• Title/Summary/Keyword: Face it

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A Secure Face Cryptogr aphy for Identity Document Based on Distance Measures

  • Arshad, Nasim;Moon, Kwang-Seok;Kim, Jong-Nam
    • Journal of Korea Multimedia Society
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    • v.16 no.10
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    • pp.1156-1162
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    • 2013
  • Face verification has been widely studied during the past two decades. One of the challenges is the rising concern about the security and privacy of the template database. In this paper, we propose a secure face verification system which generates a unique secure cryptographic key from a face template. The face images are processed to produce face templates or codes to be utilized for the encryption and decryption tasks. The result identity data is encrypted using Advanced Encryption Standard (AES). Distance metric naming hamming distance and Euclidean distance are used for template matching identification process, where template matching is a process used in pattern recognition. The proposed system is tested on the ORL, YALEs, and PKNU face databases, which contain 360, 135, and 54 training images respectively. We employ Principle Component Analysis (PCA) to determine the most discriminating features among face images. The experimental results showed that the proposed distance measure was one the promising best measures with respect to different characteristics of the biometric systems. Using the proposed method we needed to extract fewer images in order to achieve 100% cumulative recognition than using any other tested distance measure.

Face Recognition using Emotional Face Images and Fuzzy Fisherface (감정이 있는 얼굴영상과 퍼지 Fisherface를 이용한 얼굴인식)

  • Koh, Hyun-Joo;Chun, Myung-Geun;Paliwal, K.K.
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.1
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    • pp.94-98
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    • 2009
  • In this paper, we deal with a face recognition method for the emotional face images. Since the face recognition is one of the most natural and straightforward biometric methods, there have been various research works. However, most of them are focused on the expressionless face images and have had a very difficult problem if we consider the facial expression. In real situations, however, it is required to consider the emotional face images. Here, three basic human emotions such as happiness, sadness, and anger are investigated for the face recognition. And, this situation requires a robust face recognition algorithm then we use a fuzzy Fisher's Linear Discriminant (FLD) algorithm with the wavelet transform. The fuzzy Fisherface is a statistical method that maximizes the ratio of between-scatter matrix and within-scatter matrix and also handles the fuzzy class information. The experimental results obtained for the CBNU face databases reveal that the approach presented in this paper yields better recognition performance in comparison with the results obtained by other recognition methods.

The impact of EPB pressure on surface settlement and face displacement in intersection of triple tunnels at Mashhad metro

  • Eskandari, Fatemeh;Goharrizi, Kamran Goshtasbi;Hooti, Amir
    • Geomechanics and Engineering
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    • v.15 no.2
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    • pp.769-774
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    • 2018
  • The growth of cities requires the construction of new tunnels close to the existing ones. Prediction and control of ground movement around the tunnel are important especially in urban area. The ground respond due to EPB (Earth Pressure Balance) pressure are investigated using the finite element method by ABAQUS in intersection of the triplet tunnels (Line 2, 3 and 4) of Mashhad Urban Railway in Iran. Special attention is paid to the effect of EPB pressure on the tunnel face displacement. The results of the analysis show that in EPB tunneling, surface settlement and face displacement is related to EPB pressure. Moreover, it is found that tunnel construction sequence is a great effect in face displacement value. For this study, this value in Line 4 where is excavated after line 3, is smaller than that line. In addition, the trend of the displacement curves are changed with the depth for all lines where is located in above and below, close to and above the centerline tunnel face for Line 2, 3 and 4, respectively. It is concluded that: (i) the surface settlement decreases with increasing EPB pressure on the tunnel face; (ii) at a constant EPB pressure, the tunnel face displacement values increase with depth. In addition, this is depended on the tunneling sequence; (iii) the trend of the displacement curves change with the depth.

An Automatic Face Hiding System based on the Deep Learning Technology

  • Yoon, Hyeon-Dham;Ohm, Seong-Yong
    • International Journal of Advanced Culture Technology
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    • v.7 no.4
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    • pp.289-294
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    • 2019
  • As social network service platforms grow and one-person media market expands, people upload their own photos and/or videos through multiple open platforms. However, it can be illegal to upload the digital contents containing the faces of others on the public sites without their permission. Therefore, many people are spending much time and effort in editing such digital contents so that the faces of others should not be exposed to the public. In this paper, we propose an automatic face hiding system called 'autoblur', which detects all the unregistered faces and mosaic them automatically. The system has been implemented using the GitHub MIT open-source 'Face Recognition' which is based on deep learning technology. In this system, two dozens of face images of the user are taken from different angles to register his/her own face. Once the face of the user is learned and registered, the system detects all the other faces for the given photo or video and then blurs them out. Our experiments show that it produces quick and correct results for the sample photos.

A Study on the VR-based Drone Immersive Content Development and Experience Effect (VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구)

  • Lee, In-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.4_2
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

An Exploratory Study on the Effectiveness of Non-face-to-face Flipped Learning: Focusing Learner's Experience and Perceived Learning Achievement (비대면 플립러닝의 효과에 대한 탐색 연구: 학습자 경험 및 인지된 학습성과 분석)

  • Park, Jiwon;Park, Min Ju
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.283-292
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    • 2021
  • As universities have operated non-face-to-face semesters due to COVID-19, although instructors applying flipped learning to their classes also have changed it into non-face-to-face ways, there is still a lack of exploratory research on effectiveness of the new form of flipped learning. In this study, we explored the effectiveness of the non-face-to-face flipped learning by analyzing students' learning experiences throughout FGI and survey. By doing so, we sought to provide in-depth insights for successful implications of non-face-to-face flipped learning classes ultimately. The findings showed that many learners positively evaluated non-face-to-face flipped learning in terms of interactions, including quizzes, team activities, and interpersonal interactions (e.g., Q&A, feedback) with professors in non-face-to-face flipped learning classes. The result of the survey also showed significant differences in the pre-post test regarding learner's perceived learning achievement. Based on these findings, the implications were discussed.

