• Title/Summary/Keyword: Computer Experiment

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Application of Geo-Segment Anything Model (SAM) Scheme to Water Body Segmentation: An Experiment Study Using CAS500-1 Images (수체 추출을 위한 Geo-SAM 기법의 응용: 국토위성영상 적용 실험)

  • Hayoung Lee;Kwangseob Kim;Kiwon Lee
    • Korean Journal of Remote Sensing
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    • v.40 no.4
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    • pp.343-350
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    • 2024
  • Since the release of Meta's Segment Anything Model (SAM), a large-scale vision transformer generation model with rapid image segmentation capabilities, several studies have been conducted to apply this technology in various fields. In this study, we aimed to investigate the applicability of SAM for water bodies detection and extraction using the QGIS Geo-SAM plugin, which enables the use of SAM with satellite imagery. The experimental data consisted of Compact Advanced Satellite 500 (CAS500)-1 images. The results obtained by applying SAM to these data were compared with manually digitized water objects, Open Street Map (OSM), and water body data from the National Geographic Information Institute (NGII)-based hydrological digital map. The mean Intersection over Union (mIoU) calculated for all features extracted using SAM and these three-comparison data were 0.7490, 0.5905, and 0.4921, respectively. For features commonly appeared or extracted in all datasets, the results were 0.9189, 0.8779, and 0.7715, respectively. Based on analysis of the spatial consistency between SAM results and other comparison data, SAM showed limitations in detecting small-scale or poorly defined streams but provided meaningful segmentation results for water body classification.

Recognition of Resident Registration Card using ART2-based RBF Network and face Verification (ART2 기반 RBF 네트워크와 얼굴 인증을 이용한 주민등록증 인식)

  • Kim Kwang-Baek;Kim Young-Ju
    • Journal of Intelligence and Information Systems
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    • v.12 no.1
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    • pp.1-15
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    • 2006
  • In Korea, a resident registration card has various personal information such as a present address, a resident registration number, a face picture and a fingerprint. A plastic-type resident card currently used is easy to forge or alter and tricks of forgery grow to be high-degree as time goes on. So, whether a resident card is forged or not is difficult to judge by only an examination with the naked eye. This paper proposed an automatic recognition method of a resident card which recognizes a resident registration number by using a refined ART2-based RBF network newly proposed and authenticates a face picture by a template image matching method. The proposed method, first, extracts areas including a resident registration number and the date of issue from a resident card image by applying Sobel masking, median filtering and horizontal smearing operations to the image in turn. To improve the extraction of individual codes from extracted areas, the original image is binarized by using a high-frequency passing filter and CDM masking is applied to the binaried image fur making image information of individual codes better. Lastly, individual codes, which are targets of recognition, are extracted by applying 4-directional contour tracking algorithm to extracted areas in the binarized image. And this paper proposed a refined ART2-based RBF network to recognize individual codes, which applies ART2 as the loaming structure of the middle layer and dynamicaly adjusts a teaming rate in the teaming of the middle and the output layers by using a fuzzy control method to improve the performance of teaming. Also, for the precise judgement of forgey of a resident card, the proposed method supports a face authentication by using a face template database and a template image matching method. For performance evaluation of the proposed method, this paper maked metamorphoses of an original image of resident card such as a forgey of face picture, an addition of noise, variations of contrast variations of intensity and image blurring, and applied these images with original images to experiments. The results of experiment showed that the proposed method is excellent in the recognition of individual codes and the face authentication fur the automatic recognition of a resident card.

