• Title/Summary/Keyword: 얼굴 검증

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A Study on The Improvement of User Authentication using the Facial Recognition and OTP Technique in the Mobile Environment (모바일 환경에서 OTP기술과 얼굴인식 기술을 이용한 사용자 인증 개선에 관한 연구)

  • Huh, Seung-Pyo;Lee, Dae-Sung;Kim, Kui-Nam
    • Convergence Security Journal
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    • v.11 no.3
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    • pp.75-84
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    • 2011
  • With the rapid development of mobile technology the use of smartphone is spreading. In order to activate mobile banking and market in the future, the most important key is a secure financial transactoin. However, because many apps are developed without security check in proportional to the spread of smartphone, security threat is inevitably high. Current smartphone banking is processed as the way of the existing public certificate or OTP technique in the mobile environment, but many security hole about current technology is pointed out steadily. Therefore, in this paper we are to improve a existing security hole by reinforcing the security through multi-factor authentication and providing a physical non-repudiation.

Front Face Image Analysis of Twentities Generation Man for Sasang Constitution Classification (20대 남성의 사상체질 분류를 위한 상안부의 얼굴 요소 분석)

  • Park, Sun-Ae;Lee, Se-Hwan;Kim, Bong-Hyun;Ka, Min-Kyoung;Cho, Dong-Uk
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.11a
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    • pp.90-93
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    • 2007
  • 우리나라만의 독창적인 의료체계인 사상체질은 의학적 본질의 우수성에도 불구하고 크게 대중화 되지 않았으며 인지도 또한 높지 못하다. 이는 사상체질에서 가장 중요한 부분이 사상체질의 정확한 분류인데 현재 임상현장에서 행해지고 있는 사상체질 분류 방식은 임상의의 경험과 주관적 소견에 의해 분류되고 있기 때문에 진단 결과에 객관성이 없고 정확도가 낮게 평가되고 있는 실정이다. 이를 위해 사상체질 진단 방법 중 하나인 용모사기론을 IT공학의 영상처리에 적용하여 안면 영상 분석을 통해 사상체질 분류를 수행하고자 한다. 이를 위해 본 논문에서는 사상의학적 원전과 기존의 방법들을 조사, 연구하여 사상체질 분류의 중요한 요소를 결정하고 시스템 구현을 목표로 실험을 통해 사상체질 분류의 유의성을 갖는 측정 요소에 대해 검증해 보고자 한다.

Eye Tracking Using Neural Network and Mean-shift (신경망과 Mean-shift를 이용한 눈 추적)

  • Kang, Sin-Kuk;Kim, Kyung-Tai;Shin, Yun-Hee;Kim, Na-Yeon;Kim, Eun-Yi
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.1
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    • pp.56-63
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    • 2007
  • In this paper, an eye tracking method is presented using a neural network (NN) and mean-shift algorithm that can accurately detect and track user's eyes under the cluttered background. In the proposed method, to deal with the rigid head motion, the facial region is first obtained using skin-color model and con-nected-component analysis. Thereafter the eye regions are localized using neural network (NN)-based tex-ture classifier that discriminates the facial region into eye class and non-eye class, which enables our method to accurately detect users' eyes even if they put on glasses. Once the eye region is localized, they are continuously and correctly tracking by mean-shift algorithm. To assess the validity of the proposed method, it is applied to the interface system using eye movement and is tested with a group of 25 users through playing a 'aligns games.' The results show that the system process more than 30 frames/sec on PC for the $320{\times}240$ size input image and supply a user-friendly and convenient access to a computer in real-time operation.

The Effects of Emotional Interaction with Virtual Student on the User's Eye-fixation and Virtual Presence in the Teaching Simulation (가상현실 수업시뮬레이션에서 가상학생과의 정서적 상호작용이 사용자의 시선응시 및 가상실재감에 미치는 영향)

  • Ryu, Jeeheon;Kim, Kukhyeon
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.581-593
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    • 2020
  • The purpose of this study was to examine the eye-fixation times on different parts of a student avatar and the virtual presence with two scenarios in the virtual reality-based teaching simulation. This study was to identify user attention while he or she is interacting with a student avatar. By examining where a user is gazing during a conversation with the avatar, we have a better understanding of non-verbal communication. For this study, forty-five college students (21 females and 24 males) participated in the experiment. They had a conversation with a student avatar in a virtual reality-based teaching simulation. The participants had verbal interactions with the student avatar with two scenarios. While they were having a conversation with the virtual character in the teaching simulation, their eye-movements were collected through a head-mounted display with an eye-tracking function embedded. The results revealed that there were significant differences in eye-fixation times. Participants gazed a longer time on facial expression than any other area. The fixation time on the facial expression was more prolonged than on gestures (F=3.75, p<.05). However, the virtual presence was not significantly different in two scenario levels. This result suggested that users focus on the face more than the gesture when they emotionally interact with the virtual character.

