1,335 research outputs found

    AN EXPLORATORY STUDY IN DISPLAYING INTERACTIVE CAR CATALOGUE SYSTEM ON MULTI TOUCH TABLETOP

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    This report covers on the implementation of tabletop tablet to display interactive catalogue system in the car industry. This project is a prove of concept indicating that the multi touch techniques are really useful in car industry as the user can direct manipulate sense of touch on viewing the car catalogue. This is proved when car purchasing activity or car road show take place. It focuses on the background on the catalogue whereby less interactive and low in usability discussed. The prime objective of this project is to investigate whether by having tabletop tablet will add and induce usability via user collaboration enabling more than one user to perform moving, resizing, zooming and rotating the car catalogue projected on the tabletop. On the literature section, it had been mention details of the architectural, design and application component. It also findings and readings on the multi gestural techniques, natural user interfaces (NUI) and the multi touch development platform. On the methodology part touches on the timeline and period how the project being carried out. Attached together the Gantt chart and flow chart on the event flow and task schedule. Discussion and result section talks about the development of the project and outcome of it. Description and explanation was included on how the multi-touch application being developed integrated with the entire component. Discussion regarding the system advantages, recommendation for future opportunity and weakness included in second last section. The recommendation described and explained taking into account of the system weakness and further improvement on the further coming years. Last section is the conclusion, discussing on the hope and key aspect achieved throughout the software development and progress

    On the use of smartphones as novel photogrammetric water gauging instruments: Developing tools for crowdsourcing water levels

