• Title/Summary/Keyword: 시각적 인식

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Realtime Attention System of Autonomous Virtual Character using Image Feature Map (시각적 특징 맵을 이용한 자율 가상 캐릭터의 실시간 주목 시스템)

  • Cha, Myaung-Hee;Kim, Ky-Hyub;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.745-756
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    • 2009
  • An autonomous virtual character can conduct itself like a human after recognizing and interpreting the virtual environment. Artificial vision is mainly used in the recognition of the environment for a virtual character. The present artificial vision that has been developed takes all the information at once from everything that comes into view. However, this can reduce the efficiency and reality of the system by saving too much information at once, and it also causes problems because the speed slows down in the dynamic environment of the game. Therefore, to construct a vision system similar to that of humans, a visual observation system which saves only the required information is needed. For that reason, this research focuses on the descriptive artificial intelligence engine which detects the most important information visually recognized by the character in the virtual world and saves it into the memory by degrees. In addition, a visual system is constructed in accordance with an image transaction theory to make it sense and recognize human feelings. This system finds the attention area of moving objects quickly and effectively through the experiment of the virtual environment with three dynamic dimensions. Also the experiment enhanced processing speed more than 1.6 times.

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Color Recognition and Phoneme Pattern Segmentation of Hangeul Using Augmented Reality (증강현실을 이용한 한글의 색상 인식과 자소 패턴 분리)

  • Shin, Seong-Yoon;Choi, Byung-Seok;Rhee, Yang-Won
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.29-35
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    • 2010
  • While diversification of the use of video in the prevalence of cheap video equipment, augmented reality can print additional real-world images and video image. Although many recent advent augmented reality techniques, currently attempting to correct the character recognition is performed. In this paper characters marked with a visual marker recognition, and the color to match the marker color of the characters finds. And, it was shown on the screen by the character recognition. In this paper, by applying the phoneme pattern segmentation algorithm by the horizontal projection, we propose to segment the phoneme to match the six types of Hangul representation. Throughout the experiment sample of phoneme segmentation using augmented reality showed proceeding result at each step, and the experimental results was found to be that detection rate was above 90%.

Brain Activation to Facial Expressions Among Alcoholics (알코올 중독자의 얼굴 표정 인식과 관련된 뇌 활성화 특성)

  • Park, Mi-Sook;Lee, Bae Hwan;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.1-14
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    • 2017
  • The purpose of this study was to investigate the neural substrates for recognizing facial expressions among alcoholics by using functional magnetic resonance imaging (fMRI). Abstinent inpatient alcoholics (n=18 males) and demographically similar social drinkers (n=16 males) participated in the study. The participants viewed pictures from the Japanese Female Facial Expression Database (JAFFE) and evaluated intensity of facial expressions. the alcoholics had a reduced activation in the limbic areas including amygdala and hippocampus while recognizing the emotional facial expressions compared to the nonalcoholic controls. On the other hand, the alcoholics showed greater brain activations than the controls in the left lingual (BA 19)/fusiform gyrus, the left middle frontal gyrus (BA 8/9/46), and the right superior parietal lobule (BA 7) during the viewing of emotional faces. In sum, specific brain regions were identified that are associated with recognition of facial expressions among alcoholics. The implication of the present study could be used in developing intervention for alcoholism.

A Case Study on Applications of Physical Interactive Systems in On-Line Games (온라인 게임에서의 체감시스템 적용 사례분석)

  • Choi, Sam-Ha;Kim, Kyung-Sik;Yoon, Sung-Jun
    • Journal of Korea Game Society
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    • v.4 no.2
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    • pp.21-28
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    • 2004
  • Experience of human is more impressive when it is combined with physical interaction which provides multi-dimensional information including touching on body sense systems as well as seeing and hearing. In the Held of games, concentrations and satisfactions obtained from playing games are more effective when feedbacks come totally on whole body sense systems. In this paper, we have studied physical interactive systems with analysis on traditional physical interactive systems in on-line game area which normally were depending on seeing and hearing senses.

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A Study in Relationship between Facial Expression and Action Unit (Manifold Learning을 통한 표정과 Action Unit 간의 상관성에 관한 연구)

  • Kim, Sunbin;Kim, Hyeoncheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.763-766
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    • 2018
  • 표정은 사람들 사이에서 감정을 표현하는 강력한 비언어적 수단이다. 표정 인식은 기계학습에서 아주 중요한 분야 중에 하나이다. 표정 인식에 사용되는 기계학습 모델들은 사람 수준의 성능을 보여준다. 하지만 좋은 성능에도 불구하고, 기계학습 모델들은 표정 인식 결과에 대한 근거나 설명을 제공해주지 못한다. 이 연구는 표정 인식의 근거로서 Facial Action Coding Unit(AUs)을 사용하기 위해서 CK+ Dataset을 사용하여 표정 인식을 학습한 Convolutional Neural Network(CNN) 모델이 추출한 특징들을 t-distributed stochastic neighbor embedding(t-SNE)을 사용하여 시각화한 뒤, 인식된 표정과 AUs 사이의 분포의 연관성을 확인하는 연구이다.

