• Title/Summary/Keyword: Lighting Communication

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Development of a Smart Lamp Control Emotion Service using a Biological Algorithm (바이오리듬 분석을 통한 스마트조명 감성제어 서비스 개발)

  • Park, Hyebin;Park, Shinwoo;Cho, Hana;Yoon, Yongik
    • KIISE Transactions on Computing Practices
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    • v.22 no.12
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    • pp.687-692
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    • 2016
  • The advent of Internet of Things(IoT) has increased the need for development of smart life based on Information and Communication Technology(ICT). By using IoT technology, we are able to control connected appliances using smart devices, such as smart phone. To support the smart life, there is a need to utilize emotion information for human behavior, based on both biorhythm and environment information. Research towards this goal suggests a smart lamp control system that has an effect on the human emotion. According to the PSI theory, the control system calculates the biorhythm with an algorithm that uses the human biorhythm, weather factors and walking amounts. The smart lamp works with the recommended color lights that can control the feelings and emotions of the user. Here, we will show the effect of physical and mental stability, health care, and accident prevention.

3D Multiple Objects Detection and Tracking on Accurate Depth Information for Pose Recognition (자세인식을 위한 정확한 깊이정보에서의 3차원 다중 객체검출 및 추적)

  • Lee, Jae-Won;Jung, Jee-Hoon;Hong, Sung-Hoon
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.963-976
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    • 2012
  • 'Gesture' except for voice is the most intuitive means of communication. Thus, many researches on how to control computer using gesture are in progress. User detection and tracking in these studies is one of the most important processes. Conventional 2D object detection and tracking methods are sensitive to changes in the environment or lights, and a mix of 2D and 3D information methods has the disadvantage of a lot of computational complexity. In addition, using conventional 3D information methods can not segment similar depth object. In this paper, we propose object detection and tracking method using Depth Projection Map that is the cumulative value of the depth and motion information. Simulation results show that our method is robust to changes in lighting or environment, and has faster operation speed, and can work well for detection and tracking of similar depth objects.

A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

Wireless LED Streetlight Platform with Weather Monitoring and Color Temperature Control System (기상 모니터링과 색 온도 제어 시스템을 지원하는 무선 LED 가로등 플랫폼 설계 및 구현)

  • Daely, Philip Tobianto;Bayu, Satrya Gandeva;Kim, Jin Woo;Jang, Yunseong;Kim, Dong-Pyo;Shin, Soo Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.5
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    • pp.1038-1046
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    • 2017
  • In this paper, we propose the design of LED Streetlight Platform with capabilities of weather monitoring and color temperature control. Several previous works are focused on the energy efficiency or data management of streetlight system, but no work has been done on the lighting performance, especially when natural phenomenon such as fog or haze appears on the street and obstructs the visibility of drivers and pedestrians. To solve such issue, we propose the use of two LED lamps with different correlated color temperature, which will be activated interchangeably according to the condition on the street. We also present the design of communication scheme between each devices in the system. Moreover, our experimental results show the LED Streetlight Platform can perform well and the data can be displayed properly at the website.

Study for 3D Look Development Process (3D 룩 디벨롭먼트 과정 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.392-402
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    • 2020
  • Many modern movies and animations rely heavily on CG (computer graphics). The use of CG has made it possible to produce beyond the limits of visual expression. There has also been an increase in technical and artistic efforts to create new and high quality CGs. Look development is the process of modifying and creating shaders and renderings in 3D to produce CGI (computer-generated imagery) that meets the director's intentions. However, small production or projects may have relatively little or no awareness of look development in the production pipeline. The problems that can occur when look development is not preceded are classified into three categories. first, the shader may react differently under the same lighting conditions. Second, there can be a problem in communication between workers. Third, there is a waste of not promising a look for a given situation. As a way to avoid these problems I studied by creating consistency by the look development system. In the limitation that make it difficult for small studios to do look development because of small workers, time and cost, it is meaningful to study and present a simple look development process that can be carried out by individual or small production.

A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

Design Case Analysis of Hotel Room Based on Artistic Quotient - Focused on the Experience of Livability Using Refuge and Sense - (예술 지능에 기반한 호텔 객실의 디자인 사례 분석 - 은신처와 감각을 활용한 생명감 체험을 중심으로 -)

