• Title/Summary/Keyword: 가버 특징

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Hierarchical Gabor Feature and Bayesian Network for Handwritten Digit Recognition (계층적인 가버 특징들과 베이지안 망을 이용한 필기체 숫자인식)

  • 성재모;방승양
    • Journal of KIISE:Software and Applications
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    • v.31 no.1
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    • pp.1-7
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    • 2004
  • For the handwritten digit recognition, this paper Proposes a hierarchical Gator features extraction method and a Bayesian network for them. Proposed Gator features are able to represent hierarchically different level information and Bayesian network is constructed to represent hierarchically structured dependencies among these Gator features. In order to extract such features, we define Gabor filters level by level and choose optimal Gabor filters by using Fisher's Linear Discriminant measure. Hierarchical Gator features are extracted by optimal Gabor filters and represent more localized information in the lower level. Proposed methods were successfully applied to handwritten digit recognition with well-known naive Bayesian classifier, k-nearest neighbor classifier. and backpropagation neural network and showed good performance.

Robust Face Recognition based on Gabor Feature Vector illumination PCA Model (가버 특징 벡터 조명 PCA 모델 기반 강인한 얼굴 인식)

  • Seol, Tae-In;Kim, Sang-Hoon;Chung, Sun-Tae;Jo, Seong-Won
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.45 no.6
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    • pp.67-76
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    • 2008
  • Reliable face recognition under various illumination environments is essential for successful commercialization. Feature-based face recognition relies on a good choice of feature vectors. Gabor feature vectors are known to be more robust to variations of pose and illumination than any other feature vectors so that they are popularly adopted for face recognition. However, they are not completely independent of illuminations. In this paper, we propose an illumination-robust face recognition method based on the Gabor feature vector illumination PCA model. We first construct the Gabor feature vector illumination PCA model where Gator feature vector space is rendered to be decomposed into two orthogonal illumination subspace and face identity subspace. Since the Gabor feature vectors obtained by projection into the face identity subspace are separated from illumination, the face recognition utilizing them becomes more robust to illumination. Through experiments, it is shown that the proposed face recognition based on Gabor feature vector illumination PCA model performs more reliably under various illumination and Pose environments.

Robust Face Recognition System using AAM and Gabor Feature Vectors (AAM과 가버 특징 벡터를 이용한 강인한 얼굴 인식 시스템)

  • Kim, Sang-Hoon;Jung, Sou-Hwan;Jeon, Seoung-Seon;Kim, Jae-Min;Cho, Seong-Won;Chung, Sun-Tae
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.1-10
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    • 2007
  • In this paper, we propose a face recognition system using AAM and Gabor feature vectors. EBGM, which is prominent among face recognition algorithms employing Gabor feature vectors, requires localization of facial feature points where Gabor feature vectors are extracted. However, localization of facial feature points employed in EBGM is based on Gator jet similarity and is sensitive to initial points. Wrong localization of facial feature points affects face recognition rate. AAM is known to be successfully applied to localization of facial feature points. In this paper, we propose a facial feature point localization method which first roughly estimate facial feature points using AAM and refine facial feature points using Gabor jet similarity-based localization method with initial points set by the facial feature points estimated from AAM, and propose a face recognition system based on the proposed localization method. It is verified through experiments that the proposed face recognition system using the combined localization performs better than the conventional face recognition system using the Gabor similarity-based localization only like EBGM.

Eye Localization based on Multi-Scale Gabor Feature Vector Model (다중 스케일 가버 특징 벡터 모델 기반 눈좌표 검출)

  • Kim, Sang-Hoon;Jung, Sou-Hwan;Oh, Du-Sik;Kim, Jae-Min;Cho, Seong-Won;Chung, Sun-Tae
    • The Journal of the Korea Contents Association
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    • v.7 no.1
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    • pp.48-57
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    • 2007
  • Eye localization is necessary for face recognition and related application areas. Most of eye localization algorithms reported thus far still need to be improved about precision and computational time for successful applications. In this paper, we propose an improved eye localization method based on multi-scale Gator feature vector models. The proposed method first tries to locate eyes in the downscaled face image by utilizing Gabor Jet similarity between Gabor feature vector at an initial eye coordinates and the eye model bunch of the corresponding scale. The proposed method finally locates eyes in the original input face image after it processes in the same way recursively in each scaled face image by using the eye coordinates localized in the downscaled image as initial eye coordinates. Experiments verify that our proposed method improves the precision rate without causing much computational overhead compared with other eye localization methods reported in the previous researches.

Texture Classification Based on Gabor-like Feature (유사 가버 특징에 기반한 텍스쳐 분류)

  • Son, Ji-Hoon;Kim, Sung-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.2
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    • pp.147-153
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    • 2017
  • Efficient texture representation is very important in computer vision fields. The performance of texture classification or/and segmentation can be improved based on efficient texture representation. Gabor filter is a representation method that has long history for texture representation based on multi-scale analysis. Gabor filter shows good performance in texture classification and segmentation but requires much processing time. In this paper, we propose new texture representation method that is also based on multi-scale analysis. The proposed representation can provide similar performance in texture classification but can reduce processing time against Gabor filter. Experimental results show good performance of our method.

