• Title/Summary/Keyword: contents recognition

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The Accuracy of Recognizing Emotion From Korean Standard Facial Expression (한국인 표준 얼굴 표정 이미지의 감성 인식 정확률)

  • Lee, Woo-Ri;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.476-483
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    • 2014
  • The purpose of this study was to make a suitable images for korean emotional expressions. KSFI(Korean Standard Facial Image)-AUs was produced from korean standard apperance and FACS(Facial Action coding system)-AUs. For the objectivity of KSFI, the survey was examined about emotion recognition rate and contribution of emotion recognition in facial elements from six-basic emotional expression images(sadness, happiness, disgust, fear, anger and surprise). As a result of the experiment, the images of happiness, surprise, sadness and anger which had shown higher accuracy. Also, emotional recognition rate was mainly decided by the facial element of eyes and a mouth. Through the result of this study, KSFI contents which could be combined AU images was proposed. In this future, KSFI would be helpful contents to improve emotion recognition rate.

Traffic Lights Detection and Recognition System Using Black-Box Images (차량용 블랙박스 영상을 이용한 주간 신호등 탐지 및 인식 시스템)

  • Hawng, Ji-Eun;Ahn, Dasol;Lee, Seunghwa;Park, Sung-Ho;Park, Chun-Su
    • Journal of the Semiconductor & Display Technology
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    • v.15 no.2
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    • pp.43-48
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    • 2016
  • In this paper, we propose a traffic light detection and recognition (TLDR) algorithm in the daytime. The proposed algorithm utilizes the color and shape information for the TLDR. At first, a traffic light is detected and recognized based on its shape information. Then, the color range of the detected traffic light is investigated in HSV color space. The input data of the proposed TLDR algorithm is the color image captured using the black box camera during driving. Our simulations demonstrate that the proposed algorithm can achieve a high detection and recognition performance for the images including traffic lights.

Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.

A Design and Implementation of Object Recognition based Interactive Game Contents using Kinect Sensor and Unity 3D Engine (키넥트 센서와 유니티 3D 엔진기반의 객체 인식 기법을 적용한 체험형 게임 콘텐츠 설계 및 구현)

  • Jung, Se-hoon;Lee, Ju-hwan;Jo, Kyeong-Ho;Park, Jae-Seong;Sim, Chun Bo
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1493-1503
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    • 2018
  • We propose an object recognition system and experiential game contents using Kinect to maximize object recognition rate by utilizing underwater robots. we implement an ice hockey game based on object-aware interactive contents to validate the excellence of the proposed system. The object recognition system, which is a preprocessor module, is composed based on Kinect and OpenCV. Network sockets are utilized for object recognition communications between C/S. The problem of existing research, degradation of object recognition at long distance, is solved by combining the system development method suggested in the study. As a result of the performance evaluation, the underwater robot object recognized all target objects (90.49%) with 80% of accuracy from a 2m distance, revealing 42.46% of F-Measure. From a 2.5m distance, it recognized 82.87% of the target objects with 60.5% of accuracy, showing 34.96% of F-Measure. Finally, it recognized 98.50% of target objects with 59.4% of accuracy from a 3m distance, showing 37.04% of F-measure.

The Implementation of Web Services System for Realtime Finger Recognition in Mobile Environments (모바일 환경에서 실시간 지문인식을 위한 웹 서비스 시스템 구현)

  • Ko, You-Jung;Kim, Yoon-Joong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.483-487
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    • 2006
  • In this paper implemented that PDA sends finger images and can finger recognition web service system in realtime. Finger recognition web service system received the finger images and return the recognition result as XML style. because of this it can offer the same service to using wireless PDA as well as using wire internet client. This system consist of mobile client and finger recognition web service provider. Mobile client request finger recognition web service provider using DIME with taken finger image. We can easily receive and see the result of finger recognition without mass finger database in limited storage space of PDA. Finger recognition web service provider offers that receiving finger images and calling finger recognition system after the recognition return the result.

