• Title/Summary/Keyword: Heavy User

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Development of Smart Phone Application for Information Collection of Traffic Congestion Section Caused by Heavy Rain (집중호우에 따른 차량 혼잡구간 정보수집을 위한 스마트 폰 애플리케이션 개발)

  • Chun, Young-Hak;Kwon, Won-Seok;Kim, Chang-Soo
    • Journal of the Korean Association of Geographic Information Studies
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    • v.15 no.2
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    • pp.139-149
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    • 2012
  • Flooding caused by torrential rains and landslide causes the deaths of people and property damage as well as traffic congestion and isolation. Driver enters the dangerous area when driver doesn't recognize disaster information on the road and the damage is spread over time. In this paper, we will develop a smart phone application to collect dangerous disaster area information and a system based on C/S to manage the data received from the smart phone application. This system can analyze dangerous disaster areas using the data received from the smart phone application and the spatial database analyzed dangerous disaster areas is displayed in the smart phone application using a map server. We think that the suggested system provides more efficient information to user.

Fast Light Source Estimation Technique for Effective Synthesis of Mixed Reality Scene (효과적인 혼합현실 장면 생성을 위한 고속의 광원 추정 기법)

  • Shin, Seungmi;Seo, Woong;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.89-99
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    • 2016
  • One of the fundamental elements in developing mixed reality applications is to effectively analyze and apply the environmental lighting information to image synthesis. In particular, interactive applications require to process dynamically varying lighting sources in real-time, reflecting them properly in rendering results. Previous related works are not often appropriate for this because they are usually designed to synthesize photorealistic images, generating too many, often exponentially increasing, light sources or having too heavy a computational complexity. In this paper, we present a fast light source estimation technique that aims to search for primary light sources on the fly from a sequence of video images taken by a camera equipped with a fisheye lens. In contrast to previous methods, our technique can adust the number of found light sources approximately to the size that a user specifies. Thus, it can be effectively used in Phong-illumination-model-based direct illumination or soft shadow generation through light sampling over area lights.

Design of ULID-based Location-Sensing Service Model (ULID 기반 위치 인식 서비스 모델의 설계)

  • Nam, Kwang-Woo
    • Journal of the Korean Association of Geographic Information Studies
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    • v.8 no.4
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    • pp.143-154
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    • 2005
  • This paper proposes the location acquisition methods and LBS(location-based services) system using RFID(radio frequency identification) tags with location information in ubiquitous city. Location information is checked using RFID tags attached to various buildings. stores and road signs. And various LBSs are provided based on the location information. Traditionally, when the location information is obtained by a GPS, the precision of the location information may deteriorate due to geographical displacement of a satellite and GPS receivers, for example shadow zone by building, in-door environment, and heavy cloud. The objective of this paper is to provide a ULID(universal location identification) data structure, a ULID-based location acquisition method and an LBS system, in which precise location information is extracted using RFID tags attached to various buildings, stores and road signs and ULID and also danger of information leakage is minimized so that an LBS of ubiquitous environment can be provided to a user.

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Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.

Repeated Cropping based on Deep Learning for Photo Re-composition (사진 구도 개선을 위한 딥러닝 기반 반복적 크롭핑)

  • Hong, Eunbin;Jeon, Junho;Lee, Seungyong
    • Journal of KIISE
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    • v.43 no.12
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    • pp.1356-1364
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    • 2016
  • This paper proposes a novel aesthetic photo recomposition method using a deep convolutional neural network (DCNN). Previous recomposition approaches define the aesthetic score of photo composition based on the distribution of salient objects, and enhance the photo composition by maximizing the score. These methods suffer from heavy computational overheads, and often fail to enhance the composition because their optimization depends on the performance of existing salient object detection algorithms. Unlike previous approaches, we address the photo recomposition problem by utilizing DCNN, which shows remarkable performance in object detection and recognition. DCNN is used to iteratively predict cropping directions for a given photo, thus generating an aesthetically enhanced photo in terms of composition. Experimental results and user study show that the proposed framework can automatically crop the photo to follow specific composition guidelines, such as the rule of thirds.

Efficient way to input text through eye gazing method. (시선입력 인터페이스 시스템의 효율적 문자입력 방법)

  • Kwon, O-Jae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.289-298
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    • 2007
  • The EGI system is a new communication method in limelight for helping disabled users to input and handle information on the computer more easily. However, due to the EGI system's "JEM(Jittery Eye Movements)" generation, it actually increases heavy psychological and physiological stresses for the user to input or perceive the target information on a machine. This study illustrates how to resolve this "JEM" issue and suggests a method that is easy and simple to be controled by anyone. A demo tool was built and tested to find and prove the reasons for "JEM" This test shows that that the case with snap up is less stressful than without to input text as a final result of the test evaluation in both psychological snap up and physiological brain wave test. Postnatal or naturally acquired, it is found that the disabled can have opportunities for smoother communication, and a possible efficient system development for better communication.

