• Title/Summary/Keyword: 휴먼인식

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Development of the Hand Recognition System for the Mouse Control (마우스 제어를 위한 손 인식 시스템 개발)

  • Jeong, Jong-Myeon;Jang, Jung-Ryun;Kim, Yu-Il;Park, Ji-Won;Lee, Won-Joo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.173-174
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    • 2011
  • 본 논문에서는 마우스 제어를 위한 손 인식 시스템을 제안한다. 이를 위하여 배경영상과 입력영상의 차영상을 이용하여 움직임 영역을 구하고, RGB 컬러모델을 HSV 컬러모델로 변환하여 피부색상과 유사한 영역을 얻는다. 이 둘 사이의 교집합을 통하여 손 후보 영역을 추출하고 모폴로지 연산을 통해 잡음을 제거한 후 손 영상을 추출한다. 추출한 손 영상을 모폴로지 연산을 이용하여 손바닥 영역과 손가락 영역으로 분리한 다음 손바닥 영역의 위치정보를 마우스의 좌표로, 손가락의 개수를 마우스 이벤트로 정의하여 마우스를 제어한다. 실험 결과는 제안된 시스템이 마우스 제어에 효과적으로 사용될 수 있음을 보이고 있다.

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Dynamic Gesture Recognition for the Remote Camera Robot Control (원격 카메라 로봇 제어를 위한 동적 제스처 인식)

  • Lee Ju-Won;Lee Byung-Ro
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.7
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    • pp.1480-1487
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    • 2004
  • This study is proposed the novel gesture recognition method for the remote camera robot control. To recognize the dynamics gesture, the preprocessing step is the image segmentation. The conventional methods for the effectively object segmentation has need a lot of the cole. information about the object(hand) image. And these methods in the recognition step have need a lot of the features with the each object. To improve the problems of the conventional methods, this study proposed the novel method to recognize the dynamic hand gesture such as the MMS(Max-Min Search) method to segment the object image, MSM(Mean Space Mapping) method and COG(Conte. Of Gravity) method to extract the features of image, and the structure of recognition MLPNN(Multi Layer Perceptron Neural Network) to recognize the dynamic gestures. In the results of experiment, the recognition rate of the proposed method appeared more than 90[%], and this result is shown that is available by HCI(Human Computer Interface) device for .emote robot control.

Depth Image based Egocentric 3D Hand Pose Recognition for VR Using Mobile Deep Residual Network (모바일 Deep Residual Network을 이용한 뎁스 영상 기반 1 인칭 시점 VR 손동작 인식)

  • Park, Hye Min;Park, Na Hyeon;Oh, Ji Heon;Lee, Cheol Woo;Choi, Hyoung Woo;Kim, Tae-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1137-1140
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    • 2019
  • 가상현실(Virtual Reality, VR), 증강현실(Augmented Reality, AR), 혼합현실(Mixed Reality, MR) 분야에 유용한 인간 컴퓨터 인터페이스 기술은 필수적이다. 특히 휴먼 손동작 인식 기술은 직관적인 상호작용을 가능하게 하여, 다양한 분야에서 편리한 컨트롤러로 사용할 수 있다. 본 연구에서는 뎁스 영상 기반의 1 인칭 시점 손동작 인식을 위하여 손동작 데이터베이스 생성 시스템을 구축하여, 손동작 인식기 학습에 필요한 1 인칭(Egocentric View Point) 데이터베이스를 촬영하여 제작한다. 그리고 모바일 Head Mounted Device(HMD) VR 을 위한 뎁스 영상 기반 1 인칭 시점 손동작 인식(Hand Pose Recognition, HPR) 딥러닝 Deep Residual Network 를 구현한다. 최종적으로, 안드로이드 모바일 디바이스에 학습된 Residual Network Regressor 를 이식하고 모바일 VR 에 실시간 손동작 인식 시스템을 구동하여, 모바일 VR 상 실시간 3D 손동작 인식을 가상 물체와의 상호작용을 통하여 확인 한다.