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    The term global climate change is omnipresent since the beginning of the last decade. Changes in the global climate are associated with an increase in heavy rainfalls that can cause nearly unpredictable flash floods. Consequently, spatio-temporally high-resolution monitoring of rivers becomes increasingly important. Water gauging stations continuously and precisely measure water levels. However, they are rather expensive in purchase and maintenance and are preferably installed at water bodies relevant for water management. Small-scale catchments remain often ungauged. In order to increase the data density of hydrometric monitoring networks and thus to improve the prediction quality of flood events, new, flexible and cost-effective water level measurement technologies are required. They should be oriented towards the accuracy requirements of conventional measurement systems and facilitate the observation of water levels at virtually any time, even at the smallest rivers. A possible solution is the development of a photogrammetric smartphone application (app) for crowdsourcing water levels, which merely requires voluntary users to take pictures of a river section to determine the water level. Today’s smartphones integrate high-resolution cameras, a variety of sensors, powerful processors, and mass storage. However, they are designed for the mass market and use low-cost hardware that cannot comply with the quality of geodetic measurement technology. In order to investigate the potential for mobile measurement applications, research was conducted on the smartphone as a photogrammetric measurement instrument as part of the doctoral project. The studies deal with the geometric stability of smartphone cameras regarding device-internal temperature changes and with the accuracy potential of rotation parameters measured with smartphone sensors. The results show a high, temperature-related variability of the interior orientation parameters, which is why the calibration of the camera should be carried out during the immediate measurement. The results of the sensor investigations show considerable inaccuracies when measuring rotation parameters, especially the compass angle (errors up to 90° were observed). The same applies to position parameters measured by global navigation satellite system (GNSS) receivers built into smartphones. According to the literature, positional accuracies of about 5 m are possible in best conditions. Otherwise, errors of several 10 m are to be expected. As a result, direct georeferencing of image measurements using current smartphone technology should be discouraged. In consideration of the results, the water gauging app Open Water Levels (OWL) was developed, whose methodological development and implementation constituted the core of the thesis project. OWL enables the flexible measurement of water levels via crowdsourcing without requiring additional equipment or being limited to specific river sections. Data acquisition and processing take place directly in the field, so that the water level information is immediately available. In practice, the user captures a short time-lapse sequence of a river bank with OWL, which is used to calculate a spatio-temporal texture that enables the detection of the water line. In order to translate the image measurement into 3D object space, a synthetic, photo-realistic image of the situation is created from existing 3D data of the river section to be investigated. Necessary approximations of the image orientation parameters are measured by smartphone sensors and GNSS. The assignment of camera image and synthetic image allows for the determination of the interior and exterior orientation parameters by means of space resection and finally the transfer of the image-measured 2D water line into the 3D object space to derive the prevalent water level in the reference system of the 3D data. In comparison with conventionally measured water levels, OWL reveals an accuracy potential of 2 cm on average, provided that synthetic image and camera image exhibit consistent image contents and that the water line can be reliably detected. In the present dissertation, related geometric and radiometric problems are comprehensively discussed. Furthermore, possible solutions, based on advancing developments in smartphone technology and image processing as well as the increasing availability of 3D reference data, are presented in the synthesis of the work. The app Open Water Levels, which is currently available as a beta version and has been tested on selected devices, provides a basis, which, with continuous further development, aims to achieve a final release for crowdsourcing water levels towards the establishment of new and the expansion of existing monitoring networks.Der Begriff des globalen Klimawandels ist seit Beginn des letzten Jahrzehnts allgegenwärtig. Die Veränderung des