• 제목/요약/키워드: Visual Recognition

검색결과 826건 처리시간 0.027초

Emotion Recognition Implementation with Multimodalities of Face, Voice and EEG

  • Udurume, Miracle;Caliwag, Angela;Lim, Wansu;Kim, Gwigon
    • Journal of information and communication convergence engineering
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    • 제20권3호
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    • pp.174-180
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    • 2022
  • Emotion recognition is an essential component of complete interaction between human and machine. The issues related to emotion recognition are a result of the different types of emotions expressed in several forms such as visual, sound, and physiological signal. Recent advancements in the field show that combined modalities, such as visual, voice and electroencephalography signals, lead to better result compared to the use of single modalities separately. Previous studies have explored the use of multiple modalities for accurate predictions of emotion; however the number of studies regarding real-time implementation is limited because of the difficulty in simultaneously implementing multiple modalities of emotion recognition. In this study, we proposed an emotion recognition system for real-time emotion recognition implementation. Our model was built with a multithreading block that enables the implementation of each modality using separate threads for continuous synchronization. First, we separately achieved emotion recognition for each modality before enabling the use of the multithreaded system. To verify the correctness of the results, we compared the performance accuracy of unimodal and multimodal emotion recognitions in real-time. The experimental results showed real-time user emotion recognition of the proposed model. In addition, the effectiveness of the multimodalities for emotion recognition was observed. Our multimodal model was able to obtain an accuracy of 80.1% as compared to the unimodality, which obtained accuracies of 70.9, 54.3, and 63.1%.

Half-Against-Half Multi-class SVM Classify Physiological Response-based Emotion Recognition

  • ;고광은;박승민;심귀보
    • 한국지능시스템학회논문지
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    • 제23권3호
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    • pp.262-267
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    • 2013
  • The recognition of human emotional state is one of the most important components for efficient human-human and human- computer interaction. In this paper, four emotions such as fear, disgust, joy, and neutral was a main problem of classifying emotion recognition and an approach of visual-stimuli for eliciting emotion based on physiological signals of skin conductance (SC), skin temperature (SKT), and blood volume pulse (BVP) was used to design the experiment. In order to reach the goal of solving this problem, half-against-half (HAH) multi-class support vector machine (SVM) with Gaussian radial basis function (RBF) kernel was proposed showing the effective techniques to improve the accuracy rate of emotion classification. The experimental results proved that the proposed was an efficient method for solving the emotion recognition problems with the accuracy rate of 90% of neutral, 86.67% of joy, 85% of disgust, and 80% of fear.

RBF 커널과 다중 클래스 SVM을 이용한 생리적 반응 기반 감정 인식 기술 (Physiological Responses-Based Emotion Recognition Using Multi-Class SVM with RBF Kernel)

  • 마카라 완니;고광은;박승민;심귀보
    • 제어로봇시스템학회논문지
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    • 제19권4호
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    • pp.364-371
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    • 2013
  • Emotion Recognition is one of the important part to develop in human-human and human computer interaction. In this paper, we have focused on the performance of multi-class SVM (Support Vector Machine) with Gaussian RFB (Radial Basis function) kernel, which has been used to solve the problem of emotion recognition from physiological signals and to improve the accuracy of emotion recognition. The experimental paradigm for data acquisition, visual-stimuli of IAPS (International Affective Picture System) are used to induce emotional states, such as fear, disgust, joy, and neutral for each subject. The raw signals of acquisited data are splitted in the trial from each session to pre-process the data. The mean value and standard deviation are employed to extract the data for feature extraction and preparing in the next step of classification. The experimental results are proving that the proposed approach of multi-class SVM with Gaussian RBF kernel with OVO (One-Versus-One) method provided the successful performance, accuracies of classification, which has been performed over these four emotions.

시력 취약 계층을 위한 신용 카드 번호 인식 연구 (Credit Card Number Recognition for People with Visual Impairment)

  • 박다훈;권건우
    • 전기전자학회논문지
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    • 제25권1호
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    • pp.25-31
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    • 2021
  • 일반적인 신용카드 번호 인식 시스템은 정해진 위치에 카드를 배치했을 때에만 올바르게 동작하도록 설계되어 있다. 본 논문은, 저시력 장애인을 포함한 시력 취약 계층에게 보다 쉬운 사용자 경험을 제공하기 위해, 신용카드 내 16자리 숫자의 종횡비 특징을 이용한 자동 번호 인식 알고리즘을 제안한다. 제안하는 알고리즘은 형태학 연산을 통해 종횡비가 4:1 이상인 이미지 후보군을 찾고, 각각의 후보에 OCR과 BIN 번호 매칭 기술을 적용하여 신용카드 번호를 획득한다. OpenCV 및 Firebase ML에 기반한 실험 결과, 카드를 정해진 위치에 두지 않아도 77.75% 정확도로 카드 번호를 인식하였다.

