• Title/Summary/Keyword: contents recognition

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The Study on the Difference of Regulation Recognition among Generations (연령별 규제 인식 차이에 관한 연구)

  • Choi, Seong-Rak
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.586-595
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    • 2016
  • The difference of generation is the main cause of society transition. If we know about the gap of generations, then we know where we go in future. This study focus on the differences of a regulation recognition among the generations. When we understand the differences of regulation recognition among the generations, we can realize the trait of regulation in society. In result, there are a lot of differences of regulation recognition among the generations. The older they are, the more they are positive to regulation. And the younger they are, the more they are negative to regulation. In particular, 50's generation have the opposite regulation recognition to 20's generation in specialty of regulation and in a conglomerate regulation.

Printed Hangul Recognition with Adaptive Hierarchical Structures Depending on 6-Types (6-유형 별로 적응적 계층 구조를 갖는 인쇄 한글 인식)

  • Ham, Dae-Sung;Lee, Duk-Ryong;Choi, Kyung-Ung;Oh, Il-Seok
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.10-18
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    • 2010
  • Due to a large number of classes in Hangul character recognition, it is usual to use the six-type preclassification stage. After the preclassification, the first consonent, vowel, and last consonent can be classified separately. Though each of three components has a few of classes, classification errors occurs often due to shape similarity such as 'ㅔ' and 'ㅖ'. So this paper proposes a hierarchical recognition method which adopts multi-stage tree structures for each of 6-types. In addition, to reduce the interference among three components, the method uses the recognition results of first consonents and vowel as features of vowel classifier. The recognition accuracy for the test set of PHD08 database was 98.96%.

A Study on the Improvement Method by Analyzing Contents Related to the Education for Sustainable Development within Technology.Home Economic Textbooks in High School - Based on Vehicle Chapter in Transportation Fields - (고등학교 기술.가정 교과서 ESD 분석 및 개선 방안 연구 - 수송 기술 영역 중 자동차 단원을 중심으로 -)

  • Kim, Byeung-Wook;Moon, Yun-Seob
    • Hwankyungkyoyuk
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    • v.22 no.1
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    • pp.97-109
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    • 2009
  • The purpose of this study is to grasp the degree of recognition of the ESD(Education for Sustainable Development) form Technology Home Economic teachers in high schools, to analyze contents related to the ESD within the textbooks, and to propose the improvement method of the textbooks. As a result, first, the degree of recognition on the ESD was less than about 30.1% in Technology Home Economic teachers. Second, the content and factor criterions for the ESD were developed on the basis of the previous studies. They are suitable for applying to the Vehicle Chapter in the textbooks and are including 9 contents and 7 factors, respectively. Third, the contents related to the ESD within a Technology. Home Economic textbook showed 36.1% in Technology, 33.8% in Home Economics including social and cultural(44.7%), environmental(47.1%), and economic contents(8.2%). But they in the Vehicle Chapter within the textbooks presented 69.1%, 4.8%, 26.1% in social and cultural, environmental, and economic contents, respectively. Finally, the improvement method of the new textbook for the Vehicle Chapter is to adopt issued factors including the suitable adjustment on the vehicle structure and safety as well as the supplement of environmental contents related to the ESD. In addition, it is necessary to contain the contents such as the developing process of environment-friendly vehicles, the economically sustainable consumption strategy, and the cause-and-effect relationship with the global warming in the new textbook.

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Human Gesture Recognition Technology Based on User Experience for Multimedia Contents Control (멀티미디어 콘텐츠 제어를 위한 사용자 경험 기반 동작 인식 기술)

  • Kim, Yun-Sik;Park, Sang-Yun;Ok, Soo-Yol;Lee, Suk-Hwan;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.15 no.10
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    • pp.1196-1204
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    • 2012
  • In this paper, a series of algorithms are proposed for controlling different kinds of multimedia contents and realizing interact between human and computer by using single input device. Human gesture recognition based on NUI is presented firstly in my paper. Since the image information we get it from camera is not sensitive for further processing, we transform it to YCbCr color space, and then morphological processing algorithm is used to delete unuseful noise. Boundary Energy and depth information is extracted for hand detection. After we receive the image of hand detection, PCA algorithm is used to recognize hand posture, difference image and moment method are used to detect hand centroid and extract trajectory of hand movement. 8 direction codes are defined for quantifying gesture trajectory, so the symbol value will be affirmed. Furthermore, HMM algorithm is used for hand gesture recognition based on the symbol value. According to series of methods we presented, we can control multimedia contents by using human gesture recognition. Through large numbers of experiments, the algorithms we presented have satisfying performance, hand detection rate is up to 94.25%, gesture recognition rate exceed 92.6%, hand posture recognition rate can achieve 85.86%, and face detection rate is up to 89.58%. According to these experiment results, we can control many kinds of multimedia contents on computer effectively, such as video player, MP3, e-book and so on.

Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.1-8
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    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

A Study on the Industrial Application of Image Recognition Technology (이미지 인식 기술의 산업 적용 동향 연구)

  • Song, Jaemin;Lee, Sae Bom;Park, Arum
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.86-96
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    • 2020
  • Based on the use cases of image recognition technology, this study looked at how artificial intelligence plays a role in image recognition technology. Through image recognition technology, satellite images can be analyzed with artificial intelligence to reveal the calculation of oil storage tanks in certain countries. And image recognition technology makes it possible for searching images or products similar to images taken or downloaded by users, as well as arranging fruit yields, or detecting plant diseases. Based on deep learning and neural network algorithms, we can recognize people's age, gender, and mood, confirming that image recognition technology is being applied in various industries. In this study, we can look at the use cases of domestic and overseas image recognition technology, as well as see which methods are being applied to the industry. In addition, through this study, the direction of future research was presented, focusing on various successful cases in which image recognition technology was implemented and applied in various industries. At the conclusion, it can be considered that the direction in which domestic image recognition technology should move forward in the future.

Development of Speech Recognition System based on User Context Information in Smart Home Environment (스마트 홈 환경에서 사용자 상황정보 기반의 음성 인식 시스템 개발)

  • Kim, Jong-Hun;Sim, Jae-Ho;Song, Chang-Woo;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.328-338
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    • 2008
  • Most speech recognition systems that have a large capacity and high recognition rates are isolated word speech recognition systems. In order to extend the scope of recognition, it is necessary to increase the number of words that are to be searched. However, it shows a problem that exhibits a decrease in the system performance according to the increase in the number of words. This paper defines the context information that affects speech recognition in a ubiquitous environment to solve such a problem and develops user localization method using inertial sensor and RFID. Also, we develop a new speech recognition system that demonstrates better performances than the existing system by establishing a word model domain of a speech recognition system by context information. This system shows operation without decrease of recognition rate in smart home environment.

Location Recognition Method based on PTP Communication (점대점 통신 기반의 위치인식 기법)

  • Myagmar, Enkhzaya;Kwon, Soon Ryang
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.33-39
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    • 2014
  • Domestic and international researches, about intelligent systems based on a variety of location recognitions using location information, have actively proceeded. The representative location recognition method based on PTMP(Point To Multi Point) communication uses TOA(Time Of Arrival) to calculate distances to a fixed node that you want to recognize a position. The method is used to obtain the fixed node location information from three nodes location information that is applied by the triangulation method. There are disadvantages, an infrastructure should be established at a specific space and the system established cost is needed, in the location recognition method based on the PTMP communication, In this paper, the ranging based PTP(Point To Point) location recognition method is proposed to revise the disadvantage of PTMP location recognition method. And then it is compared with PTMP communication location recognition to evaluate performance. In this way, PTMP and PTP communication location recognition systems based on ranging were constructed and tested in an indoor environment. Experiment results show that the proposed PTP location recognition method could be confirmed to improve accuracy more than 3 times when it was compared with the existed PTMP location recognition method.

Factors Affecting the Usage of Face Recognition Payment Service (얼굴인식 결제서비스 이용에 영향을 미치는 요인)

  • Zhang, Yi Ning;Ma, Jian;Park, Hyun Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.490-499
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    • 2019
  • Face recognition payment service is an innovative payment method based on face recognition technology and is emerging in China now. Various industries regarding unmanned sales are likely to utilize this face recognition payment service in the future. This study investigated the factors influencing the usage intention of Chinese consumers who have experience using face recognition service. We used questionnaire survey and analysis with SPSS and AMOS. According to the results of the study, conclusions are as followed. First, consumers' attitudes toward the characteristic of face recognition payment service, which are non-contact and non-coercion, positively affected perceived usefulness. Second, the rapidness of the facial recognition payment among the recognition, the security and the rapidness of this service affected the ease of use. Third, social influences such as subjective norms also influence the intention to use. Fourth, the increase of the level of self-expression awareness and the intention of using face recognition payment service are confirmed. Through these results, the implications for design and communication of related innovative services were discussed.

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
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    • v.11 no.12
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    • pp.629-638
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    • 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.