• Title/Summary/Keyword: Smart home training

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Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

A Robust Approach for Human Activity Recognition Using 3-D Body Joint Motion Features with Deep Belief Network

  • Uddin, Md. Zia;Kim, Jaehyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.1118-1133
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    • 2017
  • Computer vision-based human activity recognition (HAR) has become very famous these days due to its applications in various fields such as smart home healthcare for elderly people. A video-based activity recognition system basically has many goals such as to react based on people's behavior that allows the systems to proactively assist them with their tasks. A novel approach is proposed in this work for depth video based human activity recognition using joint-based motion features of depth body shapes and Deep Belief Network (DBN). From depth video, different body parts of human activities are segmented first by means of a trained random forest. The motion features representing the magnitude and direction of each joint in next frame are extracted. Finally, the features are applied for training a DBN to be used for recognition later. The proposed HAR approach showed superior performance over conventional approaches on private and public datasets, indicating a prominent approach for practical applications in smartly controlled environments.

Individually optimized smart home system that combines deep learning and IoT technology (딥러닝과 IoT를 활용한 개인 최적화 스마트 홈 시스템)

  • Kim, Bumsu;Kim, Wookchan;Ra, Chanyeop;Moon, Jae Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.238-241
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    • 2019
  • 본 연구에서는 사회인들의 정해진 패턴을 IoT를 기반으로 AI 기술을 활용하여 Deep Learning 기술을 적용하여 행동패턴을 자동으로 시스템에 업로드 한다. 업로드된 데이터는 Deep Learnig 기술을 통해 유의미한 데이터를 추출하고 이를 각종 가전제품에 제공한다. 데이터의 정합도를 높이기 위해서 초기 데이터는 사용자가 입력한 정해진 생활 패턴을 바탕으로 하며 가우시안 분포를 따르는 난수를 생성하여 training data set으로 사용하여 실제 학습에 적용시켰다. 실생활에서 자동으로 데이터를 활용하기 위해서 IoT기기를 연결하여 AI 학습을 진행하였다. 사회인들은 이 시스템을 통해 집에 들어올 때와 집 밖에 외출할 때 댁내에 있는 편리한 서비스를 제공받을 수 있다.

A Study on Hazardous Sound Detection Robust to Background Sound and Noise (배경음 및 잡음에 강인한 위험 소리 탐지에 관한 연구)

  • Ha, Taemin;Kang, Sanghoon;Cho, Seongwon
    • Journal of Korea Multimedia Society
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    • v.24 no.12
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    • pp.1606-1613
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    • 2021
  • Recently various attempts to control hardware through integration of sensors and artificial intelligence have been made. This paper proposes a smart hazardous sound detection at home. Previous sound recognition methods have problems due to the processing of background sounds and the low recognition accuracy of high-frequency sounds. To get around these problems, a new MFCC(Mel-Frequency Cepstral Coefficient) algorithm using Wiener filter, modified filterbank is proposed. Experiments for comparing the performance of the proposed method and the original MFCC were conducted. For the classification of feature vectors extracted using the proposed MFCC, DNN(Deep Neural Network) was used. Experimental results showed the superiority of the modified MFCC in comparison to the conventional MFCC in terms of 1% higher training accuracy and 6.6% higher recognition rate.

Personalized Media Control Method using Probabilistic Fuzzy Rule-based Learning (확률적 퍼지 룰 기반 학습에 의한 개인화된 미디어 제어 방법)

  • Lee, Hyong-Euk;Kim, Yong-Hwi;Lee, Tae-Youb;Park, Kwang-Hyun;Kim, Yong-Soo;Cho, Joon-Myun;Bien, Z. Zenn
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.2
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    • pp.244-251
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    • 2007
  • Intention reading technique is essential to provide personalized services toward more convenient and human-friendly services in complex ubiquitous environment such as a smart home. If a system has knowledge about an user's intention of his/her behavioral pattern, the system can provide mote qualified and satisfactory services automatically in advance to the user's explicit command. In this sense, learning capability is considered as a key function for the intention reading technique in view of knowledge discovery. In this paper, ore introduce a personalized media control method for a possible application iii a smart home. Note that data pattern such as human behavior contains lots of inconsistent data due to limitation of feature extraction and insufficiently available features, where separable data groups are intermingled with inseparable data groups. To deal with such a data pattern, we introduce an effective engineering approach with the combination of fuzzy logic and probabilistic reasoning. The proposed learning system, which is based on IFCS (Iterative Fuzzy Clustering with Supervision) algorithm, extract probabilistic fuzzy rules effectively from the given numerical training data pattern. Furthermore, an extended architectural design methodology of the learning system incorporating with the IFCS algorithm are introduced. Finally, experimental results of the media contents recommendation system are given to show the effectiveness of the proposed system.

