• Title/Summary/Keyword: 움직임 강도

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Game Bot Detection Based on Action Time Interval (행위 시간 간격 기반 게임 봇 탐지 기법)

  • Kang, Yong Goo;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.5
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    • pp.1153-1160
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    • 2018
  • As the number of online game users increases and the market size grows, various kinds of cheating are occurring. Game bots are a typical illegal program that ensures playtime and facilitates account leveling and acquisition of various goods. In this study, we propose a method to detect game bots based on user action time interval (ATI). This technique observes the behavior of the bot in the game and selects the most frequent actions. We distinguish between normal users and game bots by applying Machine Learning to feature frequency, ATI average, and ATI standard deviation for each selected action. In order to verify the effectiveness of the proposed technique, we measured the performance using the actual log of the 'Aion' game and showed an accuracy of 97%. This method can be applied to various games because it can utilize all actions of users as well as character movements and social actions.

A Temporal Error Concealment Method Based on Edge Adaptive Masking (에지정보에 적응적인 마스크를 이용한 시간방향 오류 은닉 방법)

  • Kim Yong-Woo;Lim Chan;Kang Hyun-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.3 s.303
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    • pp.91-98
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    • 2005
  • In this paper, we propose a temporal error concealment method based on the edge adaptive masking. In the method, four regions around the corrupted block - top, bottom, left, and right - are defined and the edge features of the regions are extracted by applying an edge operator for each direction. The size of a mask for the boundary matching is determined by the edge information, which can be considered as a criterion to measure the activity of the boundary region. In other words, it is determined such that the size of the mask is proportional to the amount of edge-component extracted from each region in order to yield the higher reliability on boundary matching. This process is equivalent to applying weights depending on the edge features, which leads the improved motion vector. In experiments, it is verified that the proposed method outperforms the conventional methods in terms of image quality, and then its merits and demerits are discussed.

Comparisons of Diaphragm Movement and Pulmonary Function Between Normal Children and Children With Cerebral Palsy (정상 아동과 뇌성마비 아동의 감소된 횡격막 움직임 및 호흡 기능의 비교)

  • Kang, Min-soo;Shim, Jae-hoon;Kang, Sun-young
    • Physical Therapy Korea
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    • v.25 no.1
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    • pp.12-21
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    • 2018
  • Background: Research efforts to improve the pulmonary function of children with cerebral palsy (CP) need to focus on their decreased diaphragmatic ability compared to normal children. Real-time ultrasonography is appropriate for demonstrating diaphragmatic mechanisms. Objects: This study aimed to compare diaphragm movement, pulmonary function, and pulmonary strength between normal children and children with CP by using ultrasonography M-mode. The correlation between general characteristics, diaphragm movement, pulmonary function, and pulmonary strength was also studied. Methods: The subjects of this study were 25 normal and 25 CP children between five and 14 years of age. Diaphragm movement was measured using real-time ultrasonography during quiet and deep breathing. Pulmonary function (such as forced expiratory volume in one second; FEV1 and peak expiratory flow; PEF) and pulmonary strength (such as maximum inspiratory pressure; MIP and maximum expiratory pressure; MEP) were measured. A paired t-test and Spearman's Rho test, with a significance level of .05, were used for statistical analysis. Results: The between-group comparison revealed that normal children had significantly greater diaphragm movement, FEV1, PEF, MIP, and MEP (p<.05) than CP children. The results showed that general characteristics were significantly related to FEV1, PEF, MIP, and MEP (p<.05). Conclusion: In clinical settings, clinicians need to concern decreased diaphragm movement, pulmonary function, and pulmonary strength in CP group compared to normal children.

A study on the lip shape recognition algorithm using 3-D Model (3차원 모델을 이용한 입모양 인식 알고리즘에 관한 연구)

  • 김동수;남기환;한준희;배철수;나상동
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1998.11a
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    • pp.181-185
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    • 1998
  • Recently, research and developmental direction of communication system is concurrent adopting voice data and face image in speaking to provide more higher recognition rate then in the case of only voice data. Therefore, we present a method of lipreading in speech image sequence by using the 3-D facial shape model. The method use a feature information of the face image such as the opening-level of lip, the movement of jaw, and the projection height of lip. At first, we adjust the 3-D face model to speeching face image sequence. Then, to get a feature information we compute variance quantity from adjusted 3-D shape model of image sequence and use the variance quality of the adjusted 3-D model as recognition parameters. We use the intensity inclination values which obtaining from the variance in 3-D feature points as the separation of recognition units from the sequential image. After then, we use discrete HMM algorithm at recognition process, depending on multiple observation sequence which considers the variance of 3-D feature point fully. As a result of recognition experiment with the 8 Korean vowels and 2 Korean consonants, we have about 80% of recognition rate for the plosives and vowels.

