• Title/Summary/Keyword: computer device

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Secondary camera position optimization for observing the close space between objects (근접한 물체 사이의 공간 관찰을 위한 보조 카메라 위치 최적화)

  • Lee, Ji Hye;Han, Yun Ha;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.33-41
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    • 2018
  • We present a secondary camera optimization method that helps the user exploring 3D virtual environment to precisely observe possible collisions between objects. The first role of our secondary camera is to automatically detect the area with the greatest possible collision. The second role is to show the detected area from a new angle of view that the current main camera cannot show. However, as the shapes of target objects are complex, the shape of the empty space between objects is also complex and narrow. It means that the space for the secondary camera position is highly constrained and its optimization can be very difficult. To avoid this difficulty and increase the efficiency of the optimization, we first compute a bisector surface between two target objects. Then, we limit the domain of the secondary camera's position on the bisector surface in the optimization process. To verify the utility of our method, we built a demonstration program in which the user can explore in a 3D virtual world and interact with objects by using a hand motion recognition device and conducted a user study.

Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.119-128
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    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

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Illuminant-adaptive color reproduction for a mobile display (주변광원에 적응적인 모바일 디스플레이에서의 색 재현)

  • Kim, Jong-Man;Son, Chang-Hwan;Cho, Sung-Dae;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.2 s.314
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    • pp.63-73
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    • 2007
  • This paper proposes an illuminant-adaptive reproduction method using light adaptation and flare conditions for a mobile display. Displayed images in daylight are perceived as quite dark due to the light adaptation of the human visual system, as the luminance of a mobile display is considerably lower than that of an outdoor environment. In addition, flare phenomena decrease the color gamut of a mobile display and de-saturating the chroma. Therefore, this paper presents an enhancement method composed of lightness enhancement and chroma compensation. First, the ambient light intensity is measured using a lux-sensor, then the flare is calculated based on the reflection ratio of the display device and the ambient light intensity. To improve the perceived image, the image's luminance is transformed by linearization of the response to the input luminance according to the ambient light intensity. Next, the displayed image is compensated according to the physically reduced chroma, resulting from flare phenomena. This study presents a color reproduction method based on an inverse cone response curve and flare condition. Consequently, the proposed algorithm improves the quality of the perceived image adaptive to an outdoor environment.

The Effect of Electromagnetic Noise on the Wireless LAN Using Direct Sequence Spread Spectrum (DSSS 방식용 무선 LAN에 대한 전파 잡음의 영향)

  • Kim, Che-Young;Park, Jeung-Keun;Park, Seng-Keun
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.19 no.6
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    • pp.630-639
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    • 2008
  • In this paper, we investigate the cause of throughput degradation on the wireless local area network(WLAN) and the reason of interference level change attributed to the spanned frequency in the presence of electromagnetic interference. We also measured and quantified the electric field strength of interference which yields the abrupt change of the throughput. Two units of WLAN and one unit of AP(Access Point) are configured to maintain the radio link. As the sources of interference, both the co-channel and adjacent-channel interference are considered and the critical values of electric field are provided for each case. Our experimental observations show that the signal strength generated from these interference sources is at most less than 54 dBuV/m @3 m in order to coexist between WLANs and other low power radio devices without any noticeable throughput decreases. Based on our empirical results, as far as 802.11b WLAN is concerned, we believe that the current domestic limit of the signal strength for an extremely low power radio device, 30.9 dBuV/m @3 m, can be increased as much as 23.1 dB.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

Human Gesture Recognition Technology Based on User Experience for Multimedia Contents Control (멀티미디어 콘텐츠 제어를 위한 사용자 경험 기반 동작 인식 기술)

  • Kim, Yun-Sik;Park, Sang-Yun;Ok, Soo-Yol;Lee, Suk-Hwan;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.15 no.10
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    • pp.1196-1204
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    • 2012
  • In this paper, a series of algorithms are proposed for controlling different kinds of multimedia contents and realizing interact between human and computer by using single input device. Human gesture recognition based on NUI is presented firstly in my paper. Since the image information we get it from camera is not sensitive for further processing, we transform it to YCbCr color space, and then morphological processing algorithm is used to delete unuseful noise. Boundary Energy and depth information is extracted for hand detection. After we receive the image of hand detection, PCA algorithm is used to recognize hand posture, difference image and moment method are used to detect hand centroid and extract trajectory of hand movement. 8 direction codes are defined for quantifying gesture trajectory, so the symbol value will be affirmed. Furthermore, HMM algorithm is used for hand gesture recognition based on the symbol value. According to series of methods we presented, we can control multimedia contents by using human gesture recognition. Through large numbers of experiments, the algorithms we presented have satisfying performance, hand detection rate is up to 94.25%, gesture recognition rate exceed 92.6%, hand posture recognition rate can achieve 85.86%, and face detection rate is up to 89.58%. According to these experiment results, we can control many kinds of multimedia contents on computer effectively, such as video player, MP3, e-book and so on.

