• Title/Summary/Keyword: digital device

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A Study on Automatic Threshold Selection in Line Simplification for Pedestrian Road Network Using Road Attribute Data (보행자용 도로망 선형단순화를 위한 도로속성정보 기반 임계값 자동 선정 연구)

  • Park, Bumsub;Yang, Sungchul;Yu, Kiyun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.4
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    • pp.269-275
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    • 2013
  • Recently, importance of pedestrian road network is getting emphasized as it is possible to provide mobile device users with both route guidance services and surrounding spatial information. However, it costs a tremendous amount of budget for generating and renovating pedestrian road network nationally, which hinder further advances of these services. Hence, algorithms extracting pedestrian road network automatically based on raster data are needed. On the other hand, road dataset generated from raster data usually has unnecessary vertices which lead to maintenance disutility such as excessive turns and increase in data memory. Therefore, this study proposed a method of selecting a proper threshold automatically for separate road entity using not only Douglas-Peucker algorithm but also road attribute data of digital map in order to remove redundant vertices, which maximizes line simplification efficiency and minimizes distortion of shape of roads simultaneously. As a result of the test, proposed method was suitable for automatic line simplification in terms of reduction ratio of vertices and accuracy of position.

Accuracy of Parcel Boundary Demarcation in Agricultural Area Using UAV-Photogrammetry (무인 항공사진측량에 의한 농경지 필지 경계설정 정확도)

  • Sung, Sang Min;Lee, Jae One
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.34 no.1
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    • pp.53-62
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    • 2016
  • In recent years, UAV Photogrammetry based on an ultra-light UAS(Unmanned Aerial System) installed with a low-cost compact navigation device and a camera has attracted great attention through fast and accurate acquirement of geo-spatial data. In particular, UAV Photogrammetry do gradually replace the traditional aerial photogrammetry because it is able to produce DEMs(Digital Elevation Models) and Orthophotos rapidly owing to large amounts of high resolution image collection by a low-cost camera and image processing software combined with computer vision technique. With these advantages, UAV-Photogrammetry has therefore been applying to a large scale mapping and cadastral surveying that require accurate position information. This paper presents experimental results of an accuracy performance test with images of 4cm GSD from a fixed wing UAS to demarcate parcel boundaries in agricultural area. Consequently, the accuracy of boundary point extracted from UAS orthoimage has shown less than 8cm compared with that of terrestrial cadastral surveying. This means that UAV images satisfy the tolerance limit of distance error in cadastral surveying for the scale of 1: 500. And also, the area deviation is negligible small, about 0.2%(3.3m2), against true area of 1,969m2 by cadastral surveying. UAV-Photogrammetry is therefore as a promising technology to demarcate parcel boundaries.

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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Design of UWB/WiFi Module based Wireless Transmission for Endoscopic Camera (UWB/WiFi 모듈 기반의 내시경 카메라용 무선전송 설계)

  • Shim, Dongha;Lee, Jaegon;Yi, Jaeson;Cha, Jaesang;Kang, Mingoo
    • Journal of Internet Computing and Services
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    • v.16 no.1
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    • pp.1-8
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    • 2015
  • Ultra-wide-angle wireless endoscopes are demonstrated in this paper. The endoscope is composed of an ultra-wide-angle camera module and wireless transmission module. A lens unit with the ultra-wide FOV of 162 degrees is designed and manufactured. The lens, image sensor, and camera processor unit are packaged together in a $3{\times}3{\times}9-cm3$ case. The wireless transmission modules are implemented based on UWB- and WiFi-based platform, respectively. The UWB-based module can transmit HD video to a computer in resolution of $2048{\times}1536$ (QXGA) and the frame rate of 15 fps in MJPEG compression mode. The maximum data transfer rate reaches 41.2 Mbps. The FOV and the resolution of the endoscope is comparable to a medical-grade endoscope. The FOV and resolution is ~3X and 16X higher than that of a commercial high-performance WiFi endoscope, respectively. The WiFi-based module streams out video to a smart device with th maximum date transfer rate of 1.5 Mbps at the resolution of $640{\times}480$ (VGA) and the frame rate of 30 fps in MJPEG compression mode. The implemented components show the feasibility of cheap medical-grade wireless electronic endoscopes, which can be effectively used in u-healthcare, emergency treatment, home-healthcare, remote diagnosis, etc.

