• Title/Summary/Keyword: 카메라 기반 인식

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A Study on Iris Recognition by Iris Feature Extraction from Polar Coordinate Circular Iris Region (극 좌표계 원형 홍채영상에서의 특징 검출에 의한 홍채인식 연구)

  • Jeong, Dae-Sik;Park, Kang-Ryoung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.3
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    • pp.48-60
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    • 2007
  • In previous researches for iris feature extraction, they transform a original iris image into rectangular one by stretching and interpolation, which causes the distortion of iris patterns. Consequently, it reduce iris recognition accuracy. So we are propose the method that extracts iris feature by using polar coordinates without distortion of iris patterns. Our proposed method has three strengths compared with previous researches. First, we extract iris feature directly from polar coordinate circular iris image. Though it requires a little more processing time, there is no degradation of accuracy for iris recognition and we compares the recognition performance of polar coordinate to rectangular type using by Hamming Distance, Cosine Distance and Euclidean Distance. Second, in general, the center position of pupil is different from that of iris due to camera angle, head position and gaze direction of user. So, we propose the method of iris feature detection based on polar coordinate circular iris region, which uses pupil and iris position and radius at the same time. Third, we overcome override point from iris patterns by using polar coordinates circular method. each overlapped point would be extracted from the same position of iris region. To overcome such problem, we modify Gabor filter's size and frequency on first track in order to consider low frequency iris patterns caused by overlapped points. Experimental results showed that EER is 0.29%, d' is 5,9 and EER is 0.16%, d' is 6,4 in case of using conventional rectangular image and proposed method, respectively.

A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.49-56
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    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.

Deep Learning-based Object Detection of Panels Door Open in Underground Utility Tunnel (딥러닝 기반 지하공동구 제어반 문열림 인식)

  • Gyunghwan Kim;Jieun Kim;Woosug Jung
    • Journal of the Society of Disaster Information
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    • v.19 no.3
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    • pp.665-672
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    • 2023
  • Purpose: Underground utility tunnel is facility that is jointly house infrastructure such as electricity, water and gas in city, causing condensation problems due to lack of airflow. This paper aims to prevent electricity leakage fires caused by condensation by detecting whether the control panel door in the underground utility tunnel is open using a deep learning model. Method: YOLO, a deep learning object recognition model, is trained to recognize the opening and closing of the control panel door using video data taken by a robot patrolling the underground utility tunnel. To improve the recognition rate, image augmentation is used. Result: Among the image enhancement techniques, we compared the performance of the YOLO model trained using mosaic with that of the YOLO model without mosaic, and found that the mosaic technique performed better. The mAP for all classes were 0.994, which is high evaluation result. Conclusion: It was able to detect the control panel even when there were lights off or other objects in the underground cavity. This allows you to effectively manage the underground utility tunnel and prevent disasters.

A Study on Intuitive IoT Interface System using 3D Depth Camera (3D 깊이 카메라를 활용한 직관적인 사물인터넷 인터페이스 시스템에 관한 연구)

  • Park, Jongsub;Hong, June Seok;Kim, Wooju
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.137-152
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    • 2017
  • The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.

Development of Stereoscopic 3D Personalized Adventure Game: HowSee (3D 체험형 어드벤처 게임 "HowSee" 개발)

  • Lim, C.J.;Chung, S.T.;Choi, Seung-Hoon;Lee, Chang-Nam;Song, Jang-Sup
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.13-22
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    • 2011
  • Advances in display technology, stereoscopic (S3D) in the development of social interest in the content development approach is high but it does not make the standardization of interactive 3D content creation performance is very poor. In this paper, real-time video input from an infrared camera that is based on eye tracking implementation user interface developed 3D interactive adventure game "HowSee" was the process of developing skills in the process, an efficient 3D content production methods were presented. unnormalized S3D-based game content production process on how this development occurred in the trial and how to troubleshoot S3D games, etc. to streamline content creation can be a basis for.

Digital Business Card System based on Augmented Reality (증강현실을 기반으로 한 디지털 명함 시스템)

  • Park, Man-Seub;Kim, Chang-Su;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.562-568
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    • 2014
  • With the development of computer technology, augmented reality (Augmented Reality, AR) technology in the future, one of the main directions of development of human interface technology is emerging. On augmented reality based on the design and implementation of a digital business card system. In this paper, a Smartphone is simply information through recognizable digital business card contains information about the system. Digital business card system is compared to the way existing hardware in a way visually-based high precision. In addition, registered as a 3D computer vision of augmented reality technology skills and real-world situations convergence technology for research. Future research, 3D electronic map for Smartphone apps as of the application user interface on the side for research is needed.

