• Title/Summary/Keyword: camera image

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Depth Image based Chinese Learning Machine System Using Adjusted Chain Code (깊이 영상 기반 적응적 체인 코드를 이용한 한자 학습 시스템)

  • Kim, Kisang;Choi, Hyung-Il
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.545-554
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    • 2014
  • In this paper, we propose online Chinese character learning machine with a depth camera, where a system presents a Chinese character on a screen and a user is supposed to draw the presented Chinese character by his or her hand gesture. We develop the hand tracking method and suggest the adjusted chain code to represent constituent strokes of a Chinese character. For hand tracking, a fingertip is detected and verified. The adjusted chain code is designed to contain the information on order and relative length of each constituent stroke as well as the information on the directional variation of sample points. Such information is very efficient for a real-time match process and checking incorrectly drawn parts of a stroke.

The Type of e-book's Visualization by the Narrative Space (내러티브 공간에 의한 이북(e-book)의 시각화 유형)

  • Shin, Seung-Yun;Jung, Hyun-Sun
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.103-114
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    • 2014
  • This study intends to make a proposal the direction classification to develop the independent study of e-book's visualization. For this, we research into the e-book of Disney animation which achieved recognition in the literary value and amusement First of all, We grasp the meaning of the concept of e-book's aerial-image and perceptual principle. Next, We found the subject that starts the movement, and then observed the factor of the presentation to be possible to experience the actual spatial experience by the motion-produced cues. Through analysis process, We can classify the appearance elements, media, camera, and the readers' motion-produced cues into 13 parts and define as the codes. As we analysis the frequency of use of the analysis object, We separated it into the 46 combination exercises. According to the combination with the independent exercise, We separated them into 4 groups. There are the actual spatial experience, narrative spatial experience, the experience of characters. The basis for these, we can analyze the characteristics of the motion-produced cues. This study has the meaning of the expansion of e-book into the film language system by separating the e-book's narrative visualization type.

Design of Smart Device Assistive Emergency WayFinder Using Vision Based Emergency Exit Sign Detection

  • Lee, Minwoo;Mariappan, Vinayagam;Mfitumukiza, Joseph;Lee, Junghoon;Cho, Juphil;Cha, Jaesang
    • Journal of Satellite, Information and Communications
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    • v.12 no.1
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    • pp.101-106
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    • 2017
  • In this paper, we present Emergency exit signs are installed to provide escape routes or ways in buildings like shopping malls, hospitals, industry, and government complex, etc. and various other places for safety purpose to aid people to escape easily during emergency situations. In case of an emergency situation like smoke, fire, bad lightings and crowded stamped condition at emergency situations, it's difficult for people to recognize the emergency exit signs and emergency doors to exit from the emergency building areas. This paper propose an automatic emergency exit sing recognition to find exit direction using a smart device. The proposed approach aims to develop an computer vision based smart phone application to detect emergency exit signs using the smart device camera and guide the direction to escape in the visible and audible output format. In this research, a CAMShift object tracking approach is used to detect the emergency exit sign and the direction information extracted using template matching method. The direction information of the exit sign is stored in a text format and then using text-to-speech the text synthesized to audible acoustic signal. The synthesized acoustic signal render on smart device speaker as an escape guide information to the user. This research result is analyzed and concluded from the views of visual elements selecting, EXIT appearance design and EXIT's placement in the building, which is very valuable and can be commonly referred in wayfinder system.

THE PRINCIPLE AND STRUCTURE OF THE GYUPYO (GNOMON) OF KING SEJONG'S REIGN TN CHOSON DYNASTY (조선의 세종시대 규표(圭表)의 원리와 구조)

  • Lee Yong-Sam;Jeong Jang-Hae;Kim Chun-Hwey;Kim Sang-Hyuk
    • Journal of Astronomy and Space Sciences
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    • v.23 no.3
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    • pp.289-302
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    • 2006
  • For a reconstruct draft of the Gyupyo (Gnomon) in King Sejong Era, we collected a lot of documents of the Chosen Dynasty. With the result we made a reduced model by 1/10 and drawing set for the Gnomon in Sejong Era. It is composed of the Gyu, Yongpyo, Hoengryang (a beam), Yeongbu and granitic prop. You can read the scale where the shadow of vertically-standing stick touches the horizontal Gyu. A Shadow-Define. (Yeongbu) was used to focus the shadow cast by the sun's center, measuring the (gnomon) shadow length precisely. A Yeongbu is made of a leaf of copper in the middle of which is pierced a pin-hole for the tiny optical image of the sun which tilted to face the incident sunlight, used the principle of the a pin-hole camera and Scheimplug principle.

