• Title/Summary/Keyword: 깊이인식

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Design of Face Recognition Algorithm based Optimized pRBFNNs Using Three-dimensional Scanner (최적 pRBFNNs 패턴분류기 기반 3차원 스캐너를 이용한 얼굴인식 알고리즘 설계)

  • Ma, Chang-Min;Yoo, Sung-Hoon;Oh, Sung-Kwun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.6
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    • pp.748-753
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    • 2012
  • In this paper, Face recognition algorithm is designed based on optimized pRBFNNs pattern classifier using three-dimensional scanner. Generally two-dimensional image-based face recognition system enables us to extract the facial features using gray-level of images. The environmental variation parameters such as natural sunlight, artificial light and face pose lead to the deterioration of the performance of the system. In this paper, the proposed face recognition algorithm is designed by using three-dimensional scanner to overcome the drawback of two-dimensional face recognition system. First face shape is scanned using three-dimensional scanner and then the pose of scanned face is converted to front image through pose compensation process. Secondly, data with face depth is extracted using point signature method. Finally, the recognition performance is confirmed by using the optimized pRBFNNs for solving high-dimensional pattern recognition problems.

A Robust Object Detection and Tracking Method using RGB-D Model (RGB-D 모델을 이용한 강건한 객체 탐지 및 추적 방법)

  • Park, Seohee;Chun, Junchul
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.61-67
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    • 2017
  • Recently, CCTV has been combined with areas such as big data, artificial intelligence, and image analysis to detect various abnormal behaviors and to detect and analyze the overall situation of objects such as people. Image analysis research for this intelligent video surveillance function is progressing actively. However, CCTV images using 2D information generally have limitations such as object misrecognition due to lack of topological information. This problem can be solved by adding the depth information of the object created by using two cameras to the image. In this paper, we perform background modeling using Mixture of Gaussian technique and detect whether there are moving objects by segmenting the foreground from the modeled background. In order to perform the depth information-based segmentation using the RGB information-based segmentation results, stereo-based depth maps are generated using two cameras. Next, the RGB-based segmented region is set as a domain for extracting depth information, and depth-based segmentation is performed within the domain. In order to detect the center point of a robustly segmented object and to track the direction, the movement of the object is tracked by applying the CAMShift technique, which is the most basic object tracking method. From the experiments, we prove the efficiency of the proposed object detection and tracking method using the RGB-D model.

A Study Using an Eye-tracker and Cafe Images to Ascertain the Association between the Perception of Spatial Depth and the Customer's Intention to Visit (깊이감과 머물고 싶은 공간의 관계: 시선추적기를 이용한 카페를 중심으로 한 연구)

  • Cho, Ji Young;Kwak, Eun-Ju
    • Science of Emotion and Sensibility
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    • v.22 no.4
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    • pp.3-14
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    • 2019
  • The café has become an important representative "third place" where people study and rest. Hence, it is worthwhile for researchers to understand the needs of individual users as well as the requirements of people who visit such venues in groups. The identification of strategies that can help achieve larger, wider, higher, or deeper interior spaces in small and compact locations can generate benefits for both users and designers. In this study, where 56 interior design students participated, we used an eye-tracker and images of cafes to explore the relationships between spatial depth and the intention to visit a cafe space. The researchers digitally developed fifteen different conditions of space and measured the eye movements of the participants using an eye-tracker when they examined images that appeared to convey the most depth. Participants were also asked to imagine the proposed space images as cafes and to select one of the 15 images as the location that they would be most likely to visit individually and one that they would frequent in the company of other people. The research results revealed that certain ways of using interior design elements altered the participants' perceptions of spatial depth without any change being effected to the actual volume or the size of the space. The participants tended to perceive a space with a small decorative artwork on a dark toned wall with unconnected furniture as deeper than a space with no or large artwork on a light toned wall with contiguous furniture. Spatial depth was a more important consideration for an individual visit than for a group visit. The results of this exploratory study will help scholarly understanding of the role played by spatial depth in customer intentions to visit a cafe.

A Case Study on Electronic Recognition Sensor for Underground Facility Management System (지중 매설물 이력 관리 시스템 개발을 위한 전자인식기의 현장 적용성 검증 연구)

  • Jung, YooSeok;Kim, Soullam;Kim, Byungkon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.777-785
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    • 2021
  • Many utility lines are buried underground to provide various functions of the city. Because historical records are not managed systematically, damage has occurred during excavation. In addition, the demand for an underground facility management system is increasing as the aerial underground project is progressing. By attaching an electronic recognition sensor to an underground facility, such as pipelines, the management history and site conditions can be carefully managed. Therefore, in this study, electronic recognition sensors, such as BLE Beacon, UHF RFID, geomagnetic sensor, and commercial marker, were tested to analyze the strengths, weaknesses, and field applicability through a pilot project. According to the limited research results collected through two pilot projects, the installation depth is most important to demonstrate the performance of the electronic reader. In addition, because it should be used in urban areas, the influence of environmental interference should be minimized, and there should be no performance degradation over time. In the case of the geomagnetic recognizer, the effect of environmental interference was large, and performance degradation occurred over time using the BLE Beacon. In the field situation, where the installation depth can be controlled to less than 40cm, the utility of the battery-free UHF RFID was the best.

