• Title/Summary/Keyword: 3-D Neural Network

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Iterative Deep Convolutional Grid Warping Network for Joint Depth Upsampling (반복적인 격자 워핑 기법을 이용한 깊이 영상 초해상화 기술)

  • Kim, Dongsin;Yang, Yoonmo;Oh, Byung Tae
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.965-972
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    • 2020
  • Depth maps have distance information of objects. They play an important role in organizing 3D information. Color and depth images are often simultaneously obtained. However, depth images have lower resolution than color images due to limitation in hardware technology. Therefore, it is useful to upsample depth maps to have the same resolution as color images. In this paper, we propose a novel method to upsample depth map by shifting the pixel position instead of compensating pixel value. This approach moves the position of the pixel around the edge to the center of the edge, and this process is carried out in several steps to restore blurred depth map. The experimental results show that the proposed method improves both quantitative and visual quality compared to the existing methods.

Problems of Using Cyberdramaturgy in Modern Foreign Cinematography

  • Portnova, Tatiana V.
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.25-30
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    • 2022
  • The article is devoted to the actual problem of the use of digital technologies in modern cinema in developed countries. The purpose of the study is to identify the essence of the term "cyberdramaturgy" and the problems of its use in modern film production. The research methodology is based on a systematic approach and includes the methods of the general scientific group (analysis, synthesis, deduction, induction), as well as a number of special methods: the method of content analysis of scientific literature on the research topic; sociological survey method; as well as the method of statistical analysis. The results of the survey were analyzed using the Neural Designer program (a tool for advanced statistical analytics) and translated into a graphical diagram format for clarity of perception. Answers in 75 questionnaires were evaluated by the average score for six analysis criteria, which made it possible to bring all the calculations to a 10-point scale. As a result of the study, the author of the article concluded the following: directors believe that the use of cyber analogues of actors and backgrounds leads to the blurring of genres, the hybridization of cinema and animation; directors are also concerned about the problem of replacing the director himself with a special program. The writers are completely concerned with the problem of machine scripting with almost infinite variability beyond the human imagination. Directors-producers believe that the cyberdramaturgy development will lead to completely new standards of cinematic quality, sharply different from the traditional assessment of acting and scene setting, to the appreciation of 3D animation as the highest category in the art. Such innovations actually devalue all international cinematography awards, as cyberdrama reduces the value of cyberactors to zero. It is impossible to bail out an "Oscar" or a "Golden Globe" award for a digital double or a separate cyber model that is used in the film instead of the actors.

Alzheimer's Disease Classification with Automated MRI Biomarker Detection Using Faster R-CNN for Alzheimer's Disease Diagnosis (치매 진단을 위한 Faster R-CNN 활용 MRI 바이오마커 자동 검출 연동 분류 기술 개발)

  • Son, Joo Hyung;Kim, Kyeong Tae;Choi, Jae Young
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1168-1177
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    • 2019
  • In order to diagnose and prevent Alzheimer's Disease (AD), it is becoming increasingly important to develop a CAD(Computer-aided Diagnosis) system for AD diagnosis, which provides effective treatment for patients by analyzing 3D MRI images. It is essential to apply powerful deep learning algorithms in order to automatically classify stages of Alzheimer's Disease and to develop a Alzheimer's Disease support diagnosis system that has the function of detecting hippocampus and CSF(Cerebrospinal fluid) which are important biomarkers in diagnosis of Alzheimer's Disease. In this paper, for AD diagnosis, we classify a given MRI data into three categories of AD, mild cognitive impairment, and normal control according by applying 3D brain MRI image to the Faster R-CNN model and detect hippocampus and CSF in MRI image. To do this, we use the 2D MRI slice images extracted from the 3D MRI data of the Faster R-CNN, and perform the widely used majority voting algorithm on the resulting bounding box labels for classification. To verify the proposed method, we used the public ADNI data set, which is the standard brain MRI database. Experimental results show that the proposed method achieves impressive classification performance compared with other state-of-the-art methods.

Self-localization of a Mobile Robot for Decreasing the Error and VRML Image Overlay (오차 감소를 위한 이동로봇 Self-Localization과 VRML 영상오버레이 기법)

  • Kwon Bang-Hyun;Shon Eun-Ho;Kim Young-Chul;Chong Kil-To
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.4
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    • pp.389-394
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    • 2006
  • Inaccurate localization exposes a robot to many dangerous conditions. It could make a robot be moved to wrong direction or damaged by collision with surrounding obstacles. There are numerous approaches to self-localization, and there are different modalities as well (vision, laser range finders, ultrasonic sonars). Since sensor information is generally uncertain and contains noise, there are many researches to reduce the noise. But, the correctness is limited because most researches are based on statistical approach. The goal of our research is to measure more exact robot location by matching between built VRML 3D model and real vision image. To determine the position of mobile robot, landmark-localization technique has been applied. Landmarks are any detectable structure in the physical environment. Some use vertical lines, others use specially designed markers, In this paper, specially designed markers are used as landmarks. Given known focal length and a single image of three landmarks it is possible to compute the angular separation between the lines of sight of the landmarks. The image-processing and neural network pattern matching techniques are employed to recognize landmarks placed in a robot working environment. After self-localization, the 2D scene of the vision is overlaid with the VRML scene.