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Spatio-Temporal Error Concealment of I-frame using GOP structure of MPEG-2 (MPEG-2의 GOP 구조를 이용한 I 프레임의 시공간적 오류 은닉)

  • Kang, Min-Jung;Ryu, Chul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.1C
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    • pp.72-82
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    • 2004
  • This paper proposes more robust error concealment techniques (ECTs) for MPEG-2 intra coded frame. MPEG-2 source coding algorithm is very sensitive to transmission errors due to the use of variable-length coding. The transmission errors are corrected by error correction scheme, however, they cannot be revised properly. Error concealment (EC) is used to conceal the errors which are not corrected by error correction and to provide minimum visual distortion at the decoder. If errors are generated in intra coded frame, that is the starting frame of GOP, they are propagated to other inter coded frames due to the nature of motion compensated prediction coding. Such propagation of error may cause severe visual distortion. The proposed algorithm in this paper utilizes the spatio-temporal information of neighboring inter coded frames to conceal the successive slices errors occurred in I-frame. The proposed method also overcomes the problems that previous ECTs reside. The proposed algorithm generates consistent performance even in network where the violent transmission errors frequently occur. Algorithm is performed in MPEG-2 video codec and we can confirm that the proposed algorithm provides less visible distortion and higher PSNR than other approaches through simulations.

Comparisons of Diaphragm Movement, Pulmonary Function, and Pulmonary Strength Among Exercise Methods in Children with Cerebral Palsy (뇌성마비 아동의 운동중재 방법에 따른 횡격막 움직임, 호흡기능, 호흡근력의 비교)

  • Kang, Min-Soo;Shim, Jae-Hoon;Kang, Sun-Young
    • Journal of the Korean Society of Physical Medicine
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    • v.13 no.1
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    • pp.121-128
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    • 2018
  • PURPOSE: This study assessed the effect of exercise intervention methods on diaphragm movement, pulmonary function, and pulmonary strength in children with cerebral palsy (CP). METHODS: A total of 28 children with CP were randomly allocated to the general exercise group (n=9, GEG), respiratory exercise group (n=10, REG), and intensive exercise group (n=9, IEG). The exercise intervention was performed for 12 weeks. This study measured diaphragm movement, pulmonary function, and pulmonary strength under two different conditions before and after each exercise. Ultrasonography was used for measuring diaphragm movement, and Pony Fx was used to measure the forced expiratory volume in one second ($FEV_1$), peak expiratory flow (PEF), maximum inspiratory pressure (MIP), and maximum expiratory pressure (MEP). A Mann-Whitney test and ANOVA with a significance level of .05 were used for statistical analysis. RESULTS: Significant change was observed between the REG and the IEG as well as between the GEG and the IEG (p<.05). No significant difference was observed between the GEG and the REG. The diaphragm movement, $FEV_1$ PEF, MIP, and MEP were most improved in the IEG (p<.01). CONCLUSION: This study confirmed that intensive exercise is the most effective treatment method for improving diaphragm movement and respiratory function in CP children.

Multifunctional Display Panel based on Ferroelectric Polymer-Quantum Dots Composite (강유전체 고분자-양자점 기반 다기능 디스플레이 패널)

