy facility. It analyzes KEPCO's e-IoT standard specifications through the Power Research Institute's 'SPIN' and develops representative standards, LWM2M and oneM gateway platforms. OneM2M secures and analyzes the recently announced standard for Release 2 instead of the existing Release 1. In addition, the e-IoT standard oneM2M platform is developed based on R2. In addition, it selects the specifications for e-IoT gateway devices that can sufficiently implement KEPCO's e-IoT standards. In addition, a technology and system for developing a high-performance gateway device that considers future scalability were proposed.

A Study for Implementation of Autonomous Maritime Radio Devices using LMX2571 (LMX2571을 활용한 자율해상무선기기 기술 구현에 관한 연구)

  • Chong-Lyong, Pag
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.30 no.2
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    • pp.217-225
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    • 2024
  • Even after the introduction of Global Maritime Distress and Safety System (GMDSS), many maritime accidents occur. A method of transmitting a rescue signal when a person falls into the water from a ship is currently being researched and developed in various ways, but no products have been developed that use frequencies allocated for maritime mobile service. Accordingly, in this study, we designed and produced a man-over-board (MOB) device by applying Group B AMRD technologies, which were adopted through the latest revision of the International Telecommunication Union (ITU). In addition, a receiver and user interface were built to verify the performance of the transmitter, and we confirmed that it can be used in conjunction with existing electronic charts. This MOB device satisfies the general and technical requirements of Group B AMRD using AIS technology and uses integrated components for miniaturization for easy portability in a maritime environment. We expect that it will achieve excellent AIS communication and be essential in rapid response and safety in emergency scenarios.

A Contextual Information and Physics-based Mobile Augmented Reality Contents Manipulation Method (맥락 정보와 물리적 속성 부여가 가능한 모바일 증강 현실 콘텐츠 조작 방법)

  • Hong, Dong-Pyo;Lee, Jeong-Gyu;Chae, Chang-Hun;Lee, Jong-Weon;Ko, Kwang-Hee;Woo, Woon-Taek
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.526-530
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    • 2009
  • In this paper, we propose a contextual information and physics-based contents manipulation method for a mobile augmented reality authoring system. Due to proliferation of ubiquitous computing in information technology(IT) and advances in sensor technology and mobile devices, AR systems that were only possible in PC can be now feasible on mobile devices. In addition, many AR systems have been proposed that utilize sensory data and reflect them into. Thus, the proposed method provides appropriate visual cues for 3D manipulations of the augmented contents. In addition, uses can manipulate the augmented contents with sensory information through the assignment of sensors to the contents. Moreover, it supports not only a physics-based contents loader that enables users to specify physics properties into the contents, but also the transform matrix between AR and physics engine coordinates. To show the feasibility of the proposed method, we implemented a mobile augmented reality authoring system. We believe that the proposed method can be a key factor for context-aware mobile AR authoring system.

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.