• Title/Summary/Keyword: 상호 표정

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An Efficient Facial Expression Recognition by Measuring Histogram Distance Based on Preprocessing (전처리 기반 히스토그램 거리측정에 의한 효율적인 표정인식)

  • Cho, Yong-Hyun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.5
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    • pp.667-673
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    • 2009
  • This paper presents an efficient facial expression recognition method by measuring the histogram distance based on preprocessing. The preprocessing that uses both centroid shift and histogram equalization is applied to improve the recognition performance, The distance measurement is also applied to estimate the similarity between the facial expressions. The centroid shift based on the first moment balance technique is applied not only to obtain the robust recognition with respect to position or size variations but also to reduce the distance measurement load by excluding the background in the recognition. Histogram equalization is used for robustly recognizing the poor contrast of the images due to light intensity. The proposed method has been applied for recognizing 72 facial expression images(4 persons * 18 scenes) of 320*243 pixels. Three distances such as city-block, Euclidean, and ordinal are used as a similarity measure between histograms. The experimental results show that the proposed method has superior recognition performances compared with the method without preprocessing. The ordinal distance shows superior recognition performances over city-block and Euclidean distances, respectively.

Nonverbal Expressions in New Media Art -Case Studies about Facial Expressions and Sound (뉴미디어 아트에 나타난 비언어적 표현 -표정과 소리의 사례연구를 중심으로)

  • Yoo, Mi;An, KyoungHee
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.146-156
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    • 2019
  • New media art moves out of place and time constraints, sublimates the benefits of technology into art, and presents a new way of communication with the audience. This paper analyses the tendency of nonverbal communication methods by analysing examples of facial expressions and sound used in new media art from early times. As a result, it can be seen that the digital paradigm in the new media art has a nonlinear thinking, which makes a perceptual reduction of immersion and dispersion. The facial expression in new media art made it possible not only to overcome the limit of space and time of various expressions through 'visual distortions, enlargement, and virtualisation', but also to enable new ways of communication to display facial parts combined or separated in the digital environment. The sound in new media art does not stay in auditory sense, but pursues multi-sensory and synesthesia by cooperating with visual and tactile, evolves by revealing characteristics of space expansion and sensibility and interaction of audience.

A Comparative Study of the Flexible Moving Block System and the Fixed Block System in Urban Railway (도시철도에 있어 이동폐색방식과 고정폐색방식의 상호비교 연구)

  • Jeong, Gwangseop;Park, Jeongsoo;Won, Jaimu
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.5D
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    • pp.723-730
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    • 2006
  • Recently, The flexible moving block system in train operation has been introduced to the worldwide rail transportation markets. This paper is a comparative study of the conventional fixed block systems effects and the flexible moving block system on train operating time saving. Based on the literature review, the new algorithm is developed. It is to calculate the optimum headway time of the train. The proposed algorithm can overcome some of the existing algorithm problems, such as the limits of the data and unaware of the rail characteristic. The total travel time saving effect has been analyzed by applying the skip stop scheduling system to the each block system. The results of this study indicated that the total travel time is approximately 40% decreased and the schedule velocity is approximately 24% improved when the moving block system is applied. The results of this study could be used as a theoretical basis for the selection of rail signal system in Seoul's subway number 2 line.

Stability Analysis of DMC's Block Geometry (DMC 카메라의 블록기하 안정성 분석)

  • Lee, Jae One;Lee, Dong Min
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.6D
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    • pp.771-779
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    • 2009
  • Digital topographical maps used for GIS DB are mainly produced by the traditional way of analogue aerial photogrammetry. Therefore, analogue photos are only available for digital mapping after preprocessing such as film developing, printing and scanning. However, digital aerial camera is able to get digital image directly without preprocessing and thus the performance and efficiency of photogrammetry are extremely increased. This study aims to investigate geometric stability of digital aerial frame camera DMC (Digital Modular Camera). In order to verify the geometric stability of digital aerial camera DMC, some different block conditions with and without cross strips, GPS/INS data and variation of GCPs are introduced in the block adjustment. The accuracy results of every block condition were compared each other by computation of residuals of exterior orientation (EO) parameters. Results of study shows that the geometric stability of the block adjustment with cross strips is increased about 30% against without cross strips. The accuracy of EO parameters of block adjustment with cross strips is also increased about 2cm for X-coordinate, 3cm for Y-coordinate, 3cm for Z-coordinate, and 6" for omega, 4" for phi and 3" for kappa.

