• 제목/요약/키워드: Vision Technology

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Study on 2 types of Liquid Lens control system used for the autofocus (자동초점에 사용되는 두 가지 Liquid Lens제어에 관한 연구)

  • Kim, Nam-Woo;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1493-1498
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    • 2015
  • The autofocus system is automatically to drive the focus. It is very important to computer vision system. In the case of a compact camera, the actuator technology is used for auto-focus in mass production. the position sensor is required, the circuit configuration and easy method is widely used in VCM, compared to the stability of the drive size and the noise is a big stepping motor type, size has a piezo system having a humidity problem and the small leaded vulnerability. In addition, there is a liquid lens system, the advantages of low power in a compact structure but also a structure with proven quality and reliability and features required pressure. In this paper, we implement two control systems that can control the actuator as a liquid range of VCM using a sharpness of the image acquired by the image sensor automatically initiates 5Mpixel class was the implementation verification of focusing.

Building Culture Complex Belt of Innovation City through Mixture of Cultural, Educational and Public Space (신도시형 혁신도시 문화공간의 복합화 조성 방안 -나주혁신도시를 중심으로-)

  • Kim, Hang-Jib
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.421-431
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    • 2010
  • Sustainable development is the main stream of urban development in 21st century. Also, in contemporary cultural space, it is the pivotal paradigm that the development of culture complex and mixture of cultural space, educational facilities, information technology and public space. So, the purpose of this paper lies in presentation for building culture complex belt for innovation city. For this purpose, this paper has reviewed the developmental trend of cultural facilities, has analyzed cultural environment of Naju city, has set the vision and the strategy for Naju innovation city up, and finally has suggested and planned the method of culture complex belt for sustainable new town development.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A Study on the Interior Design of the Simulation Theater (시뮬레이션 상영관의 실내설계 연구)

  • Lee Ho-Sung
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.112-119
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    • 2005
  • Virtual reality(VR) is the technology that makes a user regard being in virtual space generated by computer as in the real world. Mainly, it has been studied about the three senses which are the sense of vision, touch and hearing in the five human senses. Through that, it is applied to the system making all the senses in the human body real. Even though the design idea of theater is brought to that of simulation theater, there are not many similarities between them and not general design rules yet. For making a better situation, in cooperation with a domestic company making a motion simulator for one or two person by itself, I have considered the minimum conditions and formations of the simulation theater being widely useful in the buildings of general commercial spaces from the environmental viewpoint, and basing on that facts I try to make some sorts of fundamental design types so that they are more available than those in the past. In this research, I have set the three types of simulation theater, the 50 seats of motion simulator for one person, the 20 seats of motion simulator and the 50 seats for two persons, in my researching range. Moreover, regarding the size of the simulation theater, I put the best specifications in order and also put them together, and then with making standards able to be reflected on the design plan, I have researched it for the purpose of the accumulation of skill in the construction of the special theater. Here, the design rule I suggested might be a design standard that it will be thought useful widely.

Automatic Detection of Dissimilar Regions through Multiple Feature Analysis (다중의 특징 분석을 통한 비 유사 영역의 자동적인 검출)

  • Jang, Seok-Woo;Jung, Myunghee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.2
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    • pp.160-166
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    • 2020
  • As mobile-based hardware technology develops, many kinds of applications are also being developed. In addition, there is an increasing demand to automatically check that the interface of these applications works correctly. In this paper, we describe a method for accurately detecting faulty images from applications by comparing major characteristics from input color images. For this purpose, our method first extracts major characteristics of the input image, then calculates the differences in the extracted major features, and decides if the test image is a normal image or a faulty image dissimilar to the reference image. Experiment results show that the suggested approach robustly determines similar and dissimilar images by comparing major characteristics from input color images. The suggested method is expected to be useful in many real application areas related to computer vision, like video indexing, object detection and tracking, image surveillance, and so on.

