• Title/Summary/Keyword: 모션 추출

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Utilization of Demographic Analysis with IMDB User Ratings on the Recommendation of Movies (IMDB 사용자평점에 대한 인구통계학적 분석의 활용)

  • Bae, Sung Moon;Lee, Sang Chun;Park, Jong Hun
    • The Journal of Society for e-Business Studies
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    • v.19 no.3
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    • pp.125-141
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    • 2014
  • Nowadays, overflowing data produced every second from the internet make people to be difficult to search for the useful information. That's why people have invented and developed unique tools that they get some relevant information. In this paper, the recommender system, one of the effective tools, is used and it helps us to get the useful information that we want by using demographic information to predict new items of interest. The demographic recommender system in this paper computes users' similarity using demographic information, age and gender. So we performed demographic analysis on movie ratings on Internet Movie Database (IMDB) web site that movies are rated by thousands of people, where users submitted a movie rating after they watched a recent popular film. Meanwhile, we can understand that user's ratings, among various determinants of box office, is very essential factor in the study on recommendation of movie. This paper is aimed at analyzing movie average ratings directly given by film viewers, categorizing them into groups by sex and age, investigating the entire group and finding the representative group by examining it with F-test and T-test. This result is used to promote and recommend for the target group only. Therefore, this study is considerably significant as presenting utilization for movie business as well as showing how to analyze demographic information on movie ratings on the web.

On-Road Car Detection System Using VD-GMM 2.0 (차량검출 GMM 2.0을 적용한 도로 위의 차량 검출 시스템 구축)

  • Lee, Okmin;Won, Insu;Lee, Sangmin;Kwon, Jangwoo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.11
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    • pp.2291-2297
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    • 2015
  • This paper presents a vehicle detection system using the video as a input image what has moving of vehicles.. Input image has constraints. it has to get fixed view and downward view obliquely from top of the road. Road detection is required to use only the road area in the input image. In introduction, we suggest the experiment result and the critical point of motion history image extraction method, SIFT(Scale_Invariant Feature Transform) algorithm and histogram analysis to detect vehicles. To solve these problem, we propose using applied Gaussian Mixture Model(GMM) that is the Vehicle Detection GMM(VDGMM). In addition, we optimize VDGMM to detect vehicles more and named VDGMM 2.0. In result of experiment, each precision, recall and F1 rate is 9%, 53%, 15% for GMM without road detection and 85%, 77%, 80% for VDGMM2.0 with road detection.

A Study on the Lower Body Muscle Strengthening System Using Kinect Sensor (Kinect 센서를 활용하는 노인 하체 근력 강화 시스템 연구)

  • Lee, Won-hee;Kang, Bo-yun;Kim, Yoon-jung;Kim, Hyun-kyung;Park, Jung Kyu;Park, Su E
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.11
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    • pp.2095-2102
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    • 2017
  • In this paper, we implemented the elderly home training contents provide individual exercise prescription according to the user's athletic ability and provide personalized program to the elderly individual. Health promotion is essential for overcoming the low health longevity of senior citizens preparing for aging population. Therefore, the lower body strengthening exercise to prevent falls is crucial to prevent a fall in the number of deaths of senior citizens. In this game model, the elderly are aiming at home training contents that can be found to feel that the elderly are going out of walk and exercising in the natural environment. To achieve this, Kinect extracts a specific bone model provide by the Kinect Sensor to generate the feature vectors and recognizes the movements and motion of the user. The recognition test using the Kinect sensor showed a recognition rate of about 80 to 97%.

Production Technology for Multi-face Convergence Performance (Multi-face Convergence 공연을 위한 제작 기술)

  • You, Mi;Son, Tae-Woong;Kim, Sang-Il
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.475-486
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    • 2020
  • This paper is a thesis on media art technology for high-tech performances and exhibitions. After creating an interactive stroke in VR, it is projected in real time through a media facade technique. Among our traditional dramas emphasizing linear movements, movements were extracted from the Bongsan mask dance, and the movements of the lines were used in a media art performance called 'Multi-face Convergence'. When motion data enters the virtual space, geometry consisting of faces is created in the VR space. The created strokes can be set with various brush types, and when performing, a stroke with a red fire effect that matches a dynamic movement was used. It was made to be able to harmonize with the dancers performing the Bongsan mask dance. The medium called VR has characteristics that are not suitable for melting into a performance, but in this performance, it has overcome its limitations by using a technique called media façade. We propose the world's first performance technique that combines interactive strokes with traditional dance performances.

