• Title/Summary/Keyword: 복잡한 영상

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Inclined Face Detection using JointBoost algorithm (JointBoost 알고리즘을 이용한 기울어진 얼굴 검출)

  • Jung, Youn-Ho;Song, Young-Mo;Ko, Yun-Ho
    • Journal of Korea Multimedia Society
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    • v.15 no.5
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    • pp.606-614
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    • 2012
  • Face detection using AdaBoost algorithm is one of the fastest and the most robust face detection algorithm so many improvements or extensions of this method have been proposed. However, almost all previous approaches deal with only frontal face and suffer from limited discriminant capability for inclined face because these methods apply the same features for both frontal and inclined face. Also conventional approaches for detecting inclined face which apply frontal face detecting method to inclined input image or make different detectors for each angle require heavy computational complexity and show low detection rate. In order to overcome this problem, a method for detecting inclined face using JointBoost is proposed in this paper. The computational and sample complexity is reduced by finding common features that can be shared across the classes. Simulation results show that the detection rate of the proposed method is at least 2% higher than that of the conventional AdaBoost method under the learning condition with the same iteration number. Also the proposed method not only detects the existence of a face but also gives information about the inclined direction of the detected face.

A Study on the code and design elements as a way of transition (애니메이션 화면 전환 수단으로서의 조형 요소 변화에 대한 연구)

  • Kim, Jean-Young
    • Cartoon and Animation Studies
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    • s.14
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    • pp.83-99
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    • 2008
  • In general, the cut or dissolve or etc., collective changeover represents the change of scene in the film. Animation film makes scene's various parts to allow intended sensibility and narrative factors by special manufacturing skill generating frame image one by one and transfer it to the different symbolic dimensional expression. Nowadays sequential scene composition is not any more the unique special treatment for 2D animation according to image handling skill like morphing, metamorphosis, etc. becomes diverse and elaborate. But 2D manual animation makes spectator to be absorbed into different visual dimensions continuously and strongly beyond character and background, namely object and space. that is 2D manual animation's strong attractiveness. Finally these characteristics enable literary function which makes it possible to do delicate metaphorical through full scene composition basis and to communicate a implicative meaning system The analysis about scene broke boundary between symbolic perspective world and plane formative world and it became more diverse and complicated. Hereupon the analyzing the composition basis of formative element in the animation film scene and it's application effect make it helpful to analysis and application in the modern image scene having new absorbing methods

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Implementation of 3D Animation using 3D Graphic SW(Blender) based on STL Files (3D 그래픽 SW(Blender)를 활용한 STL파일 기반의 3D 애니메이션 제작)

  • Kim, Jong-Jin;Kim, Jong-Seong
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.710-721
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    • 2018
  • In this study, we have suggested a method to create 3D animation based on STL files which are easily available on the internet using Blender, which is one of the most popular open-source 3D modeling SW. And the procedure of making 3D animation using STL file was compared with those for OBJ or FBX files as well. Contrary to OBJ and FBX, STL files do not contain information regarding hierarchy, material and texture which are very important in making 3D animation. Especially the absence of hierarchy may cause serious problems in rigging, which involves movement of unwanted parts of 3D object during rigging process. It is demonstrated that the weight painting feature of Blender could be a solution to tackle the faulty rigging due to attributes of STL files. The effect of the sampling frequency and the resolution on the rendering time is also investigated with respect to the 3D mantis animation. It is also seen that insect models by 3D printer could be used as a new type of pedagogical material in the elementary science education.

Unmanned Aircraft Platform Based Real-time LiDAR Data Processing Architecture for Real-time Detection Information (실시간 탐지정보 제공을 위한 무인기 플랫폼 기반 실시간 LiDAR 데이터 처리구조)

  • Eum, Junho;Berhanu, Eyassu;Oh, Sangyoon
    • KIISE Transactions on Computing Practices
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    • v.21 no.12
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    • pp.745-750
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    • 2015
  • LiDAR(Light Detection and Ranging) technology provides realistic 3-dimension image information, and it has been widely utilized in various fields. However, the utilization of this technology in the military domain requires prompt responses to dynamically changing tactical environment and is therefore limited since LiDAR technology requires complex processing in order for extensive amounts of LiDAR data to be utilized. In this paper, we introduce an Unmanned Aircraft Platform Based Real-time LiDAR Data Processing Architecture that can provide real-time detection information by parallel processing and off-loading between the UAV processing and high-performance data processing areas. We also conducted experiments to verify the feasibility of our proposed architecture. Processing with ARM cluster similar to the UAV platform processing area results in similar or better performance when compared to the current method. We determined that our proposed architecture can be utilized in the military domain for tactical and combat purposes such as unmanned monitoring system.

Gesture Interface for Controlling Intelligent Humanoid Robot (지능형 로봇 제어를 위한 제스처 인터페이스)

  • Bae Ki Tae;Kim Man Jin;Lee Chil Woo;Oh Jae Yong
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1337-1346
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    • 2005
  • In this paper, we describe an algorithm which can automatically recognize human gesture for Human-Robot interaction. In early works, many systems for recognizing human gestures work under many restricted conditions. To eliminate these restrictions, we have proposed the method that can represent 3D and 2D gesture information simultaneously, APM. This method is less sensitive to noise or appearance characteristic. First, the feature vectors are extracted using APM. The next step is constructing a gesture space by analyzing the statistical information of training images with PCA. And then, input images are compared to the model and individually symbolized to one portion of the model space. In the last step, the symbolized images are recognized with HMM as one of model gestures. The experimental results indicate that the proposed algorithm is efficient on gesture recognition, and it is very convenient to apply to humanoid robot or intelligent interface systems.