Development of a 32 Channel EEG and Evoked Potential Mapping System (32채널 뇌파 및 뇌유발전위 Mapping 시스템 개발)

  • Ahn, C.B.;Yoon, G.B.;Park, D.J.;Yoo, S.K.;Lee, S.H.;Ham, Y.J.;Kang, M.J.;Kim, D.J.
    • Proceedings of the KOSOMBE Conference
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    • v.1995 no.11
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    • pp.86-89
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    • 1995
  • A clinically oriented 32 channel Electroencephalogram (EEG) and evoked potential (EP) mapping system has been developed. The EEG and EP signals acquired from 32-channel electrodes are amplified by the pre-amplifier located near patient and are then tither amplified by main amplifier. An automatic artifact rejection scheme is employed using a neural network by which examination time is reduced substantially. Auditary and visual stimuli are used for the evoked potential mapping. A user-friendly graphical interface based on the Microsoft Window 3.1 is developed for the operation of the system. Statistical databases for the poop and individual comparisons are also included to support statistically based diagnosis.

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VRML image overlay method for Robot's Self-Localization (VRML 영상오버레이기법을 이용한 로봇의 Self-Localization)

  • Sohn, Eun-Ho;Kwon, Bang-Hyun;Kim, Young-Chul;Chong, Kil-To
    • Proceedings of the KIEE Conference
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    • 2006.04a
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    • pp.318-320
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    • 2006
  • Inaccurate localization exposes a robot to many dangerous conditions. It could make a robot be moved to wrong direction or damaged by collision with surrounding obstacles. There are numerous approaches to self-localization, and there are different modalities as well (vision, laser range finders, ultrasonic sonars). Since sensor information is generally uncertain and contains noise, there are many researches to reduce the noise. But, the correctness is limited because most researches are based on statistical approach. The goal of our research is to measure more exact robot location by matching between built VRML 3D model and real vision image. To determine the position of mobile robot, landmark-localitzation technique has been applied. Landmarks are any detectable structure in the physical environment. Some use vertical lines, others use specially designed markers, In this paper, specially designed markers are used as landmarks. Given known focal length and a single image of three landmarks it is possible to compute the angular separation between the lines of sight of the landmarks. The image-processing and neural network pattern matching techniques are employed to recognize landmarks placed in a robot working environment. After self-localization, the 2D scene of the vision is overlaid with the VRML scene.

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Development and implementation of a knowledge based TBM tunnel segment lining design program (지식기반형 TBM 터널 세그먼트 라이닝 설계 프로그램의 개발 및 적용)

  • Jeong, Yong-Jun;Yoo, Chung-Sik
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.16 no.3
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    • pp.321-339
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    • 2014
  • This paper concerns the development of a knowledge-based tunnel design system within the framework of artifical neural networks(ANNs). The system is aimed at expediting a routine tunnel design works such as computation of segment lining body forces and stability analysis of selected cross section. A number of sub-modules for computation of segment lining body forces and stability analysis were developed and implemented to the system. It is shown that the ANNs trained with the results of 3D numerical analyses can be generalized with a reasonable accuracy, and that the ANN based tunnel design concept is a robust tool for tunnel design optimization. The details of the system architecture and the ANNs development are discussed in this paper.

A Study on Design of Posture Transition Filter for 3D Human Posture Estimation and Refinement on Robotic Bed (침대 로봇의 3차원 자세 추정 및 개선을 위한 자세 천이 필터 설계 연구)

  • Lee, Jong-il;Han, Jong-Boo;Koo, Jae Wan;Choi, Jae-Won;Hahm, Jehun;Yang, Kyon-Mo;Sohn, Dong-Seop;Seo, Kap-Ho
    • The Journal of Korea Robotics Society
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    • v.15 no.3
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    • pp.269-276
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    • 2020
  • As we become an aging society, the number of elderly patients continues to increase. Pressure sores that can easily occur in patients with trauma cause serious socio-economic problems. In general, prevention of bedsores through predicting the patient's posture is being developed. Developed method usually use artificial intelligence techniques to estimate the patient's posture by measured pressure images in the mattress. In this method, it has a problem the reduction of estimation accuracy when posture of patient is changed. Therefore, it is necessary to use the filter of pressure images in the position transition of patient. In this paper, we propose an algorithm to predict the patient's posture, and an algorithm to reduce the ambiguity that can occur in the patient's posture transition section. By obtaining stable data through this algorithm, learning/prediction stability of the neural network can be expected, and prediction performance is improved accordingly. Through experiments, the effectiveness of the algorithm was verified.

DECODE: A Novel Method of DEep CNN-based Object DEtection using Chirps Emission and Echo Signals in Indoor Environment (실내 환경에서 Chirp Emission과 Echo Signal을 이용한 심층신경망 기반 객체 감지 기법)

  • Nam, Hyunsoo;Jeong, Jongpil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.59-66
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    • 2021
  • Humans mainly recognize surrounding objects using visual and auditory information among the five senses (sight, hearing, smell, touch, taste). Major research related to the latest object recognition mainly focuses on analysis using image sensor information. In this paper, after emitting various chirp audio signals into the observation space, collecting echoes through a 2-channel receiving sensor, converting them into spectral images, an object recognition experiment in 3D space was conducted using an image learning algorithm based on deep learning. Through this experiment, the experiment was conducted in a situation where there is noise and echo generated in a general indoor environment, not in the ideal condition of an anechoic room, and the object recognition through echo was able to estimate the position of the object with 83% accuracy. In addition, it was possible to obtain visual information through sound through learning of 3D sound by mapping the inference result to the observation space and the 3D sound spatial signal and outputting it as sound. This means that the use of various echo information along with image information is required for object recognition research, and it is thought that this technology can be used for augmented reality through 3D sound.

Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.