• Title/Summary/Keyword: 영상 언어

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Speech Activity Decision with Lip Movement Image Signals (입술움직임 영상신호를 고려한 음성존재 검출)

  • Park, Jun;Lee, Young-Jik;Kim, Eung-Kyeu;Lee, Soo-Jong
    • The Journal of the Acoustical Society of Korea
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    • v.26 no.1
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    • pp.25-31
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    • 2007
  • This paper describes an attempt to prevent the external acoustic noise from being misrecognized as the speech recognition target. For this, in the speech activity detection process for the speech recognition, it confirmed besides the acoustic energy to the lip movement image signal of a speaker. First of all, the successive images are obtained through the image camera for PC. The lip movement whether or not is discriminated. And the lip movement image signal data is stored in the shared memory and shares with the recognition process. In the meantime, in the speech activity detection Process which is the preprocess phase of the speech recognition. by conforming data stored in the shared memory the acoustic energy whether or not by the speech of a speaker is verified. The speech recognition processor and the image processor were connected and was experimented successfully. Then, it confirmed to be normal progression to the output of the speech recognition result if faced the image camera and spoke. On the other hand. it confirmed not to output of the speech recognition result if did not face the image camera and spoke. That is, if the lip movement image is not identified although the acoustic energy is inputted. it regards as the acoustic noise.

A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

Functional Brain Mapping Using $H_2^{15}O$ Positron Emission Tomography ( I ): Statistical Parametric Mapping Method ($H_2^{15}O$ 양전자단층촬영술을 이용한 뇌기능 지도 작성(I): 통계적 파라메터 지도작성법)

  • Lee, Dong-Soo;Lee, Jae-Sung;Kim, Kyeong-Min;Chung, June-Key;Lee, Myung-Chul
    • The Korean Journal of Nuclear Medicine
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    • v.32 no.3
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    • pp.225-237
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    • 1998
  • Purpose: We investigated the statistical methods to compose the functional brain map of human working memory and the principal factors that have an effect on the methods for localization. Materials and Methods: Repeated PET scans with successive four tasks, which consist of one control and three different activation tasks, were performed on six right-handed normal volunteers for 2 minutes after bolus injections of 925 MBq $H_2^{15}O$ at the intervals of 30 minutes. Image data were analyzed using SPM96 (Statistical Parametric Mapping) implemented with Matlab (Mathworks Inc., U.S.A.). Images from the same subject were spatially registered and were normalized using linear and nonlinear transformation methods. Significant difference between control and each activation state was estimated at every voxel based on the general linear model. Differences of global counts were removed using analysis of covariance (ANCOVA) with global activity as covariate. Using the mean and variance for each condition which was adjusted using ANCOVA, t-statistics was performed on every voxel To interpret the results more easily, t-values were transformed to the standard Gaussian distribution (Z-score). Results: All the subjects carried out the activation and control tests successfully. Average rate of correct answers was 95%. The numbers of activated blobs were 4 for verbal memory I, 9 for verbal memory II, 9 for visual memory, and 6 for conjunctive activation of these three tasks. The verbal working memory activates predominantly left-sided structures, and the visual memory activates the right hemisphere. Conclusion: We conclude that rCBF PET imaging and statistical parametric mapping method were useful in the localization of the brain regions for verbal and visual working memory.

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Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

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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Implementation of Pedestrian Detection and Tracking with GPU at Night-time (GPU를 이용한 야간 보행자 검출과 추적 시스템 구현)

  • Choi, Beom-Joon;Yoon, Byung-Woo;Song, Jong-Kwan;Park, Jangsik
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.421-429
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    • 2015
  • This paper is about an approach for pedestrian detection and tracking with infrared imagery. We used the CUDA(Computer Unified Device Architecture) that is a parallel processing language in order to improve the speed of video-based pedestrian detection and tracking. The detection phase is performed by Adaboost algorithm based on Haar-like features. Adaboost classifier is trained with datasets generated from infrared images. After detecting the pedestrian with the Adaboost classifier, we proposed a particle filter tracking strategies on HSV histogram feature that exploit adaptively at the same time. The proposed approach is implemented on an NVIDIA Jetson TK1 developer board that is full-featured device ideal for software development within the Linux environment. In this paper, we presented the results of parallel processing with the NVIDIA GPU on the CUDA development environment for detection and tracking of pedestrians. We compared the object detection and tracking processing time for night-time images on both GPU and CPU. The result showed that the detection and tracking speed of the pedestrian with GPU is approximately 6 times faster than that for CPU.