Intuitive Manipulation of Deformable Cloth Object Based on Augmented Reality for Mobile Game (모바일 게임을 위한 증강현실 기반 직관적 변형 직물객체 조작)

  • Kim, Sang-Joon;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.159-168
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    • 2018
  • In recent, mobile augmented reality game which has been attracting high attention is considered to be an good approach to increase immersion. In conventional augmented reality-based games that recognize target objects using a mobile camera and show the matching game characters, touch-based interaction is mainly used. In this paper, we propose an intuitive interaction method which manipulates a deformable game object by moving a target image of augmented reality in order to enhacne the immersion of the game. In the proposed method, the deformable object is intuitively manipulated by calculating the distance and direction between the target images and by adjusting the external force applied to the deformable object using them. In this paper, we focus on the cloth deformable object which is widely used for natural object animation in game contents and implement natural cloth simulation interacting with game objects represented by wind and rigid objects. In the experiments, we compare the previous commercial cloth model with the proposed method and show the proposed method can represent cloth animation more realistically.

Extracting the Point of Impact from Simulated Shooting Target based on Image Processing (영상처리 기반 모의 사격 표적지 탄착점 추출)

  • Lee, Tae-Guk;Lim, Chang-Gyoon;Kim, Kang-Chul;Kim, Young-Min
    • Journal of Internet Computing and Services
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    • v.11 no.1
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    • pp.117-128
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    • 2010
  • There are many researches related to a simulated shooting training system for replacing the real military and police shooting training. In this paper, we propose the point of impact from a simulated shooting target based on image processing instead of using a sensor based approach. The point of impact is extracted by analyzing the image extracted from the camera on the muzzle of a gun. The final shooting result is calculated by mapping the target and the coordinates of the point of impact. The recognition system is divided into recognizing the projection zone, extracting the point of impact on the projection zone, and calculating the shooting result from the point of impact. We find the vertices of the projection zone after converting the captured image to the binary image and extract the point of impact in it. We present the extracting process step by step and provide experiments to validate the results. The experiments show that exact vertices of the projection area and the point of impact are found and a conversion result for the final result is shown on the interface.

User Customized Realization of Virtual Earthquakes based on Visual Intelligence and Dynamic Simulation (시각지능 및 동적 시뮬레이션 기반의 사용자 맞춤형 가상 지진 실감화)

  • Kwon, Jihoe;Ryu, Dongwoo;Lee, Sangho
    • Journal of the Korean Society of Mineral and Energy Resources Engineers
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    • v.55 no.6
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    • pp.614-623
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    • 2018
  • The recent occurrence of consecutive large earthquakes in the southeastern part of the Korean peninsula has brought significant attention to the prevention of earthquake damage in Korea. This article aims to explore a technology-based approach for earthquake drills using state-of-the-art visual intelligence and virtual reality technologies. The technical process consists of several stages, including acquisition of image information in living spaces using a camera, recognition of objects from the acquired image information, extraction of three dimensional geometric information, simulation of virtual earthquakes using dynamic modelling techniques such as the discrete element method, and realization of the simulated earthquake in a virtual reality environment. This article provides a comprehensive analysis of the individual processes at each stage of the technical process, a survey on the current status of related technologies, and discussion of the technical challenges in its execution.

Augmented Reality Authoring Tool with Marker & Gesture Interactive Features (마커 및 제스처 상호작용이 가능한 증강현실 저작도구)

  • Shim, Jinwook;Kong, Minje;Kim, Hayoung;Chae, Seungho;Jeong, Kyungho;Seo, Jonghoon;Han, Tack-Don
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.720-734
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    • 2013
  • In this paper, we suggest an augmented reality authoring tool system that users can easily make augmented reality contents using hand gesture and marker-based interaction methods. The previous augmented reality authoring tools are focused on augmenting a virtual object and to interact with this kind of augmented reality contents, user used the method utilizing marker or sensor. We want to solve this limited interaction method problem by applying marker based interaction method and gesture interaction method using depth sensing camera, Kinect. In this suggested system, user can easily develop simple form of marker based augmented reality contents through interface. Also, not just providing fragmentary contents, this system provides methods that user can actively interact with augmented reality contents. This research provides two interaction methods, one is marker based method using two markers and the other is utilizing marker occlusion. In addition, by recognizing and tracking user's bare hand, this system provides gesture interaction method which can zoom-in, zoom-out, move and rotate object. From heuristic evaluation about authoring tool and compared usability about marker and gesture interaction, this study confirmed a positive result.