• Title/Summary/Keyword: 마크리스

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A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

A Study on the Correction of Face Motion Recognition Data Using Kinect Method (키넥트 방식을 활용한 얼굴모션인식 데이터 제어에 관한 연구)

  • Lee, Junsang;Park, Junhong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.513-515
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    • 2019
  • Techniques to recognize depth values using Kinect infrared projectors continue to evolve. Techniques to track human movements are being developed from the Marcris method to the Bimarris method. Capture of facial movement using Kinect has disadvantages that are not sophisticated. In addition, a method to control the gestures and movements on the face in real time requires much research. Therefore, this paper proposes a technique to create natural 3D image contents by studying technology to apply and control branding technology to extracted face recognition data using Kinect infrared method.

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Approximation of Polynomials and Step function for cosine modulated Gaussian Function in Neural Network Architecture (뉴로 네트워크에서 코사인 모듈화 된 가우스함수의 다항식과 계단함수의 근사)

  • Lee, Sang-Wha
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.2
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    • pp.115-122
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    • 2012
  • We present here a new class of activation functions for neural networks, which herein will be called CosGauss function. This function is a cosine-modulated gaussian function. In contrast to the sigmoidal-, hyperbolic tangent- and gaussian activation functions, more ridges can be obtained by the CosGauss function. It will be proven that this function can be used to aproximate polynomials and step functions. The CosGauss function was tested with a Cascade-Correlation-Network of the multilayer structure on the Tic-Tac-Toe game and iris plants problems, and results are compared with those obtained with other activation functions.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.