• Title/Summary/Keyword: 장비시장

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Design and Implementation of 3-Axis Control System using The Non-Linear Algorithm (비선형 알고리즘을 이용한 3축 제어 시스템의 설계 및 제작)

  • Cho, Byeong-Gwan;Lee, Hwan-Hee;Choi, Woo-Jin;Kim, Yu-Gi;Lee, Seung-Dae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.833-840
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    • 2022
  • The precision of automation equipment and motors in factories is required, and global motor market has increased significantly. However, domestic motor technology lags behind foreign technology. In this thesis, the precision stability and efficiency were compared with a linear algorithm by applying a non-linear algorithm to a PLC servo motor and an Arduino step motor in order to improve the technology of the motor. The nonlinear algorithm was able to shorten the same driving reference time because the maximum speed of the motor was faster than the linear algorithm, and it was confirmed that the precision was improved due to the low curvature.

Analysis Product Recommendation Service Using Image-Based AI Skin Color Detecting Technology (이미지 기반 AI 피부 컬러 측정 기술 및 서비스 적용에 관한 고찰)

  • Park, Hakgwon;Lim, Young-Hwan;Lin, Bin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.501-506
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    • 2022
  • The prolonged of the Post Corona, many Cosmetic company launched various online services. In this paper, consider about the quality of product recommendation using personal color detecting technology. Using the detecting tool which is most widely used by cosmetic company. we will do a lot of testing with this tool and also testing with color detecting equipment. For precise experimental results, it was conducted in a consistent experimental environment. This experiment can be a foundation that can be well used for the expansion of personalized product recommendation services according to the current image-based skin color measurement.

Stitching speed improvement method using YOLACT (YOLACT를 이용한 스티칭 속도 개선 방안)

  • Go, Sung-Young;Rhee, Seong-Bae;Park, Seong-Hwan;Kim, Kyu-Heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.10-13
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    • 2020
  • 최근 초고화질 영상, 가상현실 등 프리미엄 콘텐츠에 대한 요구가 커지면서 360° VR과 8K TV 등의 시장이 확대되고 있다. 360° VR 영상을 만드는 데에 스티칭 기술이 사용되고 있고, 8K 영상을 촬영할 수 있는 장비는 매우 제한적이기 때문에 스티칭 기술을 통해 콘텐츠를 확보하려는 노력이 이어지고 있다. 스티칭 기술은 여러 영상을 합성하여 기존 카메라의 좁은 시야각 문제를 해결하고 보다 넓은 시야각의 영상을 만드는 기술이다. 최근에는 해당 분야에 관한 연구가 진행됨에 따라 이미지를 넘어 동영상 스티칭에 대한 연구가 주로 진행되고 있다, 기존 동영상 스티칭 방식은 이미지 스티칭 방식을 프레임마다 반복하기 때문에 시간이 오래 걸린다는 단점이 있다. 컴퓨터 비전 분야에서는 딥러닝을 활용하여 객체가 존재할 것으로 예측되는 부분에 사각형 모양의 경계 상자(Bounding box)를 생성하는 객체 탐지(Object detection) 분야에 관한 많은 연구가 이루어져 왔고 이를 기반으로 객체의 경계선을 검출하여 해당 영역만을 구분하는 객체 분할(Instance segmentation)에 대한 연구 또한 진행 중이다. 본 논문에서는 앞서 말한 스티칭 속도 문제를 해결하기 위하여 빠른 속도로 객체 분할이 가능한 YOLACT를 이용하여 스티칭 속도를 개선하는 방안을 제안한다.