Weltklimas ist mit einer Zunahme von Starkregenereignissen verbunden, die nahezu unvorhersehbare Sturzfluten verursachen können. Folglich gewinnt die raumzeitlich hochaufgelöste Überwachung von Fließgewässern zunehmend an Bedeutung. Pegelmessstationen erfassen kontinuierlich und präzise Wasserstände, sind jedoch in Anschaffung und Wartung sehr teuer und werden vorzugsweise an wasserwirtschaftlich-relevanten Gewässern installiert. Kleinere Gewässer bleiben häufig unbeobachtet. Um die Datendichte hydrometrischer Messnetze zu erhöhen und somit die Vorhersagequalität von Hochwasserereignissen zu verbessern, sind neue, kostengünstige und flexibel einsetzbare Wasserstandsmesstechnologien erforderlich. Diese sollten sich an den Genauigkeitsanforderungen konventioneller Messsysteme orientieren und die Beobachtung von Wasserständen zu praktisch jedem Zeitpunkt, selbst an den kleinsten Flüssen, ermöglichen. Ein Lösungsvorschlag ist die Entwicklung einer photogrammetrischen Smartphone-Anwendung (App) zum Crowdsourcing von Wasserständen mit welcher freiwillige Nutzer lediglich Bilder eines Flussabschnitts aufnehmen müssen, um daraus den Wasserstand zu bestimmen. Heutige Smartphones integrieren hochauflösende Kameras, eine Vielzahl von Sensoren, leistungsfähige Prozessoren und Massenspeicher. Sie sind jedoch für den Massenmarkt konzipiert und verwenden kostengünstige Hardware, die nicht der Qualität geodätischer Messtechnik entsprechen kann. Um das Einsatzpotential in mobilen Messanwendungen zu eruieren, sind Untersuchungen zum Smartphone als photogrammetrisches Messinstrument im Rahmen des Promotionsprojekts durchgeführt worden. Die Studien befassen sich mit der geometrischen Stabilität von Smartphone-Kameras bezüglich geräteinterner Temperaturänderungen und mit dem Genauigkeitspotential von mit Smartphone-Sensoren gemessenen Rotationsparametern. Die Ergebnisse zeigen eine starke, temperaturbedingte Variabilität der inneren Orientierungsparameter, weshalb die Kalibrierung der Kamera zum unmittelbaren Messzeitpunkt erfolgen sollte. Die Ergebnisse der Sensoruntersuchungen zeigen große Ungenauigkeiten bei der Messung der Rotationsparameter, insbesondere des Kompasswinkels (Fehler von bis zu 90° festgestellt). Selbiges gilt auch für Positionsparameter, gemessen durch in Smartphones eingebaute Empfänger für Signale globaler Navigationssatellitensysteme (GNSS). Wie aus der Literatur zu entnehmen ist, lassen sich unter besten Bedingungen Lagegenauigkeiten von etwa 5 m erreichen. Abseits davon sind Fehler von mehreren 10 m zu erwarten. Infolgedessen ist von einer direkten Georeferenzierung von Bildmessungen mittels aktueller Smartphone-Technologie abzusehen. Unter Berücksichtigung der gewonnenen Erkenntnisse wurde die Pegel-App Open Water Levels (OWL) entwickelt, deren methodische Entwicklung und Implementierung den Kern der Arbeit bildete. OWL ermöglicht die flexible Messung von Wasserständen via Crowdsourcing, ohne dabei zusätzliche Ausrüstung zu verlangen oder auf spezifische Flussabschnitte beschränkt zu sein. Datenaufnahme und Verarbeitung erfolgen direkt im Feld, so dass die Pegelinformationen sofort verfügbar sind. Praktisch nimmt der Anwender mit OWL eine kurze Zeitraffersequenz eines Flussufers auf, die zur Berechnung einer Raum-Zeit-Textur dient und die Erkennung der Wasserlinie ermöglicht. Zur Übersetzung der Bildmessung in den 3D-Objektraum wird aus vorhandenen 3D-Daten des zu untersuchenden Flussabschnittes ein synthetisches, photorealistisches Abbild der Aufnahmesituation erstellt. Erforderliche Näherungen der Bildorientierungsparameter werden von Smartphone-Sensoren und GNSS gemessen. Die Zuordnung von Kamerabild und synthetischem Bild erlaubt die Bestimmung der inneren und äußeren Orientierungsparameter mittels räumlichen Rückwärtsschnitt. Nach Rekonstruktion der Aufnahmesituation lässt sich die im Bild gemessene 2D-Wasserlinie in den 3D-Objektraum projizieren und der vorherrschende Wasserstand im Referenzsystem der 3D-Daten ableiten. Im Soll-Ist-Vergleich mit konventionell gemessenen Pegeldaten zeigt OWL ein erreichbares Genauigkeitspotential von durchschnittlich 2 cm, insofern synthetisches und reales Kamerabild einen möglichst konsistenten Bildinhalt aufweisen und die Wasserlinie zuverlässig detektiert werden kann. In der vorliegenden Dissertation werden damit verbundene geometrische und radiometrische Probleme ausführlich diskutiert sowie Lösungsansätze, auf der Basis fortschreitender Entwicklungen von Smartphone-Technologie und Bildverarbeitung sowie der zunehmenden Verfügbarkeit von 3D-Referenzdaten, in der Synthese der Arbeit vorgestellt. Mit der gegenwärtig als Betaversion vorliegenden und auf ausgewählten Geräten getesteten App Open Water Levels wurde eine Basis geschaffen, die mit kontinuierlicher Weiterentwicklung eine finale Freigabe für das Crowdsourcing von Wasserständen und damit den Aufbau neuer und die Erweiterung bestehender Monitoring-Netzwerke anstrebt

