• Title/Summary/Keyword: server performance

Search Result 1,690, Processing Time 0.027 seconds

Deep Learning-based Pet Monitoring System and Activity Recognition device

  • Kim, Jinah;Kim, Hyungju;Park, Chan;Moon, Nammee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.2
    • /
    • pp.25-32
    • /
    • 2022
  • In this paper, we propose a pet monitoring system based on deep learning using an activity recognition device. The system consists of a pet's activity recognition device, a pet owner's smart device, and a server. Accelerometer and gyroscope data were collected from an Arduino-based activity recognition device, and the number of steps was calculated. The collected data is pre-processed and the amount of activity is measured by recognizing the activity in five types (sitting, standing, lying, walking, running) through a deep learning model that hybridizes CNN and LSTM. Finally, monitoring of changes in the activity, such as daily and weekly briefing charts, is provided on the pet owner's smart device. As a result of the performance evaluation, it was confirmed that specific activity recognition and activity measurement of pets were possible. Abnormal behavior detection of pets and expansion of health care services can be expected through data accumulation in the future.

A Study on the Establishment of Metaverse-based Police Education and Training Model (메타버스 기반 경찰 교육훈련모델 구축 방안에 관한 연구)

  • Oh, Seiyouen
    • Journal of the Society of Disaster Information
    • /
    • v.18 no.3
    • /
    • pp.487-494
    • /
    • 2022
  • Purpose: This study proposes a Metaverse-based police education and training model that can efficiently improve the performance of various police activities according to changes in the environment of the times. Method: The structure of this system can generate Avatar Controller expressed using HMD and haptic technology, access the Network Interface, and educate and train individually or on a team basis through the command control module, education and training content module, and analysis module. Result: In the proposed model of this study, the command and control module was incorporated into individual or team-based education and training, enabling organic collaborative training among team members by monitoring the overall situation of terrorism or crime in real time. Conclusion: Metaverses-based individual or team-based police education and training can provide a more efficient and safe education and training environment based on immersion, interaction, and rapid judgment in various situations.

The Development of Interactive Artificial Intelligence Blocks for Image Classification (이미지 분류를 위한 대화형 인공지능 블록 개발)

  • Park, Youngki;Shin, Youhyun
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.6
    • /
    • pp.1015-1024
    • /
    • 2021
  • There are various educational programming environments in which students can train artificial intelligence (AI) using block-based programming languages, such as Entry, Machine Learning for Kids, and Teachable Machine. However, these programming environments are designed so that students can train AI through a separate menu, and then use the trained model in the code editor. These approaches have the advantage that students can check the training process more intuitively, but there is also the disadvantage that both the training menu and the code editor must be used. In this paper, we present a novel artificial intelligence block that can perform both AI training and programming in the code editor. While this AI block is presented as a Scratch block, the training process is performed through a Python server. We describe the blocks in detail through the process of training a model to classify a blue pen and a red pen, and a model to classify a dental mask and a KF94 mask. Also, we experimentally show that our approach is not significantly different from Teachable Machine in terms of performance.

Network Traffic Control for War-game Simulation in Distributed Computing Environment (분산 컴퓨팅 환경에서의 워게임 시뮬레이션을 위한 네트워크 트래픽 제어)

  • Jang, Sung-Ho;Kim, Tae-Young;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
    • /
    • v.18 no.4
    • /
    • pp.1-8
    • /
    • 2009
  • The distributed war-game simulation system has been used to represent the virtual battlefield environment. In order to produce a simulation result, simulators connected from a network transfer messages with location information of simulated objects to a central simulation server. This network traffic is an immediate cause of system performance degradation. Therefore, the paper proposes a system to manage and control network traffic generated from distributed war-game simulation. The proposed system determines the moving distance of simulated objects and filters location messages by a distance threshold which is controlled according to system conditions like network traffic and location error. And, the system predicts the next location of simulated objects to minimize location error caused by message filtering. Experimental results demonstrate that the proposed system is effective to control the network traffic of distributed war-game simulation systems and reduce the location error of simulated objects.

The Implementation of a Lift Emergency Video Call System based on WebRTC using OpenAPI

  • Woon-Yong Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.10
    • /
    • pp.155-161
    • /
    • 2023
  • In this paper, we present a WebRTC-based emergency video call system structure that builds a service system in a constant monitoring environment to increase the usability and stability of elevator emergency call devices. The proposed system provides a smooth call environment between the emergency call system in the elevator and maintenance managers in case of an emergency, performs rapid response processing to elevator emergency calls through monitoring of the target elevator, and handles any emergency calls that may occur in the physical space of the elevator. The purpose is to build an environment that can implement low-latency, real-time video call services of voice and video by overcoming the physical constraints required for video calls. To this end, we have established a service environment based on OpenAPI, which is currently used in various fields and its performance has been proven, and provides video calls and emergency situation dissemination through rapid messaging by providing low-latency call quality. The presented system structure will be able to provide a basis for expanding various functions and constructing a reliable service environment and intelligent model for the elevator system through combination with the elevator control panel and various devices.