Augmented Reality System using Stereo Camera (스테레오 카메라를 이용한 증강현실 시스템)

  • An, Jae-Woo;Ko, Min-Soo;Kwon, Hyeok-Min;Lee, Dong-Seok;Yoo, Ji-Sang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.243-246
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    • 2009
  • 본 논문에서는 스테레오 카메라를 이용하여 3차원 공간을 인식한 후 판별된 손동작에 의해 3차원 객체를 제어 할 수 있는 실시간 시스템을 구현 하고자 한다. 스테레오 카메라를 통해 획득한 현재 영상에서 배경 영상을 제거한 후 피부색의 특징을 이용한 이진화를 수행하여 손의 영역을 찾고 관심 영역에 대해서 변이(disparity)를 추정하여 손 영역의 깊이정보를 추가한 3차원 좌표를 실시간으로 얻을 수 있다. 손의 특징 점을 이용하여 손목을 찾고 손동작을 판별한다. 손을 관심 역역으로 설정한 시스템에서 3차원 공간 좌표는 실시간으로 사용자의 손의 움직임에 의해 획득되고 이를 가상과 현실이 합쳐진 3차원 증강현실과의 연동을 하게 한다. 실험을 통해 제안하는 실시간 시스템은 손과 카메라의 각도와 손가락의 개수에 따라 평균 손동작 인식률이 83%가 되는 것을 검증하였다.

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The 3-D Object Recognition Using the Shape from Stereo Algorithm (스테레오 기법의 형태정보를 이용한 3차원 물체 인식)

  • 박성만;곽윤식;이대영
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.8B
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    • pp.1500-1505
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    • 1999
  • In this paper, we presented the stereo algorithm for 3-D object recognition. In order to solve the problem for matching time in existed methods, we proposed the method which used the moving direction vector. On the other hand, after we extracted the moving vectors by moving direction of objects, rotated object was matched on axis of it. Using the Hough transform, we obtained the 2-D synthesed image as reference images corresponding to the rate of moving, and then compared with the unknown input images.

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Grinding disk detection with image processing and application to face recognition (화상처리를 이용한 연삭공구 인식 및 안면인식 응용)

  • 백재용;송무건;유송민
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2001.04a
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    • pp.115-118
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    • 2001
  • An image processing method was applied to characterize a shape of the flexible grinding disk. A disk surface image was taken by CCD camera. Depth of cut was changed to be 2 and 4mm. Circles marked on the disk were captured to extract the key features of the deflection. Notable correlation has been observed between the intervals and the process conditions. Same methodology has been applied to check the symmetry of the human face. Tentative results revealed that symmetry could be checked using the filtered face image.

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Face and Eye Detection for Interactive 3D Devices (인터랙티브 3D 방송단말을 위한 얼굴 및 눈인식 알고리즘의 검출 방법)

  • Song, Hyok;Lee, Chul-Dong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.280-281
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    • 2011
  • 단말기 기술의 향상으로 과거 다시점 영상 디스플레이가 어려웠지만 현재는 다양한 3D 디스플레이 장치가 개발되고 있으며 2장의 영상을 활용한 스테레오 영상 단말 뿐 아니라 다시점 영상 단말도 개발되고 있다. 다시점 방송 및 콘텐츠를 이용하기 위한 장치는 사용자가 콘텐츠를 감상하는 거리, 각도 및 개개인의 취향에 따라 각기 다른 실감정도를 보여주고 있으며 단말 장치 및 사용자는 끊임없이 움직이게 되므로 이에 대한 대처가 필요하다. 본 논문에서는 사용자의 위치를 파악한 후 그 결과에 따라서 단말장치에서 연속적으로 사용자에게 적절한 깊이 정보를 송출하기 위한 알고리즘을 개발하였다. 사용자의 얼굴 및 눈을 검출하였으며 기존 알고리즘의 문제점인 눈이 아닌 눈썹 또는 눈 주변의 어두운 영역으로 인한 오인식의 문제점을 해결하였다. 눈썹의 위치를 인식하여 눈썹 영역과 눈 영역의 분리를 통한 정확한 눈 위치추적 알고리즘 결과 테스트스트림에 따라 최대 52%의 오차율 향상을 보였다.

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Spontaneous Subject and Participation Space of the Computer Game ;from viewpoint of Visual Culture (영상문화의 관점에서 본 컴퓨터게임의 능동적 주체와 참여공간)

  • Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2008.06a
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    • pp.275-278
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    • 2008
  • 컴퓨터게임에 대한 여러 가지 논의는 부정적이거나 기술적인 연구의 한계점을 보이지만, 그 가능성과 사회적 영향력에 대한 부분은 우리 생활 깊이 들어와 인식되고 있다. 다양한 분야에 걸쳐 복잡한 특성을 드러내는 컴퓨터게임은 현 디지털시대와 이 시대를 살고 있는 모두를 포함하여 이들의 문화와 크게 밀접한 연관성을 가진다. 이에 따라 컴퓨터게임이 어떻게 현 시대를 반영하고, 영향력을 미치는지에 대해 다각도의 학문적 접근이 필요함을 밝히고자 한다. 결핍에서만 생겨나는 욕망의 주체가 컴퓨터게임이라는 즐김의 공간에서 일상과는 대립된 가상을 실현하는 심리적 관점에서의 관찰과 함께 양방향적인 게임의 특성을 각각의 이론들과 연관지어 보면서, 막연한 부정적인 시각에서 벗어나 컴퓨터게임을 여러 분야의 만남의 장으로 인식하고 문화로서 바라보는 객관적 시각의 필요성을 밝혀보고자 한다.

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A Study on the Correction of Face Motion Recognition Data Using Kinect Method (키넥트 방식을 활용한 얼굴모션인식 데이터 제어에 관한 연구)

  • Lee, Junsang;Park, Junhong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.513-515
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    • 2019
  • Techniques to recognize depth values using Kinect infrared projectors continue to evolve. Techniques to track human movements are being developed from the Marcris method to the Bimarris method. Capture of facial movement using Kinect has disadvantages that are not sophisticated. In addition, a method to control the gestures and movements on the face in real time requires much research. Therefore, this paper proposes a technique to create natural 3D image contents by studying technology to apply and control branding technology to extracted face recognition data using Kinect infrared method.

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