Multimodal Emotional State Estimation Model for Implementation of Intelligent Exhibition Services (지능형 전시 서비스 구현을 위한 멀티모달 감정 상태 추정 모형)

  • Lee, Kichun;Choi, So Yun;Kim, Jae Kyeong;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.1-14
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    • 2014
  • Both researchers and practitioners are showing an increased interested in interactive exhibition services. Interactive exhibition services are designed to directly respond to visitor responses in real time, so as to fully engage visitors' interest and enhance their satisfaction. In order to install an effective interactive exhibition service, it is essential to adopt intelligent technologies that enable accurate estimation of a visitor's emotional state from responses to exhibited stimulus. Studies undertaken so far have attempted to estimate the human emotional state, most of them doing so by gauging either facial expressions or audio responses. However, the most recent research suggests that, a multimodal approach that uses people's multiple responses simultaneously may lead to better estimation. Given this context, we propose a new multimodal emotional state estimation model that uses various responses including facial expressions, gestures, and movements measured by the Microsoft Kinect Sensor. In order to effectively handle a large amount of sensory data, we propose to use stratified sampling-based MRA (multiple regression analysis) as our estimation method. To validate the usefulness of the proposed model, we collected 602,599 responses and emotional state data with 274 variables from 15 people. When we applied our model to the data set, we found that our model estimated the levels of valence and arousal in the 10~15% error range. Since our proposed model is simple and stable, we expect that it will be applied not only in intelligent exhibition services, but also in other areas such as e-learning and personalized advertising.

The Effect of Make-up Education on Elderly Women's Life Satisfaction (화장교육이 노인여성의 생활만족도에 미치는 영향)

  • Kim, Jung-Si;Min, Kyung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1749-1755
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    • 2011
  • This study aimed to identify the effect of make-up education on the life satisfaction of elderly women based on a make-up education session for eight weeks from May 28 to July 16, 2010 provided to elderly women aged 60 or above who visited P Seniors' Welfare Center in D city. 80 samples were divided into the experimental group of 40 people and the control group of 40 people based on age and interest in make-up. Their life satisfaction level was identified before the survey. The experimental group received an eight-week make-up education session. In order to verify effects of the make-up education, follow-up tests were conducted toward the experimental and control groups both to compare life satisfaction levels. The make-up education was divided into elegant and natural make-up, make-up to look ten years younger, face-changing make-up, seasonal (spring, summer, autumn, and winter) make-up, make-up for Korean traditional costumes, and party make-up. In each class, students practiced make-up on their face while taking a lecture on theories. After the education, the students found the education satisfactory overall. Based on the results, the life satisfaction of the experimental group who received the make-up education significantly increased (p<0.05), confirming that make-up education affects the life at old age.

Annotation Method based on Face Area for Efficient Interactive Video Authoring (효과적인 인터랙티브 비디오 저작을 위한 얼굴영역 기반의 어노테이션 방법)

  • Yoon, Ui Nyoung;Ga, Myeong Hyeon;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.21 no.1
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    • pp.83-98
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    • 2015
  • Many TV viewers use mainly portal sites in order to retrieve information related to broadcast while watching TV. However retrieving information that people wanted needs a lot of time to retrieve the information because current internet presents too much information which is not required. Consequentially, this process can't satisfy users who want to consume information immediately. Interactive video is being actively investigated to solve this problem. An interactive video provides clickable objects, areas or hotspots to interact with users. When users click object on the interactive video, they can see additional information, related to video, instantly. The following shows the three basic procedures to make an interactive video using interactive video authoring tool: (1) Create an augmented object; (2) Set an object's area and time to be displayed on the video; (3) Set an interactive action which is related to pages or hyperlink; However users who use existing authoring tools such as Popcorn Maker and Zentrick spend a lot of time in step (2). If users use wireWAX then they can save sufficient time to set object's location and time to be displayed because wireWAX uses vision based annotation method. But they need to wait for time to detect and track object. Therefore, it is required to reduce the process time in step (2) using benefits of manual annotation method and vision-based annotation method effectively. This paper proposes a novel annotation method allows annotator to easily annotate based on face area. For proposing new annotation method, this paper presents two steps: pre-processing step and annotation step. The pre-processing is necessary because system detects shots for users who want to find contents of video easily. Pre-processing step is as follow: 1) Extract shots using color histogram based shot boundary detection method from frames of video; 2) Make shot clusters using similarities of shots and aligns as shot sequences; and 3) Detect and track faces from all shots of shot sequence metadata and save into the shot sequence metadata with each shot. After pre-processing, user can annotates object as follow: 1) Annotator selects a shot sequence, and then selects keyframe of shot in the shot sequence; 2) Annotator annotates objects on the relative position of the actor's face on the selected keyframe. Then same objects will be annotated automatically until the end of shot sequence which has detected face area; and 3) User assigns additional information to the annotated object. In addition, this paper designs the feedback model in order to compensate the defects which are wrong aligned shots, wrong detected faces problem and inaccurate location problem might occur after object annotation. Furthermore, users can use interpolation method to interpolate position of objects which is deleted by feedback. After feedback user can save annotated object data to the interactive object metadata. Finally, this paper shows interactive video authoring system implemented for verifying performance of proposed annotation method which uses presented models. In the experiment presents analysis of object annotation time, and user evaluation. First, result of object annotation average time shows our proposed tool is 2 times faster than existing authoring tools for object annotation. Sometimes, annotation time of proposed tool took longer than existing authoring tools, because wrong shots are detected in the pre-processing. The usefulness and convenience of the system were measured through the user evaluation which was aimed at users who have experienced in interactive video authoring system. Recruited 19 experts evaluates of 11 questions which is out of CSUQ(Computer System Usability Questionnaire). CSUQ is designed by IBM for evaluating system. Through the user evaluation, showed that proposed tool is useful for authoring interactive video than about 10% of the other interactive video authoring systems.