Analysis of Librarians' Perception of Teaching and Learning Support Services of Academic Libraries (대학도서관 교수·학습지원 서비스에 대한 사서 인식분석)

  • Ye Jin Choi;Min Kyung Na;Jee Yeon Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.51-77
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    • 2023
  • This study analyzed the respective teaching and learning-related services offered by the Centers for Teaching and Learning and the academic libraries to find the proper roles of libraries regarding this type of service. We interviewed librarians to collect the data. The content analysis of the qualitative interview data enabled us to identify the librarians' perceptions of teaching and learning support, service provision method, strengthening relationships with other academic units, recognition of libraries' roles within the universities, and generating more investment for the libraries. Finally, the analysis led to six suggestions for libraries' teaching and learning support functions, such as advertising the availability of specific academic discipline or unit-oriented library services, strengthening librarian's capabilities as educators, bolstering digital information literacy of the faculty members and students, injecting libraries' views into the development and maintaining fundamental knowledge-related programs, emphasizing the notion of human-centered libraries, and finding new ways to utilize library space.

Performance Improvement of Eye Tracking System using Reinforcement Learning (강화학습을 이용한 눈동자 추적 시스템의 성능향상)

  • Shin, Hak-Chul;Shen, Yan;Khim, Sarang;Sung, WonJun;Ahmed, Minhaz Uddin;Hong, Yo-Hoon;Rhee, Phill-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.171-179
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    • 2013
  • Recognition and image processing technology depends on illumination variation. One of the most important factors is the parameters of algorithms. When it comes to select these values, the system has different types of recognition accuracy. In this paper, we propose performance improvement of the eye tracking system that depends on some environments such as, people, location, and illumination. Optimized threshold parameter was decided by using reinforcement learning. When the system accuracy goes down, reinforcement learning used to train the value of parameters. According to the experimental results, the performance of eye tracking system can be improved from 3% to 14% by using reinforcement learning. The improved eye tracking system can be effectively used for human-computer interaction.

Affective Interaction Technologies for Human Care (휴먼 케어를 위한 초실감 감성 상호작용 기술)

  • Kim, J.S.;Park, C.J.;Lee, K.S.;Kim, M.;Yoo, W.Y.;Jee, H.K.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.36 no.1
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    • pp.43-53
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    • 2021
  • Super-realistic content technology has recently attracted attention as a core of the "new normal" that can overcome the spatial constraints caused by pandemics. It is moreover the core that allows users in remote locations to meet and engage in various social, cultural, and economic activities based on a network. Content technology is rapidly spreading beyond the existing entertainment area to various industries as an innovative tool that can be used to overcome space-time constraints and improve the productivity of industrial sites, because reality and virtual reality are now super-connected with ultra-low latency. However, existing services such as teleconferencing and tele-collaboration do not provide a level of realism that replaces face-to-face services, and various technical requirements have been proposed to overcome this. The trends in core technologies such as XR twins, hyper-realistic reproduction, sensory interaction, and emotional recognition technology, which are necessary for interactive realistic content that leads to feelings, from reproduction to experience and emotion, are explained. In this article, our aim is to present the future of realistic content that enables human care and can even overcome psychological difficulties such as the "Corona blues".