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A Graph Layout Algorithm for Scale-free Network (척도 없는 네트워크를 위한 그래프 레이아웃 알고리즘)

  • Cho, Yong-Man;Kang, Tae-Won
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.202-213
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    • 2007
  • A network is an important model widely used in natural and social science as well as engineering. To analyze these networks easily it is necessary that we should layout the features of networks visually. These Graph-Layout researches have been performed recently according to the development of the computer technology. Among them, the Scale-free Network that stands out in these days is widely used in analyzing and understanding the complicated situations in various fields. The Scale-free Network is featured in two points. The first, the number of link(Degree) shows the Power-function distribution. The second, the network has the hub that has multiple links. Consequently, it is important for us to represent the hub visually in Scale-free Network but the existing Graph-layout algorithms only represent clusters for the present. Therefor in this thesis we suggest Graph-layout algorithm that effectively presents the Scale-free network. The Hubity(hub+ity) repulsive force between hubs in suggested algorithm in this thesis is in inverse proportion to the distance, and if the degree of hubs increases in a times the Hubity repulsive force between hubs is ${\alpha}^{\gamma}$ times (${\gamma}$??is a connection line index). Also, if the algorithm has the counter that controls the force in proportion to the total node number and the total link number, The Hubity repulsive force is independent of the scale of a network. The proposed algorithm is compared with Graph-layout algorithm through an experiment. The experimental process is as follows: First of all, make out the hub that exists in the network or not. Check out the connection line index to recognize the existence of hub, and then if the value of connection line index is between 2 and 3, then conclude the Scale-free network that has a hub. And then use the suggested algorithm. In result, We validated that the proposed Graph-layout algorithm showed the Scale-free network more effectively than the existing cluster-centered algorithms[Noack, etc.].

Study on Strain Measurement of Agricultural Machine Elements Using Microcomputer (Microcomputer를 이용(利用)한 농업기계요소(農業機械要素)의 Strain 측정(測定)에 관(關)한 연구(硏究))

  • Kim, Kee Dae;Kim, Tae Kyun;Kim, Soung Rai
    • Korean Journal of Agricultural Science
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    • v.8 no.1
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    • pp.90-96
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    • 1981
  • To design more efficient agricultural machinery, the accurately measuring system among many other factors is essential. A light-beam oscillographic recorder is generally used in measuring dynamic strain but it is not compatible with the extremely high speed measuring system such as 1,000 m/s, also is susceptable to damage due to vibration while using the system in field. The recorder used light sensitive paper for strip chart recording. The reading and analysis of data from the strip charts is very cumbersome, errorneous and time consuming. A microcomputer was interfaced with A/D converter, microcomputer program was developed for measuring, system calibration was done and the strain generated from a cantilever beam vibrator was measured. The results are summarized as follows. 1. Microcomputer program was developed to perform strain measuring of agricultural machine elements and could be controled freely the measuring intervals, no. of channels and no. of data. The maximum measuring speed was $62{\mu}s$. 2. Calibration the system was performed with triangle wave generated from a function generator and checked by an oscilloscope. The sampled data were processed using HP 3000 minicomputer of Chungnam National University computer center the graphical results were triangle same as input wave and so the system have been out of phase distorsion and amplitude distorsion. 3. The strain generated from a cantilever beam vibrator which has free vibration period of 0.019 second were measured by the system controlled to have l.0 ms of time interval and its computer output showing vibration curve which is well filted to theoretical value. 4. Using microcomputer on measuring the strain of agricultural machine elements could not only save analyzing time and recording papers but also get excellent adaptation to field experiment, especially in measurement requiring high speed and good precision.

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Performance Analysis of Implementation on IoT based Smart Wearable Mine Detection Device

  • Kim, Chi-Wook
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.51-57
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    • 2019
  • In this paper, we analyzed the performance of IoT based smart wearable mine detection device. There are various mine detection methods currently used by the military. Still, in the general field, mine detection is performed by visual detection, probe detection, detector detection, and other detection methods. The detection method by the detector is using a GPR sensor on the detector, which is possible to detect metals, but it is difficult to identify non-metals. It is hard to distinguish whether the area where the detection was performed or not. Also, there is a problem that a lot of human resources and time are wasted, and if the user does not move the sensor at a constant speed or moves too fast, it is difficult to detect landmines accurately. Therefore, we studied the smart wearable mine detection device composed of human body antenna, main microprocessor, smart glasses, body-mounted LCD monitor, wireless data transmission, belt type power supply, black box camera, which is to improve the problem of the error of mine detection using unidirectional ultrasonic sensing signal. Based on the results of this study, we will conduct an experiment to confirm the possibility of detecting underground mines based on the Internet of Things (IoT). This paper consists of an introduction, experimental environment composition, simulation analysis, and conclusion. Introduction introduces the research contents such as mines, mine detectors, and research progress. It consists of large anti-personnel mine, M16A1 fragmented anti-mine, M15 and M19 antitank mines, plastic bottles similar to mines and aluminum cans. Simulation analysis is conducted by using MATLAB to analyze the mine detection device implementation performance, generating and transmitting IoT signals, and analyzing each received signal to verify the detection performance of landmines. Then we will measure the performance through the simulation of IoT-based mine detection algorithm so that we will prove the possibility of IoT-based detection landmine.

