• Title/Summary/Keyword: Evaluation Object

Search Result 1,106, Processing Time 0.034 seconds

Object Feature Tracking Algorithm based on Siame-FPN (Siame-FPN기반 객체 특징 추적 알고리즘)

  • Kim, Jong-Chan;Lim, Su-Chang
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.2
    • /
    • pp.247-256
    • /
    • 2022
  • Visual tracking of selected target objects is fundamental challenging problems in computer vision. Object tracking localize the region of target object with bounding box in the video. We propose a Siam-FPN based custom fully CNN to solve visual tracking problems by regressing the target area in an end-to-end manner. A method of preserving the feature information flow using a feature map connection structure was applied. In this way, information is preserved and emphasized across the network. To regress object region and to classify object, the region proposal network was connected with the Siamese network. The performance of the tracking algorithm was evaluated using the OTB-100 dataset. Success Plot and Precision Plot were used as evaluation matrix. As a result of the experiment, 0.621 in Success Plot and 0.838 in Precision Plot were achieved.

DTV Interactive Advertisement Authoring Tool Using Sketch Input and Evaluation Function (사용자 스케치 입력과 평가 함수를 이용한 디지털방송용 양방향광고 생성 도구)

  • Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of KIISE:Software and Applications
    • /
    • v.37 no.1
    • /
    • pp.39-50
    • /
    • 2010
  • Interactive broadcasting service using wired/wireless Internet return channel has strong ripple effect. It allows the audiences to participate actively to the program they are watching, and communicating. This paper develops an authoring tool that makes an object-formed interactive advertisement from extracted areas of the advertising object the user specified in TV programs. In the authoring tool, the advertisement producer specifies the target object subjectively and the selected object keeps moving here and there repeatedly. Therefore, it is hard to make an object-formed interactive advertisement with existing tools. This paper suggests sketch-based interface technique for extracting advertising objects, and also provide evaluation functions to correct any sketch error. This paper also converts the area of object into MPEG-4 BIFS codes for authoring the object-formed interactive advertisement.

Knowledge-Based Approach for an Object-Oriented Spatial Database System (지식기반 객체지향 공간 데이터베이스 시스템)

  • Kim, Yang-Hee
    • Journal of Intelligence and Information Systems
    • /
    • v.9 no.3
    • /
    • pp.99-115
    • /
    • 2003
  • In this paper, we present a knowledge-based object-oriented spatial database system called KOBOS. A knowledge-based approach is introduced to the object-oriented spatial database system for data modeling and approximate query answering. For handling the structure of spatial objects and the approximate spatial operators, we propose three levels of object-oriented data model: (1) a spatial shape model; (2) a spatial object model; (3) an internal description model. We use spatial type abstraction hierarchies(STAHs) to provide the range of the approximate spatial operators. We then propose SOQL, a spatial object-oriented query language. SOQL provides an integrated mechanism for the graphical display of spatial objects and the retrieval of spatial and aspatial objects. To support an efficient hybrid query evaluation, we use the top-down spatial query processing method.

  • PDF

AR-based Tangible Interaction Using a Finger Fixture for Digital Handheld Products (손가락 고정구를 이용한 휴대용 전자제품의 증강현실기반 감각형 상호작용)

  • Park, Hyung-Jun;Moon, Hee-Cheol
    • Korean Journal of Computational Design and Engineering
    • /
    • v.16 no.1
    • /
    • pp.1-10
    • /
    • 2011
  • In this paper, we propose an AR-based tangible interaction using a finger fixture for virtual evaluation of digital handheld products. To realize tangible interaction between a user and a product in a computer-vision based AR environment, we uses two types of tangible objects: a product-type object and a finger fixture. The product-type object is used to acquire the position and orientation of the product, and the finger fixture is used to recognize the position of a finger tip. The two objects are fabricated by RP technology and AR markers are attached to them. The finger fixture is designed to satisfy various requirements with an ultimate goal that the user holding the finger fixture in his or her index finger can create HMI events by touching specified regions (buttons or sliders) of the product-type object with the finger tip. By assessing the accuracy of the proposed interaction, we have found that it can be applied to a wide variety of digital handheld products whose button size is not less than 6 mm. After performing the design evaluation of several handheld products using the proposed AR-based tangible interaction, we received highly encouraging feedback from users since the proposed interaction is intuitive and tangible enough to provide a feeling like manipulating products with human hands.

The Effect of Accessory Wearing on Professionalism and Attractiveness of Women (액세서리 착용이 여성의 전문성 및 매력성 평가에 미치는 영향)

  • Lee Myoung-Hee
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.8 no.1
    • /
    • pp.1-12
    • /
    • 2006
  • The purpose of this study was to find out differences of women's professionalism and attractiveness according to the perceiver's level of interest on accessory, the object person's age, and accessory wearing. Subjects were 178 college women in Seoul. The evaluation of the accessory wearing was divided into five dimensions: professionalism, attractiveness, loveliness, femininity, and individuality. The look of accessory wearing had significant influences on the evaluation of professionalism and attractiveness. The women in their 40's wearing the scarf on a jacket were evaluatedhigh in professionalism, attractiveness, and femininity. The 40's wearing the cap with a T-shirt were evaluatedlow in professionalism and attractiveness. The women in their 20's wearing the cap with a T-shirt were evaluatedhigh in attractiveness and loveliness. Wearing of scarf enhanced professionalism, femininity, and individuality, wearing necklace enhanced femininity, and wearing cap enhanced loveliness of women. Perceiver's level of interest on accessory gave significant influences on perception of professionalism and attractiveness. The object person's age gave significant influences on loveliness, femininity, and individuality. Professionalism, attractiveness, loveliness, and femininity had interaction effects according to object person's age and accessories. When women in their 40's wore scarf or necklace, their professionalism was raised more than those in their 20's. Therefore accessory wearing was more effective to the women in their 40's than the 20's.

