• Title/Summary/Keyword: User Action

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The Development of the Anchor Dragging Risk Assessment Program (선박 주묘 위험성 판별 프로그램 개발에 관한 연구)

  • Kim, Joo-Sung;Park, Jun-Mo;Jung, Chang-Hyun
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.6
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    • pp.646-653
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    • 2018
  • Marine accidents caused by dragging anchors occur constantly due to enlargement of ships' size and unusual weather conditions. Nevertheless, vessel operators rely on their experience because the calculations of actual holding power and external forces are complex and inconvenient. The purpose of this study was to propose a program for the anchor dragging risk assessment in order to provide crew and VTSO with the information to determine easily the danger of dragging and take appropriate action. The input data in this program were composed of the ship's basic particulars, anchoring condition, and external environment etc. on calculating for the wind pressure, frictional force, drift force, and holding power. Three dragging anchor accidents were applied to the program's data input at the time of the day, then the result was assessed by 'warning', which was verified with a high confidence. As a result, the risk of dragging anchors can be predicted in advance through this program. In further studies, it is necessary to simplify the input data and improve user convenience through automatic input from various equipment.

Development of a Raspberry Pi-based Banknote Recognition System for the Visually Impaired (시각장애인을 위한 라즈베리 파이 기반 지폐 인식기 개발)

  • Lee, Jiwan;Ahn, Jihoo;Lee, Ki Yong
    • The Journal of Society for e-Business Studies
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    • v.23 no.2
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    • pp.21-31
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    • 2018
  • Korean banknotes are similar in size, and their braille tend to worn out as they get old. These characteristics of Korean banknotes make the blind people, who mainly rely on the braille, even harder to distinguish the banknotes. Not only that, this can even lead to economic loss. There are already existing systems for recognizing the banknotes, but they don't support Korean banknotes. Furthermore, because they are developed as a mobile application, it is not easy for the blind people to use the system. Therefore, in this paper, we develop a Raspberry Pi-based banknote recognition system that not only recognizes the Korean banknotes but also are easily accessible by the blind people. Our system starts recognition with a very simple action of the user, and the blind people can hear the recognition results by sound. In order to choose the best feature extraction algorithm that directly affects the performance of the system, we compare the performance of SIFT, SURF, and ORB, which are representative feature extraction algorithms at present, in real environments. Through experiments in various real environments, we adopted SIFT to implement our system, which showed the highest accuracy of 95%.

A Study on The Complex Event Detection Methods Based on Bitmap Index for Stream data Processing (스트림 데이터 처리를 위한 비트맵 인덱스 기반 복합 이벤트 검출 기법에 관한 연구)

  • Park, Yong-Min;Oh, Young-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.48 no.4
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    • pp.61-68
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    • 2011
  • Event-based service technology integrate service to detect events that occur in real time by analyzing the response. Is the core technology for real-time business and ubiquitous service environment construction. Is required event-based service technology on business processes in real-time business environment that providing rapid response to changing and custom service using a variety of information real-time monitoring and analysis in ubiquitous service environment. Last event-driven business processes can be used as a CEP(Complex Event Processing). The core of CEP technology, the event from multiple event sources analysis of events affecting and the way to handle action, is detect complex event to user. In previous studies, an event occurs that continue to perform without the need for partial operations. so many operations and spend a lot of memory is a problem. To solve these problems, event detection technique is proposed that large streams of data without processing any events, registered to configure a complex event occurs when all events in the application layer, complex event processing. The proposed method, first using a bitmap index to manage the event occurs. The complex events of the last event in response to define a trigger event. The occurrence of an event to display a bitmap index, a composite event occurrence of all event to configure the test through the point at which a trigger event occurs. Is proposed, If any event occurs to perform the operation. The proposed scheme perform operations when all event occurs without events having to perform each of the tests. As a result, avoid unnecessary operations and reducing the number of events to handle the increased efficiency of operations.

