• Title/Summary/Keyword: Gestures

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BORDERLINE PERSONALITY DISOREDER IN ADOLESCENTS (청소년기의 경계선 인격장애)

  • Jang, Kyung-June;Chung, Jea-Yun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.6 no.1
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    • pp.34-42
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    • 1995
  • Borderline personality disorder in adolescents present with suicide attempts or gestures, and they are characterized by the same patterns of splitting, devaluation, manipulation, need-gratifying object relations, impulsivity, and ego deficits that are finds in borderline adults, Symptomatolgy are depression, anxiety, identity crisis, and occasionally antisocial behavior in borderline personality disorder in adolescents. These findings should be differentiated to normal stormy adolescents. Theses borderline personality disorder in adolescents are known about the instability of object relations, labile affect, splitting, and psychotic episode in severe stress. According to thses finding, schizophrenia, mood disorder, schizoptypal personality disorder, paranoid personality disorder could be differentiated. Etiology is complex including psychodynamic, genetic, familial factor. Treatments are individual psychotherapy, group therapy, and pharmacotherapy. The continuity or discontinuity of borderline states from childhoon to adult life is controversy.

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Estimation of Critical Threshold for Rejection in HMM Based Recognition Systems (HMM 기반의 인식시스템에서의 거절기능 수행을 위한 임계 문턱값 추정)

  • 김인철;진성일
    • The Journal of the Acoustical Society of Korea
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    • v.19 no.2
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    • pp.90-94
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    • 2000
  • In this paper, we propose an efficient method of estimating a critical threshold which is used to reject unreliable patterns in a HMM based recognition system. The rejection methods based on the anti-models which are formulated as the statistical hypothesis determine whether or not to accept an input pattern by comparing the likelihood ratio of HMM and anti-models to a critical threshold. It is quite difficult to fix a threshold for the probability of a HMM because the range of such probabilities varies severely depending on the chosen class model. We estimate the critical threshold, which is very class-dependent, using the likelihood scores for the training database. In our experiments, we applied the proposed estimating method of the threshold to the HMM based 3D hand gesture recognition system. We found that this method can be used successfully for rejecting unreliable input gestures regardless of the types of anti-models.

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Histogram Based Hand Recognition System for Augmented Reality (증강현실을 위한 히스토그램 기반의 손 인식 시스템)

  • Ko, Min-Su;Yoo, Ji-Sang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.7
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    • pp.1564-1572
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    • 2011
  • In this paper, we propose a new histogram based hand recognition algorithm for augmented reality. Hand recognition system makes it possible a useful interaction between an user and computer. However, there is difficulty in vision-based hand gesture recognition with viewing angle dependency due to the complexity of human hand shape. A new hand recognition system proposed in this paper is based on the features from hand geometry. The proposed recognition system consists of two steps. In the first step, hand region is extracted from the image captured by a camera and then hand gestures are recognized in the second step. At first, we extract hand region by deleting background and using skin color information. Then we recognize hand shape by determining hand feature point using histogram of the obtained hand region. Finally, we design a augmented reality system by controlling a 3D object with the recognized hand gesture. Experimental results show that the proposed algorithm gives more than 91% accuracy for the hand recognition with less computational power.

Fast Hand-Gesture Recognition Algorithm For Embedded System (임베디드 시스템을 위한 고속의 손동작 인식 알고리즘)

  • Hwang, Dong-Hyun;Jang, Kyung-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1349-1354
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    • 2017
  • In this paper, we propose a fast hand-gesture recognition algorithm for embedded system. Existing hand-gesture recognition algorithm has a difficulty to use in a low performance system such as embedded systems and mobile devices because of high computational complexity of contour tracing method that extracts all points of hand contour. Instead of using algorithms based on contour tracing, the proposed algorithm uses concentric-circle tracing method to estimate the abstracted contour of fingers, then classify hand-gestures by extracting features. The proposed algorithm has an average recognition rate of 95% and an average execution time of 1.29ms, which shows a maximum performance improvement of 44% compared with algorithm using the existing contour tracing method. It is confirmed that the algorithm can be used in a low performance system such as embedded systems and mobile devices.

Design and Implementation for Korean Character and Pen-gesture Recognition System using Stroke Information (획 정보를 이용한 한글문자와 펜 제스처 인식 시스템의 설계 및 구현)

  • Oh, Jun-Taek;Kim, Wook-Hyun
    • The KIPS Transactions:PartB
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    • v.9B no.6
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    • pp.765-774
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    • 2002
  • The purpose of this paper is a design and implementation for korean character and pen-gesture recognition system in multimedia terminal, PDA and etc, which demand both a fast process and a high recognition rate. To recognize writing-types which are written by various users, the korean character recognition system uses a database which is based on the characteristic information of korean and the stroke information Which composes a phoneme, etc. In addition. it has a fast speed by the phoneme segmentation which uses the successive process or the backtracking process. The pen-gesture recognition system is performed by a matching process between the classification features extracted from an input pen-gesture and the classification features of 15 pen-gestures types defined in the gesture model. The classification feature is using the insensitive stroke information. i.e., the positional relation between two strokes. the crossing number, the direction transition, the direction vector, the number of direction code. and the distance ratio between starting and ending point in each stroke. In the experiment, we acquired a high recognition rate and a fart speed.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.