Development a Measurement Scale for Analysis on Factors Influencing College Choice of College Freshman's (전문대학 신입생들의 대학선택 영향 요인 분석을 위한 측정도구 개발)

  • Kim, Myung-Eun;Jang, Won-Seok
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.50-62
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    • 2016
  • The aim of this study was to develop scale of test taker to affect on process of selection of college. The study procedures were performed as follow : establish of study model, item generation, verification of content validity, 1st and 2nd pilot test and verification of construct validity and reliability. In order to verification of validity and reliability, 230 freshman were surveyed and the data were analyzed by mean, standard deviation, skewness. kurtosis, Pearson correlation, Verimax factor analysis and Cronbach's ${\alpha}$. As result of factor analysis, the 15 factors(61 items) that explain 68.37% of the total variance were extracted and each factors were classified by attribution as follow : Information collection-mass media(4items), college activity (3items), support and environment(4items), education(5items), Influential person on decision making(3items), education quality(4items), education service(5items), reputation(3items), accessibility(2items), personal circumstances(2items), college's mass media(5items), promotion (4items), on-line(4items), person's PR (3items), College image(10items). Cronbach's ${\alpha}$ of total items was 0.916 and Cronbach's ${\alpha}$ of each factors were showed range between 0.694~0.878. Measurement scale of this study may be utilized to collect basic data be required to establish policy strategy of local college be faced with difficulty of admission recruitment.

Inductive Inverse Kinematics Algorithm for the Natural Posture Control (자연스러운 자세 제어를 위한 귀납적 역운동학 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.4
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    • pp.367-375
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    • 2002
  • Inverse kinematics is a very useful method for control]ing the posture of an articulated body. In most inverse kinematics processes, the major matter of concern is not the posture of an articulated body itself but the position and direction of the end effector. In some applications such as 3D character animations, however, it is more important to generate an overall natural posture for the character rather than place the end effector in the exact position. Indeed, when an animator wants to modify the posture of a human-like 3D character with many physical constraints, he has to undergo considerable trial-and-error to generate a realistic posture for the character. In this paper, the Inductive Inverse Kinematics(IIK) algorithm using a Uniform Posture Map(UPM) is proposed to control the posture of a human-like 3D character. The proposed algorithm quantizes human behaviors without distortion to generate a UPM, and then generates a natural posture by searching the UPM. If necessary, the resulting posture could be compensated with a traditional Cyclic Coordinate Descent (CCD). The proposed method could be applied to produce 3D-character animations based on the key frame method, 3D games and virtual reality.

A Study on The Comic Presentation Through Three-Dimensional Shot (입체적인 쇼트를 통한 코믹연출연구)

  • Hwang, Kil-Nam;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.91-99
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    • 2008
  • When making a comic film, the comic presentation that uses stress and exaggeration is the important subject among other things. In this study we tried to investigate the comic effect using the movement of three-dimensional shot. To conduct this study, we extracted the shot manufactured through the Flow Motion of a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. The shot manufactured applying this manufacturing skill and using three-dimensional production method for the video contents efficiently made was classified into several scenes. The focus of this study is to search for the factor that makes the atmosphere of a story comic through three-dimensional production shot. According to the shot analysis, three-dimensional production method plays a role in developing more stories on space and time by visualizing stories in three dimensions, which makes the most use of the movement of camera, lens and the utilization of focus. In addition, in the presentation where many comic and exaggerated factors are provided, we used the technology that stresses a scene using the size of a shot and the lasting time and presented the method that exaggerates space using a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. By reviewing the qualitative improvement and the efficient method on making comic films through the possibility that the atmosphere of this three-dimensional shot can apply to the effect for comic presentation, we tried to approach the comic presentation.