Development and Comparison of Growth Regression Model of Dry Weight and Leaf Area According to Growing Days and Accumulative Temperature of Chrysanthemum "Baekma" (국화 "백마"의 생육 일수 및 누적 온도에 따른 건물중과 엽면적의 생장 회귀 모델 개발 및 비교)

  • Kim, Sungjin;Kim, Jeonghwan;Park, Jongseok
    • Journal of Bio-Environment Control
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    • v.29 no.4
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    • pp.414-420
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    • 2020
  • This study was carried out to investigate the growth characteristics of standard chrysanthemum 'Baekma', such as fresh weight, dry weight, and leaf area and to develop prediction models for the production greenhouse based on the growth parameters and climatic elements. Sigmoid regressions models for the prediction of growth parameters in terms of dry weight and leaf area were analyzed according to the number of the day after transplanting and the accumulate temperature during this experimental period. The relative growth rate (RGR) of the chrysanthemum was 0.084 g·g-1·d-1 on average during the period.The dry weight and leaf area of 'Beakma' increased exponentially according to the number of day after transplanting and the accumulated temperature, in the case of dry weight increased by an average of 39.1% until 63 days (accumulated temperature of 1601℃), after that dry weight increased by an average of 7.4% before harvest. The leaf area increased by an average of 63.3% until the 28th day after transplanting, and by an average of 6.5% until the 84th day before flower bud differentiation occurred, and increased by an average of 10.6% before harvest. This experiment can be used as a useful data for establishing a cultivation management system and a planned year-round production system for standard chrysanthemum "Baekma". To make a more precise growth prediction model, it will need to be corrected and verified based on various weather data including accumulated irradiation.