Resolution Scheme of CRP Reservation Conflicts for Supporting QoS in ECMA-392-Based Ship Area Networks (ECMA-392 기반 선박 내 네트워크에서 QoS를 지원하는 CRP 예약 충돌 해결 방안)

  • Lee, Seong Ro;Oh, Joo-Seong;Kim, Beom-Mu;Lee, Yeonwoo;Jeong, Min-A;Lee, Seung Beom
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.12
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    • pp.1298-1306
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    • 2014
  • In this paper, we use the ECMA-392 standard, the first cognitive radio networks to meet the demand for IT services in the ship. And, we investigate about the conflicts of devices that support multi-hop network based on the ECMA-392. Therefore, we propose the resolution scheme of CRP reservation conflicts to solve this. The current CRP reservation approaches does not solve the CRP reservation conflicts of ECMA-392 between devices that move at a distance of three hops. Therefore, it is not possible to guarantee the QoS of real time services such as multimedia streaming. So, we provide a new CRP reservation scheme to avoid conflict through a new 2-hop CRP Availability IE and the change of CRP Control field. From the simulation results, we know that the proposed method of 3 hops CRP reservation conflicts resolution improves the throughput of device.

Fast and Efficient Implementation of Neural Networks using CUDA and OpenMP (CUDA와 OPenMP를 이용한 빠르고 효율적인 신경망 구현)

  • Park, An-Jin;Jang, Hong-Hoon;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.36 no.4
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    • pp.253-260
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    • 2009
  • Many algorithms for computer vision and pattern recognition have recently been implemented on GPU (graphic processing unit) for faster computational times. However, the implementation has two problems. First, the programmer should master the fundamentals of the graphics shading languages that require the prior knowledge on computer graphics. Second, in a job that needs much cooperation between CPU and GPU, which is usual in image processing and pattern recognition contrary to the graphic area, CPU should generate raw feature data for GPU processing as much as possible to effectively utilize GPU performance. This paper proposes more quick and efficient implementation of neural networks on both GPU and multi-core CPU. We use CUDA (compute unified device architecture) that can be easily programmed due to its simple C language-like style instead of GPU to solve the first problem. Moreover, OpenMP (Open Multi-Processing) is used to concurrently process multiple data with single instruction on multi-core CPU, which results in effectively utilizing the memories of GPU. In the experiments, we implemented neural networks-based text extraction system using the proposed architecture, and the computational times showed about 15 times faster than implementation on only GPU without OpenMP.

A Name-based Service Discovering Mechanism for Efficient Service Delivery in IoT (IoT에서 효율적인 서비스 제공을 위한 이름 기반 서비스 탐색 메커니즘)

  • Cho, Kuk-Hyun;Kim, Jung-Jae;Ryu, Minwoo;Cha, Si-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.6
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    • pp.46-54
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    • 2018
  • The Internet of Things (IoT) is an environment in which various devices provide services to users through communications. Because of the nature of the IoT, data are stored and distributed in heterogeneous information systems. In this situation, IoT end applications should be able to access data without having information on where the data are or what the type of storage is. This mechanism is called Service Discovery (SD). However, some problems arise, since the current SD architectures search for data in physical devices. First, turnaround time increases from searching for services based on physical location. Second, there is a need for a data structure to manage devices and services separately. These increase the administrator's service configuration complexity. As a result, the device-oriented SD structure is not suitable to the IoT. Therefore, we propose an SD structure called Name-based Service-centric Service Discovery (NSSD). NSSD provides name-based centralized SD and uses the IoT edge gateway as a cache server to speed up service discovery. Simulation results show that NSSD provides about twice the improvement in average turnaround time, compared to existing domain name system and distributed hash table SD architectures.

Usage and Analysis on Readability of Korean Typography in WBI for Children (효과적인 아동용 WBI를 위한 한글 타이포그래피의 가해성 분석과 활용)

  • Han, Jeong-Hye;Kim, Yong-Dae
    • Journal of The Korean Association of Information Education
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    • v.6 no.3
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    • pp.328-337
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    • 2002
  • Looking at multimedia education contents from a design point of view, the instructor's design model may differ from the child's understanding model due to gap of the instructor's and child's knowledge. This fact implies it impacts the effectiveness of the education contents. The learning efficiency of Korean typography in WBI for children depends on the font-family, line space, font-size, the age of user, the output device such as the monitor, and other various factors. In this paper, we measured and analyzed on readability of Korean typography in WBI for children by reading speed method. The results of experiments show that readability depends on the font-family of typography, age(grade), and sex of children. In detail, "Goolymche" has the shortest time to be read, and girl and the highest grade students of elementary school have shorter time than boy and the lower grade students. Moreover, we consider the elegance of typography in WBI for holding children's interests because they prefer "Yopseoche". We provide some CSSs in WBI for children based on the experimental results, to used in school fields.

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