Bio-Sensing Convergence Big Data Computing Architecture (바이오센싱 융합 빅데이터 컴퓨팅 아키텍처)

  • Ko, Myung-Sook;Lee, Tae-Gyu
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.2
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    • pp.43-50
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    • 2018
  • Biometric information computing is greatly influencing both a computing system and Big-data system based on the bio-information system that combines bio-signal sensors and bio-information processing. Unlike conventional data formats such as text, images, and videos, biometric information is represented by text-based values that give meaning to a bio-signal, important event moments are stored in an image format, a complex data format such as a video format is constructed for data prediction and analysis through time series analysis. Such a complex data structure may be separately requested by text, image, video format depending on characteristics of data required by individual biometric information application services, or may request complex data formats simultaneously depending on the situation. Since previous bio-information processing computing systems depend on conventional computing component, computing structure, and data processing method, they have many inefficiencies in terms of data processing performance, transmission capability, storage efficiency, and system safety. In this study, we propose an improved biosensing converged big data computing architecture to build a platform that supports biometric information processing computing effectively. The proposed architecture effectively supports data storage and transmission efficiency, computing performance, and system stability. And, it can lay the foundation for system implementation and biometric information service optimization optimized for future biometric information computing.

Comparative Study between the Salinities of Soups Preferred by Customers and Provided at Institutional Foodservice Establishments (국에 대한 고객이 선호하는 염도와 급식업체에서 제공하는 염도 사이의 비교 연구)

  • Kim, Sun-Joo;Cho, Mee-Hee;Lee, Kyung-Hee
    • Journal of the East Asian Society of Dietary Life
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    • v.19 no.3
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    • pp.444-450
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    • 2009
  • This study examined the preferred salinity levels of soups by different demographic groups in order to establish desirable serving conditions for soups with respect to customer satisfaction and health. The salinity levels were measured in August and November to determine seasonal variations using a digital salinity measuring device. Four demographic groups totaling 1,723 individuals were surveyed from institutional foodservice establishments (IFEs) in elementary schools (ES: male 202/female 194), middle-high schools (MHS: 268/216), universities (UNIV: 208/238), and companies (COM: 182/215) in Seoul. Various thin or thick soups typically offered in foodservice establishments were served salty (1.2%) and less salty (0.4%) at $55{\pm}2^{\circ}C$ in a 50 mL portion. The preferred salinities of the soups were found to be 0.71%, 0.79%, 0.76%, and 0.74% for ES, MHS, UNIV, and COM, respectively. Men had 0.02~0.08% higher preferences than women in ES, MHS and UNIV. The customers also preferred higher salinity levels in November than in August, and in thick soups than in thin soups. The salinities preferred by school children were significantly (p<0.01) lower than those of soups by the IFEs. A similar observation was made for MHS, in which each IFE served the soups with significantly (p<0.01) higher salinities than those preferred by the students. Again, at two COM IFEs, the salinities of the soups served were significantly higher than those preferred by the customers. However, for one of UNIV, the salinity of the served soup was significantly (p<0.05) higher than that preferred by the students, while in the two other UNIV no significant differences were noted between the salinity of the served soup and the level preferred by customers. The surveys showed that 9 out of 12 IFEs served soups having salinities that were significantly higher than those preferred by customers. In particular, regardless of preference, the MHS group was served soups with higher salinity levels than the other demographic groups. The salinities of the soups provided by the IFEs were unnecessarily high for the levels preferred by the customers. Therefore, IFEs should make an effort to serve soups that are less salty soups to enhance public health.

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Research of Mobile 3D Dance Contents Construction Using Motion Capture System (모션캡처 시스템을 이용한 모바일 3D 댄스 콘텐츠 제작 연구)

  • Kim Nam-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.98-107
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    • 2006
  • By improving performance of mobile machine(3D engine, 3D accelerator chip set, etc) and developing wireless network technology, a demand for actual contents of users is being increased rapidly. But, there are some difficulties yet for the speedy development of actual contents because of the limitation of development resources that is dependent on each mobile device's different performance. In general, much of the animated character-creation work for mobile environment is still done manually by experienced animator with the method of key frame processing. However, it needs a lot of time and more costs for creating motion. Additionally, it is possible to cause a distortion of motion. In this paper, I solved the difficulties by using a optical motion capture system, it was able to acquire accurate motion data more easily and quickly, and then it was possible to make 3D dance contents efficiently. Also, I showed techniques of key reduction and controlling frame number for using huge amounts of motion capture data in mobile environment which requires less resources. In making 3D dance contents, using an optical motion capture system was verified that it was more efficient to make and use actual-reality contents by creating actual character motion and by decreasing processing time than existing method.

