• Title/Summary/Keyword: 복잡한 영상

Search Result 1,870, Processing Time 0.034 seconds

A Study on the Detection of Fallen Workers in Shipyard Using Deep Learning (딥러닝을 이용한 조선소에서 쓰러진 작업자의 검출에 관한 연구)

  • Park, Kyung-Min;Kim, Seon-Deok;Bae, Cherl-O
    • Journal of the Korean Society of Marine Environment & Safety
    • /
    • v.26 no.6
    • /
    • pp.601-605
    • /
    • 2020
  • In large ships with complex structures, it is difficult to locate workers. In particular, it is not easy to detect when a worker falls down, making it difficult to respond quickly. Thus, research is being conducted to detect fallen workers using a camera or by attaching a device to the body. Existing image-based fall detection systems have been designed to detect a person's body parts; hence, it is difficult to detect them in various ships and postures. In this study, the entire fall area was extracted and deep learning was used to detect the fallen shipworker based on the image. The data necessary for learning were obtained by recording falling states at the shipyard. The amount of learning data was augmented by flipping, resizing, and rotating the image. Performance evaluation was conducted with precision, reproducibility, accuracy, and a low error rate. The larger the amount of data, the better the precision. In the future, reinforcing various data is expected to improve the effectiveness of camera-based fall detection models, and thus improve safety.

Integrated 3D Skin Color Model for Robust Skin Color Detection of Various Races (강건한 다인종 얼굴 검출을 위한 통합 3D 피부색 모델)

  • Park, Gyeong-Mi;Kim, Young-Bong
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.5
    • /
    • pp.1-12
    • /
    • 2009
  • The correct detection of skin color is an important preliminary process in fields of face detection and human motion analysis. It is generally performed by three steps: transforming the pixel color to a non-RGB color space, dropping the illuminance component of skin color, and classifying the pixels by the skin color distribution model. Skin detection depends on by various factors such as color space, presence of the illumination, skin modeling method. In this paper we propose a 3d skin color model that can segment pixels with several ethnic skin color from images with various illumination condition and complicated backgrounds. This proposed skin color model are formed with each components(Y, Cb, Cr) which transform pixel color to YCbCr color space. In order to segment the skin color of several ethnic groups together, we first create the skin color model of each ethnic group, and then merge the skin color model using its skin color probability. Further, proposed model makes several steps of skin color areas that can help to classify proper skin color areas using small training data.

Implementation of Fog Effect on 3D Space Using 2D Image (2D 이미지를 활용한 3차원 공간상의 안개효과 구현)

  • Kim, jong-seong;Seo, young-sang;Park, Gyung-nam;Ryu, nam-hoon;Kim, eung-kon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2007.11a
    • /
    • pp.889-893
    • /
    • 2007
  • Now various research apply Fractal and chaos theory for natural expression of the fog on the fluid that the present this studies use special tools applicable are possible expression such as nature. But, ordinary peoples these works are much difficult yet easy to express, because require high prices and high professionals. Therefore, it is general assignments that everybody need easily expression of fog from high price special tools and professional programming reduction of complication difficult. Embodying this 2D image study made easily various image expression to be possible until UCC, individual from professional broadcasting. Specially, This study can use easily background fog expression when need to image expression such as Korean traditional pictures 3D because of possible expression of fog fluid effect in 3D space.

  • PDF

Usability Test of Website Navigation by Using Spatial Metaphor Concept (공간메타포 개념을 이용한 웹 사이트 네비게이션의 사용성 평가)

  • 이건창;정남호;홍노경
    • Journal of Intelligence and Information Systems
    • /
    • v.10 no.1
    • /
    • pp.93-107
    • /
    • 2004
  • This study is concerned with proposing a new construct named "spatial metaphor" in the field of user interface design for web. Recently, web has been recognized as an important vehicle of delivering messages and information to customers. Since both hyperlink and multimedia technology are crucial part of web, its user interface requires a new approach to enhance user's acceptance of web. In this sense, we introduced a new concept named "spatial metaphor" instead of hierarchical menus. As a theoretical basis, Davis (1986)'s TAM(Technology Acceptance Model) was used to test the statistical validity of the proposed spatial metaphor. For test web site, we developed a prototype designed by using atomic-web system and spatial metaphor. By using the prototype, we built a web-based questionnaire system so that respondents can use it directly before answering the questionnaire. To prove its statistical validity, we collected valid questionnaires and tested with LISREL. In this way, statistical validity of our proposed approach was proven.approach was proven.

  • PDF

Automatic Face Extraction with Unification of Brightness Distribution in Candidate Region and Triangle Structure among Facial Features (후보영역의 밝기 분산과 얼굴특징의 삼각형 배치구조를 결합한 얼굴의 자동 검출)

  • 이칠우;최정주
    • Journal of Korea Multimedia Society
    • /
    • v.3 no.1
    • /
    • pp.23-33
    • /
    • 2000
  • In this paper, we describe an algorithm which can extract human faces with natural pose from complex backgrounds. This method basically adopts the concept that facial region has the nearly same gray level for all pixels within appropriately scaled blocks. Based on the idea, we develop a hierarchial process that first, a block image data with pyramid structure of input image is generated, and some candidate regions for facial regions in the block image are Quickly determined, then finally the detailed facial features; organs are decided. To find the features easily, we introduce a local gray level transform which emphasizes dark and small regions, and estimate the geometrical triangle constraints among the facial features. The merit of our method is that we can be freed from the parameter assignment problem since the algorithm utilize a simple brightness computation, consequently robust systems not being depended on specific parameter values can be easily constructed.

