• 제목/요약/키워드: Gesture Analysis

검색결과 140건 처리시간 0.024초

기울기와 위치 정보를 이용한 손동작기반 실시간 숫자 인식기 구현 (An Implementation of Real-Time Numeral Recognizer Based on Hand Gesture Using Both Gradient and Positional Information)

  • 김지호;박양우;한규필
    • 정보처리학회논문지:소프트웨어 및 데이터공학
    • /
    • 제2권3호
    • /
    • pp.199-204
    • /
    • 2013
  • 본 논문에서는 다양한 정보단말기에 활용될 수 있는 손동작기반의 실시간 숫자 인식기 구현 기법을 제안한다. 제안한 알고리즘은 키넥트 센서를 활용하여 3차원 공간에서 손의 움직임을 획득한다. 획득한 손의 궤적은 잡음과 제스처의 크기 변화에 의한 궤적 변화를 최소화하고 일관성 있는 추적을 유지하기 위해 주성분 분석으로 단순화 된다. 또한, 기울기와 위치정보 특징을 동시에 고려한 새로운 특징 기반 은닉 마르코프 모델을 제시한다. 그 결과 제안한 기법은 손동작의 크기와 움직임 속도에 강인한 실시간 인식기를 구현하였다. 실험을 통하여 기존의 기울기 정보만을 사용하였을 때 보다 30% 이상의 높은 인식률을 보였으며, 98%의 높은 숫자 인식률을 나타내었다.

Proposal for AI Video Interview Using Image Data Analysis

  • Park, Jong-Youel;Ko, Chang-Bae
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제14권2호
    • /
    • pp.212-218
    • /
    • 2022
  • In this paper, the necessity of AI video interview arises when conducting an interview for acquisition of excellent talent in a non-face-to-face situation due to similar situations such as Covid-19. As a matter to be supplemented in general AI interviews, it is difficult to evaluate the reliability and qualitative factors. In addition, the AI interview is conducted not in a two-way Q&A, rather in a one-sided Q&A process. This paper intends to fuse the advantages of existing AI interviews and video interviews. When conducting an interview using AI image analysis technology, it supplements subjective information that evaluates interview management and provides quantitative analysis data and HR expert data. In this paper, image-based multi-modal AI image analysis technology, bioanalysis-based HR analysis technology, and web RTC-based P2P image communication technology are applied. The goal of applying this technology is to propose a method in which biological analysis results (gaze, posture, voice, gesture, landmark) and HR information (opinions or features based on user propensity) can be processed on a single screen to select the right person for the hire.

인간의 비언어적 행동 특징을 이용한 다중 사용자의 상호작용 의도 분석 (Interaction Intent Analysis of Multiple Persons using Nonverbal Behavior Features)

  • 윤상석;김문상;최문택;송재복
    • 제어로봇시스템학회논문지
    • /
    • 제19권8호
    • /
    • pp.738-744
    • /
    • 2013
  • According to the cognitive science research, the interaction intent of humans can be estimated through an analysis of the representing behaviors. This paper proposes a novel methodology for reliable intention analysis of humans by applying this approach. To identify the intention, 8 behavioral features are extracted from the 4 characteristics in human-human interaction and we outline a set of core components for nonverbal behavior of humans. These nonverbal behaviors are associated with various recognition modules including multimodal sensors which have each modality with localizing sound source of the speaker in the audition part, recognizing frontal face and facial expression in the vision part, and estimating human trajectories, body pose and leaning, and hand gesture in the spatial part. As a post-processing step, temporal confidential reasoning is utilized to improve the recognition performance and integrated human model is utilized to quantitatively classify the intention from multi-dimensional cues by applying the weight factor. Thus, interactive robots can make informed engagement decision to effectively interact with multiple persons. Experimental results show that the proposed scheme works successfully between human users and a robot in human-robot interaction.

주파수 분석을 이용한 반복적인 손동작 인식 (Repetitive hand gesture recognition based on frequency analysis)

  • 김지예;박종일
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송∙미디어공학회 2017년도 하계학술대회
    • /
    • pp.166-167
    • /
    • 2017
  • 가상 현실에 대한 관심이 높아지면서, 가상 물체와 사람 사이의 보다 자연스러운 상호작용이 중요하게 되었다. 그 중 가장 많이 사용되는 방식 중 하나가 바로 손동작이다. 사람들은 손동작을 통해 자신의 감정을 전달하거나 자신의 의견을 표현할 수 있기 때문에 손동작은 Natural User Interface(NUI)의 중요한 위치를 차지하고 있다. 본 논문에서는 사람들의 손동작 중 비교적 큰 비중을 차지하는 반복적인 궤적을 그리는 손동작 인식을 위한 방법을 제안한다. 손이 움직이는 방향과 거리의 3 차원 좌표 값을 이용하여 벡터화를 한 후, 이 데이터를 Fast Fourier transform(FFT)와 Support Vector Machine(SVM)을 통해 반복적인 손동작을 인식함으로써 자연스러운 손동작을 비교적 정확히 인식할 수 있다.

