• Title/Summary/Keyword: Facial signals

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A Viewer Preference Model Based on Physiological Feedback (CogTV를 위한 생체신호기반 시청자 선호도 모델)

  • Park, Tae-Suh;Kim, Byoung-Hee;Zhang, Byoung-Tak
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.316-322
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    • 2014
  • A movie recommendation system is proposed to learn a preference model of a viewer by using multimodal features of a video content and their evoked implicit responses of the viewer in synchronized manner. In this system, facial expression, body posture, and physiological signals are measured to estimate the affective states of the viewer, in accordance with the stimuli consisting of low-level and affective features from video, audio, and text streams. Experimental results show that it is possible to predict arousal response, which is measured by electrodermal activity, of a viewer from auditory and text features in a video stimuli, for estimating interestingness on the video.

A Study on the Effectiveness of the Lungs Hand Acupuncture Based on Bio Signal Analysis (생체신호분석 기술을 적용한 폐 수지침 요법에 대한 효과성 연구)

  • Kim, Bong-Hyun;Cho, Dong-Uk
    • The KIPS Transactions:PartB
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    • v.19B no.2
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    • pp.77-82
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    • 2012
  • We carried out study to prove effectiveness as stimulating corresponding points to lung in hand to experiment applied analysis parameters for image and audio signals in this paper. To this end we collected facial image and voice before and after stimulating corresponding points to lung in hand to a male 20s 25 people. In addition, we analyzed change color, voice energy and speaking rate of right cheek area corresponding points to lung to suggest the theory of the Oriental medicine diagnosis based on data collected. As a result, after performing hand acupuncture, L value of right cheek area decreased average 2.33 and a value b value increased 0.76, 0.97 on average. In addition, size of voice energy increased average 0.42, speaking rate decreased average 0.07. In other words, effect of lung function was improved using hand acupuncture corresponding points to lung.

Effects Analysis of Stimulating Lung Ear Reflex Point by Facial Appearance Analysis of Bio-signals (생체신호의 얼굴 발현 분석을 통한 폐 이혈 반사점 자극의 효과 분석)

  • Kim, Bong-Hyun;Cho, Dong-Uk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2812-2818
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    • 2013
  • Medicine such as Korean oriental medicine and alternative medicine is inferior to western medicine in diagnostic skills and treatment regimen but despite going through a lot of in western medicine preference to that is situations. Likewise, in Korean oriental medicine and alternative medicine have been closely linked to that effect not proven scientifically to be solved is regarded as the biggest drawback. In this paper, auricular therapy that is often used in alternative medicine to help strengthen the internal organs function which whether the conduct of stimulating ear is effective or not by applying to ocular inspection of Korean oriental medicine is proposed. For this purpose, lung ear reflex points to stimulate were performed after the right cheek color by measuring stimulation before comparison and analysis of the experiments. In addition, in order to examine this first analysis of the human body to the lungs and the elements of image analysis is to study. Experimental result, derived b value increased to a value of the right cheek and the results by lung ear to stimulate reflex point.

Real-Time Recognition Method of Counting Fingers for Natural User Interface

  • Lee, Doyeob;Shin, Dongkyoo;Shin, Dongil
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.5
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    • pp.2363-2374
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    • 2016
  • Communication occurs through verbal elements, which usually involve language, as well as non-verbal elements such as facial expressions, eye contact, and gestures. In particular, among these non-verbal elements, gestures are symbolic representations of physical, vocal, and emotional behaviors. This means that gestures can be signals toward a target or expressions of internal psychological processes, rather than simply movements of the body or hands. Moreover, gestures with such properties have been the focus of much research for a new interface in the NUI/NUX field. In this paper, we propose a method for recognizing the number of fingers and detecting the hand region based on the depth information and geometric features of the hand for application to an NUI/NUX. The hand region is detected by using depth information provided by the Kinect system, and the number of fingers is identified by comparing the distance between the contour and the center of the hand region. The contour is detected using the Suzuki85 algorithm, and the number of fingers is calculated by detecting the finger tips in a location at the maximum distance to compare the distances between three consecutive dots in the contour and the center point of the hand. The average recognition rate for the number of fingers is 98.6%, and the execution time is 0.065 ms for the algorithm used in the proposed method. Although this method is fast and its complexity is low, it shows a higher recognition rate and faster recognition speed than other methods. As an application example of the proposed method, this paper explains a Secret Door that recognizes a password by recognizing the number of fingers held up by a user.

Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.

Design of Tourist Information System based on the Current Location using Merged Reality (MR을 이용한 현재 위치 기반 관광 안내 시스템 설계)

  • Cho, Kyoung-Woo;Jeon, Min-Ho;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.843-845
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    • 2016
  • Concomitant with development of AR(Augmented Reality) and VR(Virtual Reality), interest in location based games and augmented reality have increased and various services have been developed. Due to this, AR, VR, MR(Merged Reality) techniques are considered one of fourth industrial revolution techniques. Oculus Rift which is representative of VR technology, and HTC VIVE need separate controllers, and don't offer service such as receiving external video information when users are using devices. In the case of project Alloy, which is a MR device of Intel, this has advantages such as controlling devices through hand signals and facial expressions, and receiving external video information. In this paper, we propose tourist guide system based on current position using MR. This system makes economical tour possible by arranging tourist attraction information which is from current position of tourists in correct places through external video information using MR, location determination using GPS, tourism information search using wireless internet.

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Korean Emotion Vocabulary: Extraction and Categorization of Feeling Words (한국어 감정표현단어의 추출과 범주화)

  • Sohn, Sun-Ju;Park, Mi-Sook;Park, Ji-Eun;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.105-120
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    • 2012
  • This study aimed to develop a Korean emotion vocabulary list that functions as an important tool in understanding human feelings. In doing so, the focus was on the careful extraction of most widely used feeling words, as well as categorization into groups of emotion(s) in relation to its meaning when used in real life. A total of 12 professionals (including Korean major graduate students) partook in the study. Using the Korean 'word frequency list' developed by Yonsei University and through various sorting processes, the study condensed the original 64,666 emotion words into a finalized 504 words. In the next step, a total of 80 social work students evaluated and classified each word for its meaning and into any of the following categories that seem most appropriate for inclusion: 'happiness', 'sadness', 'fear', 'anger', 'disgust', 'surprise', 'interest', 'boredom', 'pain', 'neutral', and 'other'. Findings showed that, of the 504 feeling words, 426 words expressed a single emotion, whereas 72 words reflected two emotions (i.e., same word indicating two distinct emotions), and 6 words showing three emotions. Of the 426 words that represent a single emotion, 'sadness' was predominant, followed by 'anger' and 'happiness'. Amongst 72 words that showed two emotions were mostly a combination of 'anger' and 'disgust', followed by 'sadness' and 'fear', and 'happiness' and 'interest'. The significance of the study is on the development of a most adaptive list of Korean feeling words that can be meticulously combined with other emotion signals such as facial expression in optimizing emotion recognition research, particularly in the Human-Computer Interface (HCI) area. The identification of feeling words that connote more than one emotion is also noteworthy.

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