• Title/Summary/Keyword: Movement Recognition

Search Result 495, Processing Time 0.029 seconds

Face Recognition System Based on the Embedded LINUX (임베디드 리눅스 기반의 눈 영역 비교법을 이용한 얼굴인식)

  • Bae, Eun-Dae;Kim, Seok-Min;Nam, Boo-Hee
    • Proceedings of the KIEE Conference
    • /
    • 2006.04a
    • /
    • pp.120-121
    • /
    • 2006
  • In this paper, We have designed a face recognition system based on the embedded Linux. This paper has an aim in embedded system to recognize the face more exactly. At first, the contrast of the face image is adjusted with lightening compensation method, the skin and lip color is founded based on YCbCr values from the compensated image. To take advantage of the method based on feature and appearance, these methods are applied to the eyes which has the most highly recognition rate of all the part of the human face. For eyes detecting, which is the most important component of the face recognition, we calculate the horizontal gradient of the face image and the maximum value. This part of the face is resized for fitting the eye image. The image, which is resized for fit to the eye image stored to be compared, is extracted to be the feature vectors using the continuous wavelet transform and these vectors are decided to be whether the same person or not with PNN, to miminize the error rate, the accuracy is analyzed due to the rotation or movement of the face. Also last part of this paper we represent many cases to prove the algorithm contains the feature vector extraction and accuracy of the comparison method.

  • PDF

Audience Movement in the Beginning Period of Modern Newspaper in Korea (개화기의 언론 수용자운동)

  • Chae, Baek
    • Korean journal of communication and information
    • /
    • v.18
    • /
    • pp.305-331
    • /
    • 2002
  • This study discusses on the historical origin of audience movement in Korea. Most relevant studies suggest that the audience movement in Korea originated from the struggle against the Press Ethics Committee in 1964. But, this paper attempts to trace some historical cases before that time. This study analyze two historical cases in the beginning period of modern newspaper in Korea. One is the setting fire of Bakmunguk(office building of Hansung-Sunbo, the first modern newspaper in Korea) in 1884. It was caused by the anti-Japan recognition of the public, who thought that the Hansung-Sunbo was influenced by Japan in many respects. The other is the donation campaign by readers to aid the newspapers which were in a financial predicament. It was carried for the Hwangsung-Shinmun in 1903 and for the Jeguk-Shinmun in 1907. This study suggests that we may regard these two historical cases as seminal forms of audience movement, and argues that the historical origin of audience movement in Korea can be traced to the beginning period of modern newspaper.

  • PDF

A Study on physical conception expressed in exhibition space -Focused on Movement- (전시공간에 표현되어진 체(體)지각 개념의 유형고찰 - '움직임'을 중심으로 -)

  • Choi, Hee-Rang;Cha, Sang-Gi
    • Korean Institute of Interior Design Journal
    • /
    • v.16 no.6
    • /
    • pp.77-85
    • /
    • 2007
  • The space where one's body lives is not only a space as the simple environment that is built with the physical factors, but also a space experienced by a movement accompanied by the concept of body perception including mental activities. In this study, the importance of the body is recognized and the meaning of the space of body perception including mental activities is understood. In this manner, the spatial unfolding phase and expression features are to be investigated through a standard of "What do they change?" by grasping those as a flexible space that changes spatial recognition. The following results have been drawn in this study; First, the application of the flexible concept in the space can give rise to the activities of an experiencing person in terms of being the object of spatial experience and appreciation. Also, the application changes a slightly static concept into a relative and dynamic space by introducing the movement. Second, the establishment of a space by a human's movement is accompanied by all perceptions and enables to perceive the space shape, the space itself and mutual communication between the spaces. Third, the expression of the human's movement in the fixed form of space lies in the extension of the fused spacial area with an observer beyond the physical spatial limitation. As human body intervenes in space, the meaning of the space has become more abundant and diverse and the space will be presented as the arena for sensitive and flexible communication as a responsive space that corresponds.