  • PDF

Articulatory and Acoustic Correlates of Korean /1/

  • 권보영
    • 대한음성학회지:말소리
    • /
    • 제56호
    • /
    • pp.75-101
    • /
    • 2005
  • This study investigated the articulatory and acoustic correlates of Korean /1/. In particular, direct comparison between Korean /1/ and English /1/ was made to evaluate the current assumption about Korean /1/ such that Korean /1/ is phonetically similar to English clear /1/. The present study revealed that Korea /1/ is different from English /1/ in several properties. First, F2 for Korean /1/ is around 600-700 Hz higher than F2 for English /1/. The overall higher F2 for Korean /1/ is attributed to the fact that Korean /1/ involves tongue body raising while it lacks a dorsal gesture. Second, F3 value for Korean /1/ becomes significantly lower when the preceeding vowel is a back vowel. This kind of variable F3 pattern was not observed in English /1/. The current study relates the F3 lowering to the retroflexion of Korean /1/ in the back vowel context.

  • PDF

모션 포스터의 시각적 표현 특징 연구 (A Study on Visual Expression Characteristics of Motion Poster)

  • 전혜연
    • 한국멀티미디어학회논문지
    • /
    • 제23권1호
    • /
    • pp.67-73
    • /
    • 2020
  • This paper analyzed the characteristics of Motion Poster (Moster) and discussed the visual expression methods. To this end, the existing literature on motion posters was organized. The visual representation of motion posters was analyzed by dividing into 'Main Visual', 'Mode of Movement', 'Playtime' and 'Sound'. The analysis results were as follows. As motion posters are kind of movie posters, they are made from the original movie poster images, characters, or scenes of the movie. Graphical representations used either photo-realism or computer realism. The movement methods are 'simple movement of visual elements(movement, gesture and rotation, appear or disappear)+fixed camera movement' or' camera movement (zoom in/out, rotate, move) + fixed visual element movement'. Playback time ranged from about 10 seconds to over 1 minute of video, and the longer the video, the higher the probability of including sound.

풀터치 휴대폰의 플릭(Flick) 성능에 대한 평가 및 가이드라인 (Guidelines for Satisfactory Flick Performances in Touch Screen Mobile Phone)

  • 김헌
    • 대한인간공학회지
    • /
    • 제29권4호
    • /
    • pp.541-546
    • /
    • 2010
  • The gesture 'Flick' is the most fundamental and important part for efficient interactions in the touch screen that are being extensively applied to mobile phones. This study investigated users' satisfaction of the flick operation in representative touch phones, and measured their performances with established three measures: gap between finger and initial cursor, the number of moved lists per 0.2 seconds, and the number of moved lists after ten continuous flicks. The measurement was performed with high speed camera and motion analysis software. The flick movement in mobile phone with high users' satisfaction showed that the gap between finger and cursor positions was less and the speed reached high within 0.6 seconds quickly and then was drastically slow down. Especially, maximal and common time intervals between continuous flicks were measured with an experiment. Based on the evaluation and measurement, several design guidelines for efficient flick performances were suggested.

A Trial of Developing an Application for Mobile Devices to Analyze Saga Prefectural Sightseeing Information

  • Wakuya, Hiroshi;Horinouchi, Yu;Itoh, Hideaki
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2013년도 춘계 종합학술대회 논문집
    • /
    • pp.253-254
    • /
    • 2013
  • In the preceding studies, an analysis of Saga Prefectural sightseeing information by a self-organizing map (SOM) has been tried. And recent development on information and communication technology (ICT) will help us to access any results via the mobile devices easily. Then, in order to realize this basic idea, development of an application for mobile devices is investigated through some preliminary computer simulations on the standard desktop PC in this article.

  • PDF

손동작 인식을 통한 Human-Computer Interaction 구현 (Recognition of Hand gesture to Human-Computer Interaction)

  • 이래경;김성신
    • 한국지능시스템학회논문지
    • /
    • 제11권1호
    • /
    • pp.28-32
    • /
    • 2001
  • 인간의 손동작 인식은 오랫동안 언어로서의 역할을 해왔던 통신수단의 한 방법이다. 현대의 사회가 정보화 사회로 진행됨에 따라 보다 빠르고 정확한 의사소통 및 정보의 전달을 필요로 하는 가운데 사람과 컴퓨터간의 상호 연결 혹은 사람의 의사 표현에 있어 기존의 장치들이 가지는 단점을 보안하며 이 부분에 사람의 두 손으로 표현되는 자유로운 몸짓을 이용하려는 연구가 최근에 많이 진행되고 있는 추세이다. 본 논문에선 2차원 입력 영상으로부터 동적인 손동작의 사용 없이 손의 특징을 이용한 새로운 인식 알고리즘을 제안하고, 보다 높은 인식률과 실 시간적 처리를 위해 Radial Basis Function Network 및 부가적인 특징점을 통한 손동작의 인식을 구현하였다. 또한 인식된 손동작의 의미를 바탕으로 인식률 및 손동작 표현의 의미성에 대한 정확도를 판별하기 위해 로봇의 제어에 적용한 실험을 수행하였다.

  • PDF

Analyzing Input Patterns of Smartphone Applications in Touch Interfaces

  • Bahn, Hyokyung;Kim, Jisun
    • International journal of advanced smart convergence
    • /
    • 제10권4호
    • /
    • pp.30-37
    • /
    • 2021
  • Touch sensor interface has become the most useful input device in a smartphone. Unlike keypad/keyboard interfaces used in electronic dictionaries and feature phones, smartphone's touch interfaces allow for the recognition of various gestures that represent distinct features of each application's input. In this paper, we analyze application-specific input patterns that appear in smartphone's touch interfaces. Specifically, we capture touch input patterns from various Android applications, and analyze them. Based on this analysis, we observe a certain unique characteristics of application's touch input patterns. This can be utilized in various useful areas like user authentications, prevention of executing application by illegal users, or digital forensic based on logged touch patterns.