• Title/Summary/Keyword: 얼굴 영상

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Selective Skin Tone Reproduction using Preferred Skin Colors (선호 피부색을 사용한 선택적인 피부색 재현 기법)

  • Kim, Dae-Chul;Kyung, Wang-Jun;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.4
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    • pp.10-15
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    • 2012
  • In a color image, people and especially facial patterns are important and interesting visual objects. Thus, effective skin color reproduction is essential, as skin color is a key memory color in color application systems. Previous studies suggested skin color reproduction by mapping only to the center value of preferred skin region. However, it is not suitable to determine one preference color because preference color from the observer's preference test is not dominant. In this paper, skin color reproduction using multiple preferred skin colors for each race is proposed. The proposed method first defines multiple preferred skin colors for each race according to their luminance level. After that, skin region is detected in an image. The race is then selected by calculating distance between average chromaticity of detected region and that of each racial skin from a database to assign preferred skin color for each race. Next, each corresponding preferred skin color is determined for each selected race. Finally, input skin color is proportionally mapped toward preferred skin color according to the difference between the input skin color and the preferred skin color for a smoothly reproduced skin color. In the experimental results, the proposed method gives better color correction on the objective and subjective evaluation than the previous methods.

Influence of Sexual Desire Caused by Watching Phonography on Human Body (음란물 시청으로 야기된 성욕이 인체에 미치는 영향)

  • Kim, Bong Hyun;Cho, Dong Uk;Kim, Hee Dae;Lee, Bum Joo;Park, Young;Jeong, Yeon Man
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.4
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    • pp.831-837
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    • 2017
  • The development of various electronic media such as the Internet and smart phones, each kinds of media informations has been accompanied by the fact that various types of media information are provided from one media, and on the other hand, various dysfunctions including smart phone addiction are also caused by a very large social problem. Especially, one of the biggest dysfunctions is the social crime problem such as sex crime caused by increased sexual desire according to watch the phonography, and even if it is not a social crime, watching the phonography has influenced bad mental and physical on human body. In this paper, we try to analyze what kind of change occurs in the voice in order to investigate what kind of bad influence it has on the human body after watching the phonography. In other words, the voice in the human body is the place where the human body signal is most expressed with the face. Therefore, the purpose of this study is to investigate the effects on the organs of the human body by comparing the change of voice before and after watching phonography. Experimental results showed that the stress hormone was increased by the inability to resolve sexual desire after watching the phonography, which resulted in an increase in the bandwidth of the 3rd formant frequency.

A Study on Object Recognition for Safe Operation of Hospital Logistics Robot Based on IoT (IoT 기반의 병원용 물류 로봇의 안전한 운행을 위한 장애물 인식에 관한 연구)

  • Kang, Min-soo;Ihm, Chunhwa;Lee, Jaeyeon;Choi, Eun-Hye;Lee, Sang Kwang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.2
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    • pp.141-146
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    • 2017
  • New infectious diseases such as MERS have been in need of many measures such as initial discovery, isolation, and crisis response. In addition, the culture of hospitals is changing, such as the general public 's visiting and Nursing Care Integration Services. However, as the qualifications and regulations of medical personnel in hospitals become rigid, overseas such as linens, wastes movements are replacing possible works with robots. we have developed a hospital logistics robot that can carry out various goods delivery within a hospital, and can move various kinds of objects safely to a desired location. In this thesis, we have studied a hospital logistics robot that can carry out various kinds of goods delivery within the hospital, and can move various kinds of objects such as waste, and linen safely to a desired location. The movement of a robot in a hospital may cause a collision between a person and an object, so that the collision must be prevented. In order to prevent collision, it is necessary to recognize whether or not an object exists in the movement path of the robot. And if there is an object, it should recognize whether it moves or not. In order to recognize human beings and objects, we recognize the person with face/body recognition technology and generate the context awareness of the object using 3D Vision image segmentation technology. We use the generated information to create a map that considers objects and person in the robot moving range. Thus, the robot can be operated safely and efficiently.