The Analysis of Efficient Disk Buffer Management Policies to Develop Undesignated Cultural Heritage Management and Real-time Theft Chase (실시간 비지정 문화재 관리 및 도난 추적 시스템 개발을 위한 효율적인 디스크 버퍼 관리 정책 분석)

  • Jun-Hyeong Choi;Sang-Ho Hwang;SeungMan Chun
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.6
    • /
    • pp.1299-1306
    • /
    • 2023
  • In this paper, we present a system for undesignated cultural heritage management and real-time theft chase, which uses flash-based large-capacity storage. The proposed system is composed of 3 parts, such as a cultural management device, a flash-based server, and a monitoring service for managing cultural heritages and chasing thefts using IoT technologies. However flash-based storage needs methods to overcome the limited lifespan. Therefore, in this paper, we present a system, which uses the disk buffer in flash-based storage to overcome the disadvantage, and evaluate the system performance in various environments. In our experiments, LRU policy shows the number of direct writes in the flash-based storage by 10.7% on average compared with CLOCK and FCFS.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.3
    • /
    • pp.83-90
    • /
    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

Development of a Digital Otoscope-Stethoscope Healthcare Platform for Telemedicine (비대면 원격진단을 위한 디지털 검이경 청진기 헬스케어 플랫폼 개발)

  • Su Young Choi;Hak Yi;Chanyong Park;Subin Joo;Ohwon Kwon;Dongkyu Lee
    • Journal of Biomedical Engineering Research
    • /
    • v.45 no.3
    • /
    • pp.109-117
    • /
    • 2024
  • We developed a device that integrates digital otoscope and stethoscope for telemedicine. The integrated device was utilized for the collection of tympanic membrane images and cardiac auscultation data. Data accumulated on the platform server can support real-time diagnosis of heart and eardrum diseases using artificial intelligence. Public data from Kaggle were used for deep learning. After comparing with various deep learning models, the MobileNetV2 model showed superior performance in analyzing tympanic membrane data, and the VGG16 model excelled in analyzing cardiac data. The classification algorithm achieved an accuracy of 89.9% for eardrums data and 100% for heart sound data. These results demonstrate the possibility of diagnosing diseases without the limitations of time and space by using this platform.

Monovision Charging Terminal Docking Method for Unmanned Automatic Charging of Autonomous Mobile Robots (자율이동로봇의 무인 자동 충전을 위한 모노비전 방식의 충전단자 도킹 방법)

  • Keunho Park;Juhwan Choi;Seonhyeong Kim;Dongkil Kang;Haeseong Jo;Joonsoo Bae
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.47 no.3
    • /
    • pp.95-103
    • /
    • 2024
  • The diversity of smart EV(electric vehicle)-related industries is increasing due to the growth of battery-based eco-friendly electric vehicle component material technology, and labor-intensive industries such as logistics, manufacturing, food, agriculture, and service have invested in and studied automation for a long time. Accordingly, various types of robots such as autonomous mobile robots and collaborative robots are being utilized for each process to improve industrial engineering such as optimization, productivity management, and work management. The technology that should accompany this unmanned automobile industry is unmanned automatic charging technology, and if autonomous mobile robots are manually charged, the utility of autonomous mobile robots will not be maximized. In this paper, we conducted a study on the technology of unmanned charging of autonomous mobile robots using charging terminal docking and undocking technology using an unmanned charging system composed of hardware such as a monocular camera, multi-joint robot, gripper, and server. In an experiment to evaluate the performance of the system, the average charging terminal recognition rate was 98%, and the average charging terminal recognition speed was 0.0099 seconds. In addition, an experiment was conducted to evaluate the docking and undocking success rate of the charging terminal, and the experimental results showed an average success rate of 99%.

Generalized On-Device AI Framework for Semantic Segmentation (의미론적 분할을 위한 범용 온디바이스 AI 프레임워크)

  • Jun-Young Hong;Kyung-Jae Lee
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.19 no.5
    • /
    • pp.903-910
    • /
    • 2024
  • Complex semantic segmentation tasks are primarily performed in server environments equipped with high-performance graphics hardware such as GPUs and TPUs. This cloud-based AI inference method operates by transmitting processed results to the client. However, this approach is dependent on network communication and raises concerns about privacy infringement during the process of transmitting user data to servers. Therefore, this paper proposes a Generalized On-Device Framework for Semantic Segmentation that can operate in mobile environments with high accessibility to people. This framework supports various semantic segmentation models and enables direct inference in mobile environments through model conversion and efficient memory management techniques. It is expected that this research approach will enable effective execution of semantic segmentation algorithms even in resource-constrained situations such as IoT devices, autonomous vehicles, and industrial robots, which are not cloud computing environments. This is expected to contribute to the advancement of real-time image processing, privacy protection, and network-independent AI application fields.