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

A Study on Hand Gesture Recognition with Low-Resolution Hand Images (저해상도 손 제스처 영상 인식에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Satellite, Information and Communications
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    • v.9 no.1
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    • pp.57-64
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    • 2014
  • Recently, many human-friendly communication methods have been studied for human-machine interface(HMI) without using any physical devices. One of them is the vision-based gesture recognition that this paper deals with. In this paper, we define some gestures for interaction with objects in a predefined virtual world, and propose an efficient method to recognize them. For preprocessing, we detect and track the both hands, and extract their silhouettes from the low-resolution hand images captured by a webcam. We modeled skin color by two Gaussian distributions in RGB color space and use blob-matching method to detect and track the hands. Applying the foodfill algorithm we extracted hand silhouettes and recognize the hand shapes of Thumb-Up, Palm and Cross by detecting and analyzing their modes. Then, with analyzing the context of hand movement, we recognized five predefined one-hand or both-hand gestures. Assuming that one main user shows up for accurate hand detection, the proposed gesture recognition method has been proved its efficiency and accuracy in many real-time demos.

The Reliability of Eye Screening Physical Examination in School and Living Environment Characteristics of Young Children with Amblyopia (유소년 약시환자의 생활환경 특성과 학교신체검사 안검진의 신뢰성)

  • Oh, Won-Geon;Kim, Sung-Chul
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.262-270
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    • 2014
  • Considering that few studies had paid attention to the living characteristics and social environment surrounding amblyopes, the present study surveyed the parents of children aged 3 to 12 and diagnosed-with amblyopia to analyse the time when the children were first diagnosed-with amblyopia, the characteristics of their living environment and the socio-environmental factorsand to delve into correlations. For the purpose of this study, 104 parents of patients in 4 hospitals in Seoul, Gyeonggi and Incheon consented to participate in the survey from September 2 to November 23: 2013. As for the time when the children were first diagnosed with amblyopia: the age of 4 accounted for the highest percentage(28.8%). The older the parents were: the later the children were diagnosed with amblyopia (p<.01). The higher the education of parents, the earlier the diagnosis of amblyopia(p<.05). The present findings-will be conducive to decreasing the number of patients who have no choice but to live-with low vision for life by missing some timely visual acuity tests and ophthalmological examination and particularly to developing a social safety net that can realize national medical welfare for the low-income families and the socially disadvantaged class.With the help of information technology.

A study on development of screen inspection system to detect damages, bowing, and foreign materials of nuclear fuel assembly for reactor in nuclear power plants (원전 연료집합체의 손상, 변형 및 이물질 검사시스템 개발에 관한 연구)

  • Park, Ki-Tae;Lho, Tae-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3617-3624
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    • 2013
  • Screen inspection system applied vision and laser scan technology which detect foreign materials caused fuel rod to be damaged, and which inspect fuel rod damage, bowing, distortion and grid damages, was developed to secure reliability and reproductivity of inspection method for nuclear fuel assembly during outage. In further, datum of inspection results will be continuously monitored and given understand the pattern of bowing and distorting for fuel assembly in reactor. Understanding of the pattern will be key technical information to avoid grid demage might be happened during refueling outage and provides important data base for safe operation of nuclear power plant in Korea and world wide.

Design and Development of Hybrid Documents Authoring Tool (하이브리드 문서 저작도구의 설계 및 개발)

  • Hong Kwang-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.377-387
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    • 2006
  • Digital documents takes place of paper (off-line) documents, because of the advantages of digital (on-line) documents: supply of information using dynamic contents and good to communize. However, users prefer paper documents to digital documents with the advantages of paper documents: inexpensive, handy to carry, and good to read. Therefore, for providing advantages of digital documents to users who prefer paper documents, many laboratories study about methods which augment digital documents to paper documents. In this paper, we propose the Hybrid Documents Authoring Tool (HDAT), which can insert, delete, and modify on-line information to the off-line. The proposed system is a unified authoring tool for reading and writing of on-line information. And we provide the most natural environment to users using computer vision technology without additional devices such as markers or patterns to retrieve documents. As shown by experimental results, we make sure that our proposed system has high usability and good efficiency on various environments through we measure the low-level of system requirement.

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