시각과 시촉각에 의한 운동 측면에서 본 공간과 시간의 관계성 연구 - 연경당 외부공간을 중심으로 - (A Study on the Relationship of Space and Time in Visual Tactility)

  • 육옥수
    • 건축역사연구
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    • 제20권1호
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    • pp.77-93
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    • 2011
  • Across the culture of Western Europe, dichotomy based on the visual sense has evolved. They believed eyes and ears requiring a distance related in recognition, are more developed than any other human senses in human body. Dominant position, as a condition to using a perspective, the eye has been just concentrated in the development of optical sight. But developed a variety of modern media, highlighting the importance of the other perception, it makes dichotomy to the expansion of perception over the single function of visuality. Recently, Guille Deleuze and Merleau-Ponty try to recover the sense of tactility segregated in skin from body keeping eyes for distance. By the result, the activity can be happened by being connected to the body rather than to eye in the space between the subject and object. From the phase of recognition where the human body tries to identify the object in the space considering a time, it will be changed for the subject to the phase of structure vice versa. Visual tactility is to eliminate the distance between subject and object. If the visual tactility is to erase the distance different from the visual in dichotomy, it will be occurred to having a tension and makes new relationship to work trying to move the subjective point of view in object. Like this evidence in analysis of architecture, it can be easy to find the Korean architecture rather than western architecture in terms of emphasizing the time and space. The fact, architecture of Lee Dynasty had been preserved and consisted basic form and style over the centuries makes us assume that visual tactility was considered as well as the visual sense. This study will be intensive in terms of visual and tactile inherent in the subject and how it is being connected to the movement in the space and time.

횡단보도 옐로카펫 설치에 따른 시인성 증진효과 연구 : Visual Attention Software 분석 중심으로 (Study on Visual Recognition Enhancement of Yellow Carpet Placed at Near Pedestrian Crossing Areas : Visual Attention Software Implementation)

  • 안효섭;김진태
    • 한국IT서비스학회지
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    • 제15권4호
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    • pp.73-83
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    • 2016
  • Pedestrian safety was recently highlighted with a yellow carpet, a yellow-colored pavement material prepared for children waiting for signals for pedestrian crossing, without validation of its efficiency in practice. It was a promising device likely to assist highway safety by stimulating pedestrian to step on the yellow-colored area; it was generally called nudge effects. This paper delivers a study conducted to check the effectiveness of yellow carpet in three different aspects in vehicle driver's perspective by applying the newly introduced information technology (IT) service: Visual Attention Software (VAS). It was assumed that VAS developed by 3M in the United States should be able explain the Korean drivers' visual reaction behaviors since technology embedded in VAS was developed based on and proved by other various international countries and continents in the world. A set of pictures was taken at thirteen different field sites in seven school zone areas in the Seoul metropolitan area before and after the installation of a yellow carpet, respectively. Sets of those pictures were analyzed with VAS, and the results were compared based on the selective safety measures: the likely focusing on standing pedestrians (waiting for a pedestrian's green signal time) affected by its background (yellow-colored pavement) contrasting him or her. The test results from a set of before-and-after comparison analyses showed that the placement of yellow carpet would (1) increase 71% of driver's visual attention on pedestrian crossing areas and (2) change the sequential order of visual attention on that area 2.4 steps ahead. The findings would enhance deployment of such promising efficiency and thus increase children safety in pedestrian crossing. The result was promising to highlight the way to support the changes in conservative traffic safety engineering field by applying the advanced IT services, while much robust research was recommended to overcome the limitation of simplification of this study.