Development of Inspection System for Surface of a Shock Absorber Rod using Machine vision (머신비전을 이용한 업쇼버 로드의 표면검사 시스템 개발)

  • Kim, Seong-Jin;Lee, Seong-Cheol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.6
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    • pp.3416-3422
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    • 2014
  • A shock absorber rod is located in the center of the absorber piston and is responsible for the reciprocating movement portion. If it has surface defects, the damping performance of product will be adversely affected. A rod surface has gloss by heat treatment. Therefore, it is difficult to find a defect, such as dust, imprints, and blowholes. Because a total inspection is achieved by visual inspection by workers, it causes eyestrain and the quality of the product is not constant. In this paper, a machine vision system was developed to find a defect using a line-scan camera. The machine can detect surface defects than 0.3mm. To minimize the occurrence probability of defects on the inspection process, the developed auto inspection system had an automatic feeding system and incorporated a protection system. Through the development of this system, which relies on the operator's visual inspection of the surface of the shock absorber, the Rod inspection system constructed quality inspection standards and standardized tests to ensure improved reliability.

Autonomous Driving System for Advanced Safety Vehicle (고안전도 차량을 위한 자율주행 시스템)

  • Shin, Young-Geun;Jeon, Hyun-Chee;Choi, Kwang-Mo;Park, Sang-Sung;Jang, Dong-Sik
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.30-39
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    • 2007
  • This paper is concerned with development of system to detect an obstructive vehicle which is an essential prerequisite for autonomous driving system of ASV(Advanced Safety Vehicle). First, the boundary of driving lanes is detected by a Kalman filter through the front image obtained by a CCD camera. Then, lanes are recognized by regression analysis of the detected boundary. Second, parameters of road curvature within the detected lane are used as input in error-BP algorithm to recognize the driving direction. Finally, an obstructive vehicle that enters into the detection region can be detected through setting detection fields of the front and lateral side. The experimental results showed that the proposed system has high accuracy more than 90% in the recognition rate of driving direction and the detection rate of an obstructive vehicle.

3D View Controlling by Using Eye Gaze Tracking in First Person Shooting Game (1 인칭 슈팅 게임에서 눈동자 시선 추적에 의한 3차원 화면 조정)

  • Lee, Eui-Chul;Cho, Yong-Joo;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1293-1305
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMD. The proposed method is composed of 3 parts. In the first fart, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, the geometric relationship is determined between the monitor gazing position and the detected eye position gazing at the monitor position. In the last fart, the final gaze position on the HMB monitor is tracked and the 3D view in game is control]ed by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his (or her) hand. Also, it can increase the interest and immersion by synchronizing the gaze direction of game player and that of game character.

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Web-based 3D Face Modeling System (웹기반 3차원 얼굴 모델링 시스템)

  • 김응곤;송승헌
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.3
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    • pp.427-433
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    • 2001
  • This paper proposes a web-based 3 dimensional face modeling system that makes a realistic facial model efficiently without any 30 scanner or camera that uses in the traditional methods. Without expensive image-input equipments, we can easily create 3B models only using front and side images. The system is available to make 3D facial models as we connect to the facial modeling server on the WWW which is independent from specific platforms and softwares. This system will be implemented using Java 3D API, which includes the functions and conveniences of developed graphic libraries. It is a Client/server architecture which consists of user connection module and 3D facial model creating module. Clients connect with the facial modeling server, input two facial photographic images, detects the feature points, and then create a 3D facial model modifying generic facial model with the points according to the procedures using only the web browser.

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Research on the Foundation of the Sonification through Color Digitizing (색채의 디지털화를 통한 소니피케이션 기초 연구)

  • Li, Xin;Park, Sanghyun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.927-932
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    • 2009
  • There is such a kind of characteristic by using the computer digitization technology's interaction. It not only provides the authoring tool, and also has the user-friendly window. The paper based on this kind of interaction, through the sound and the color exchange of information, as well as each information's digitization, carries on about the scientific dielectric related advance research. This research carries on the analysis to the people to the color and the sound perceptual characteristic first, then makes comparison to the people regarding the color and the music perceptual cognition.. The research is about the research stage of the interactive sound installation creation, which shape is carried on the analysis through the extraction image in color. It is based on the perceptual characteristic,is that the algorithm manufacture reasearch of how to make color sonification. Through capturing the non-stop changing colors by camera,it transforms colors into music. The paper's foundation is the fundamental algorithm manufacture of experimental music composition.

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An Implementation of Markerless Augmented Reality Using Efficient Reference Data Sets (효율적인 레퍼런스 데이터 그룹의 활용에 의한 마커리스 증강현실의 구현)

  • Koo, Ja-Myoung;Cho, Tai-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2335-2340
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    • 2009
  • This paper presents how to implement Markerless Augmented Reality and how to create and apply reference data sets. There are three parts related with implementation: setting camera, creation of reference data set, and tracking. To create effective reference data sets, we need a 3D model such as CAD model. It is also required to create reference data sets from various viewpoints. We extract the feature points from the mode1 image and then extract 3D positions corresponding to the feature points using ray tracking. These 2D/3D correspondence point sets constitute a reference data set of the model. Reference data sets are constructed for various viewpoints of the model. Fast tracking can be done using a reference data set the most frequently matched with feature points of the present frame and model data near the reference data set.