Development of the Hippocampal Learning Algorithm Using Associate Memory and Modulator of Neural Weight (연상기억과 뉴런 연결강도 모듈레이터를 이용한 해마 학습 알고리즘 개발)

  • Oh Sun-Moon;Kang Dae-Seong
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.4 s.310
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    • pp.37-45
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    • 2006
  • In this paper, we propose the development of MHLA(Modulatory Hippocampus Learning Algorithm) which remodel a principle of brain of hippocampus. Hippocampus takes charge auto-associative memory and controlling functions of long-term or short-term memory strengthening. We organize auto-associative memory based 3 steps system(DG, CA3, CAl) and improve speed of learning by addition of modulator to long-term memory learning. In hippocampal system, according to the 3 steps order, information applies statistical deviation on Dentate Gyrus region and is labelled to responsive pattern by adjustment of a good impression. In CA3 region, pattern is reorganized by auto-associative memory. In CAI region, convergence of connection weight which is used long-term memory is learned fast by neural networks which is applied modulator. To measure performance of MHLA, PCA(Principal Component Analysis) is applied to face images which are classified by pose, expression and picture quality. Next, we calculate feature vectors and learn by MHLA. Finally, we confirm cognitive rate. The results of experiments, we can compare a proposed method of other methods, and we can confirm that the proposed method is superior to the existing method.

유비쿼터스 컴퓨팅 황경에서 발생하는 에이전트간 충돌 해결 모델

  • 이건수;김민구
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2004.11a
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    • pp.249-258
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    • 2004
  • 오늘날 활발하게 이루어지고 있는 유비쿼터스 컴퓨팅 관련 기술 연구는 사용자가 시간과 장소에 구애받지 않고 네트워크에 접근해 다양한 컴퓨터 관련 서비스를 제공 받을 수 있는 방법에 초점을 맞추고 있다. 이 처럼 시간과 공간의 한계를 뛰어 넘은 네트워크로의 자유로운 접근은 일상 생활의 패러다임을 바꾸어 놓게 될 것이다. 유비쿼터스 컴퓨팅 기술을 통해 가장 큰 변화가 일어나는 분야는 일반 가정환경에서 일어나는 인텔리전트 홈 네트워크 (Intelligent Home Network) 라고 할 수 있다. 집에 들어오면, 자동으로 문을 열어주고, 불을 켜주며, 놓쳤던 TV 프로그램을 자동으로 녹화해 놓았다가 원하는 시간에 보여주고, 적당한 시간에 목욕물을 미리 받아준다. 또한 집밖으로 나가기 전, 일기예보에 따라 우산을 챙겨주고, 일정을 확인시켜주며 입고 나갈 옷을 골라줄 수도 있다. 이 모든 일들이 유비쿼터스 컴퓨팅 기술이 가져올 인텔리전트 홈 네트워크의 모습이다. 그러나, 모든 사용자에게 효과적인 서비스를 제공하기 위해서는 홈 네트워크 상의 자원 관리에서 일어날 수 있는 에이전트들간의 자원 접근 권한 충돌을 효율적으로 방지할 수 있는 기술이 필요하다. 유비쿼터스 컴퓨팅 환경에서 자원관리 특성은 점유의 연속성, 자원 사이의 연관성, 그리고 자원과 사용자 사 사이의 연계성의 3 가지 특성을 지니고 있다. 본 논문에서는 유비쿼터스 컴퓨팅 환경에서 일어날 수 있는 자원 충돌 상황을 효율적으로 처리하기 위한 자원 협상 방법을 제안한다. 본 방법은 자원 관리 특성을 바탕으로 시간논리에 기반을 둔 자원 선점과 분배 규칙으로 구성된다.트 시스템은 b-Cart를 기반으로 할 것으로 예측할 수 있다.타났다. 또한, 스네이크의 초기 제어점을 얼굴은 44개, 눈은 16개, 입은 24개로 지정하여 MER추출에 성공한 영상에 대해 스네이크 알고리즘을 수행한 결과, 추출된 영역의 오차율은 각각 2.2%, 2.6%, 2.5%로 나타났다.해서 Template-based reasoning 예를 보인다 본 방법론은 검색노력을 줄이고, 검색에 있어 Feasibility와 Admissibility를 보장한다.매김할 수 있는 중요한 계기가 될 것이다.재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data b