A Review on GIS Research Trends in North Korea (북한의 GIS 연구동향 분석)

  • Kim, Chang-Hwan
    • Journal of the Korean Association of Geographic Information Studies
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    • v.10 no.4
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    • pp.189-197
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    • 2007
  • GIS is the tool widely used for the practical solution of spatial problems in every region regardless of the language and ideology. In this paper research trends and tendencies of GIS in North Korea are reviewed compared with those in South Korea. For this purpose, academic publications on GIS in North Korea are surveyed and classified according to main subjects in GIS. Such classification by main subjects of GIS in North Korea are conducted on the basis of the classification of research trends and tendencies of GIS in South Korea. As a result, researches in North Korea are mainly focused upon such fields as geodetic surveying and measurement, map manufacture, atmospheric phenomena, agriculture and disasters, while there are few studies related to such fields as national GIS policy and circulation, GIS education, internet-based GIS, and traffic, to name but a few. Most parts of applied data are based on low and medium resolution image such as meteorological satellite images, Landsat images, and so on. This reflects the low level of the development of GIS DB infrastructure in North Korea.

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영상기호로서의 눈(眼)의 표정에 관한 연구 - 관상학적 담론에 근거한 얼굴형과 구조를 중심으로 -

  • 오근재
    • Archives of design research
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    • v.12 no.1
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    • pp.121-130
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    • 1999
  • The eyeS of human beings are the very interesting objects of research, which were believed to do deliver any meanings without direct words and also to represent best description of key characteristics of humans than any other parts in the body. With respect to this hypothesis on eyes, the study of various expressions of eyes is the fascinating research topic in the area of optical design which is deeply connected to the figurative images. Traditionally, physiognomy was settled by many Koreans to become one of the branches of discourses. Physiognomy has been developed through the statistical summaries of life patterns of various kinds 'of science based on the results of systematical analysis. This research was focused on elucidating the relationship between the consumers' perception and the image of eyes which were thought to be the most important sign emitted from the body of human beings. Furthermore, study was conducted to derive a practical usage from the research results if above relationship was showed to be true. It was unveiled that the considerable close relationship was established with small errors and that eye's image was compensated and enhanced with the help of lip's image to obtain more perfect image. As a result, it was concluded that the rationales of phtsiognomy could assist to choose figures as a figurative image. (Keyword)

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ORMN: A Deep Neural Network Model for Referring Expression Comprehension (ORMN: 참조 표현 이해를 위한 심층 신경망 모델)

  • Shin, Donghyeop;Kim, Incheol
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.2
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    • pp.69-76
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    • 2018
  • Referring expressions are natural language constructions used to identify particular objects within a scene. In this paper, we propose a new deep neural network model for referring expression comprehension. The proposed model finds out the region of the referred object in the given image by making use of the rich information about the referred object itself, the context object, and the relationship with the context object mentioned in the referring expression. In the proposed model, the object matching score and the relationship matching score are combined to compute the fitness score of each candidate region according to the structure of the referring expression sentence. Therefore, the proposed model consists of four different sub-networks: Language Representation Network(LRN), Object Matching Network (OMN), Relationship Matching Network(RMN), and Weighted Composition Network(WCN). We demonstrate that our model achieves state-of-the-art results for comprehension on three referring expression datasets.

System for Neologism Information Support in Real-Time Streaming Service (실시간 스트리밍 서비스에서 신조어 정보 제공 시스템)

  • Seungyong, Lee;Neunghoe, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.203-207
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    • 2023
  • Recently, real-time streaming services are gaining popularity among the MZ generation and the market size is continuously growing. Pre-recorded and edited videos only show one-way communication, but real-time streaming services have the advantage of responding immediately to questions and requests from users, as they enable two-way communication. With the transition from face-to-face culture to non-face-to-face culture due to the COVID-19 pandemic, the number of users communicating in real-time video for activities such as classes, meetings, and leisure has dramatically increased. However, as real-time streaming services become more active and diverse generations participate, there is a problem of conflicts arising from language differences, including the use of neologisms. To address this issue, this paper proposes a method of collecting the meaning of neologisms through the Wikipedia API and presenting them to each other, so that they can understand each other's intentions.