• Title/Summary/Keyword: 사람 행동 인식

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Iris Recognition Using the 2-D Gabor Filter (2-D Gabor 필터를 이용한 홍채인식)

  • Go, Hyoun-Joo;Lee, Dae-Jong;Chun, Myung-Geun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.6
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    • pp.716-721
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    • 2003
  • This paper deals with the iris recognition as one of biometric techniques which are applied to identify a person using his/her behavior or congenital characteristics. The iris of a human eye has a texture that is unique and time invariant for each individual. First, we obtain the feature vector from the 2D iris pattern having a property of size invariant and divide it into 24 sectors which are further through three types of 2D Gabor filters. At the recognition process, we compute the similarity measure based on the correlation values. Here, since we use three different matching values obtained from three different directional Gabor filters and select the maximum value among them, it is possible to minimize the recognition error rate. To show the usefulness of the proposed algorithm, we applied it to a biometric database consisting of 50 iris patterns extracted from 10 subjects and finally get more higher than 90% recognition rate.

The Development of Real-Time monitoring program using Kinect (키넥트를 이용한 실시간 감시 프로그램 개발)

  • Sung, Hong-Gi;Kim, Jung-In;Choi, Sung-Wook;Kim, Gwan-Hyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.182-184
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    • 2012
  • 마이크로소프트에서 개발한 키넥트(kinect)는 엑스박스(XBox) 게임 컨트롤러로 사용하는 장비이며 이 센서를 이용하여 사용자의 인체 행동을 인식하여 게임을 진행할 수 있는 센서 시스템이다. 또한 윈도우 환경에서 키넥트를 활용하여 다양한 응용 프로그램 개발을 할 수 있도록 SDK를 제공하고 있다. 현대사회에서 각종 범죄가 늘어남에 따라서 CCTV의 운용이 늘어나고 있으며 지정된 구역을 감시하는데 다양한 영상 장비들과 프로그램이 운용하고 있다. 시장에 판매되고 있는 CCTV 장비들 중에서 사람 추적기능을 가능 제품은 가격이 대부분 고가이다. 또한 야간에서는 사람의 감지가 힘들다. 본 연구에서는 키넥트의 골격 추적기능과 음성인식 기능을 활용하여 실시간 영상 녹화 프로그램을 개발하고자 하며, 개발된 프로그램은 키넥트 센서로 영상을 실시간 녹화하고 침입자에 대한 움직임을 자동 추적하여 녹화하는 DVR 시스템을 제안하고자 한다. 또한 야간에서는 깊이(Depth) 영상을 이용하여 인물을 인식과 추적을 한다. 궁극적으로 키넥트 센서(Kinect Sensor)의 CCTV기능에 대한 활용성을 연구하는데 목적을 가진다.

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How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1208-1217
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    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

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Spectator's Value Cognition and Expected-benefit Factors on Professional Baseball Sportstar (프로야구 스포츠스타에 대한 관람자의 가치인식과 추구혜택)

  • Lee, Jong-Young;Ko, Jung-Hee
    • 한국체육학회지인문사회과학편
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    • v.51 no.3
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    • pp.79-88
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    • 2012
  • The purpose of this study was to find spectator's value cognition and expected-benefit factors on professional baseball sportstar. Purposeful Sampling method was used to select among fan club leaders and people who had watched baseball games over ten years 8 informants who watched more than 4 times in 6 baseball games in 2011 Lotte Card Professional Baseball League. Data collection relies on focus group interviews and in-depth interviews. Text analysis was attempted to adopt the A-R-C needs theory proposed by Thomson(2006) for spectator's value cognition and the metaphors for consuming by Holt(1995) for expected-benefit factors. The research summary is as follow: Spectator's value cognition on professional baseball sportstar were an object of entertainment-oriented value, a major figure for social relationship-oriented and an object of identical. Spectator's expected-benefit factors on professional baseball sports tar were confirmation of values and heroic orientation. Meanwhile, spectator who had entertainment-oriented value cognition on professional baseball sportstar expect heroic orientation, who recognize professional baseball sportstar a major figure for social relationship-oriented and an object of identical pursue confirmation of values.