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Moderating Effects of Personal Innovativeness on the Relationship between Perceived Usefulness, Subjective Norm and Intention to Use Mobile Internet (인지된 유용성과 주관적 규범이 모바일인터넷 사용 의도에 미치는 영향에 있어 개인 혁신성향의 조절효과에 대한 연구)

  • Shin, Hyun-Sik
    • The Journal of Information Systems
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    • v.19 no.3
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    • pp.209-236
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    • 2010
  • Recently, utilization of mobile Internet services is rapidly increasing. To properly accelerate the vitalization of mobile Internet usage, we have to know exactly about the factors affecting potential users' value recognition and intention to use. Technology acceptance model (TAM) is one of the most powerful reference framework for the individual user's adoption of IT innovations. This research borrowed core concept of TAM, and tried to explain users' intention to use mobile Internet by understanding the direct and indirect effects of subjective norm and perceived usefulness. To increase the explanatory power of the model, this paper introduced personal innovativeness as a key moderator variable. The research findings include; i) subjective norm has strong positive influence on perceived usefulness and intention to use, ii) perceived usefulness has positive influence on intention to use, iii) the influence of subject norm is greater than that of perceived usefulness, iv) positive influence of subjective norm on the perceived usefulness and intention to use are significantly stronger in the case of low personal innovativeness sub-group than the case of high personal innovativeness sub-group, and v) high personal innovativeness sub-group have shown strongly positive influence of perceived usefulness on the intention to use while there is no such significant relationship in the case of low personal innovativeness sub-group. Based on these findings, this paper proposed several guidelines to increase the adoption and the usage of mobile Internet; i) word-of-mouth is extremely important, ii) to form a good word-of-mouth, it will be very important to make early adopters and heavy users have positive direct experiences of using mobile Internet.

Children's and Adolescents' Achievement Level in Online Game, Sense of Self-efficacy, School Adjustment and Life Satisfaction (아동.청소년의 온라인게임을 통한 성취, 자기효능감, 학교적응과 삶의 만족도)

  • Kim, Tae-Yeon;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.151-162
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    • 2011
  • The purposes of this study were to find out the effect of children's and adolescents' achievement through the online game on their self-efficacy, school adjustment and life satisfaction in accordance with the degree of their online game playing. In heavy user group, children's and adolescents' achievement through the internet game had positive effect on their self-efficacy, school adjustment and life satisfaction. Also their self-efficacy mediated the relationship between their achievement through the online game and school adjustment, achievement through the online game and life satisfaction. This study investigated the fact that children's and adolescents' achievement through the online game affects their real life and found out positive possibility of the online game.

The Intelligent Traffic Information Searching System Based on Disaster Occurrence of Multipoint (다지점의 재해발생을 고려한 지능형 교통정보 검색 시스템)

  • Kwon, Won-Seok;Kim, Chang-Soo
    • Journal of Korea Multimedia Society
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    • v.14 no.7
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    • pp.933-939
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    • 2011
  • Recent heavy rains have caused natural disasters such as flooding and landslides nationwide. Because of flooding occurrence in most of the roads, traffic congestion and isolation caused many loss especially at rush hour. Constant monitoring and analysis of past disaster history data are needed to prevent disasters on areas prone to floods and disaster risk areas. If we managed to obtain traffic volume, speed, phase around intersection using disaster history data when disasters occurred, we can analyse traffic congestion, change of disaster scale and rainfall. In this study, We select a target district to develop by using a route from Dae-nam intersection in Busan Namgu Daeyoeon-dong, over Gwangan large bridge up until Haeundae Olympic intersection, We developed a system which searches disaster history information, traffic volume using disaster history data based on user selection of the road.

Time-slice Donation Technique for Improving the Performance of IPC in Linux (Linux의 IPC 성능 향상을 위한 타임 슬라이스 공여 기법)

  • Lee, Ji-Hoon;Youn, Hee-Yong
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.6
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    • pp.339-347
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    • 2010
  • Inter-process communication (IPC), which is a technique that enables exchanging data among multiple processes, is commonly used not only in user applications but also in system processes. For this reason, the performance of IPC highly influences the performance of whole computer system. Especially, heavy overload on a single server process caused by IPC requests from multiple client processes, easily results overall slowdown of IPC response time. Here, to deal with the problem stated above, the time-slice donation technique which is adapted in L4 microkernel is analyzed and enhanced for reducing latency of IPC response time and implemented on linux kernel for actual performance evaluation. While trying to maintain the additional overhead as least as possible, the experiment shows that the use of this technique enhances the performance of IPC multiple times of existing technique under certain circumstances.