Hardware Approach to Fuzzy Inference―ASIC and RISC―

  • Watanabe, Hiroyuki
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1993.06a
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    • pp.975-976
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    • 1993
  • This talk presents the overview of the author's research and development activities on fuzzy inference hardware. We involved it with two distinct approaches. The first approach is to use application specific integrated circuits (ASIC) technology. The fuzzy inference method is directly implemented in silicon. The second approach, which is in its preliminary stage, is to use more conventional microprocessor architecture. Here, we use a quantitative technique used by designer of reduced instruction set computer (RISC) to modify an architecture of a microprocessor. In the ASIC approach, we implemented the most widely used fuzzy inference mechanism directly on silicon. The mechanism is beaded on a max-min compositional rule of inference, and Mandami's method of fuzzy implication. The two VLSI fuzzy inference chips are designed, fabricated, and fully tested. Both used a full-custom CMOS technology. The second and more claborate chip was designed at the University of North Carolina(U C) in cooperation with MCNC. Both VLSI chips had muliple datapaths for rule digital fuzzy inference chips had multiple datapaths for rule evaluation, and they executed multiple fuzzy if-then rules in parallel. The AT & T chip is the first digital fuzzy inference chip in the world. It ran with a 20 MHz clock cycle and achieved an approximately 80.000 Fuzzy Logical inferences Per Second (FLIPS). It stored and executed 16 fuzzy if-then rules. Since it was designed as a proof of concept prototype chip, it had minimal amount of peripheral logic for system integration. UNC/MCNC chip consists of 688,131 transistors of which 476,160 are used for RAM memory. It ran with a 10 MHz clock cycle. The chip has a 3-staged pipeline and initiates a computation of new inference every 64 cycle. This chip achieved an approximately 160,000 FLIPS. The new architecture have the following important improvements from the AT & T chip: Programmable rule set memory (RAM). On-chip fuzzification operation by a table lookup method. On-chip defuzzification operation by a centroid method. Reconfigurable architecture for processing two rule formats. RAM/datapath redundancy for higher yield It can store and execute 51 if-then rule of the following format: IF A and B and C and D Then Do E, and Then Do F. With this format, the chip takes four inputs and produces two outputs. By software reconfiguration, it can store and execute 102 if-then rules of the following simpler format using the same datapath: IF A and B Then Do E. With this format the chip takes two inputs and produces one outputs. We have built two VME-bus board systems based on this chip for Oak Ridge National Laboratory (ORNL). The board is now installed in a robot at ORNL. Researchers uses this board for experiment in autonomous robot navigation. The Fuzzy Logic system board places the Fuzzy chip into a VMEbus environment. High level C language functions hide the operational details of the board from the applications programme . The programmer treats rule memories and fuzzification function memories as local structures passed as parameters to the C functions. ASIC fuzzy inference hardware is extremely fast, but they are limited in generality. Many aspects of the design are limited or fixed. We have proposed to designing a are limited or fixed. We have proposed to designing a fuzzy information processor as an application specific processor using a quantitative approach. The quantitative approach was developed by RISC designers. In effect, we are interested in evaluating the effectiveness of a specialized RISC processor for fuzzy information processing. As the first step, we measured the possible speed-up of a fuzzy inference program based on if-then rules by an introduction of specialized instructions, i.e., min and max instructions. The minimum and maximum operations are heavily used in fuzzy logic applications as fuzzy intersection and union. We performed measurements using a MIPS R3000 as a base micropro essor. The initial result is encouraging. We can achieve as high as a 2.5 increase in inference speed if the R3000 had min and max instructions. Also, they are useful for speeding up other fuzzy operations such as bounded product and bounded sum. The embedded processor's main task is to control some device or process. It usually runs a single or a embedded processer to create an embedded processor for fuzzy control is very effective. Table I shows the measured speed of the inference by a MIPS R3000 microprocessor, a fictitious MIPS R3000 microprocessor with min and max instructions, and a UNC/MCNC ASIC fuzzy inference chip. The software that used on microprocessors is a simulator of the ASIC chip. The first row is the computation time in seconds of 6000 inferences using 51 rules where each fuzzy set is represented by an array of 64 elements. The second row is the time required to perform a single inference. The last row is the fuzzy logical inferences per second (FLIPS) measured for ach device. There is a large gap in run time between the ASIC and software approaches even if we resort to a specialized fuzzy microprocessor. As for design time and cost, these two approaches represent two extremes. An ASIC approach is extremely expensive. It is, therefore, an important research topic to design a specialized computing architecture for fuzzy applications that falls between these two extremes both in run time and design time/cost. TABLEI INFERENCE TIME BY 51 RULES {{{{Time }}{{MIPS R3000 }}{{ASIC }}{{Regular }}{{With min/mix }}{{6000 inference 1 inference FLIPS }}{{125s 20.8ms 48 }}{{49s 8.2ms 122 }}{{0.0038s 6.4㎲ 156,250 }} }}

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The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

Water droplet generation technique for 3D water drop sculptures (3차원 물방울 조각 생성장치의 구현을 위한 물방울 생성기법)