Crossmodal Perception of Mismatched Emotional Expressions by Embodied Agents (에이전트의 표정과 목소리 정서의 교차양상지각)

  • Cho, Yu-Suk;Suk, Ji-He;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.267-278
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    • 2009
  • Today an embodied agent generates a large amount of interest because of its vital role for human-human interactions and human-computer interactions in virtual world. A number of researchers have found that we can recognize and distinguish between various emotions expressed by an embodied agent. In addition many studies found that we respond to simulated emotions in a similar way to human emotion. This study investigates interpretation of mismatched emotions expressed by an embodied agent (e.g. a happy face with a sad voice); whether audio-visual channel integration occurs or one channel dominates when participants judge the emotion. The study employed a 4 (visual: happy, sad, warm, cold) $\times$ 4 (audio: happy, sad, warm, cold) within-subjects repeated measure design. The results suggest that people perceive emotions not depending on just one channel but depending on both channels. Additionally facial expression (happy face vs. sad face) makes a difference in influence of two channels; Audio channel has more influence in interpretation of emotions when facial expression is happy. People were able to feel other emotion which was not expressed by face or voice from mismatched emotional expressions, so there is a possibility that we may express various and delicate emotions with embodied agent by using only several kinds of emotions.

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A Study on the Analysis of Emotion-expressing Vocabulary for Realtime Conversion of Avatar′s Countenances (아바타의 실시간 표정변환을 위한 감정 표현 어휘 분석에 관한 연구)

  • 이영희;정재욱
    • Archives of design research
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    • v.17 no.2
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    • pp.199-208
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    • 2004
  • In cyberspace based on internet, users constitute communities and interact one another. Avatar means not only the other self but also the 'another being' that describes oneself in the cyberspace. If user's avatar shows expressive faces and behaves according to his thinking and emotion, he will have a feel of reality much more in the cyberspace. If avatar's countenances can be animated by just typing characters in avatar-based chat communication, the user is able to express his emotions more effectively. In this study, emotion-expressing vocabulary is analyzed and classified. Emotion-expressing vocabulary is essential to develop self-reactive avatar system in which avatar's countenances are automatically converted according to the words typed by users at chat. The results are as follows; First, emotion-expressing vocabulary selected out of Korean adjectives and intransitive verbs is made up of 209 words and is classified into 25 groups. Second, there are only 2 groups out of the 25 groups for positive expressions and others are for negative expressions. Therefore, negative expressions are more abundant than positive expressions in Korean vocabulary. Third, avatar's countenances are modelled according to the 25 groups by using the Quantification Method 3. The result shows that the emotion-expressing vocabulary has dose relations with avatar's countenances and is useful to communicate users' emotions. However, this study has some limits, in that Korean linguistical structure - the whole meaning of context - cannot be interpreted quantitatively.

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3D Facial Modeling and Synthesis System for Realistic Facial Expression (자연스러운 표정 합성을 위한 3차원 얼굴 모델링 및 합성 시스템)

  • 심연숙;김선욱;한재현;변혜란;정창섭
    • Korean Journal of Cognitive Science
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    • v.11 no.2
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    • pp.1-10
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    • 2000
  • Realistic facial animation research field which communicates with human and computer using face has increased recently. The human face is the part of the body we use to recognize individuals and the important communication channel that understand the inner states like emotion. To provide the intelligent interface. computer facial animation looks like human in talking and expressing himself. Facial modeling and animation research is focused on realistic facial animation recently. In this article, we suggest the method of facial modeling and animation for realistic facial synthesis. We can make a 3D facial model for arbitrary face by using generic facial model. For more correct and real face, we make the Korean Generic Facial Model. We can also manipulate facial synthesis based on the physical characteristics of real facial muscle and skin. Many application will be developed such as teleconferencing, education, movies etc.