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Development of Camera-based Character Creation and Motion Control System using StyleGAN Deep Learning Technology (StyleGAN 딥러닝 기술을 활용한 카메라 기반 캐릭터 생성 및 모션 제어 시스템 개발)

  • Lee, Jeong-Hun;Kim, Ju-Hyeong;Shin, Dong-hyeon;Yang, Jae-hyeong;Chang, Moon-soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.934-936
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    • 2022
  • 현재 사회적인(COVID-19) 영향으로 메타버스에 대한 수요가 급증하였지만, 메타버스 플랫폼 진입을 지원하는 XR(AR/VR) 장비의 높은 가격대와 전문성 요구로 폭넓은 수요층을 포괄하기 어려운 상황이다. 본 논문에서는 이러한 수요층의 어려움을 개선하고자 웹 캠이나 스마트폰 카메라로 생성된 개인의 사진 이미지를 StyleGAN 딥러닝 기술과 접목시켜 캐릭터를 생성해 Mediapipe를 활용하여 모션 측정 및 제어를 처리하는 서비스를 제안하여 메타버스 시장의 대중화에 기여하고자 한다.

Establishment of Integrated Control System for MASS Sea Trial Area (자율운항선박 시험해역 관리를 위한 통합관제시스템 구축)

  • Dongwon Han;Geun-tae Yim;Songman Jeon;Seunghyeon Lim;Hae-seong Ahn;Hye-jin Kim
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2022.11a
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    • pp.338-340
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    • 2022
  • 미래 선박시장을 주도하게 될 자율운항선박의 기술개발은 국·내외를 막론하고 활발히 진행되고 있다. 자율운항선박 기술 개발의 고도화와 단계적인 실증을 위해서 체계적인 성능시험은 필수적이며, 이를 위하여 시험해역을 포함한 육·해상 성능시험 인프라가 울산시 고늘지구 인근에 구축되고 있다. 시험해역의 안전관리와 시험선박을 지원하기 위하여 자율운항선박 성능실증센터에는 통합관제시스템이 구축되며 자율운항선박 기술 및 연계 기술의 개발과 연구에 활용될 수 있도록 기본설계를 통하여 요구사항을 반영하여 장비를 구성하였다.

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자율해운을 위한 원격제어 해상항만의 개념 설계

  • 임정빈;예병덕;이춘기;설동일;채양범
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2023.11a
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    • pp.98-99
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    • 2023
  • 자율해운(Autonomous Shipping)은 자율운항선박(Maritime Autonomous Surface Ships, MASS)의 태동과 함께 해양산업분야에서 창출되고 있는 해상운송의 새로운 개념이다. 자율해운은 MASS의 장점을 극대화하여 경제적 편익을 추구하기 위한 것이다. 한편, MASS는 기존 육상에 주로 구축된 항만시설을 이용한 해상운송 행위에 많은 제약이 따른다. 본 연구는 향후 전개될 것으로 예상되는 자율해운의 선점을 위한 것으로, 원격으로 제어되는 수준 2-3 사이의 MASS를 원격으로 제어하는 해상항만(Remote Controlled Sea Port)을 이용하여 경제적 편익을 극대화함과 동시에 안전하면서도 친환경적인 자율해운을 도모하기 위한 것이다. 본 연구의 목적은 해상 부유체를 이용한 원격제어 해상항만과 원격제어 MASS를 운영하기 위한 시설과 장비 및 운영과 관리 방법 등에 관한 기초 개념을 설계하기 위한 것이다. 글로벌 협력을 바탕으로 전개될 수 있는 자율해운을 정의하고, 자율해운에 현실적으로 적용 가능한 원격제어 해상항만의 구현 방법과 운영 방법을 논의하며, 이러한 원격제어 해상항만을 이용한 원격제어 자율운항선박의 제어 및 운용방법 등을 검토하였다. 본 연구는 세계적인 자율운항선박 관련 해양산업에서의 자율해운 시장의 선점에 기여할 것으로 고려된다.