A Study on Detection of Overloaded Vehicles at Highway Toll Gates Using Detection of Height Changes in Vehicle Cargo Boxes (차량 적재함의 높이 변화 감지를 이용한 고속도로 톨게이트 과적차량 검출에 관한 연구)

  • Gwang Lee;Bong-Keun Kim
    • Journal of Practical Engineering Education
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    • v.16 no.3_spc
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    • pp.391-399
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    • 2024
  • All highway toll gates in Korea use low-speed WIM(Weight-In-Motion) to block overloaded cargo vehicles from entering the main highway, but some cargo vehicle owners are illegally modifying vehicles to operate variable axles and evading crackdowns by manipulating the axles. In previous studies detect all tires of a running vehicle were detected to determine whether there is axle manipulation. However, because the vehicle entry area at the highway toll gate checkpoint is very narrow, there is a problem that it is realistically difficult to film all tires of the entering vehicle in one video frame. In this paper, we proposed a system that can determine whether the axle is being operated through changes in the height of the vehicle's cargo box rather than by detecting tires. To detect changes in the height of a cargo box, we propose a method to extract the representative line of the cargo box using Hough transform and then measure the change in height of the representative line to detect the change in height of the cargo box. In addition, we propose a method to detect changes in the vertical height of a cargo box by accumulating motion vectors of pixels within a certain area of the image using optical flow. And the two methods were compared and their advantages and disadvantages were analyzed and presented.

The Audience Behavior-based Emotion Prediction Model for Personalized Service (고객 맞춤형 서비스를 위한 관객 행동 기반 감정예측모형)

  • Ryoo, Eun Chung;Ahn, Hyunchul;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.73-85
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    • 2013
  • Nowadays, in today's information society, the importance of the knowledge service using the information to creative value is getting higher day by day. In addition, depending on the development of IT technology, it is ease to collect and use information. Also, many companies actively use customer information to marketing in a variety of industries. Into the 21st century, companies have been actively using the culture arts to manage corporate image and marketing closely linked to their commercial interests. But, it is difficult that companies attract or maintain consumer's interest through their technology. For that reason, it is trend to perform cultural activities for tool of differentiation over many firms. Many firms used the customer's experience to new marketing strategy in order to effectively respond to competitive market. Accordingly, it is emerging rapidly that the necessity of personalized service to provide a new experience for people based on the personal profile information that contains the characteristics of the individual. Like this, personalized service using customer's individual profile information such as language, symbols, behavior, and emotions is very important today. Through this, we will be able to judge interaction between people and content and to maximize customer's experience and satisfaction. There are various relative works provide customer-centered service. Specially, emotion recognition research is emerging recently. Existing researches experienced emotion recognition using mostly bio-signal. Most of researches are voice and face studies that have great emotional changes. However, there are several difficulties to predict people's emotion caused by limitation of equipment and service environments. So, in this paper, we develop emotion prediction model based on vision-based interface to overcome existing limitations. Emotion recognition research based on people's gesture and posture has been processed by several researchers. This paper developed a model that recognizes people's emotional states through body gesture and posture using difference image method. And we found optimization validation model for four kinds of emotions' prediction. A proposed model purposed to automatically determine and predict 4 human emotions (Sadness, Surprise, Joy, and Disgust). To build up the model, event booth was installed in the KOCCA's lobby and we provided some proper stimulative movie to collect their body gesture and posture as the change of emotions. And then, we extracted body movements using difference image method. And we revised people data to build proposed model through neural network. The proposed model for emotion prediction used 3 type time-frame sets (20 frames, 30 frames, and 40 frames). And then, we adopted the model which has best performance compared with other models.' Before build three kinds of models, the entire 97 data set were divided into three data sets of learning, test, and validation set. The proposed model for emotion prediction was constructed using artificial neural network. In this paper, we used the back-propagation algorithm as a learning method, and set learning rate to 10%, momentum rate to 10%. The sigmoid function was used as the transform function. And we designed a three-layer perceptron neural network with one hidden layer and four output nodes. Based on the test data set, the learning for this research model was stopped when it reaches 50000 after reaching the minimum error in order to explore the point of learning. We finally processed each model's accuracy and found best model to predict each emotions. The result showed prediction accuracy 100% from sadness, and 96% from joy prediction in 20 frames set model. And 88% from surprise, and 98% from disgust in 30 frames set model. The findings of our research are expected to be useful to provide effective algorithm for personalized service in various industries such as advertisement, exhibition, performance, etc.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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