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Multi-Level Prediction for Intelligent u-life Services (지능형 u-Life 서비스를 위한 단계적 예측)

  • Hong, In-Hwa;Kang, Myung-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.123-129
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    • 2009
  • Ubiquitous home is emerging as the future digital home environments that provide various ubiquitous home services like u-Life, u-Health, etc. It is composed of some home appliances and sensors which are connected through wired/wireless network. Ubiquitous home services become aware of user's context with the information gathered from sensors and make home appliances adapt to the current home situation for maximizing user convenience. In these context-aware home environments, it is the one of significant research topics to predict user behaviors in order to proactively control the home environment. In this paper, we propose Multi-Level prediction algorithm for context-aware services in ubiquitous home environment. The algorithm has two phases, prediction and execution. In the first prediction phase, the next location of user is predicted using tree algorithm with information on users, time, location, devices. In the second execution phase, our table matching method decides home appliances to run according to the prediction, device's location, and user requirement. Since usually home appliances operate together rather than separately, our approach introduces the concept of mode service, so that it is possible to control multiple devices as well as a single one. We also devised some scenarios for the conceptual verification and validated our algorithm through simulations.

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Reduction of Authentication Cost Based on Key Caching for Inter-MME Handover Support (MME 도메인간 핸드오버 지원을 위한 키캐싱 기반 인증비용의 감소기법)

  • Hwang, Hakseon;Jeong, Jongpil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.5
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    • pp.209-220
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    • 2013
  • Handover is the technology to minimize data lose of mobile devices and make continuous communication possible even if the device could be moved from one digital cell site to another one. That is, it is a function that enables the mobile user to avoid the disconnection of phone conversations when moving from a specific mobile communication area to another. Today, there are a lot of ongoing researches for fast and efficient hand-over, in order to address phone call's delay and disconnection which are believed to be the mobile network's biggest problems, and these should essentially be resolved in all mobile networks. Thanks to recent technology development in mobile network, the LTE network has been commercialized today and it has finally opened a new era that makes it possible for mobile phones to process data at high speed. In LTE network environment, however, a new authentication key must be generated for the hand-over. In this case, there can be a problem that the authentication process conducted by the hand-over incurs its authentication cost and delay time. This essay suggests an efficient key caching hand-over method which simplifies the authentication process: when UE makes hand-over from oMME to nMME, the oMME keeps the authentication key for a period of time, and if it returns to the previous MME within the key's lifetime, the saved key can be re-used.

A Load Emulator for Low-power Embedded Systems and Its Application (저전력 내장형 시스템을 위한 부하의 전력 소모 에뮬레이션 시스템과 응용)

  • Kim, Kwan-Ho;Chang, Nae-Hyuck
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.6
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    • pp.37-48
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    • 2005
  • The efficiency of power supply circuits such as DC-DC converters and batteries varies on the trend of the power consumption because their efficiencies are not fixed. To analyze the efficiency of power supply circuits, we need the temporal behavior of the power consumption of the loads, which is dependent on the activity factors of the devices during the operation. Since it is not easy to model every detail of those factors, one of the most accurate power consumption analyses of power supply circuits is measurement of a real system, which is expensive and time consuming. In this paper, we introduce an active load emulator for embedded systems which is capable of power measurement, logging, replaying and synthesis. We adopt a pattern recognition technique for data compression in that long-term behaviors of power consumption consist of numbers of repetitions of short-term behaviors, and the number of short-term behaviors is generally limited to a small number. We also devise a heterogeneous structure of active load elements so that low-speed, high-current active load elements and high-speed, low-current active load elements may emulate large amount and fast changing power consumption of digital systems. For the performance evaluation of our load emulator, we demonstrate power measurement and emulation of a hard drive. As an application of our load emulator, it is used for the analysis of a DC-DC converter efficiency and for the verification of a low-power frequency scaling policy for a real-time task.