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A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.221-235
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    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

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Segmenting Korean Millennial Consumers of Sharing Economy Services on Social Networking: A Psychographic-based Approach (소셜 네트워크 기반 공유경제 서비스에 관한 밀레니얼스 소비자 세분화 연구: 사이코그래픽 관점에서)

  • Lee, Jae Heon;Choi, Jae Won;Kim, Ki Youn
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.109-121
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    • 2015
  • The purpose of this qualitative study is to explore consumer behavioral trends, psychological characteristics and various cognitive types of Millennial Generation consumers, primarily in their 20s, who are familiar with sharing economy services based on the emerging social networking technology. Using Q methodology, this paper theoretically defines four and interprets via a social science perspective four different types of these young consumers who are skilled at state-of-the-art ICT equipment, devices or online networking services. Sharing economy services in Korea's academic and industrial services are influenced by government policy, and related research is relatively new. This study is focused on discovering unique psychographic characteristics called 'schemata' that include personal interest, preference, attitude, and opinion. On the basis of 40 Q-sorted data samples, the analysis examined 180 collected statements from meta-studies and interviews with 35 individuals born between 1997 and 1992. As a result, four consumer groups were identifies: Type 1 'Early majority', Type 2 'Laggard', Type 3 'Opinion leader', and Type 4 'Late majority'. The results of this research can be used to explore to study in greater detail the behavior and psychological aspects of Millennial General consumers'.

A Feasibility Study on the Infrastructure Project of PCB Industrial Technology (PCB 산업기술 기반구축 사업의 타당성 분석 연구)

  • Kim, Dae Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.4
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    • pp.57-66
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    • 2013
  • Domestic PCB industry formed by orders of demand companies is extremely vulnerable in its innovation infrastructure including high value-added technology development and information exchange. The majority of PCB products produced in the country relies on the imports from abroad and it causes its vulnerability to external market changes. Due to the negative perceptions about the industry (e.g., 3D job), low treatment (especially SMEs) and expertise employment avoidance in PCB industry, the job market conditions of PCB industry is not so good. In these circumstances, the PCB industry is completely dependent on the demand market such as cellular phones, and tablet PC, and as a result the responsiveness of PCB industry to the changes in demand market is also vulnerable. In this PCB industry, Korean government is trying to build the research infrastructure for PCB industry that realizes the sharing of information among companiesthrough the operation of the PCB industry innovation forum (information innovation), builds SME suppot platform and supports quality improvement (technology innovation), and supports enterprise collaboration processes (material-process-equipment) utilizing PCM open laboratory. The PCB industry technology infratstructure project is going to be promoted by the government(1.3 billion won, each year) and the private investmen(434 million won each year) from 2013 to 2017(5 years project)(table 1). This study analyzes the feasibility of the project, by using the AHP analysis and the results shows that this project is considered feasible because the AHP overall score is evaluated as 0.841, the overall score is greater than or equal to 0.55.

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Case Study on Bodyboard Design Development though User's needs (사용자 욕구조사를 통한 해양레저용품(Bodyboard)디자인 컨셉개발)

  • Kang, Bum-Kyu
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.135-145
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    • 2013
  • One of the words that describe unique features of human beings is "Homo Ludens (Playing Man)". As humans enjoy abundant and prosperous lives and the quality of life is further improved, play is increasingly becoming a central value of human life. As part of play, ocean leisure is getting popular these days, and in turn demands for ocean leisure-related products in Korea, most of which are dependent on foreign markets, are growing. Therefore, it is required that local companies are quick to turn their eyes on the fast developing market. This research aims to help develop a design concept for bodyboard, more suitable for the domestic market, by analyzing products and reflecting customers' needs. The findings of this study are as follows: first, it is desirable that the target of bodyboard in domestic market is young people aged between 14 and 29 and its price ranges from 40,000 to 100,000 won; second, a tube-type bodyboard is appropriate for beaches in Korea mostly with small and gentle waves, as also shown in a survey that over 65% of those surveyed prefer a tube-type bodyboard, and lastly, the CMFF (Color, Material, Form, and Function) strategy was newly developed in this study in order to create new concept bodyboards.