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(<한국어 립씽크를 위한 3D 디자인 시스템 연구>)

  • Shin, Dong-Sun;Chung, Jin-Oh
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.362-369
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    • 2006
  • 3 차원 그래픽스에 적용하는 한국어 립씽크 합성 체계를 연구하여, 말소리에 대응하는 자연스러운 립씽크를 자동적으로 생성하도록 하는 디자인 시스템을 연구 개발하였다. 페이셜애니메이션은 크게 나누어 감정 표현, 즉 표정의 애니메이션과 대화 시 입술 모양의 변화를 중심으로 하는 대화 애니메이션 부분으로 구분할 수 있다. 표정 애니메이션의 경우 약간의 문화적 차이를 제외한다면 거의 세계 공통의 보편적인 요소들로 이루어지는 반면 대화 애니메이션의 경우는 언어에 따른 차이를 고려해야 한다. 이와 같은 문제로 인해 영어권 및 일본어 권에서 제안되는 음성에 따른 립싱크 합성방법을 한국어에 그대로 적용하면 청각 정보와 시각 정보의 부조화로 인해 지각의 왜곡을 일으킬 수 있다. 본 연구에서는 이와 같은 문제점을 해결하기 위해 표기된 텍스트를 한국어 발음열로 변환, HMM 알고리듬을 이용한 입력 음성의 시분할, 한국어 음소에 따른 얼굴특징점의 3 차원 움직임을 정의하는 과정을 거쳐 텍스트와 음성를 통해 3 차원 대화 애니메이션을 생성하는 한국어 립싱크합성 시스템을 개발 실제 캐릭터 디자인과정에 적용하도록 하였다. 또한 본 연구는 즉시 적용이 가능한 3 차원 캐릭터 애니메이션뿐만 아니라 아바타를 활용한 동적 인터페이스의 요소기술로서 사용될 수 있는 선행연구이기도 하다. 즉 3 차원 그래픽스 기술을 활용하는 영상디자인 분야와 HCI 에 적용할 수 있는 양면적 특성을 지니고 있다. 휴먼 커뮤니케이션은 언어적 대화 커뮤니케이션과 시각적 표정 커뮤니케이션으로 이루어진다. 즉 페이셜애니메이션의 적용은 보다 인간적인 휴먼 커뮤니케이션의 양상을 지니고 있다. 결국 인간적인 상호작용성이 강조되고, 보다 편한 인간적 대화 방식의 휴먼 인터페이스로 그 미래적 양상이 변화할 것으로 예측되는 아바타를 활용한 인터페이스 디자인과 가상현실 분야에 보다 폭넓게 활용될 수 있다.

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Analysis of Precision According to Converging Angle in Close-Range Digital Photogrammetry (근접수치사진측량의 수렴각변화에 따른 정밀도 해석)

  • Seo, Dong-Ju;Kim, Jin-Su
    • Journal of the Korean Association of Geographic Information Studies
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    • v.8 no.4
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    • pp.123-133
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    • 2005
  • This study has made photographing respectively by changing the converging angle by use of d7 $metric^5$ that is a measurement digital camera. And also in order to minimize the errors happened at the relative orientation, we have sorted out the round target that the relative orientation is automatically on the programming and have calculated RMSE by carrying out the bundle adjustment. We think that such a study could be used as very important basic data necessary in deriving the optimal photographic conditions by the close-range digital photogrammetry and in judging such a degree.

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The design of 4S-Van for implementation of ground-laser mapping system (지상 레이져 매핑시스템 구현을 위한 4S-Van 시스템 설계)

  • 김성백;이승용;김민수
    • Spatial Information Research
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    • v.10 no.3
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    • pp.407-419
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    • 2002
  • In this study, the design of 4S-Van system is discussed fur the implementation of laser mapping system. Laser device is fast and accurate sensor that acquires 3D road and surface data. The orientation laser sensor is determined by loosely coupled (D)GPS/INS Integration. Considering current system architecture, (D)GPS/INS integration is performed far performance analysis of direct georeferencing and self-calibration is performed for interior and exterior orientation and displacement. We utilized 3 laser sensors for compensation and performance improvement. 3D surface data from laser scanner and texture image from CCD camera can be used to implement 3D visualization.

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