  • Kim, Nayeon;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.116-125
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    • 2017
  • The study is aimed to analyze cases of hotel room designs based on the 'Art Quotient'. It is focused on design elements of livability, analyzing the space design in terms of biophilic design and experiential marketing. This paper proposes a direction for hotel design based on the analysis result. The scope of the study includes the cases of 17 hotels in the area of Seoul achieving five stars in Korea. This paper presents an analysis whether the room space of hotels provide a user-oriented life experience from the perspective of biophilic design and experiential marketing. In this study, we focused on the concept of 'refuge', one of the biophilic design elements that express the value of life sense, and the element of 'sense', one of the strategic experiential modules of experiential marketing. After analyzing the hotel case studies, the space was evaluated using five factors of art quotient as a design method to provide a life experience in the hotel room. Analysis of the design space from the viewpoint of refuge, rather than architectural elements, proved that decorative elements appeared most commonly in all hotel rooms. Further, through an analysis based on the measures of 'sense', an experiential element, visual elements were mostly enforced in among the elements of the five senses. In other words, when designing a hotel room space, visual elements such as color, pattern, furniture, lighting and style are mainly utilized. Examining the analysis of the design elements from the point of view of the art quotient, the rooms of all the hotel's suite types include elements of 'communication'. Most of the hotel rooms focused on stimulating the aesthetic sensibility of customers. This resulted in the elements of 'immersion' showing poor results. In conclusion, it is necessary to provide the five senses of the arts index in a balanced manner to provide a life experience through the five senses.

Two Kinds of Hybrid Localization System Design Techniques Based on LED IT (LED IT 기반의 두 가지 하이브리드 측위 시스템 설계 기법)

  • Lee, Yong Up;Kang, Yeongsik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.2
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    • pp.155-164
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    • 2013
  • Two design techniques for more accurate and more convenient hybrid positioning system with visible light communication (VLC) and ad-hoc wireless network infrastructure are proposed, in order to overcome the problems of high estimation error, high cost, and limited service range of the conventional positioning techniques. First method is based on a non-carrier VLC based hybrid positioning technique for applications involving of low data rate optical sensing and narrow-range visible light reception from transmitter, and long-range positioning. The second method uses a 4 MHz carrier VLC-based hybrid positioning technique for a high data rate optical sensing and wide-range visible light receiving from transmitter, and mid-range positioning applications. In indoor environments with obstacles where there are long-range 7731.4cm and mid-range 2368cm distances between an observer and a target respectively, the hybrid positioning developed with two design techniques are tested, and the proposed system is verified and analyzed in this paper.

An LED Positioning Method Using Image Sensor of a Smart Device (LED 조명과 스마트 디바이스의 이미지 센서를 이용한 실내 측위 기법)

  • Kim, Jae-Hoon;Kim, Byoung-Sup;Jeon, Hyun-Min;Kang, Suk-Yon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.2
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    • pp.390-396
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    • 2015
  • The drastic growth of mobile communication and spreading of smart phone make the significant attention on Location Based Service. The one of most important things for vitalizations of LBS is the accurate estimating position for mobile object. Focusing on an image sensor deployed in smart phone, we develop a LED based positioning estimation framework. The developed approaches can strengthen the advantages of independent indoor applicability of LED. The estimation of LED based positioning is effectively applied to any indoor environment. We put a focus especially on the algorithmic framework. of image processing of smart phone. From LED lighting, we can obtain a typical signal image which contains the unique positioning information. Furthermore test-bed based on smart phone platform is practically developed and all data have been harvested from the actual measurement of test indoor area. This can approve the practical usefulness of proposed framework.

A Study on Effects of Performance Stage through Direction - With a focus on stage musicals performed in Korea - (연출을 통해 나타나는 공연무대의 효과에 관한 연구 - 국내 공연된 뮤지컬 무대 중심으로 -)

  • Han, A-Rim;Hong, Il-Tae
    • Korean Institute of Interior Design Journal
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    • v.21 no.5
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    • pp.328-335
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    • 2012
  • Due to development of digital technology, a concept of stage design management is being changed. In addition, stage management technique is changing a viewpoint of the audience watching a stage through the convergence of analogue and digital technology. Three-dimensional media such as LED and hologram and works combining with previous stage performances are rising, and the audience's requirements about spectacles on the stage are increasingly higher. Interaction between a stage, audiences and actors is a communication tool by a work story and its direction. In other words, stage design should newly focus on not only concluded work story but also comprehensive delivery of direction and the expression and extreme delivery. Therefore, this study aims to examine how to combine analogue and digital direction elements in the stage design. To this end, this study looks into everything the audience feels through performances and analogue and digital elements directed for performances and then analyzes and arranges them to present a possibility of various types of work performances. Stage structure, set, and lighting that are analogue direction elements are the basis of stage performance. Analogue direction elements mean a media vehicle that can differentiate except for basic direction of each work. This study aims to analyze new performance culture when analog and digital direction elements are combined through stage performance and a possibility of new stage performance. In addition, through this it desired to seek for a development possibility of Korean leisure culture and art culture. As the work cases, this study shows 10 works through actual stage performances held in Korea and introduces elements directed in those works.

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