Mitotane Therapy and Management of Naturally Occurring Pituitary Dependent Hyperadrenocorticism (PDH) in a Dog (개에서 자연발생한 뇌하수체 의존성 부신피질기능 항진증의 치료 및 관리)

  • Song, Jae-won;Park, Hee-Myung
    • Journal of Veterinary Clinics
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    • v.20 no.2
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    • pp.233-236
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    • 2003
  • A 10 year old, intact female Yorkshire terrier was referred to the Veterinary Teaching Hospital of Konkuk University. Upon admission, the patient had severe necrotic skin disease on face and abdominal wall, and also showed polyuria, polydipsia (PUPD), and polyphagia. A tentatative diagnosis of hyperadrenocorticism was made on the basis of history takings, physical examination, and results of CBC and serum biochemistry. Hyperadrencorticism was confirmed by ACTH stimulation test and pituitary-dependent hyperadrenocorticism (PDH) was diagnosed according to the results of high dose dexamethasone suppression test (HDDST). After initiating mitotane therapy, severe skin problem and clinical signs including PUPD were improved. And we determined whether or not mitotane therapy well controlled serum cortisol level with ACTH stimulation test. This case was presented to show that the patient misdiagnosed and treated for more than 1 year as other dermatologic problem in 3 local animal clinics was treated and managed sucessfully with mitotane administration.

Digital Holographic Security Identification System (디지털 홀로그래픽 보안 인증 시스템)

  • Kim, Jung-Hoi;Kim, Nam;Jeon, Seok-Hee
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.2
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    • pp.89-98
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    • 2004
  • In this paper, we implement a digital holographic security card system that combines digital holographic memory using random phase encoded reference beams with electrical biometrics. Digitally encoded data including a document, a picture of face, and a fingerprint are recorded by multiplexing of holographic memory. A random phase mask encoding reference beams are used as a decoded key to protect illegal counterfeit. As a result, we can achieve a raw BER of 3.6${\times}$10-4 and shift selectivity of 4${\mu}{\textrm}{m}$ using the 2D random phase mask. Also, we develop a recording pattern and image processing which are suitable for a low cost reader without a position sensing photo-detector for real time data extraction and remove danger of fraud from unauthorized person by comparing the reconstructed holographic data with the live fingerprint data.

The Study about the Differential compression based on the ROI(Region Of Interest) (ROI(Region Of Interest)기반의 차등적 이미지 압축에 관한 연구)

  • Yun, Chi-Hwan;Ko, Sun-Woo;Lee, Geun-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.679-686
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    • 2014
  • Recently, users can get countless images and videos by network. So, the compression technology of image and video is researched more and more. However, the situation which is the interested range of the image is occurred. For instance, since the region of face is more important than background, the image compression technology bases on the region of interest (ROI) is necessary, in the ATM environment. In this research, given the human visual system, which are not sensitive to illumination variations at very dark and light regions of image, we calculate the standard deviation of block and use this value to define the ROI. In encoding process, the relatively high quality can be obtained at the ROI and the relatively low quality can be obtained at the non ROI. In proposed scheme, the feature which is the encoding process according to subjectively image quality can be demonstrated. Finally, this proposed scheme is applied to JPEG standard. The experimental results demonstrate that proposed scheme can achieve better image quality at the high compression ratio.