  • Lin, Long-Chun;Park, Yeon-yong;Jung, Moon Ryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.143-152
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    • 2019
  • This paper presents two new techniques for solving the two problems of the water curtain: 'shape distortion' caused by gravity and 'resolution degradation' caused by fine satellite droplets around the shape. In the first method, when the user converts a three-dimensional model to a vertical sequence of slices, the slices are evenly spaced. The method is to adjust the time points at which the equi-distance slices are created by the nozzle array. In this method, even if the velocity of a water drop increases with time by gravity, the water drop slices maintain the equal interval at the moment of forming the whole shape, thereby preventing distortion. The second method is called the minimum time interval technique. The minimum time interval is the time between the open command of a nozzle and the next open command of the nozzle, so that consecutive water drops are clearly created without satellite drops. When the user converts a three-dimensional model to a sequence of slices, the slices are defined as close as possible, not evenly spaced, considering the minimum time interval of consecutive drops. The slices are arranged in short intervals in the top area of the shape, and the slices are arranged in long intervals in the bottom area of the shape. The minimum time interval is pre-determined by an experiment, and consists of the time from the open command of the nozzle to the time at which the nozzle is fully open, and the time in which the fully open state is maintained, and the time from the close command to the time at which the nozzle is fully closed. The second method produces water drop sculptures with higher resolution than does the first method.

Video Analysis System for Action and Emotion Detection by Object with Hierarchical Clustering based Re-ID (계층적 군집화 기반 Re-ID를 활용한 객체별 행동 및 표정 검출용 영상 분석 시스템)

  • Lee, Sang-Hyun;Yang, Seong-Hun;Oh, Seung-Jin;Kang, Jinbeom
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.89-106
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    • 2022
  • Recently, the amount of video data collected from smartphones, CCTVs, black boxes, and high-definition cameras has increased rapidly. According to the increasing video data, the requirements for analysis and utilization are increasing. Due to the lack of skilled manpower to analyze videos in many industries, machine learning and artificial intelligence are actively used to assist manpower. In this situation, the demand for various computer vision technologies such as object detection and tracking, action detection, emotion detection, and Re-ID also increased rapidly. However, the object detection and tracking technology has many difficulties that degrade performance, such as re-appearance after the object's departure from the video recording location, and occlusion. Accordingly, action and emotion detection models based on object detection and tracking models also have difficulties in extracting data for each object. In addition, deep learning architectures consist of various models suffer from performance degradation due to bottlenects and lack of optimization. In this study, we propose an video analysis system consists of YOLOv5 based DeepSORT object tracking model, SlowFast based action recognition model, Torchreid based Re-ID model, and AWS Rekognition which is emotion recognition service. Proposed model uses single-linkage hierarchical clustering based Re-ID and some processing method which maximize hardware throughput. It has higher accuracy than the performance of the re-identification model using simple metrics, near real-time processing performance, and prevents tracking failure due to object departure and re-emergence, occlusion, etc. By continuously linking the action and facial emotion detection results of each object to the same object, it is possible to efficiently analyze videos. The re-identification model extracts a feature vector from the bounding box of object image detected by the object tracking model for each frame, and applies the single-linkage hierarchical clustering from the past frame using the extracted feature vectors to identify the same object that failed to track. Through the above process, it is possible to re-track the same object that has failed to tracking in the case of re-appearance or occlusion after leaving the video location. As a result, action and facial emotion detection results of the newly recognized object due to the tracking fails can be linked to those of the object that appeared in the past. On the other hand, as a way to improve processing performance, we introduce Bounding Box Queue by Object and Feature Queue method that can reduce RAM memory requirements while maximizing GPU memory throughput. Also we introduce the IoF(Intersection over Face) algorithm that allows facial emotion recognized through AWS Rekognition to be linked with object tracking information. The academic significance of this study is that the two-stage re-identification model can have real-time performance even in a high-cost environment that performs action and facial emotion detection according to processing techniques without reducing the accuracy by using simple metrics to achieve real-time performance. The practical implication of this study is that in various industrial fields that require action and facial emotion detection but have many difficulties due to the fails in object tracking can analyze videos effectively through proposed model. Proposed model which has high accuracy of retrace and processing performance can be used in various fields such as intelligent monitoring, observation services and behavioral or psychological analysis services where the integration of tracking information and extracted metadata creates greate industrial and business value. In the future, in order to measure the object tracking performance more precisely, there is a need to conduct an experiment using the MOT Challenge dataset, which is data used by many international conferences. We will investigate the problem that the IoF algorithm cannot solve to develop an additional complementary algorithm. In addition, we plan to conduct additional research to apply this model to various fields' dataset related to intelligent video analysis.