  • PDF

The Implementation of a Real-time Underwater Acoustic Communication System at Shallow water (천해역에서의 실시간 수중 데이터 통신 시스템 구현)

  • Baek, Hyuk;Park, Jong-Won;Lim, Yong-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2007.06a
    • /
    • pp.754-757
    • /
    • 2007
  • In this paper, we present an implementation and it's real-sea test of an underwater acoustic data communication system, which allows the system to reduce complexity and increase robustness in time variant underwater environments. For easy adaptation to complicated and time-varying environments of the ocean, all-digital transmitter and receiver systems were implemented. For frame synchronization the CAZAC sequence was used, and QPSK modulation/ demodulation method with carrier frequency of 25kHz and a bandwidth of 5kHz were applied to generate 10kbps transmission rate including overhead. To improve transmission quality, we used several techniques and algorithms such as adaptive beamforming, adaptive equalizer, and convolution coding/Viterbi decoding. for the verification of the system performance, measurement of BER has been done in a very shallow water with depth of 8m at JangMok, Geoje. During the experiment, image data were successfully transmitted up to about 7.4km.

  • PDF

Scattered Light Representation in Accordance with the Material Using Scatterer Template in Volume Rendering (볼륨 렌더링에서 산란자 템플릿을 이용한 재질별 산란광 표현)

  • Lee, Byeong-Joon;Kwon, Koojoo;Shin, Byeong-Seok
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.5 no.12
    • /
    • pp.677-684
    • /
    • 2016
  • For realistic rendering volume to calculate the light effects as well as the shade is essential. In order to produce the high quality of the resulting image, it is necessary to represent a global illumination, and it should be considered an indirect effect of the direct impact and scattering of light. It requires a lot of resources in order to perform this operation and, in particular, is very expensive when large amounts of data to be rendered as a volume data is consumed. In this paper, we generate a scatterer template according to the physical laws for each material. Considering that each object having material property stores photons of the template based on the Lambert illumination model. When the volume rendering in this paper, using the photon is stored in the template, based on the voxel to be sampled within the examination volume occluded, and it represents the global illumination of the scattering. Because the materials produced by the template requires a less resource only if comprised of a complex material, a simple operation can be expressed within the scattering volume at a low cost through.

Fast motion estimation and mode decision for variable block sizes motion compensation in H.264 (H.264의 가변 블록 움직임 보상을 위한 고속 움직임 벡터 탐색 및 모드 결정법)

  • 이제윤;최웅일;전병우;석민수
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.40 no.4
    • /
    • pp.275-285
    • /
    • 2003
  • The now video coding standard H.264 employs variable block size motion compensation, multiple references, and quarter-pel motion vector accuracy. These techniques are key features to accomplish higher coding gain, however, at the same time main factors that increase overall computational complexity. Therefore, in order to apply H.264 to many applications, key techniques are requested to improve their speed. For this reason, we propose a fast motion estimation which is suited for variable block size motion communication. In addition, we propose a fast mode decision method to choose the best mode at early stage. Experimental results show the reduction of the number of SAT SATD calculations by a factor of 4.5 and 2.6 times respectively, when we compare the proposed fast motion estimation and the conventional MVFAS $T^{[8-10]}$. Besides, the number of RDcost computations is reduced by about 45%. Therefore, the proposed methods reduces significantly its computational complexity without noticeable coding loss.

Multi-Port Register File Design and Implementation for the SIMD Programmable Shader (SIMD 프로그래머블 셰이더를 위한 멀티포트 레지스터 파일 설계 및 구현)

  • Yoon, Wan-Oh;Kim, Kyeong-Seob;Cheong, Jin-Ha;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
    • /
    • v.45 no.9
    • /
    • pp.85-95
    • /
    • 2008
  • Characteristically, 3D graphic algorithms have to perform complex calculations on massive amount of stream data. The vertex and pixel shaders have enabled efficient execution of graphic algorithms by hardware, and these graphic processors may seem to have achieved the aim of "hardwarization of software shaders." However, the hardware shaders have hitherto been evolving within the limits of Z-buffer based algorithms. We predict that the ultimate model for future graphic processors will be an algorithm-independent integrated shader which combines the functions of both vertex and pixel shaders. We design the register file model that supports 3-dimensional computer graphic on the programmable unified shader processor. we have verified the accurate calculated value using FPGA Virtex-4(xcvlx200) made by Xilinx for operating binary files made by the implementation progress based on synthesis results.

Cone Surface Classification and Threshold Value Selection for Description of Complex Objects (복잡한 물체의 기술을 위한 원뿔 표면의 분류 및 임계치 선정)

  • Cho, Dong-Uk;Kim, Ji-Yeong;Bae, Young-Lae;Ko, Il-Seok
    • The KIPS Transactions:PartB
    • /
    • v.11B no.3
    • /
    • pp.297-302
    • /
    • 2004
  • In this paper, the 3-D shape description for the objects with the cone ridge and valley surfaces, and the corresponding threshold value selection for surface classification are considered. The existing method based on the mean and Gaussian curvatures(H and K) of differential geometries cannot properly describe cone primitives, which are some of the most common objects in the real world. Also the existing method for surface classification based on the sign values of H and K has Problems in practical applications. For this, cone surface shapes are classified cone ridges and cone valleys are derived from surfaces using the fact that H values are constant case of cylinder surfaces and variable for cone surfaces, respectively. Also threshold value selection for surface classification from a statistical point of view is proposed. The effectiveness of the proposed methods are verified through experiments.