A study on the lip shape recognition algorithm using 3-D Model (3차원 모델을 이용한 입모양 인식 알고리즘에 관한 연구)

  • 김동수;남기환;한준희;배철수;나상동
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 1998.11a
    • /
    • pp.181-185
    • /
    • 1998
  • Recently, research and developmental direction of communication system is concurrent adopting voice data and face image in speaking to provide more higher recognition rate then in the case of only voice data. Therefore, we present a method of lipreading in speech image sequence by using the 3-D facial shape model. The method use a feature information of the face image such as the opening-level of lip, the movement of jaw, and the projection height of lip. At first, we adjust the 3-D face model to speeching face image sequence. Then, to get a feature information we compute variance quantity from adjusted 3-D shape model of image sequence and use the variance quality of the adjusted 3-D model as recognition parameters. We use the intensity inclination values which obtaining from the variance in 3-D feature points as the separation of recognition units from the sequential image. After then, we use discrete HMM algorithm at recognition process, depending on multiple observation sequence which considers the variance of 3-D feature point fully. As a result of recognition experiment with the 8 Korean vowels and 2 Korean consonants, we have about 80% of recognition rate for the plosives and vowels.

  • PDF

Multimodal Biometrics Recognition from Facial Video with Missing Modalities Using Deep Learning

  • Maity, Sayan;Abdel-Mottaleb, Mohamed;Asfour, Shihab S.
    • Journal of Information Processing Systems
    • /
    • v.16 no.1
    • /
    • pp.6-29
    • /
    • 2020
  • Biometrics identification using multiple modalities has attracted the attention of many researchers as it produces more robust and trustworthy results than single modality biometrics. In this paper, we present a novel multimodal recognition system that trains a deep learning network to automatically learn features after extracting multiple biometric modalities from a single data source, i.e., facial video clips. Utilizing different modalities, i.e., left ear, left profile face, frontal face, right profile face, and right ear, present in the facial video clips, we train supervised denoising auto-encoders to automatically extract robust and non-redundant features. The automatically learned features are then used to train modality specific sparse classifiers to perform the multimodal recognition. Moreover, the proposed technique has proven robust when some of the above modalities were missing during the testing. The proposed system has three main components that are responsible for detection, which consists of modality specific detectors to automatically detect images of different modalities present in facial video clips; feature selection, which uses supervised denoising sparse auto-encoders network to capture discriminative representations that are robust to the illumination and pose variations; and classification, which consists of a set of modality specific sparse representation classifiers for unimodal recognition, followed by score level fusion of the recognition results of the available modalities. Experiments conducted on the constrained facial video dataset (WVU) and the unconstrained facial video dataset (HONDA/UCSD), resulted in a 99.17% and 97.14% Rank-1 recognition rates, respectively. The multimodal recognition accuracy demonstrates the superiority and robustness of the proposed approach irrespective of the illumination, non-planar movement, and pose variations present in the video clips even in the situation of missing modalities.

A study on the lip shape recognition algorithm using 3-D Model (3차원 모델을 이용한 입모양 인식 알고리즘에 관한 연구)

  • 남기환;배철수
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.6 no.5
    • /
    • pp.783-788
    • /
    • 2002
  • Recently, research and developmental direction of communication system is concurrent adopting voice data and face image in speaking to provide more higher recognition rate then in the case of only voice data. Therefore, we present a method of lipreading in speech image sequence by using the 3-D facial shape model. The method use a feature information of the face image such as the opening-level of lip, the movement of jaw, and the projection height of lip. At first, we adjust the 3-D face model to speeching face Image sequence. Then, to get a feature information we compute variance quantity from adjusted 3-D shape model of image sequence and use the variance quality of the adjusted 3-D model as recognition parameters. We use the intensity inclination values which obtaining from the variance in 3-D feature points as the separation of recognition units from the sequential image. After then, we use discrete HMM algorithm at recognition process, depending on multiple observation sequence which considers the variance of 3-D feature point fully. As a result of recognition experiment with the 8 Korean vowels and 2 Korean consonants, we have about 80% of recognition rate for the plosives md vowels.