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A Case of Klinefelter Syndrome with Refractory Seizure in Infant (난치성 경련이 동반된 클라인펠터 증후군 영아)

  • Kim, Sun;Kim, Jong Seok;Kim, Dong Hyun;Lee, Ji Eun;Kwon, Young Se
    • Journal of the Korean Child Neurology Society
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    • v.26 no.4
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    • pp.276-279
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    • 2018
  • Klinefelter syndrome a genetic disorder with various clinical manifestations. Neurological symptoms, such as seizures, are rarely reported with Klinefelter syndrome, and it response well to anti-epileptic drugs. A 5-month-old boy visited the Inha university hospital due to jerking movements and hiccups. The patient had been diagnosed with Klinefelter syndrome at birth and had a medical history of admission to the neonatal intensive care unit due to opisthotonus and ocular deviation at 26 days of age. The patient's serum testosterone level was decreased and his anti-$M{\ddot{u}}llerian$ hormone level was increased. The brain image examination was normal and the electoencephalography and other blood test results showed no specific findings. However, after admission, the patient recurred generalized tonic-clonic-seizures recurred intermittently even after the administration of antiepileptic drugs. This paper reports a case of non-febrile seizures in a child with Klinefelter syndrome who presented with a refractory course.

An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

Syncope and pneumomediastinum during the maxillary sinus elevation with an air-syringe: a case report (주사기를 이용한 상악동 거상술 시 발생한 실신 및 종격동기종에 관한 증례보고)

  • Kim, Su Wan;Lee, Jonggeun;Song, Ji-Young
    • Journal of Dental Rehabilitation and Applied Science
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    • v.37 no.3
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    • pp.171-176
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    • 2021
  • Pneumomediastinum is a very rare and potentially catastrophic complication of dental procedures. Its common causes are tooth extraction, endodontic treatment, and subgingival curettage using handpieces and high-pressure air/water syringes. We present a case of massive pneumomediastinum with subcutaneous emphysema in a 61-year-old female who underwent bone grafting into the maxilla for pretreatment of dental implantation using a syringe. The patient suffered from abrupt severe odynophagia and loss of consciousness. The patient transferred to emergency department and images work-up revealed a pneumomediastinum and subcutaneous emphysema on the entire face and neck. We performed conservative treatments including prophylactic antibiotics, oxygen inhalation, and fasting meals, and then discharge after 7 days uneventfully. The patient's syncope might be resulting from hypotension and pain shock induced by pneumomediastinum with a sudden chest compression. The pneumomediastinum could be resulting from concurrent perforation and massive air infiltration into the maxillary sinus during bone grafting. We suggest that pneumomediastinum needs prompt diagnosis and management because of the risk of airway obstruction when a patient present syncope in the dental room.

Pupil Data Measurement and Social Emotion Inference Technology by using Smart Glasses (스마트 글래스를 활용한 동공 데이터 수집과 사회 감성 추정 기술)

  • Lee, Dong Won;Mun, Sungchul;Park, Sangin;Kim, Hwan-jin;Whang, Mincheol
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.973-979
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    • 2020
  • This study aims to objectively and quantitatively determine the social emotion of empathy by collecting pupillary response. 52 subjects (26 men and 26 women) voluntarily participated in the experiment. After the measurement of the reference of 30 seconds, the experiment was divided into the task of imitation and spontaneously self-expression. The two subjects were interacted through facial expressions, and the pupil images were recorded. The pupil data was processed through binarization and circular edge detection algorithm, and outlier detection and removal technique was used to reject eye-blinking. The pupil size according to the empathy was confirmed for statistical significance with test of normality and independent sample t-test. Statistical analysis results, the pupil size was significantly different between empathy (M ± SD = 0.050 ± 1.817)) and non-empathy (M ± SD = 1.659 ± 1.514) condition (t(92) = -4.629, p = 0.000). The rule of empathy according to the pupil size was defined through discriminant analysis, and the rule was verified (Estimation accuracy: 75%) new 12 subjects (6 men and 6 women, mean age ± SD = 22.84 ± 1.57 years). The method proposed in this study is non-contact camera technology and is expected to be utilized in various virtual reality with smart glasses.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.