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A Study on Factors Affecting Chinese Users' Willing to Pay for Online Paid Knowledge Contents: Focusing on Theory of Planned Behavior (중국 온라인 유료 지식 콘텐츠 구매의도에 영향을 미치는 요인: 계획된 행동이론(TPB)중심으로)

  • Jing, Jia;Lu, Chen
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.151-162
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    • 2020
  • In this paper, a research model was designed to investigate the factors affecting the purpose intentions to the online paid knowledge contents in China. The research model includes the contents characteristics, recognition of copyright, recognition of paid, the theory of planned behavior factors. In this research, the data was collected by online survey, and in final analysis, 457 users' questionnaires were used. The empirical paper proves research hypothesis by using SPSS 25.0 and AMOS 23.0. The results of the study are as follows: the contents characteristics partially give positive effects to attitude. In addition, recognition of paid and planning behavior theory factors have positive effects to purpose intentions. This paper provides a useful scheme to promotion the purpose of purchase for paid online knowledge contents.

A Case Study on Tangible Contents Development for Contactless Physical Education (비대면 체육 교육을 위한 실감 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.47-57
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    • 2022
  • Demands for tangible contents using VR/AR technologies are much bigger as contactless services such as sports, physical activity, and fitness are expanded after COVID-19. A variety of technologies such as an offer and analysis of tangible data through a sensor technology, users' physical movement sensing through a motion recognition sensor, a real-time measurement of a physical skeleton point a multiple access to a real-time video, and AI training are being utilized as main technologies. This case study utilized motion recognition technologies as the study on tangible contents necessary for indoor-based physical education, sports, and fitness in the contactless environment and suggested cases to develop the physical measurement contents by design approach for the measurement assessment necessary for the development in tangible contents. The research established lists of the measurement assessment based on professionals' consultations within the measurement assessment function through the test to plan tangible contents and developed tangible contents by reflecting them as assessment measurement elements of tangible contents. The research can be utilized as the design approach of industrial companies which intend to develop tangible contents as well as reference cases of the research on contactless tangible contents for the sports and physical education.

Efficient Face Recognition using Low-Dimensional PCA: Hierarchical Image & Parallel Processing

  • Song, Young-Jun;Kim, Young-Gil;Kim, Kwan-Dong;Kim, Nam;Ahn, Jae-Hyeong
    • International Journal of Contents
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    • v.3 no.2
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    • pp.1-5
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    • 2007
  • This paper proposes a technique for principal component analysis (PCA) to raise the recognition rate of a front face in a low dimension by hierarchical image and parallel processing structure. The conventional PCA shows a recognition rate of less than 50% in a low dimension (dimensions 1 to 6) when used for facial recognition. In this paper, a face is formed as images of 3 fixed-size levels: the 1st being a region around the nose, the 2nd level a region including the eyes, nose, and mouth, and the 3rd level image is the whole face. PCA of the 3-level images is treated by parallel processing structure, and finally their similarities are combined for high recognition rate in a low dimension. The proposed method under went experimental feasibility study with ORL face database for evaluation of the face recognition function. The experimental demonstration has been done by PCA and the proposed method according to each level. The proposed method showed high recognition of over 50% from dimensions 1 to 6.

Improved Pattern Recoginition Coding System of a Handwriting Character with 3D (3D Magnetic Ball을 이용한 필기체 인식 향상 Coding System)

  • Sim, Kyu Seung;Lee, Jae Hong;Lee, Byoung Yup
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.10-19
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    • 2013
  • This Paper proposed the development of new magnetic sensor and recognition system to expendite pattern recognition of a handwriting character. Received character graphics should be performed the session and balancing and no extraction of end points, bend points and juntions separately. The Artifical intelligence algorithm is adapted to structure snalysis and recognition process by individual basic letter dictionary except for the handwriing character graphic dictionaryimproving error of recognition algorithm and enomous dictionary for generalization. In this Paper, recognition rate of the received character are compared with pre registered character at letter dictionary for performance test of magnetic ball sensor. As a result of unicode conversion and eomparison, the artificial intelligence study have recognition rate more than 95% at initial recognition rate of 70%.

Open Sesame: Smart Digital Doorlock using Word Recognition basd on IoT Technologies (열려라 참깨: IoT 기반 단어인식 스마트 디지털 도어락)

  • Lee, Mi-Hee;Baek, Eun-Jung;Yu, Jin;Lee, Su-Yeon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.177-178
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    • 2015
  • 본 연구에서는 사회적 문제인 맞벌이 부부가 증가함에 따라 아동범죄 및 생계형 범죄로부터 사용자의 안전의 보장과 기존의 디지털 도어락의 문제점을 보완하고자 IoT기술과 STT를 이용하여 사용자에게 안정성을 제공하여 주며, 동시에 편리성을 제공하고자 본 시스템으로 하여금 이와 같은 문제를 해결하여 줄 수 있게 한다.

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