Non-face-to-face online home training application study using deep learning-based image processing technique and standard exercise program (딥러닝 기반 영상처리 기법 및 표준 운동 프로그램을 활용한 비대면 온라인 홈트레이닝 어플리케이션 연구)

  • Shin, Youn-ji;Lee, Hyun-ju;Kim, Jun-hee;Kwon, Da-young;Lee, Seon-ae;Choo, Yun-jin;Park, Ji-hye;Jung, Ja-hyun;Lee, Hyoung-suk;Kim, Joon-ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.577-582
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    • 2021
  • Recently, with the development of AR, VR, and smart device technologies, the demand for services based on non-face-to-face environments is also increasing in the fitness industry. The non-face-to-face online home training service has the advantage of not being limited by time and place compared to the existing offline service. However, there are disadvantages including the absence of exercise equipment, difficulty in measuring the amount of exercise and chekcing whether the user maintains an accurate exercise posture or not. In this study, we develop a standard exercise program that can compensate for these shortcomings and propose a new non-face-to-face home training application by using a deep learning-based body posture estimation image processing algorithm. This application allows the user to directly watch and follow the trainer of the standard exercise program video, correct the user's own posture, and perform an accurate exercise. Furthermore, if the results of this study are customized according to their purpose, it will be possible to apply them to performances, films, club activities, and conferences

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

Spectogram analysis of active power of appliances and LSTM-based Energy Disaggregation (다수 가전기기 유효전력의 스팩토그램 분석 및 LSTM기반의 전력 분해 알고리즘)

  • Kim, Imgyu;Kim, Hyuncheol;Kim, Seung Yun;Shin, Sangyong
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.21-28
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    • 2021
  • In this study, we propose a deep learning-based NILM technique using actual measured power data for 5 kinds of home appliances and verify its effectiveness. For about 3 weeks, the active power of the central power measuring device and five kinds of home appliances (refrigerator, induction, TV, washing machine, air cleaner) was individually measured. The preprocessing method of the measured data was introduced, and characteristics of each household appliance were analyzed through spectogram analysis. The characteristics of each household appliance are organized into a learning data set. All the power data measured by the central power measuring device and 5 kinds of home appliances were time-series mapping, and training was performed using a LSTM neural network, which is excellent for time series data prediction. An algorithm that can disaggregate five types of energies using only the power data of the main central power measuring device is proposed.

Development of Web Application Based on N-screen for Play Activities of Children with Developmental Disorder (발달장애 아동의 놀이 활동을 위한 N-스크린 기반의 웹앱 개발)

  • Kang, Jung Bae;Kim, Jin Hee;Kim, Chang Geol;Song, Beong Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.1-8
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    • 2013
  • In the modern society, instructional methods using diverse media have appeared thanks to the development of Information & Communication Technology, and applicability of such instructional methods has been fully corroborated. However, customized contents allowing for disabled children's environment are still insufficient. Hence, this study produced educational contents of play activities for children with developmental disability, through applying N-screen technology, IT technology that can provide the same contents via a variety of digital media. The produced contents allow programs to be set up according to a child's individual characteristics and be carried out anywhere and anytime via an Internet-enabled digital device. Further, the developed contents were produced so that they could be accessed from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable device, etc. and that the same educational program could be conducted in linkage at home, school, etc. Three children with Intellectual disability and autism spectrum disorder were applied to the manufactured content. As a result, Content interaction between interaction between teachers and students in play training could use as a medium.In addition, the children's ability to select the appropriate components and reinforcements, special education professionals have used the content of the interviews are helpful in mediation than the existing content.

Human Activity Recognition Using Spatiotemporal 3-D Body Joint Features with Hidden Markov Models

  • Uddin, Md. Zia;Kim, Jaehyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.6
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    • pp.2767-2780
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    • 2016
  • Video-based human-activity recognition has become increasingly popular due to the prominent corresponding applications in a variety of fields such as computer vision, image processing, smart-home healthcare, and human-computer interactions. The essential goals of a video-based activity-recognition system include the provision of behavior-based information to enable functionality that proactively assists a person with his/her tasks. The target of this work is the development of a novel approach for human-activity recognition, whereby human-body-joint features that are extracted from depth videos are used. From silhouette images taken at every depth, the direction and magnitude features are first obtained from each connected body-joint pair so that they can be augmented later with motion direction, as well as with the magnitude features of each joint in the next frame. A generalized discriminant analysis (GDA) is applied to make the spatiotemporal features more robust, followed by the feeding of the time-sequence features into a Hidden Markov Model (HMM) for the training of each activity. Lastly, all of the trained-activity HMMs are used for depth-video activity recognition.