Palm Area Detection by Maximum Hand Width (손 최장너비 기반 손바닥 영역 검출)

  • Choi, Eun Chang;Kim, Jun Yeon;Lee, Jae Won;Lim, Jong Gwan
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.398-405
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    • 2018
  • In the HCI, hand gesture recognition is attracting attention as a method for interaction and information exchange between users and devices along with the development of IT devices. In hand gesture recognition through image processing, palm region detection is a key process contributing to improvement of processing speed and recognition rate. In this paper, we propose a new method for image segmentation between the hand and wrist for palm area detection. The anatomical characteristics of the hand are used to calculate the distance between the iliac bones of the thumb and little finger, which have the widest width, by the horizontal projection histogram of the hand image, and then the palm area is detected by drawing a circle having the width as the diameter. In order to verify the superiority of this method, multiple stage template matching is used to compare and evaluate recognition performance against the four conventional methods for 10 hand gestures. Note that the literatures to offer palm area detection performance evaluation are few although there are many studies on hand gesture recognition.

Analysis of effective gesture acting animation - Charlie Chaplin, Buster Keaton's acting (애니메이션의 효과적인 제스처연기 분석 - 찰리 채플린, 버스터 키튼의 과장연기 비교를 중심으로)

  • Lee, Da-Na;Park, Jin wan
    • Cartoon and Animation Studies
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    • s.34
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    • pp.45-79
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    • 2014
  • The purpose of this study is to propose divergence from standardization of animation acting through working on investigating gestures comprising most principal exaggeration acting elements in animation acting. For this purpose, this study utilizes animation 12 principles and Laban's effort theory. This study respectively analyzes 2D and 3D animation gesture expressions that are standards for comedy silent film and derive commonness and difference from them. In the next, this study explores the possibility of how animation can utilize acting of comedy silent film. Charles Chaplin and Buster Keaton used to be important elements referring to early animation acting, but as the recent animation technology gets advanced, they are not treated significantly any more. However, as 3D animation turns out to be chief concerns and the roles that acting, dynamics and performance play become gradually important, the necessity is on the rise that Charles Chaplin and Buster Keaton's gesture performances should more prudently be reinterpreted.

'Umakdaejang' and the Power of Mask ('음악대장'과 가면의 힘)

  • Ryu, Jae Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.754-766
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    • 2016
  • What is the relationship between the power of mask and the popularity of 'Umakdaejang(which means a band master in Korean)' who was one of the mask-singers in King of Masksinger? And which aspects of the contemporary Korean society were projected to this fever of Umakdaejang? This study has made efforts to answer these questions. To do this, it has examined the episodes that Umakdaejang appeared in the TV program King of Masksinger, has dealt with the origin and purpose of mask, and with the cultural meaning of the mask's concealing and revealing identity in order to understand the power of mask. Findings are as follows. Umakdaejang amplified the curiosity of his identity by displaying anonymous typicality with the mask. He also showed the resistant gestures against the forms and manners of the existing TV music programs through the way of somewhat tough, uncontrolled, and mischievous behaviors. By doing so, he exposed the desire of self-revelation. As a result, by means of its anonymity and resistance, the mask functioned as an effective apparatus being able to resist against the class polarization of the capitalist ideology. This can be viewed as the origin of the fever of Umakdaejang as well as the very power of mask itself.

The Congruent Effects of Gesture and Facial Expression of Virtual Character on Emotional Perception: What Facial Expression is Significant? (가상 캐릭터의 몸짓과 얼굴표정의 일치가 감성지각에 미치는 영향: 어떤 얼굴표정이 중요한가?)

  • Ryu, Jeeheon;Yu, Seungbeom
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.21-34
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    • 2016
  • In the design and develop a virtual character, it is important to correctly deliver target emotions generated by the combination of facial expression and gesture. The purpose of this study is to examine the effect of congruent/incongruent between gesture and facial expression on target emotion. In this study four emotions, joy, sadness, fear, and anger, are applied. The results of study showed that sadness emotion were incorrectly perceived. Moreover, it was perceived as anger instead of sadness. Sadness can be easily confused when facial expression and gestures were simultaneously presented. However, in the other emotional status, the intended emotional expressions were correctly perceived. The overall evaluation of virtual character's emotional expression was significantly low when joy gesture was combined with sad facial expression. The results of this study suggested that emotional gesture is more influential correctly to deliver target emotions to users. This study suggested that social cues like gender or age of virtual character should be further studied.