Efficiency Improvement on Face Recognition using Gabor Tensor (가버 텐서를 이용한 얼굴인식 성능 개선)

  • Park, Kyung-Jun;Ko, Hyung-Hwa
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.9C
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    • pp.748-755
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    • 2010
  • In this paper we propose an improved face recognition method using Gabor tensor. Gabor transform is known to be able to represent characteristic feature in face and reduced environmental influence. It may contribute to improve face recognition ratio. We attempted to combine three-dimensional tensor from Gabor transform with MPCA(Multilinear PCA) and LDA. MPCA with tensor which use various features is more effective than traditional one or two dimensional PCA. It is known to be robust to the change of face expression or light. Proposed method is simulated by MATALB9 using ORL and Yale face database. Test result shows that recognition ratio is improved maximum 9~27% compared with exisisting face recognition method.

Adaptive Facial Expression Recognition System based on Gabor Wavelet Neural Network (가버 웨이블릿 신경망 기반 적응 표정인식 시스템)

  • Lee, Sang-Wan;Kim, Dae-Jin;Kim, Yong-Soo;Bien, Zeungnam
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.1
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    • pp.1-7
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    • 2006
  • In this paper, adaptive Facial Emotional Recognition system based on Gabor Wavelet Neural Network, considering six feature Points in face image to extract specific features of facial expression, is proposed. Levenberg-Marquardt-based training methodology is used to formulate initial network, including feature extraction stage. Therefore, heuristics in determining feature extraction process can be excluded. Moreover, to make an adaptive network for new user, Q-learning which has enhanced reward function and unsupervised fuzzy neural network model are used. Q-learning enables the system to ge optimal Gabor filters' sets which are capable of obtaining separable features, and Fuzzy Neural Network enables it to adapt to the user's change. Therefore, proposed system has a good on-line adaptation capability, meaning that it can trace the change of user's face continuously.

Fingerprint Recognition System using the Gabor Features (가버특징량을 이용한 지문인식 시스템)

  • 양동화;김창규;고현주;전명근
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.04a
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    • pp.450-453
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    • 2004
  • 본 논문은 지문을 이용하여 개인 식별 및 확인하는 생체인식 시스템을 제안한 것으로, 입력 지문 영상으로부터 중심점(Core)를 찾아 8개 방향의 가버 필터를 사용하여 지문의 특징을 드러나게 한다. 또한, 중심점으로부터 일정 영역을 섹터로 분할하고 분할된 섹터 별 특징 값을 산출하여 코드 북으로 등록한다. 등록된 데이터로부터 매칭하는 과정은 상관 계수를 이용하여 유사도가 가장 높은 등록자를 선별하고 인식 대상자로 선정한다. 이와 같은 방법은 융선의 분기점과 단점을 특징으로 하는 알고리즘에서 문제시되는 특징점이 빠지는 경우와 의사 특징점에 의한 오인식을 줄일 수 있으며, 중심점과 기준 축의 설정에 따라 지문 영상의 회전에 영향을 받지 않는 방법으로 좋은 성능을 보일 수 있다. 제안된 방법의 유용성을 확인하고자 광학식 지문 센서와 PC를 이용한 실시간 지문 인식 시스템을 구현하였다.

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Robust Eye Localization using Multi-Scale Gabor Feature Vectors (다중 해상도 가버 특징 벡터를 이용한 강인한 눈 검출)

  • Kim, Sang-Hoon;Jung, Sou-Hwan;Cho, Seong-Won;Chung, Sun-Tae
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.1
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    • pp.25-36
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    • 2008
  • Eye localization means localization of the center of the pupils, and is necessary for face recognition and related applications. Most of eye localization methods reported so far still need to be improved about robustness as well as precision for successful applications. In this paper, we propose a robust eye localization method using multi-scale Gabor feature vectors without big computational burden. The eye localization method using Gabor feature vectors is already employed in fuck as EBGM, but the method employed in EBGM is known not to be robust with respect to initial values, illumination, and pose, and may need extensive search range for achieving the required performance, which may cause big computational burden. The proposed method utilizes multi-scale approach. The proposed method first tries to localize eyes in the lower resolution face image by utilizing Gabor Jet similarity between Gabor feature vector at an estimated initial eye coordinates and the Gabor feature vectors in the eye model of the corresponding scale. Then the method localizes eyes in the next scale resolution face image in the same way but with initial eye points estimated from the eye coordinates localized in the lower resolution images. After repeating this process in the same way recursively, the proposed method funally localizes eyes in the original resolution face image. Also, the proposed method provides an effective illumination normalization to make the proposed multi-scale approach more robust to illumination, and additionally applies the illumination normalization technique in the preprocessing stage of the multi-scale approach so that the proposed method enhances the eye detection success rate. Experiment results verify that the proposed eye localization method improves the precision rate without causing big computational overhead compared to other eye localization methods reported in the previous researches and is robust to the variation of post: and illumination.

A Study on NPC Grouping of 3D Game using Gabor Characteristics (가버 특성을 이용한 3D 게임의 NPC 그룹핑에 관한 연구)

  • Park, Chang-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.12
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    • pp.2836-2842
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    • 2010
  • An NPC grouping method is proposed for various 3D games depending on their characteristics. Immovable objects tend to have particular orientation features in their Gabor filtering results whereas the movable objects controlled by AI appearing as a human or an animal do not. First of all, We analyzed directional and frequency domain features in the NPC object and configured them as 24 Gabor filter banks. Then, 24-dimensional feature vectors according to the scale and direction of the filter are calculated. Each extracted vector represents the energy of a certain direction. This energy indicates the particular direction strength of the object texture. Thus, using this property, NPCs could be grouped as artificial objects and natural objects effectively and it draws the game more speed and strategic actions as a result.