  • PDF

The Experimental Analysis of Integrated (Name/Property) Dynamic Binding Service Model for Wide-Area Objects Computing (광역 객체 컴퓨팅에서 통합(이름/속성) 기반의 동적 바인딩 서비스 모델의 실험분석)

  • Jeong, Chang-Won;Joo, Su-Chong
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.33 no.10
    • /
    • pp.746-758
    • /
    • 2006
  • Many objects existing on wide area environments have the replication characteristics according to how to categorize using their own names or properties. From the clients' requests, the existing naming and trading services have not supported with the binding service for replicated solver object with the same service type. For this reason, we present an integrated model that can support the selection of replicated object and dynamic binding services on wide-area computing environments. This model suggests provides not only location management of replicated objects but also active binding service which enables to select a least-loaded object on the system to keep the balance of load between systems. In this purpose, constructing both the service plan and model for support solver object's binding with replication property on wide area computing environments has been researched. In this paper, we showed the test environment and analyzed the performance evaluation of client/server binding procedures via integrated binding service in federation model and verified our model under the condition to see whether load balance can be applied to our model. For the performance evaluation of suggested wide area integrated binding service federation model, evaluated the integrated binding service of each domain and analyzed the performance evaluation of process for non-replication object's under federation model environment. Also, we analyzed the performance evaluation of the federation model between domains for wide area environment. From the execution results, we showed the federation model provides lowers search-cost on the physical tree structure of network.

A Design and Implementation of Object Recognition based Interactive Game Contents using Kinect Sensor and Unity 3D Engine (키넥트 센서와 유니티 3D 엔진기반의 객체 인식 기법을 적용한 체험형 게임 콘텐츠 설계 및 구현)

  • Jung, Se-hoon;Lee, Ju-hwan;Jo, Kyeong-Ho;Park, Jae-Seong;Sim, Chun Bo
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.12
    • /
    • pp.1493-1503
    • /
    • 2018
  • We propose an object recognition system and experiential game contents using Kinect to maximize object recognition rate by utilizing underwater robots. we implement an ice hockey game based on object-aware interactive contents to validate the excellence of the proposed system. The object recognition system, which is a preprocessor module, is composed based on Kinect and OpenCV. Network sockets are utilized for object recognition communications between C/S. The problem of existing research, degradation of object recognition at long distance, is solved by combining the system development method suggested in the study. As a result of the performance evaluation, the underwater robot object recognized all target objects (90.49%) with 80% of accuracy from a 2m distance, revealing 42.46% of F-Measure. From a 2.5m distance, it recognized 82.87% of the target objects with 60.5% of accuracy, showing 34.96% of F-Measure. Finally, it recognized 98.50% of target objects with 59.4% of accuracy from a 3m distance, showing 37.04% of F-measure.

Trajectory Recovery Using Goal-directed Tracking (목표-지향 추적 기법을 이용한 궤적 복원 방법)

  • Oh, Seon Ho;Jung, Soon Ki
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.5
    • /
    • pp.575-582
    • /
    • 2015
  • Obtaining the complete trajectory of the object is a very important task in computer vision applications, such as video surveillance. Previous studies to recover the trajectory between two disconnected trajectory segments, however, do not takes into account the object's motion characteristics and uncertainty of trajectory segments. In this paper, we present a novel approach to recover the trajectory between two disjoint but associated trajectory segments, called goal-directed tracking. To incorporate the object's motion characteristics and uncertainty, the goal-directed state equation is first introduced. Then the goal-directed tracking framework is constructed by integrating the equation to the object tracking and trajectory linking process pipeline. Evaluation on challenging dataset demonstrates that proposed method can accurately recover the missing trajectory between two disconnected trajectory segments as well as appropriately constrain a motion of the object to the its goal(or the target state) with uncertainty.

Implementation user interface of groundwater well base on the analysis pattern of object-oriented (객체지향 유형적 분석에 의한 지하수 관정 인터페이스 구현)

  • 박민식;장진수;이재봉
    • Journal of the Korea Computer Industry Society
    • /
    • v.5 no.4
    • /
    • pp.461-470
    • /
    • 2004
  • This paper is to design the user interface of the groundwater well based on an object oriented. In order to implementation geographic data base of the an complex geo-object of the real world, this paper is the study of analysis pattern at the level By specifying the pattern appropriate to the application domain and designing the analysis pattern using the UML based on the object oriented methodology, this paper shall contribute to enhance the reuse of components that can develop and distribute a large scale open system.

  • PDF

Object-based Multimedia Contents Storage for Mobile Devices

  • Nam, Young-Jin;Choi, Min-Seok;Nam, In-Gil
    • Proceedings of the Korea Society of Information Technology Applications Conference
    • /
    • 2005.11a
    • /
    • pp.31-34
    • /
    • 2005
  • Mobile devices, such as PDAs, portable multimedia players, are more likely to encompass large storage devices with prevalance of high-quality multimedia contents. This paper proposes an object-based multimedia contents storage architecture that employs the object-based storage device model and the iSCSI protocol. It also provides a multimedia content player that operates directly with the proposed storage architecture. We implement both the proposed storage architecture and the multimedia content player upon the Linux environment. Performance evaluation by playing MP3 multimedia contents reveals that the proposed storage architecture reduces the total power consumption by 9%, compared with an existing networked storage. This enhancement is mainly contributed to the fact that a large portion of the file system is moved into the object-based multimedia contents storage from the mobile device.

  • PDF