A SURVEY OF GUARDIANS' COGNITION LEVEL AND SATISFACTION RATE ABOUT CONSCIOUS SEDATION (의식하 진정법에 관한 보호자의 인식도 및 만족도 조사)

  • Choi, Han-Ju;Park, Jae-Hong;Kim, Gwang-Chul;Choi, Sung-Chul
    • Journal of the korean academy of Pediatric Dentistry
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    • v.35 no.4
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    • pp.700-708
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    • 2008
  • The aim of this study was to recognize guardians' desire and awareness on sedation, and to guide guardians' satisfaction and cooperation. Followings are the conclusion : 1. Information supply about conscious sedation were restrictive and insufficient. 2. Both first-visit guardians and guardians of sedated patients were interested in decrease of dental fear. 3. Both first-visit guardians and guardians of sedated patients were satisfied with psychological improvement better than behavior improvement. Therefore, decrease of patients'ear and anxiety was essential. 4. Both first-visit guardians and guardians of sedated patients didn't recognize accurate safety of conscious sedation.

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Motion Control of a Mobile Robot Using Natural Hand Gesture (자연스런 손동작을 이용한 모바일 로봇의 동작제어)

  • Kim, A-Ram;Rhee, Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.1
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    • pp.64-70
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    • 2014
  • In this paper, we propose a method that gives motion command to a mobile robot to recognize human being's hand gesture. Former way of the robot-controlling system with the movement of hand used several kinds of pre-arranged gesture, therefore the ordering motion was unnatural. Also it forced people to study the pre-arranged gesture, making it more inconvenient. To solve this problem, there are many researches going on trying to figure out another way to make the machine to recognize the movement of the hand. In this paper, we used third-dimensional camera to obtain the color and depth data, which can be used to search the human hand and recognize its movement based on it. We used HMM method to make the proposed system to perceive the movement, then the observed data transfers to the robot making it to move at the direction where we want it to be.

Deep learning based Person Re-identification with RGB-D sensors

  • Kim, Min;Park, Dong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.3
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    • pp.35-42
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    • 2021
  • In this paper, we propose a deep learning-based person re-identification method using a three-dimensional RGB-Depth Xtion2 camera considering joint coordinates and dynamic features(velocity, acceleration). The main idea of the proposed identification methodology is to easily extract gait data such as joint coordinates, dynamic features with an RGB-D camera and automatically identify gait patterns through a self-designed one-dimensional convolutional neural network classifier(1D-ConvNet). The accuracy was measured based on the F1 Score, and the influence was measured by comparing the accuracy with the classifier model (JC) that did not consider dynamic characteristics. As a result, our proposed classifier model in the case of considering the dynamic characteristics(JCSpeed) showed about 8% higher F1-Score than JC.