    Mobile Augmented Reality: User Interfaces, Frameworks, and Intelligence

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    Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and perform seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences using MAR devices to provide universal access to digital content. Over the past 20 years, several MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discuss the latest studies on MAR through a top-down approach: (1) MAR applications; (2) MAR visualisation techniques adaptive to user mobility and contexts; (3) systematic evaluation of MAR frameworks, including supported platforms and corresponding features such as tracking, feature extraction, and sensing capabilities; and (4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields and the current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.Peer reviewe

    Comparison Of Apple\u27s Ios 5 And Android For Mobile Applications Development: A Developer\u27s Perspective

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    Body composition, or the proportion of fat, muscle, and bone of an individual\u27s body, is an important indication of health status. Numerous techniques can be used to assess body composition, producing varied results and measurements. For individuals with insufficient or excessive amounts of body fat, accurate assessment of body composition is crucial. Two commonly used techniques for measuring body composition are air displacement plethysmography (adp) and dual-energy x-ray absorptiometry (dxa). Past research has been conducted, comparing adp and dxa, but the results are inconsistent. The majority of past studies found that, when compared to dxa, adp underestimated body fat percentage, but a few studies found that adp overestimated body fat percentage. Additionally, majority of the past studies have focused on ideal weight, overweight, and obese adults, with little research on body composition of athletes. Therefore, the purpose of this study was to determine whether body fat percentages obtained by adp and dxa statistically differ from one another, specifically in a lean population. Ninety-three collegiate student athletes participating in Division I NCAA sports participated in the study. Subjects underwent a bod pod and dxa scan, measuring their body composition. Body fat measures were then analyzed using spss. Paired-sample t-tests were conducted, comparing body fat percentage estimates from adp and dxa. Box plots and bland-altman plots were also created to display data. Results shothat body fat percentages obtained by adp were significantly lower than body fat percentages obtained by dxa, with the difference being greater in leaner individuals. These results are consistent with the majority of past research, which states that adp underestimates body fat percentage when compared to dxa. Clinicians should consider this discrepancy between adp and dxa for deciding which equipment to use when making clinical decions regarding student athletes\u27 health or participation status

    Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage

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    Tesis por compendio[ES] La RA consiste en la superposición de elementos virtuales sobre el entorno real, de manera que el usuario percibe estos elementos como si formaran parte de la realidad que está visualizando. Las aplicaciones de RA en dispositivos móviles permiten visualizar el contenido virtual a través de la cámara del dispositivo. La RA es una herramienta de divulgación muy potente ya que permite añadir a la realidad cualquier tipo de información, desde un simple texto informativo a un modelo 3D interactivo. Tiene infinitas utilidades, puede servir de guía en un museo, puede mostrar la recreación de un monumento destruido, o como en el caso de estudio aquí presentado, ayudar a la interpretación de pinturas rupestres. Esta tesis parte de la idea de que la RA puede mejorar mucho la interpretación del arte rupestre sin alterar ni dañar las pinturas. Puede servir para atraer a un público mayor, dar a conocer la historia de las pinturas rupestres y que al mismo tiempo el visitante tenga una experiencia mucho más enriquecedora. A lo largo de la tesis se ha estudiado en profundidad la técnica de visualización de RA mediante dispositivos móviles. Se han analizado las diferentes librerías de programación mediante casos de estudio en entornos reales y examinado los factores que pueden afectar al reconocimiento de las pinturas. Se ha desarrollado una aplicación de RA aplicada a un caso real de pinturas rupestres y posteriormente ha sido evaluada por un grupo de personas. Finalmente, se ha estudiado el efecto de la luz solar y sus cambios a lo largo del día sobre el reconocimiento de imágenes en entornos al aire libre. Este trabajo proporciona un punto de partida para el desarrollo de aplicaciones de RA aplicadas a la difusión del patrimonio cultural, especialmente centrado en el arte rupestre, un entorno que sufre de unas dificultades añadidas debido a su localización, dificultad de reconocimiento de puntos característicos en las pinturas y los cambios en la luz solar, problemas que se han tratado de resolver a lo largo del estudio. Las principales conclusiones han sido muy favorables, partiendo de librerías de programación disponibles y gratuitas. Se han podido desarrollar un conjunto de aplicaciones de RA en diferentes lugares. Las valoraciones han sido muy positivas, los usuarios que han probado las aplicaciones afirman que la interpretación de las pinturas les resulta más fácil y consiguen entender mejor el propósito de las mismas. El principal inconveniente encontrado es la falta de conocimiento sobre esta técnica y la pérdida de realismo en algunos casos debido a la oclusión, es decir, que los objetos virtuales no se posicionen por detrás de los objetos reales. La buena noticia es que esta tecnología evoluciona muy rápido y durante el desarrollo de la tesis ha habido avances muy grandes, entre ellos, el desarrollo de nuevas librerías de programación desarrolladas por Google y Apple, que proporcionan las herramientas necesarias para crear aplicaciones muy potentes e immersivas, donde el usuario se sentirá parte de los entornos creados.[CA] La RA consisteix en la superposició d'elements virtuals sobre l'entorn real, de manera que l'usuari percep aquests elements com si formaren part de la realitat que està visualitzant. Les aplicacions de RA en dispositius mòbils permeten visualitzar el contingut virtual a través de la cambra del dispositiu. La RA és una eina de divulgació molt potent ja que permet afegir a la realitat qualsevol tipus d'informació, des d'un simple text informatiu a un model 3D interactiu. Té infinites utilitats, pot servir de guia en un museu, pot mostrar la recreació d'un monument destruït, o com en el cas d'estudi ací presentat, ajudar a la interpretació de pintures rupestres. Aquesta tesi parteix de la idea que la RA pot millorar molt la interpretació de l'art rupestre sense alterar ni danyar les pintures. Pot servir per a atraure a un públic major, donar a conéixer la història de les pintures rupestres i que al mateix temps el visitant tinga una experiència molt més enriquidora. Al llarg de la tesi s'ha estudiat en profunditat la tècnica de visualització de RA mitjançant dispositius mòbils. S'han analitzat les diferents llibreries de programació mitjançant casos d'estudi en entorns reals i analitzat els factors que poden afectar el reconeixement de les pintures. S'ha desenvolupat una aplicació de RA aplicada a un cas real de pintures rupestres i posteriorment ha sigut avaluada per un grup de persones. Finalment, s'ha estudiat l'efecte de la llum solar i els seus canvis al llarg del dia sobre el reconeixement d'imatges en entorns a l'aire lliure. Aquest treball proporciona un punt de partida per al desenvolupament d'aplicacions de RA aplicades a la difusió del patrimoni cultural, especialment centrat en l'art rupestre, un entorn que pateix d'unes dificultats afegides a causa de la seua localització, dificultat de reconeixement de punts característics en les pintures i els canvis en la llum solar, problemes que s'han tractat de resoldre al llarg de l'estudi. Les principals conclusions han sigut molt favorables, partint de llibreries de programació disponibles i gratuïtes. S'han pogut desenvolupar un conjunt d'aplicacions de RA en diferents llocs. Les valoracions han sigut molt positives, els usuaris que han provat les aplicacions afirmen que la interpretació de les pintures els resulta més fàcil i aconsegueixen entendre millor el propòsit d'aquestes. El principal inconvenient trobat és la falta de coneixement sobre aquesta tècnica i la perduda de realisme en alguns casos a causa de l'oclusió, és a dir, que els objectes virtuals no es posicionen per darrere dels objectes reals. La bona notícia és que aquesta tecnologia evoluciona molt ràpid i durant el desenvolupament de la tesi hi ha hagut avanços molt grans, entre ells, el desenvolupament de noves llibreries de programació per Google i Apple, que proporcionen les eines necessàries per a crear aplicacions molt potents i immersives, on l'usuari se sentirà part dels entorns creats.[EN] AR consists of superimposing virtual elements on the real environment, so that the user perceives these elements as if they were part of the reality they are looking at. AR applications on smartphones allow virtual content to be visualised through the device's camera. AR is a very powerful tool for dissemination as it allows any type of information to be added to reality, from a simple informative text to an interactive 3D model. It can be used as a guide in a museum, it can show the recreation of a destroyed monument, or, as in the case study presented here, it can help in the interpretation of cave paintings. This thesis is based on the idea that AR can greatly enhance the interpretation of rock art without affecting or damaging the paintings. It can be used to attract a wider audience, to introduce the history of the rock art paintings and at the same time provide the visitor with a much more enriching experience. Throughout the thesis, the technique of AR visualisation using mobile devices has been studied in-depth. The different programming libraries have been analysed by means of case studies in real environments as well as the factors that can affect the paintings recognition. An AR application applied to a real case of rock art paintings has been developed and subsequently evaluated by a group of people. Finally, the effect of sunlight and its changes throughout the day on image recognition in outdoor environments has been studied. This work provides a starting point for the AR applications development applied to the dissemination of cultural heritage, especially focused on rock art, an environment that suffers from additional difficulties due to its location, the difficulty of characteristic points recognition and changes in sunlight, problems that have been tried to solve throughout the study. The main outcomes have been very favourable, using freely available programming libraries, and it has been possible to develop a set of AR applications in different places. The evaluations have been very positive, with users who have tested the applications confirming that the interpretation of the paintings is easier for them and they can better understand the purpose of the paintings. The major drawback is the lack of knowledge about this technique and the loss of realism in some cases due to occlusion, i.e. the virtual objects are not positioned behind the real objects. The good news is that this technology is evolving very fast and during the development of the thesis there have been great advances, among them, the development of new programming libraries developed by Google and Apple, which provide the necessary tools to create very powerful and immersive applications, where the user will feel part of the virtual environments created.Blanco Pons, S. (2021). Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/178895TESISCompendi

