• Title/Summary/Keyword: 영상언어인식

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Emotion Recognition Method using Physiological Signals and Gestures (생체 신호와 몸짓을 이용한 감정인식 방법)

  • Kim, Ho-Duck;Yang, Hyun-Chang;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.3
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    • pp.322-327
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    • 2007
  • Researchers in the field of psychology used Electroencephalographic (EEG) to record activities of human brain lot many years. As technology develope, neural basis of functional areas of emotion processing is revealed gradually. So we measure fundamental areas of human brain that controls emotion of human by using EEG. Hands gestures such as shaking and head gesture such as nodding are often used as human body languages for communication with each other, and their recognition is important that it is a useful communication medium between human and computers. Research methods about gesture recognition are used of computer vision. Many researchers study emotion recognition method which uses one of physiological signals and gestures in the existing research. In this paper, we use together physiological signals and gestures for emotion recognition of human. And we select the driver emotion as a specific target. The experimental result shows that using of both physiological signals and gestures gets high recognition rates better than using physiological signals or gestures. Both physiological signals and gestures use Interactive Feature Selection(IFS) for the feature selection whose method is based on a reinforcement learning.

A Study on the Autonomous Driving Algorithm Using Bluetooth and Rasberry Pi (블루투스 무선통신과 라즈베리파이를 이용한 자율주행 알고리즘에 대한 연구)

  • Kim, Ye-Ji;Kim, Hyeon-Woong;Nam, Hye-Won;Lee, Nyeon-Yong;Ko, Yun-Seok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.4
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    • pp.689-698
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    • 2021
  • In this paper, lane recognition, steering control and speed control algorithms were developed using Bluetooth wireless communication and image processing techniques. Instead of recognizing road traffic signals based on image processing techniques, a methodology for recognizing the permissible road speed by receiving speed codes from electronic traffic signals using Bluetooth wireless communication was developed. In addition, a steering control algorithm based on PWM control that tracks the lanes using the Canny algorithm and Hough transform was developed. A vehicle prototype and a driving test track were developed to prove the accuracy of the developed algorithm. Raspberry Pi and Arduino were applied as main control devices for steering control and speed control, respectively. Also, Python and OpenCV were used as implementation languages. The effectiveness of the proposed methodology was confirmed by demonstrating effectiveness in the lane tracking and driving control evaluation experiments using a vehicle prototypes and a test track.

The Road Speed Sign Board Recognition, Steering Angle and Speed Control Methodology based on Double Vision Sensors and Deep Learning (2개의 비전 센서 및 딥 러닝을 이용한 도로 속도 표지판 인식, 자동차 조향 및 속도제어 방법론)

  • Kim, In-Sung;Seo, Jin-Woo;Ha, Dae-Wan;Ko, Yun-Seok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.4
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    • pp.699-708
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    • 2021
  • In this paper, a steering control and speed control algorithm was presented for autonomous driving based on two vision sensors and road speed sign board. A car speed control algorithm was developed to recognize the speed sign by using TensorFlow, a deep learning program provided by Google to the road speed sign image provided from vision sensor B, and then let the car follows the recognized speed. At the same time, a steering angle control algorithm that detects lanes by analyzing road images transmitted from vision sensor A in real time, calculates steering angles, controls the front axle through PWM control, and allows the vehicle to track the lane. To verify the effectiveness of the proposed algorithm's steering and speed control algorithms, a car's prototype based on the Python language, Raspberry Pi and OpenCV was made. In addition, accuracy could be confirmed by verifying various scenarios related to steering and speed control on the test produced track.

Development of Language Learning Application Using Buforia (뷰포리아를 이용한 언어 학습 어플리케이션 개발)

  • Yoon, Dong-eon;Lee, Hyo-sang;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.131-133
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    • 2021
  • Recently, the average cost of education per child has increased compared to the annual birthrate, which has been decreasing, and the quality of education has also changed. In this paper, we aim to provide more efficient delivery for language learning using Unity's Buforia techniques. Using an application using a smartphone's camera based on Unity, it provides effective language development by inducing interest to learners through sound along with three-dimensional pictures. By providing such education, parents can gain satisfaction in providing high-quality education to their children. For children learning, smartphones have the effect of becoming educational elements, not just watching videos or playing games. Finally, by improving the quality of education, it gives satisfaction to parents and gives children who learn a language as well as the perception that smartphones serve as educational devices.

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Interactive Communication Web Service in Medical Institutions for the Hearing Impaired (청각 장애인을 위한 의료 기관에서의 쌍방향 소통 웹페이지 개발)

  • Kim Doha;Kim Dohee;Song Yeojin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1047-1048
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    • 2023
  • 청각장애인은 수화 언어, 즉 수어를 통해 의사소통한다. 따라서 본 논문에서는 의료 상황에서 청각 장애인이 겪는 소통의 어려움을 해결하기 위해 의료 상황 중심의 수어 데이터셋을 구축한 뒤, R(2+1)D 딥러닝 모델을 이용해 수어 동작을 영상 단위로 인식하고 분류할 수 있도록 하였다. 그리고 이를 Django를 이용한 웹 사이트로 만들어 사용할 수 있게 하였다. 이 웹 페이지는 청각장애인 개인 뿐만 아니라 의료 사회 전반적으로 긍정적인 효과를 줄 것으로 기대한다.