생체신호를 이용한 텔레바이오인식기술 동향 및 전망

  • Kim, Jason;Lee, Saewoom
    • Review of KIISC
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    • v.26 no.4
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    • pp.41-46
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    • 2016
  • 전통적으로 바이오인식기술은 출입국심사(전자여권, 승무원 승객 신원확인), 출입통제(도어락, 출입통제 근태관리), 행정(무인민원발급, 전자조달), 사회복지(미아찾기, 복지기금관리), 의료(원격의료, 의료진 환자 신원확인), 정보통신(휴대폰 PC 인터넷 인증), 금융(온라인 뱅킹, ATM 현금인출) 등 다방면에서 폭넓게 보급되어 실생활에서 널리 활용되고 있다. [그림1]은 신체적 특징(Physiological biometrics)과 행동적 특징(Behavioral biometrics)을 이용한 사용자 인증기술인 바이오인식기술의 유형과 함께 각 기술별 보안취약점(괄호 안 빨강색글자)을 나타내고 있다. 최근 들어, 모바일 지급결제서비스 ATM 인출기 인터넷전문은행 등과 같은 핀테크 분야에서 비대면 인증기술로 바이오인식기술이 각광을 받기 시작했다. 한편, 가짜지문 등 기존의 신체적 특징을 이용한 바이오인식기술의 위변조 위협에 대한 우려 존재함에 따라 뇌파 심전도 근전도 맥박 등 살아있는 사람의 행동적(신체의 기능적) 특징을 이용한 생체신호를 이용하여 비대면 인증기술로서 활용하기 위하여 주요 선진국에서 차세대 바이오인식 기술개발이 가속화되고 있는 추세이다.[1] 또한, 이러한 생체신호는 최근에 삼성전자, LG전자, 애플 등에서 스마트워치를 통해 심장박동수를 측정하고 스마트폰을 통하여 모바일 지급결제, 헬스케어 등과 같은 IoT 모바일 융복합 응용서비스에 활용될 전망이다. 본고에서는 뇌파 심전도(심박수)와 같은 생체신호를 측정하는 스마트워치 밴드형 의복형 또는 패치형태의 웨어러블 디바이스와 같은 생체신호센서, 생체신호 인증기술 및 관련표준화 동향을 고찰해 보기로 한다. 국내외 관련기술과 표준화 동향을 면밀히 분석하여 지난 2015년 5월29일에 발족한 국내외 전문가그룹인 KISA"모바일 생체신호 인증기술 표준연구회"(이하 KISA 표준연구회)가 구심점이 되어 한국형 생체신호를 이용한 차세대 텔레바이오인식기술에 대한 연구개발과 국내외 표준화 추진에 박차를 가할 계획이다.

A Study on Security Policy Violations of Organization Members (조직 구성원들의 보안정책 위반에 관한 연구)

  • Kim, Jong-Ki;Oh, Da-Woon
    • Informatization Policy
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    • v.25 no.3
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    • pp.95-115
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    • 2018
  • This study aims to examine organization members' intention to violate security policies based on the Person-Environment Fit Model. This study investigated the effect of the relationship between organizational security environment and the individual security value on the intention of organizational security policy violation. The security environments are classified into the organizational information security culture and peers' behavior of security compliance, while the personal values are classified into reconstructing the conduct, distorting the consequence, and devaluing the organization as presented in the moral disengagement theory. Based on the concept of the moral disengagement theory, we measured the individual security values as a second order factor. This study found that the information security culture had a statistically significant impact on devaluing the organization, but did not have as much impact on reconstructing the conduct and distorting the consequence. Peers' behavior of security compliance had a significant impact on reconstructing the conduct, distorting the consequence and devaluing the organization, all of which also had relevant impact on the organizational members' intention of security policy violation.This study measured a persons' perception on security policy breach by presenting scenarios of password sharing that is common in many organizations. This study is expected to make practical contributions, as it deals with challenges that many organizations are actually faced with.

The Study on Physical Therapy Students Attitude and Behavior for the Person with Disability (물리치료(학)과 학생의 장애인에 대한 태도와 행동에 관한 조사연구)

  • Oh, Jung-Lim;Son, Ho-Hee;Kim, Gi-Yeol
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.425-432
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    • 2016
  • The purpose of this research was to examine the attitudes and behavior of physical therapy students toward the disabled. The subjects were 776 students at 6 cities and provinces nationwide with physical therapy. Self-reported questionnaires were used to collect data from 800, and 776 returned forms was analyzed using SPSS 21.0 ver. As a summary of the results, first, there was a more positive significant difference in the behavior toward disabilities in men than women; the higher grade they were, the more negative the significant difference in attitude toward the disabilities. Second, the subjects with disabled family members or friends had a positive attitude and behavior. Third, there was no difference as to whether to take classes related to disabilities, and there was a positive significant difference in the students who took voluntary service. Based on these results, interactions with disabled people affect the positive attitudes and behaviors toward disabilities. In addition, implications of the important roles of education curricula to take direct experience are suggested.