Motion based Autonomous Emotion Recognition System: A Preliminary Study on Bodily Map according to Type of Emotional Stimuli (동작 기반 Autonomous Emotion Recognition 시스템: 감정 유도 자극에 따른 신체 맵 형성을 중심으로)

  • Jungeun Bae;Myeongul Jung;Youngwug Cho;Hyungsook Kim;Kwanguk (Kenny) Kim
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.3
    • /
    • pp.33-43
    • /
    • 2023
  • Not only emotions affect physical sensations, but they also have an impact on physical movements. The responses to emotions vary depending on the type of emotional stimuli. However, research on the effects of emotional stimuli on the activation of bodily movements has not been rigorously examined, and these effects have not been investigated in Autonomous Emotion Recognition (AER) systems. In this study, we aimed to compare the emotional responses of 20 participants to three types of emotional stimuli (words, pictures, and videos) and investigate their activation or deactivation for the AER system. Our dependent measures included emotional responses, computer-based self-reporting methods, and bodily movements recorded using motion capture devices. The results suggested that video stimuli elicited higher levels of emotional movement, and emotional movement patterns were similar across different types of emotional stimuli for happiness, sadness, anger, and neutrality. Additionally, the findings indicated that bodily changes observed during video stimuli had the highest classification accuracy. These findings have implications for future research on the bodily changes elicited by emotional stimuli.

Motion-Understanding Cell Phones for Intelligent User Interaction and Entertainment (지능형 UI와 Entertainment를 위한 동작 이해 휴대기기)

  • Cho, Sung-Jung;Choi, Eun-Seok;Bang, Won-Chul;Yang, Jing;Cho, Joon-Kee;Ki, Eun-Kwang;Sohn, Jun-Il;Kim, Dong-Yoon;Kim, Sang-Ryong
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.684-691
    • /
    • 2006
  • As many functionalities such as cameras and MP3 players are converged to mobile phones, more intuitive and interesting interaction methods are essential. In this paper, we present applications and their enabling technologies for gesture interactive cell phones. They employ gesture recognition and real-time shake detection algorithm for supporting motion-based user interface and entertainment applications respectively. The gesture recognition algorithm classifies users' movement into one of predefined gestures by modeling basic components of acceleration signals and their relationships. The recognition performance is further enhanced by discriminating frequently confusing classes with support vector machines. The shake detection algorithm detects in real time the exact motion moment when the phone is shaken significantly by utilizing variance and mean of acceleration signals. The gesture interaction algorithms show reliable performance for commercialization; with 100 novice users, the average recognition rate was 96.9% on 11 gestures (digits 1-9, O, X) and users' movements were detected in real time. We have applied the motion understanding technologies to Samsung cell phones in Korean, American, Chinese and European markets since May 2005.

  • PDF

Analysis on the Secondary Pre-Physical Education Teacher's Recognition for the Learning Athletics Using the Q Methodology (Q방법론을 활용한 중등예비체육교사의 육상운동에 대한 인식 연구)

  • Yu, Young-Seol
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.4
    • /
    • pp.311-321
    • /
    • 2020
  • The purpose of this study was to analyze the recognition of secondary pre-physical education teachers' recognition for the learning athletics using Q methodology. P-sample was composed of 28 pre-secondary P·E teachers. The selected Q samples were arranged in the normal distribution form. The collected data were analyzed by factor analysis through varimax rotation using QUANL PC program. This study found four types of recognition on learning athletics. Type I is defined 'the type of recognition for education value.' Type II is defined 'the type of emphasizing assistant activities.' Type III is defined 'the type of an appeal difficulty to learn athletics skill.' Type IV is defined 'the type of emphasizing the basic movement value.' Based of the results of this study, the implications and direction to future research on athletics activities are suggested.

Mobile Game Control using Gesture Recognition (제스처 인식을 활용한 모바일 게임 제어)

  • Lee, Yong-Cheol;Oh, Chi-Min;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.629-638
    • /
    • 2011
  • Mobile game have an advantage of mobility, portability, and simple interface. These advantages are useful for gesture recognition based game which should not have much content quantity and complex interface. This paper suggests gesture recognition based mobile game content with user movement could be applied directly to the mobile game wherever recognition system is equipped. Gesture is recognized by obtaining user area in image from the depth image of TOF camera and going through SVM(Support Vectorn Machine) using EOH(Edge Of Histogram) features of user area. And we confirmed that gesture recognition can be utilized to user input of mobile game content. Proposed technique can be applied to a variety of content, but this paper shows a simple way of game contents which is consisted of moving and jumping newly.