USB Device Authentication Protocol based on OTP (OTP 기반의 USB 디바이스 인증 프로토콜)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.8
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    • pp.1735-1742
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    • 2011
  • Now a days, as a mass-storage USB becomes comfortable to carry, function of USB is being developed fast. However, there is a problem that the personal information which is stored in USB could be exposed being used with negative purpose without other certification process. This paper suggests OTP(One-Time Password)-based certification protocol of USB to securely protect personal information stored in USB without additional certification information. The proposed OTP based certification protocol of USB not only demands low calculations but also prevents physical approach of USB of other network and does not allow unnecessary service access of user because it conducts simple action and uses one-way hash function. Therefore, communication overhead and service delay is improved. In the experiment, the proposed protocol compares and evaluates throughput of certification server according to the numbers of USB and delay time of packet certification with a device(USB driver) which simply save device and a device(USB Token) which can calculate by oneself. As a result, it is improved as the number of 12.5% in the certification delay time on average and is improved as the number of 10.8% in the throughput of certification server according to the numbers of USB.

An Implementation of Brain-wave DB building system for Artifacts prevention using Face Tracking (얼굴 추적 기반의 잡파 혼입 방지가 가능한 뇌파 DB구축 시스템 구현)

  • Shin, Jeong-Hoon;Kwon, Hyeong-Oh
    • Journal of the Institute of Convergence Signal Processing
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    • v.10 no.1
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    • pp.40-48
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    • 2009
  • Leading of the computer, IT technology has make great strides. As a information-industry-community was highly developed, user's needs to convenience about intelligence and humanization of interface is being increase today. Nowadays, researches with are related to BCI are progress put the application-technology development first in importance eliminating research about fountainhead technology with DB construction. These problems are due to a BCI-related research studies have not overcome the initial level, and not toward a systematic study. Brain wave are collected from subjects is a signal that the signal is appropriate and necessary in the experiment is difficult to distinguish. In addition, brain wave that it's not necessary to collect the experiment, serious eyes flicker, facial and body movements of an EMG and electrodes attached to the state, noise, vibration, etc. It is hard to collect accurate brain wave was caused by mixing disturbance wave in experiment on the environment. This movement, and the experiment of subject impact on the environment due to the mixing disturbance wave can cause that lowering cognitive and decline of efficiency when embodied BCI system. Therefore, in this paper, we propose an accurate and efficient brain-wave DB building system that more exactness and cognitive basis studies when embodied BCI system with brain-wave. For the minimize about brain wave DB with mixing disturbance, we propose a DB building method using an automatic control and prevent unnecessary action, put to use the subjects face tracking.

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Special quality research about action output waveform change by gap (1.0mm and 1.6mm)difference of skin excessive expense $CO_2$ Laser (피부과용$CO_2$ 레이저의 공극(1.0mm및 1.6mm)차이에 따른 동작출력 파형변화에 관한 특성 연구)

  • Kim, Whi-Young
    • Journal of the Korea Computer Industry Society
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    • v.8 no.2
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    • pp.107-112
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    • 2007
  • Laser wave length can have evaporation effect by absorption because outer skin or tissue of focus is consisted of water almost though absorption of water occurs more than 90% almost in formation thickness of very thin floor. Can operate outer skin, steam by floor and correct incision of formation is available. Suture surgical operation is available to vein or lymph system and surgical operation region can dry and see as eye and radish bleeding surgical operation is available. Specially, stability of tube both end output about pulse by weight very, this research can cause various curative effect because can reduce bulk and control easily current wave style of medical laser using electric power conversion device of high frequency way. If introduce ZVS (Zero Voltage Switching) or ZVZCS (Zero Voltage and Zero Current Switching), is more profitable because can reduce switching damage. Because electric power department of proposed medical laser can do stable soft-switching in wide subordinate extent introducing ZVZCS technique by the first help and control department composes microcontroller, output current waveform user have free form make Result that experiment because design and manufacture, brought result that improve of 20% than existing equipment, and will be bought to get into superior result if supplement as systematic late.

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Upward, Downward Stair Detection Method by using Obliq ue Distance (사거리를 이용한 상향, 하향 계단 검출 방법)

  • Gu, Bongen;Lee, Haeun;Kwon, Hyeokmin;Yoo, Jihyeon;Lee, Daho;Kim, Taehoon
    • Journal of Platform Technology
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    • v.10 no.2
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    • pp.10-19
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    • 2022
  • Moving assistant devices for people who are difficult to move are becoming electric-powered and automated. These moving assistant devices are not suitable for moving stairs at which the height between floor surfaces is different because these devices are designed and manufactured for flatland moving. An electric-powered and automated moving assistant device should change direction or stop when it approaches stairs in a movement direction. If the user or automatic control system does not change direction or stop in time, a moving assistant device can roll over or collide with stairs. In this paper, we propose a stairs detection method by using oblique distance measured by one sensor tilted to flatland. The method proposed in this paper can detect upward or downward stairs by using a difference between a predicted and measured oblique distance in considering a tilted angle of a sensor for measuring an oblique distance and installation height of the sensor on a moving object. Before the device enters a stairs region, if our proposed method provides information about detected stairs to a device's controller, the controller can do adequate action to avoid the accident.