    AN EXPLORATORY STUDY IN DISPLAYING INTERACTIVE CAR CATALOGUE SYSTEM ON MULTI TOUCH TABLETOP

    Get PDF
    This report covers on the implementation of tabletop tablet to display interactive catalogue system in the car industry. This project is a prove of concept indicating that the multi touch techniques are really useful in car industry as the user can direct manipulate sense of touch on viewing the car catalogue. This is proved when car purchasing activity or car road show take place. It focuses on the background on the catalogue whereby less interactive and low in usability discussed. The prime objective of this project is to investigate whether by having tabletop tablet will add and induce usability via user collaboration enabling more than one user to perform moving, resizing, zooming and rotating the car catalogue projected on the tabletop. On the literature section, it had been mention details of the architectural, design and application component. It also findings and readings on the multi gestural techniques, natural user interfaces (NUI) and the multi touch development platform. On the methodology part touches on the timeline and period how the project being carried out. Attached together the Gantt chart and flow chart on the event flow and task schedule. Discussion and result section talks about the development of the project and outcome of it. Description and explanation was included on how the multi-touch application being developed integrated with the entire component. Discussion regarding the system advantages, recommendation for future opportunity and weakness included in second last section. The recommendation described and explained taking into account of the system weakness and further improvement on the further coming years. Last section is the conclusion, discussing on the hope and key aspect achieved throughout the software development and progress

    Internet of Underwater Things and Big Marine Data Analytics -- A Comprehensive Survey

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    The Internet of Underwater Things (IoUT) is an emerging communication ecosystem developed for connecting underwater objects in maritime and underwater environments. The IoUT technology is intricately linked with intelligent boats and ships, smart shores and oceans, automatic marine transportations, positioning and navigation, underwater exploration, disaster prediction and prevention, as well as with intelligent monitoring and security. The IoUT has an influence at various scales ranging from a small scientific observatory, to a midsized harbor, and to covering global oceanic trade. The network architecture of IoUT is intrinsically heterogeneous and should be sufficiently resilient to operate in harsh environments. This creates major challenges in terms of underwater communications, whilst relying on limited energy resources. Additionally, the volume, velocity, and variety of data produced by sensors, hydrophones, and cameras in IoUT is enormous, giving rise to the concept of Big Marine Data (BMD), which has its own processing challenges. Hence, conventional data processing techniques will falter, and bespoke Machine Learning (ML) solutions have to be employed for automatically learning the specific BMD behavior and features facilitating knowledge extraction and decision support. The motivation of this paper is to comprehensively survey the IoUT, BMD, and their synthesis. It also aims for exploring the nexus of BMD with ML. We set out from underwater data collection and then discuss the family of IoUT data communication techniques with an emphasis on the state-of-the-art research challenges. We then review the suite of ML solutions suitable for BMD handling and analytics. We treat the subject deductively from an educational perspective, critically appraising the material surveyed.Comment: 54 pages, 11 figures, 19 tables, IEEE Communications Surveys & Tutorials, peer-reviewed academic journa

    Android on x86

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    Computer scienc

    Visual Analysis Algorithms for Embedded Systems

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    The main contribution of this thesis is the design and development of an optimized framework to realize the deep neural classifiers on the embedded platforms. Deep convolutional networks exhibit unmatched performance in image classification. However, these deep classifiers demand huge computational power and memory storage. That is an issue on embedded devices due to limited onboard resources. The computational demand of neural networks mainly stems from the convolutional layers. A significant improvement in performance can be obtained by reducing the computational complexity of these convolutional layers, making them realizable on embedded platforms. In this thesis, we proposed a CUDA (Compute Unified Device Architecture)-based accelerated scheme to realize the deep architectures on the embedded platforms by exploiting the already trained networks. All required functions and layers to replicate the trained neural networks were implemented and accelerated using concurrent resources of embedded GPU. Performance of our CUDA-based proposed scheme was significantly improved by performing convolutions in the transform domain. This matrix multiplication based convolution was also compared with the traditional approach to analyze the improvement in inference performance. The second part of this thesis focused on the optimization of the proposed framework. The flow of our CUDA-based framework was optimized using unified memory scheme and hardware-dependent utilization of computational resources. The proposed flow was evaluated over three different image classification networks on Jetson TX1 embedded board and Nvidia Shield K1 tablet. The performance of proposed GPU-only flow was compared with its sequential and heterogeneous versions. The results showed that the proposed scheme brought the higher performance and enabled the real-time image classification on the embedded platforms with lesser storage requirements. These results motivated us towards the realization of useful real-time classification and recognition problems on the embedded platforms. Finally, we utilized the proposed framework to realize the neural network-based automatic license plate recognition (ALPR) system on a mobile platform. This highly-precise and computationally demanding system was deployed by simplifying the flow of trained deep architecture developed for powerful desktop and server environments. A comparative analysis of computational complexity, recognition accuracy and inference performance was performed
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