  • Son, Yeong-In;Yun, Hong-Jun;Kim, Sang-U
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2018.06a
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    • pp.122-122
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    • 2018
  • 1. 배경 최근 IoT 기술이 발전함에 따라 각종 전자기기에 들어가는 센서들이 점점 늘어나고 있다. 특히 사용자 중심의 기기들은 기술이 발전함에 따라 집적화가 이루어지면서, 하나의 기기에서 온도, 습도, 조도 등의 다양한 정보를 처리하고 있다. 이에 따라 더 많은 기능을 사용하기 위해, 소모 전력 또한 점차 증가하고 있다. 그러나 부피는 한정되어 있어, 기존 배터리만으로는 증가하는 소모 전력을 모두 보완하기 어렵다. 또한 대표적인 사용자 중심 기기인 스마트폰에서는, 가장 많은 전력을 소모하는 부분이 점점 커지고 있다. 이에 대한 대책으로 버려지는 에너지를 수확하여 전기적인 에너지로 바꿔주는 에너지 하베스팅 기술이 각광을 받고 있다. 에너지 하베스팅 기술은 바람, 진동, 인체의 움직임 등의 기계적 에너지, 태양광, 실내등의 빛 에너지를 전기적인 에너지로 바꿔주는 기술을 말한다. 본 연구에서는 강유전체 고분자 내부에 양자점이 임베딩된 박막을 이용하여, 스마트폰에서 발생하는 빛 에너지와 손가락으로 디스플레이를 터치할 때 발생하는 기계적인 에너지를 모두 수확할 수 있는 새로운 소자를 제시하였다. 소자 내부에 있는 양자점은 빛 에너지를 산란 혹은 흡수하여 발광한 후, 고분자 내부의 전반사를 통해 양 옆에 있는 태양전지로 빛을 전달한다. 또한 컴포짓의 매트릭스를 이루고 있는 강유전체 폴리머인 P(VDF-TrFE)는 강유전 특성을 통해 마찰전기 에너지를 효율적으로 전기 에너지로 전환할 수 있다. 강유전체 특성에 의해 P(VDF-TrFE) 내부에 정렬된 Polarization은 퀀텀닷에 양자구속 스타크 효과(Quantum Confined Stark Effect)를 일으켜 더 긴 파장을 방출한다. 이렇게 바뀐 파장은 실리콘 태양전지에서 더 많이 흡수할 수 있는 영역으로 방출되어 태양전지 출력의 증가를 일으킨다. 마지막으로 실리콘 태양전지의 출력 증가를 보여줌으로써 이를 실험적으로 입증했다.

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Segmentation-based tnage Coding Method without Need for Transmission of Contour Information (윤곽선 정보의 전송이 불필요한 분할기반 영상 부호화 방법)

  • Choi Jae Gark;Kang Hyun-Soo;Koh Chang-Rim;Kwon Oh-Jun;Lee Jong-Keuk
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.187-195
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    • 2005
  • A new segmentation-based image coding method which no needs transmission of contour data is proposed. The shape information acts as bottleneck in the segmentation-based video coding because it has much portion of transmission data. The proposed method segments a previous decoded frame, instead of a current frame. As a result, there is no need for transmission of contour information to a decoder. Therefore, the saved bits can be assigned to encode other information such as error signals. As shown in experiment results, if data rate is very highly increased due to abrupt motion under very low bit rate coding having limited transmission bits, PSNR of conventional block-based method go down about 20dB, while the proposed method shows a good reconstruction quality without rapid PSNR drop.

Development of a Serious Game for Rehabilitation Training using 3D Depth Camera (3D depth 카메라를 이용한 재활훈련 기능성 게임 개발)

  • Kang, Sun-Kyung;Jung, Sung-Tae
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.19-30
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    • 2013
  • This paper proposes a serious game for rehabilitation training targeting old persons and patients for rehabilitation. The serious game suggested for rehabilitation training provides the whole body movement recognition-based interface using the 3D depth camera. When the user stands before the camera, it distinguishes the user from the background and then recognizes the user's whole body with 15 joints. By analyzing the changes of location and direction of each joint, it recognizes gestures needed for the game. The game contents consist of the games for upper limb training, lower limb training, whole body training, and balance training, and it was realized in both 2D and 3D games. The system suggested in this article works robustly even with the environmental changes using the 3D depth camera. Even with no separate device, the game recognizes the gestures only using the whole body movement, and this enhances the effect of rehabilitation.

A study on the lip shape recognition algorithm using 3-D Model (3차원 모델을 이용한 입모양 인식 알고리즘에 관한 연구)

  • 남기환;배철수
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.5
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    • pp.783-788
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    • 2002
  • Recently, research and developmental direction of communication system is concurrent adopting voice data and face image in speaking to provide more higher recognition rate then in the case of only voice data. Therefore, we present a method of lipreading in speech image sequence by using the 3-D facial shape model. The method use a feature information of the face image such as the opening-level of lip, the movement of jaw, and the projection height of lip. At first, we adjust the 3-D face model to speeching face Image sequence. Then, to get a feature information we compute variance quantity from adjusted 3-D shape model of image sequence and use the variance quality of the adjusted 3-D model as recognition parameters. We use the intensity inclination values which obtaining from the variance in 3-D feature points as the separation of recognition units from the sequential image. After then, we use discrete HMM algorithm at recognition process, depending on multiple observation sequence which considers the variance of 3-D feature point fully. As a result of recognition experiment with the 8 Korean vowels and 2 Korean consonants, we have about 80% of recognition rate for the plosives md vowels.