• Title/Summary/Keyword: contents recognition

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A Study on Preprocessing Technique for Fingerprint Recognition using Applied Slit-Sum Method (Slit-Sum 방법을 응용한 지문인식 전처리 기술 연구)

  • 임철수;조성원
    • The Journal of the Korea Contents Association
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    • v.2 no.4
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    • pp.46-50
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    • 2002
  • This paper suggests the adaptive binary method which applies advanced silt sum technique, so that threshold value can be changed heuristically according to the brightness of captured fingerprint image. Through this research, we tried to resolve threshold value setting issue by the local differences of brightness of fingerprint image in the binary image preprocessing. The experimental results show that our proposed preprocessing method demonstrates the better recognition accuracy and can be applied to minutiae extraction algorithm for fingerprint recognition system.

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A Hangul Document Image Retrieval System Using Rank-based Recognition (웨이브렛 특징과 순위 기반 인식을 이용한 한글 문서 영상 검색 시스템)

  • Lee Duk-Ryong;Kim Woo-Youn;Oh Il-Seok
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.229-242
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    • 2005
  • We constructed a full-text retrieval system for the scanned Hangul document images. The system consists of three parts; preprocessing, recognition, and retrieval components. The retrieval algorithm uses recognition results up to k-ranks. The algorithm is not only insensitive to the recognition errors, but also has the advantage of user-controllable recall and precision. For the objective performance evaluation, we used the scanned images of the Journal of Korea Information Science Society provided by KISTI. The system was shown to be practical through theevaluationofrecognitionandretrievalrates.

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A Study on User Interface for Quiz Game Contents using Gesture Recognition (제스처인식을 이용한 퀴즈게임 콘텐츠의 사용자 인터페이스에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.91-99
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    • 2012
  • In this paper we introduce a quiz application program that digitizes the analogue quiz game. We digitize the quiz components such as quiz proceeding, participants recognition, problem presentation, volunteer recognition who raises his hand first, answer judgement, score addition, winner decision, etc, which are manually performed in the normal quiz game. For automation, we obtained the depth images from the kinect camera which comes into the spotlight recently, so that we located the quiz participants and recognized the user-friendly defined gestures. Analyzing the depth distribution, we detected and segmented the upper body parts and located the hands' areas. Also, we extracted hand features and designed the decision function that classified the hand pose into palm, fist or else, so that a participant can select the example that he wants among presented examples. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

The Chinese Characters Learning Contents Based on Gesture Recognition Using HMM Algorithm (HMM을 이용한 제스처 인식 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Kim, Dong-Min;Lee, Chil-Woo
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1067-1074
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    • 2012
  • In this paper, we proposed a contents of Chinese characters learning based on gesture recognition using HMM(hidden markov model) algorithm. Input image of the system is obtained in 3-dimensional information from the TOF camera, and the method of gesture recognition is consisted of part of forecasting user's posture in two infrared images and part of recognizing gestures from continuous poses. In the communication between human and computer, this system provided convenience that user can manipulate it easily by not using any further equipment but action. Because this system raise immersion and interest by using two large display and various multimedia factor, it can maximize information transmission. The edutainment Chinese character contents proposed in this paper provide educational effect that use can master Chinese character naturally with interest, and it can be expected a synergy effect via content experience because it is based on gesture recognition.

Implementation of DID interface using gesture recognition (제스쳐 인식을 이용한 DID 인터페이스 구현)

  • Lee, Sang-Hun;Kim, Dae-Jin;Choi, Hong-Sub
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.343-352
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    • 2012
  • In this paper, we implemented a touchless interface for DID(Digital Information Display) system using gesture recognition technique which includes both hand motion and hand shape recognition. Especially this touchless interface without extra attachments gives user both easier usage and spatial convenience. For hand motion recognition, two hand-motion's parameters such as a slope and a velocity were measured as a direction-based recognition way. And extraction of hand area image utilizing YCbCr color model and several image processing methods were adopted to recognize a hand shape recognition. These recognition methods are combined to generate various commands, such as, next-page, previous-page, screen-up, screen-down and mouse -click in oder to control DID system. Finally, experimental results showed the performance of 93% command recognition rate which is enough to confirm the possible application to commercial products.

A Study on the Contents and Consumers' Recognition of Clothing Product Evaluation Statements in the Internet Apparel Shopping Mall (인터넷 쇼핑몰의 의류 상품평 내용과 소비자 인식에 관한 연구)

  • Choi Eun-Young
    • The Research Journal of the Costume Culture
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    • v.12 no.6 s.53
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    • pp.984-998
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    • 2004
  • The purpose of this study was to analyze contents of clothing product evaluation statements in the internet shopping mall and to discover consumers' recognition and evaluation of it. The data were collected from 151 consumers' statements in the four internet apparel shopping malls and a questionnaire was developed to measure consumers' recognition of clothing product evaluation statements. The questionnaire was administrated 272 consumers over 18 years old. The results of this study were as follows; First, The contents of clothing product evaluation statements in the internet shopping blog, were divided into three categories which were product, service and consumer buying decision process. Product category include evaluation of clothing product, description of difference between real product and product on the screen, and advice of uses. Service category include quickness and kindness in delivery, store preference for good service. For consumer buying decision process, motivation of purchasing, perceived risk, expression of satisfaction from good buying and canvassing for purchasing were included. Second, consumer recognized that clothing product evaluation statements has function of furnishing information, confirmation of purchasing decision, risk reduction of internet shopping, and interesting entertainment. Consumers also were dependent on product evaluation statements for making purchasing decision. And it was trusted by consumers. This recognition & evaluation were correlated with consumer's clothing product knowledge, involvement, risk perception of internet shopping, experiences of internet shopping. Managerial implications are provided for internet shopping mall.

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Smart Mirror of Personal Environment using Voice Recognition (음성인식을 이용한 개인환경의 스마트 미러)

  • Yeo, Un-Chan;Park, Sin-Hoo;Moon, Jin-Wan;An, Seong-Won;Han, Yeong-Oh
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.1
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    • pp.199-204
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    • 2019
  • This paper introduces smart mirror that provides the contents needed for an individual's daily life. When a command that is designated as voice recognition is entered, Smart Mirror is produced that outputs desired contents from a display. The contents of the current smart mirror include time, weather, subway information, schedule and photography. Smart mirror sold for commercial private households is difficult to distribute due to high prices, but the smart mirror production presented in this paper can lower the manufacturing cost and can be more easily used by voice recognition.