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An Enhancement of Removing Noise Branches by Detecting Noise Blobs (잡영블랍 검출에 의한 잡영가지 제거 방법의 개선)

  • 김성옥;임은경;김민환
    • Journal of Korea Multimedia Society
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    • v.6 no.3
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    • pp.419-428
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    • 2003
  • Several methods have been studied to prune the parasitic branches that cause unfortunately from thinning a shape to get its skeleton. We found that the symmetric path finding method was most efficient because it followed the boundary pixels of the shape just once. In this paper, its extended method is proposed to apply to removing the noise branches that protrude out of the boundary of a segmented or extracted shape in a given image. The proposed method can remove a noise branch with one-pixel width and also remove the noise branch that includes a round shape called a noise blob. The method uses a 4-8-directional boundary-following technique to determine symmetric paths and finds noise branches with noise blobs by detecting quasi-symmetric paths. Its time complexity is a linear function of the number of boundary pixels. Interactively selectable parameters are used to define various types of noise branches flexibly, which are the branch - size parameter and the blob-size parameter. Experimental results for a practical shape and various artificial shapes showed that the proposed method was very useful for simplifying the shapes.

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A 3-D Visualization Method for Geographical Information based on Contour Lines (등고선을 이용한 자행정보의 3차원 시각화 기법)

  • Han, Jung-Kyu;Baek, Joong-Hwan;Hwang, Soo-Chan
    • Journal of Advanced Navigation Technology
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    • v.5 no.2
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    • pp.123-133
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    • 2001
  • The existing visualization methods using the satellite images or map images require complicated preprocessing stages and a large amount of visual data to represent the 3-D terrain. This paper presents a 3-D visualization method for geographical information, which enables automatic generation of 3-D terrain. It is generated based, on contour information obtained from a numerical map. This paper also introduces a method that resolves the three main problems needed to visualize 3-D terrain from contour lines such as correspondence, tiling, and branching. The virtual contour line is defined to extend a distorted contour line to have a similar shape to the corresponding contour line that is used, to generate 3-D surfaces. It helps that 3-D terrain is represented exactly and in detail.

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A Study of the Appearance Characteristics and Generation Mechanism of Giant Waves (대양에서의 거대파랑 출현 특성과 발생 기구에 관한 연구)

  • Shin Seung-Ho;Hong Key-Yong
    • Journal of Navigation and Port Research
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    • v.30 no.3 s.109
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    • pp.181-187
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    • 2006
  • In the wave spectrum distribution based on linear wave theory, the appearance of a giant wave whose wave height reaches to 30m has been considered next to almost impossible in a real sea However since more than 10 giant waves were observed in a recent investigation of global wave distribution which was carried out by the analysis of SAR imagines for three weeks, the existence of the giant waves is being recognized and it is considered the cause of many unknown marine disasters. The change of wave height distribution concerning a formation of wave train, nonlinear wave to wave interaction and so on were raised as the causes of the appearance of the giant waves, but the occurrence mechanism of the giant waves hasn't been cleared yet. In present study, we investigated appearance circumstances of the giant waves in real sea and its occurrence mechanism was analyzed based on linear and nonlinear wave focusing theories. Also, through a development of numerical model of the nonlinear $schr\"{o}dinger$ equation, the formations of the giant wave from progressive wave train were reproduced.

The USB Multi-signal Transmission System (USB 다중 신호 전송 시스템)

  • Chae, Jung-Sik;Kim, A-Yong;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1330-1335
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    • 2013
  • In recent years, the need to simultaneously transmit a variety of signals, such as DVI(Digital Visual Interface), audio, video, USB(Universal Serial Bus), LAN from the computer is required. So the cable complexity and scalability issues have been raised. In this paper, this signal can be distributed using a single USB cable, computer, video, audio, USB, LAN, one USB multi-signal transmission system was designed and implemented. USB multi-signal transmission was implemented in order to convert a single DVI, audio, and multiple USB, LAN, USB signal converter modules. This USB DVI port supports up to 1920 * 1080 resolution. USB multi-signal transmission system by sending multiple signals into a single cable installation costs of the various cable and using the replication feature of the screen, will provide schools and institutes, etc., providing the convenience of the river, and the scalability of computer peripheral ports.

FPGA Implementation of SVM Engine for Training and Classification (기계학습 및 분류를 위한 SVM 엔진의 FPGA 구현)

  • Na, Wonseob;Jeong, Yongjin
    • Journal of IKEEE
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    • v.20 no.4
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    • pp.398-411
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    • 2016
  • SVM, a machine learning method, is widely used in image processing for it's excellent generalization performance. However, to add other data to the pre-trained data of the system, we need to train the entire system again. This procedure takes a lot of time, especially in embedded environment, and results in low performance of SVM. In this paper, we implemented an SVM trainer and classifier in an FPGA to solve this problem. We parlallelized the repeated operations inside SVM and modified the exponential operations of the kernel function to perform fixed point modelling. We implemented the proposed hardware on Xilinx ZC 706 evaluation board and used TSR algorithm to verify the FPGA result. It takes about 5 seconds for the proposed hardware to train 2,000 data samples and 16.54ms for classification for $1360{\times}800$ resolution in 100MHz frequency, respectively.