Changes in Consumer Perception of One Mile-Wear and Home Wear: The Impact of Covid-19 Outbreak (원마일웨어와 홈웨어에 대한 소비자 인식 변화: 코로나19 발생의 영향)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • Journal of Fashion Business
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    • v.25 no.2
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    • pp.110-126
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    • 2021
  • This study aims to explore consumers' perception regarding "one-mile wear" and "home wear" fashion, an emerging trend during the Coronavirus disease (COVID-19) pandemic, and to identify the changes in consumers' perception of this style before and after the pandemic. The data collection period was set as one year before and after the outbreak as of January 1, 2020, and blog posts with keywords "one-mile wear" and "home wear" were collected. Further, textual data crawled and refined using Python 3.7 libraries, and centralities were measured and visualized through NodeXL 1.0.1 and Ucinet 6. According to the results, first, consumers' perception regarding one-mile wear fashion was divided into the following eight categories: wearing situation, expected attribute, style, item, color, textile, shape, and target wearer. Second, before the pandemic, home wear was recognized as pajamas or indoor wear; after the pandemic, home wear was recognized as one-mile wear, outdoor wear, and daily wear. Moreover, keywords, such as "telecommuting", "social distancing", "untact", and "upper body", appeared after the pandemic. It was confirmed that consumers' perception of home wear was affected by the pandemic.

A Framework for Knowledge Propagation Analysis using Social Network (사회연결망을 이용한 지식전파 분석의 프레임워크)

  • Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.6
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    • pp.97-106
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    • 2014
  • A company regards knowledge shared and used within a corporate organization as intellectual capital linked to corporate competences. A great deal of research has been conducted in the past to identify knowledge sharing among knowledge workers. Some papers focus on information technology for automated, efficient, and explicit knowledge sharing. Other papers emphasize the role of social networks to identify the flow of tacit knowledge. Though the role of CoP(Community of Practice) is emphasized to facilitate knowledge management among workers, it is not an easy task to identify the potential members of CoP without voluntary participation of the workers. In this study we adopt a social network approach to analyze knowledge propagation and to identify the potential members of CoP. We suggest a framework for classifying knowledge workers and the result of feasibility study.

Consumer Perception of Types of Fashion Live Commerce: Using Text Mining (패션 라이브 커머스 유형별 소비자 인식 비교: 텍스트 마이닝 적용)

  • Gwak, Ha-Yeon;Lee, Kyu-Hye
    • Journal of Fashion Business
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    • v.25 no.3
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    • pp.90-107
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    • 2021
  • This study concludes that communication based on interaction between broadcasting hosts and consumers is differently characterized by fashion live commerce types. Subcategories of the types of fashion live commerce were created and used in the analyses of domestic consumer awareness. Three subcategories were created: The department store type, Designer brand type, and Influencer host type. Comments representing consumers' awareness that appear immediately during real-time broadcasting were collected and used for the analyses. The frequency and TF-IDF-based top keywords were selected to analyze the semantic network and CONCOR, and the top keywords were analyzed by deriving the values of degree of centrality. The analysis identified that a group of product attributes and a group of live commerce offered value were common between the three types. As for the group characteristics classified by type, for the department store types, brand attributes, benefits, and values from pursuing the products were identified. For designer brand types, a group of viewers' responses and inquiries were identified. It is interpreted that the satisfaction value gained from hosts with product expertise has been clustered. Influencer host types have affirmed a group of external product values. A close relationship is formed and it is thought to have led a group of values to trust the external image of the product. This study carries significance in analyzing real-time comment data from consumers using fashion live commerce to empirically reveal the characteristics of each type.

Intention to Work as a YouTube Creator: Focusing on Generation Z's Occupational Values (유튜브 크리에이터 직업 선택 의향: Z세대 직업 가치관을 중심으로)

  • Cho, Ju-Yeon;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.752-760
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    • 2021
  • The present study aimed to identify predictors of Youtube creator's Willingness to work as a profession. This work is notable, given its prevalence in preference as an occupation due to the development of information and communication technology. In the present work, a survey study was utilized and respondents' perception of job values, interest, self-esteem as well as willingness to work were measured. The results from a multiple regression analysis indicate that, realistic type (-), artistic type (+), corporate type (+) job value and job interest were significantly predictive of willingness to work. This study discussed implications including the need to establish career support services for YouTube creators as a profession and further for differentiated approaches based on job values or individual tendencies. The result from the current work is important, in that this study identified the willingness and influential factors of YouTube creators from a professional perspective, reflecting the recent growing interest in YouTube creators.