Large-scale Language-image Model-based Bag-of-Objects Extraction for Visual Place Recognition (영상 기반 위치 인식을 위한 대규모 언어-이미지 모델 기반의 Bag-of-Objects 표현)

  • Seung Won Jung;Byungjae Park
    • Journal of Sensor Science and Technology
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    • v.33 no.2
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    • pp.78-85
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    • 2024
  • We proposed a method for visual place recognition that represents images using objects as visual words. Visual words represent the various objects present in urban environments. To detect various objects within the images, we implemented and used a zero-shot detector based on a large-scale image language model. This zero-shot detector enables the detection of various objects in urban environments without additional training. In the process of creating histograms using the proposed method, frequency-based weighting was applied to consider the importance of each object. Through experiments with open datasets, the potential of the proposed method was demonstrated by comparing it with another method, even in situations involving environmental or viewpoint changes.

A Study on Expression Visual of Metamorphosis Transition of Image Animation (영상애니메이션 트랜지션의 메타모포시스 시각 표현에 관한 연구)

  • Joo, Hae-Jeong;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.347-350
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    • 2010
  • With the advent of new media era we are living in the world of motion picture image is not an exaggeration. With the development of the mass media with images and moments that passed the day feeling like part of it is communication. In this era a sensual and shapeable image more than the logical and realistic thinking may be passed. In the act of seeing a moving image, prior to linguistic and conceptual meaning, color and screen configuration delivery and formative element in the change they produce is first recognized. Particular kind of video animation having the narrative structure, this territory effect greatly. the film even more significant effect on the area and linking the image of the scene transitions in the scheme also features a simple means of natural communication functions are being expanded. These transitional effects provide visual pleasure from a simple transition traditional methods. And In terms of narrative functions performed to help a narrative flow of availability, visual representation should continue.

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A Design and Implementation of the Realtime Video Lecture System for Multimedia Education (멀티미디어 교육을 위한 실시간 영상강의 시스템의 설계와 구현)

  • 방혜자
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.625-637
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    • 2002
  • The Internet had been taken properties which were both a slow speed and low-bandwidth of the first time. It was impossible to transmit large multimedia data because of a Internet properties. After tens of Year Passed, many people began to transmit multimedia data in the Internet which had fast-speed and high-bandwidth. Some people want to team classes to be taught in school through the Internet. And, educators wish to use multimedia data in the educational field. Due to previous reasons, many parts in the educational field had tried to join real-time objects to multimedia objects. But, real-time data didn’t appear easily due to many faults like network errors and system bugs if we want to control data in order to teach and learn classes. Then, this paper separates real-time and unreal-time data and controls these data that aye made a time scheduler to have time information in the extended SMIL-file for deceasing these faults.

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Method of Automatically Generating Metadata through Audio Analysis of Video Content (영상 콘텐츠의 오디오 분석을 통한 메타데이터 자동 생성 방법)

  • Sung-Jung Young;Hyo-Gyeong Park;Yeon-Hwi You;Il-Young Moon
    • Journal of Advanced Navigation Technology
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    • v.25 no.6
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    • pp.557-561
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    • 2021
  • A meatadata has become an essential element in order to recommend video content to users. However, it is passively generated by video content providers. In the paper, a method for automatically generating metadata was studied in the existing manual metadata input method. In addition to the method of extracting emotion tags in the previous study, a study was conducted on a method for automatically generating metadata for genre and country of production through movie audio. The genre was extracted from the audio spectrogram using the ResNet34 artificial neural network model, a transfer learning model, and the language of the speaker in the movie was detected through speech recognition. Through this, it was possible to confirm the possibility of automatically generating metadata through artificial intelligence.

Implementation of Hand-Gesture Interface to manipulate a 3D Object of Augmented Reality (증강현실의 3D 객체 조작을 위한 핸드-제스쳐 인터페이스 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.117-123
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    • 2016
  • A hand-gesture interface to manipulate a 3D object of augmented reality is implemented by recognizing the user hand-gesture in this paper. Proposed method extracts the hand region from real image, and creates augmented object by hand marker recognized user hand-gesture. Also, 3D object manipulation corresponding to user hand-gesture is performed by analyzing a hand region ratio, a numbet of finger and a variation ratio of hand region center. In order to evaluate the performance of the our proposed method, after making a 3D object by using the OpenGL library, all processing tasks are implemented by using the Intel OpenCV library and C++ language. As a result, the proposed method showed the average 90% recognition ratio by the user command-modes successfully.