A Transmission Service Method for Processing Visual Recognition of Sender Information (발신자 정보에 대한 시각적 인식 처리를 위한 전송 서비스 기법)

  • 김기현
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.4
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    • pp.328-336
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    • 2004
  • Recently a mobile service is changing into a system environment that offers the customer various contents service. Representative example of service is a Calling Identity Del ivory Service(CID). Such service has the problem in the case which the receiver cannot remember the phone number of the sender; it has a difficult problem that cannot easily confirm whose the phone number it is. Therefore, it is desirable to design and implement visual services that can enhance the recognition of users. In this paper, we propose the architecture that is similar to a Calling Identity Delivery Service. We propose the architecture for communication service and system that is able to visually display the information of the sender using 2D image data in mobile environment. After that we set the image information to represent the user and this method is able to visually display the information of the sender by transmitting an image data through channels from switch station or base station using the server. When the receiver receives a phone call from the sender, this method provides an efficient service by transmitting visual data with bell sound. That is, the image information of sender is appeared on liquid crystal display(LCD) of the receiver at the same time. We investigate the concepts for processing real-time transmission of image data and describe an example of the implementation result that is based on system. This technology has a potential influence on the marketing and presents an efficiency of this method.

Implementation of User Gesture Recognition System for manipulating a Floating Hologram Character (플로팅 홀로그램 캐릭터 조작을 위한 사용자 제스처 인식 시스템 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.143-149
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    • 2019
  • Floating holograms are technologies that provide rich 3D stereoscopic images in a wide space such as advertisement, concert. In addition, It is possible to reduce the 3D glasses inconvenience, eye strain, and space distortion, and to enjoy 3D images with excellent realism and existence. Therefore, this paper implements a user gesture recognition system for manipulating a floating hologram characters that can be used in a small space devices. The proposed method detects face region using haar feature-based cascade classifier, and recognizes the user gestures using a user gesture-occurred position information that is acquired from the gesture difference image in real time. And Each classified gesture information is mapped to the character motion in floating hologram for manipulating a character action. In order to evaluate the performance of the proposed user gesture recognition system for manipulating a floating hologram character, we make the floating hologram display devise, and measures the recognition rate of each gesture repeatedly that includes body shaking, walking, hand shaking, and jumping. As a results, the average recognition rate was 88%.

The Study of Smart Navigation System development for blind people based on Cortex-A8 Platform include Digital Zoom (Digital Zoom기능을 포함한 Cortex-A8 Platform 기반의 시각장애인용 Smart Navigation System개발에 관한 연구)

  • Han, Seung-Hwan;Kim, Young-kil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.289-292
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    • 2012
  • Presently, there is the blind of about 20~300,00 people including didn't register in Korea Usually, they used white stick when they walk outside. There is the blind receiving the help of the guide dog but a small number of blind uses due to many composite problems including the cost problem, and etc. Presently, the guidance service aid long for the blind which is commonly used adheres the RFID tag to the white stick. It remains at the level of the extent of making the cover block and RF communication by using this. The recognition distance is short. This is the actual condition in which it is difficult to determine the location of the clear obstacle and size and form, it doesn't become the help which is actually big in the walk of the blinds. Thus, in this paper, the investigation of 'Smart Portable Navigation System' development of the Cortex-A8 Platform base tries to be handled so that the blinds can walk easily.

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A New Control Model for Vergence Movement on a Stereo Head-Eye Robot (스테레오 헤드아이 로봇의 버전스 눈운동을 위한 새로운 제어 모델)

  • 김희정;유명현;이성환
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.547-549
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    • 2000
  • 버전스 눈동자 운동은 사람과 스테레오 시각을 가진 척추동물로 하여금 양안에 의해 응시점이 맞추어진 관심있는 물체까지의 떨어진 거리를 인식할 수 있도록 해준다. 이러한 버전스 눈동자 운동을 양안 헤드아이 로봇에 구현하기 위해서, 우리는 disparity flow와 flux를 이용하는 제어 모델을 개발하였다. 실험 및 결과 분석은 본 모델이 다양한 환경에서의 버전스 눈동자 운동을 효율적으로 제어할 수 있음을 보여준다. 인식-행동 주기가 실시간 프레임율에 근접하게 되면, disparity flow와 flux의 정확도는 증가되고 헤드아이 로봇의 버전스 눈운동을 더욱 정밀하게 제어하는 것이 가능해질 것이다.

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A Realtime Facial Region Extraction by Correlation and Image Enhancement Using illumination Plane (상관도에 의한 실시간 안면 추출과 조명 평면을 이용한 영상 개선)

  • 김도현;강동구;차의영
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.508-510
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    • 2002
  • 본 연구에서는 실시간으로 얼굴을 인식, 검증하기 위한 전처리 단계로써 얼굴을 고속으로 추출하고 추출된 영상을 개선하기 위한 효율적인 기법들을 소개한다. 먼저 RGB로 획득되는 영상을 인간의 시각 구조와 유사한 HSI 컬러 모델로 변환하고 여기서 인간의 피부 영역에 해당하는 컬러 분포를 조사하여 대강의 얼굴 영역을 찾고 이 영역을 대상으로 두 개의 가변 템플릿과의 상관도(Correlation)를 이용하여 최적의 얼굴 안면을 찾는다. 보다 나은 얼굴 인식을 위하여 검출된 얼굴 안면 이미지에서 조명 평면(Illumination plane) 이미지를 추출하여 먼저 불균일성을 보정한 다음 평활화(Equalization)를 수행함으로써 영상을 개선한다.

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