A Study on Korean Speech Animation Generation Employing Deep Learning (딥러닝을 활용한 한국어 스피치 애니메이션 생성에 관한 고찰)

  • Suk Chan Kang;Dong Ju Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.10
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    • pp.461-470
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    • 2023
  • While speech animation generation employing deep learning has been actively researched for English, there has been no prior work for Korean. Given the fact, this paper for the very first time employs supervised deep learning to generate Korean speech animation. By doing so, we find out the significant effect of deep learning being able to make speech animation research come down to speech recognition research which is the predominating technique. Also, we study the way to make best use of the effect for Korean speech animation generation. The effect can contribute to efficiently and efficaciously revitalizing the recently inactive Korean speech animation research, by clarifying the top priority research target. This paper performs this process: (i) it chooses blendshape animation technique, (ii) implements the deep-learning model in the master-servant pipeline of the automatic speech recognition (ASR) module and the facial action coding (FAC) module, (iii) makes Korean speech facial motion capture dataset, (iv) prepares two comparison deep learning models (one model adopts the English ASR module, the other model adopts the Korean ASR module, however both models adopt the same basic structure for their FAC modules), and (v) train the FAC modules of both models dependently on their ASR modules. The user study demonstrates that the model which adopts the Korean ASR module and dependently trains its FAC module (getting 4.2/5.0 points) generates decisively much more natural Korean speech animations than the model which adopts the English ASR module and dependently trains its FAC module (getting 2.7/5.0 points). The result confirms the aforementioned effect showing that the quality of the Korean speech animation comes down to the accuracy of Korean ASR.

Design and Analysis of Online Advertising Expenditure Model based on Coupon Download (쿠폰 다운로드를 기준으로 하는 온라인 광고비 모델의 설계 및 분석)

  • Jun, Jung-Ho;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.1-19
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    • 2010
  • In offline environment, unlike traditional advertising model through TV, newspaper, and radio, online advertising model draws instantaneous responses from potential consumers and it is convenient to assess. This kind of characteristics of Internet advertising model has driven the growth of advertising model among various Internet business models. There are, conventionally classified, CPM (Cost Per Mile), CPC (Cost Per Click), and CPS (Cost Per Sales) models as Internet advertising expenditure model. These can be examined in manners regarding risks that stakeholders should stand and degree of responsibility. CPM model that is based on number of advertisement exposure is mechanically exposed to users but not actually recognized by users resulting in risk of wasted expenditure by advertisers without any advertising effect. While on aspect of media, CPS model that is based on conversion action is the most risky model because of the conversion action such as product purchase is determined by capability of advertisers not that of media. In this regard, while there are issue of CPM and CPS models disadvantageously affecting only one side of Internet advertising business model value network, CPC model has been evaluated as reasonable both to advertisers and media, and occupied the largest segment of Internet advertising market. However, CPC model also can cause fraudulent behavior such as click fraud because of the competition or dishonest amount of advertising expenditure. On the user aspect, unintentionally accessed advertisements can lead to more inappropriate expenditure from advertisers. In this paper, we suggest "CPCD"(Cost Per Coupon Download) model. This goes beyond simple clicking of advertisements and advertising expenditure is exerted when users download a coupon from advertisers, which is a concept in between CPC and CPS models. To achieve the purpose, we describe the scenario of advertiser perspective, processes, participants and their benefits of CPCD model. Especially, we suggest the new value in online coupon; "possibility of storage" and "complement for delivery to the target group". We also analyze the working condition for advertiser by a comparison of CPC and CPCD models through advertising expenditure simulation. The result of simulation implies that the CPCD model suits more properly to advertisers with medium-low price products rather than that of high priced goods. This denotes that since most of advertisers in CPC model are dealing with medium-low priced products, the result is very interesting. At last, we contemplate applicability of CPCD model in ubiquitous environment.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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