Possibility of Application of the User Interface of a Conventional Smartphone for Communication of Graphical Information with a Special HW/SW Device

Aaron Hortobágyi, E. Pivarčiová
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Abstract

Abstract This article is focused on enhancement of HW/SW device by cooperation with a smartphone interface. The device was a programmable Lego Mindstorms Education EV3 set in the form of a robot designed to solve the Rubik’s Cube. The aim of the research was to replace the built-in color sensor with a camera that would allow the cube scanning process to be accelerated. Two approaches were chosen to meet the goal: the NXTcam camera, accessible as an accessory to expand the set, and the camera built into the smartphone. The use of NXTcam led to better scan time, but this result was prone to external influences. The camera on the smartphone sped up the scanning process to 57% of the original time. The impact of external factors on the outcome was significantly lower, compared to NXTcam. In the experiment, the cube solving process was observed in natural light, with addition distractive light source and in artificial light.
传统智能手机用户界面与专用硬件/软件设备进行图形信息通信的可能性
本文主要研究硬件/软件设备与智能手机接口的协同增强。该设备是一个可编程的乐高头脑风暴教育EV3,以机器人的形式设计,旨在解决魔方。这项研究的目的是用一个摄像头取代内置的颜色传感器,从而加速立方体的扫描过程。为了实现这一目标,他们选择了两种方法:NXTcam相机,作为扩展设备的附件,以及内置在智能手机中的相机。使用NXTcam可以获得更好的扫描时间,但这一结果容易受到外部影响。智能手机上的摄像头将扫描速度提高到了原来的57%。与NXTcam相比,外部因素对结果的影响显着降低。实验中,分别在自然光、外加干扰光源和人工光源下观察了立方解题过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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