한국어 시각단어재인에서 나타나는 이웃효과 (The Neighborhood Effect in Korean Visual Word Recognition)

  • 권유안;조혜숙;김충명;남기춘
    • 대한음성학회지:말소리
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    • 제60호
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    • pp.29-45
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    • 2006
  • We investigated whether the first syllable plays an important role in lexical access in Korean visual word recognition. To do so, one lexical decision task (LDT) and two form primed LDT experiments examined the nature of the syllabic neighborhood effect. In Experiment 1, the syllabic neighborhood density and the syllabic neighborhood frequency was manipulated. The results showed that lexical decision latencies were only influenced by the syllabic neighborhood frequency. The purpose of experiment 2 was to confirm the results of experiment 1 with form-primed LDT task. The lexical decision latency was slower in form-related condition compared to form-unrelated condition. The effect of syllabic neighborhood density was significant only in form-related condition. This means that the first syllable plays an important role in the sub-lexical process. In Experiment 3, we conducted another form-primed LDT task manipulating the number of syllabic neighbors in words with higher frequency neighborhood. The interaction of syllabic neighborhood density and form relation was significant. This result confirmed that the words with higher frequency neighborhood are more inhibited by neighbors sharing the first syllable than words with no higher frequency neighborhood in the lexical level. These findings suggest that the first syllable is the unit of neighborhood and the unit of representation in sub-lexical representation is syllable in Korea.

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데크놀로지 활용수업에서 경험적 인식과 수학적 사고에 관한 연구 - 중학교 3학년 기하 단원을 중심으로 (A Study of Mathematical Thinking and Experimental Recognition in using of Technology - Focused on Unit of Geometry at Level of Middle School Student)

  • 정인철;김택수;황운구
    • 한국학교수학회논문집
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    • 제10권2호
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    • pp.207-219
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    • 2007
  • 수학에서 중요한 부분인 증명을 학생들은 어려워한다. 증명을 테크놀로지를 이용하여 대수적 시각화 자료와 특수화된 시각화 자료를 만들어 지도하였다. 그러나 테크놀로지를 활용한 대수적 시각화 자료의 표현상 오류에 의하여, 학생들이 경험적 인식을 가지지 못하여 경험적 정당화를 하는데 어려움이 있었다. 테크놀로지를 활용한 특수화된 시각화 자료는 고정된 경우에만 성립하기 때문에 수학적 사고의 확장을 제한하였다. 이를 해결하기 위해서 테크놀로지를 활용하여 자체 제작한 중학교 3학년 기하단원의 기하적 시각화 자료와 일반화된 시각화 자료를 통해 학생들에게 경험적 인식을 심어주어 경험적 정당화를 시켰으며, 수학적 사고의 향상을 관찰할 수 있었다.

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미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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시각 자극의 언어화에 의한 전역 선행성의 역전 (Verbalizing visual stimuli can reduce the global precedence effect)

  • 민수정;이도준
    • 인지과학
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    • 제23권3호
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    • pp.389-408
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    • 2012
  • 감각적 경험을 언어로 기술하면 그 경험에 관한 감각적 기억이 저하되는데, 이러한 현상을 일컬어 언어 장막(verbal overshadowing) 효과라고 한다. Schooler(2002)[1]는 언어화로 인해 정보처리 방식이 전역적 처리에서 국지적 처리로 전환되기 때문에 언어 장막이 발생한다고 제안하였다. 본 연구에서는 이러한 정보처리의 전환이 실제로 일어나는가를 검증하고자 얼굴 자극에 대한 기억을 요구하고 이를 토대로 언어적 묘사를 한 직후에 전역 처리와 국지 처리를 비교할 수 있는 Navon 과제를 실시하였다. 얼굴 재인 과제에서는 참가자들에게 외워야 하는 얼굴을 제시한 후 그 얼굴에 대한 언어화를 요구하였으며, 얼굴 재인 과제를 수행한 직후에 Navon 과제를 수행하도록 하였다. 그 결과, 얼굴 재인 과제에서는 언어화를 한 묘사 집단에서 언어화를 하지 않은 통제 집단보다 낮은 재인률을 보이는 언어 장막 효과가 나타났다. Navon 과제에서는 통제 집단이 전역수준의 정보가 국지 수준의 정보보다 우세하게 처리되는 전역 선행성(global precedence)을 보인 반면에, 묘사 집단은 전역 수준의 정보보다 국지 수준의 정보를 더 우세하게 처리하는 국지 선행성을 보였다. 이는 얼굴을 언어화함으로써 정보처리의 방식이 전역적인 방향에서 국지적인 방향으로 전환되고, 그 결과로서 얼굴에 대한 재인이 손상된 것임을 시사한다.

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