Realistic 3-dimensional using computer graphics Expression of Human illustrations (컴퓨터그래픽스를 이용한 사실적인 3D 인물 일러스트레이션의 표현)

  • Kim, Hoon
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.79-88
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    • 2006
  • A human face figure is a visual symbol of identity. Each different face per person is a critical information differentiating each person from others and it directly relates to individual identity. When we look back human history, historical change of recognition for a face led to the change of expression and communication media and it in turn caused many changes in expressing a face. However, there has not been no time period when people pay attention to a face more than this time. Technically, the advent of computer graphics opened new turning point in expressing human face figure. Especially, a visual image which can be produced, saved, and transferred in digital has no limitation in time and space, and its importance in communication is getting higher and higher. Among those visual image information, a face image in digital is getting more applications. Therefore, 3d (3-dimensional) expression of a face using computer graphics can be easily produced without any professional techniques, just like assembling puzzle parts composed of the shape of each part ands texture map, etc. This study presents a method with which a general visual designer can effectively express 3d type face by studying each producing step of 3d face expression and by visualizing case study based on the above-mentioned study result.

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The Effects of Face Types and A Detail of Clothes on Visual Evaluation (얼굴유형과 의복 네클라인과의 조화연구)

  • Mun, Nam-Won
    • Journal of the Korean Society of Costume
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    • v.35
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    • pp.305-324
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    • 1997
  • The purpose of this study was to examine aesthetic effects of face type and necklines of one piece dress one of details in clothes on visual evaluation. For this study two set of stages were processed. At first stage data were collected from female college students in Kwang Ju.Chonnam. Subjects between the aged of 18-26 were took pictured of their faces then they were classified into 7 groups That is egg ob-long round square inverted triangle triangle and diamond shapes. At second stage two sets of experimental design were utilized based on the classified face types. A set of design was 5$\times$4 design which involved 5 levels (egg oblong round inverted triangle and diamong shape) of face type and 4 levels(round boat vee and square neckline) of basic neckline. Another set of de-sign also was 5$\times$4 design which involved 5 levels of face type and 4 levels of modified neckline. As experimental treatment the stimulus materials and questionnaires were employed. The qustionnaires were consisted of visual evaluations on the stimulus materials by using semantic differential scale,. The experiments were proceeded through 2 week by 30 subjects composed of gaduate students and staffs in some departments of Clothing and Textiles at college. Data were analyzed by Frequencies Mean Factor Analysis TTest ANOVA and Ducan's Multiple Range Test. The major results were as followed: 1. There were significant aesthetic effects of face type on visual evaluations, Especially egg and inverted triangle shape among the face types were evaluated more aesthetic than the other face shapes. 2. There were signifiant aesthetic effects of the neckline types on visual evaluations, Es-pecially vee neckline among necklines were more aesthetic than the other necklines,. 3. As compared with the basic neckline types and the modified neckline types the modified necklines were assessed more aes-thetically than the basic necklines. 4, The face type and he neckline type were influenced interactively on visual evauations Specifically it showed that oblong round and diamond shape of face type were matched to vee neckline more than the other necklines, Also it showed that the egg and inverted tri-angle shape wee matched to round vee and squre neckline more than boat neckline.

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Robust Real-time Face Detection Scheme on Various illumination Conditions (다양한 조명 환경에 강인한 실시간 얼굴확인 기법)

  • Kim, Soo-Hyun;Han, Young-Joon;Cha, Hyung-Tai;Hahn, Hern-Soo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.7
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    • pp.821-829
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    • 2004
  • A face recognition has been used for verifying and authorizing valid users, but its applications have been restricted according to lighting conditions. In order to minimizing the restricted conditions, this paper proposes a new algorithm of detecting the face from the input image obtained under the irregular lighting condition. First, the proposed algorithm extracts an edge difference image from the input image where a skin color and a face contour are disappeared due to the background color or the lighting direction. In the next step, it extracts a face region using the histogram of the edge difference image and the intensity information. Using the intensity information, the face region is divided into the horizontal regions with feasible facial features. The each of horizontal regions is classified as three groups with the facial features(including eye, nose, and mouth) and the facial features are extracted using empirical properties of the facial features. Only when the facial features satisfy their topological rules, the face region is considered as a face. It has been proved by the experiments that the proposed algorithm can detect faces even when the large portion of face contour is lost due to the inadequate lighting condition or the image background color is similar to the skin color.

Realization of 3D Virtual Face Using two Sheets of 2D photographs (두 장의 2D 사진을 이용한 3D 가상 얼굴의 구현)

  • 임낙현;서경호;김태효
    • Journal of the Institute of Convergence Signal Processing
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    • v.2 no.4
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    • pp.16-21
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    • 2001
  • In this paper a virtual form of 3 dimensional face is synthesized from the two sheets of 2 dimensional photographs In this case two sheets of 2D face photographs, the front and the side photographs are used First of all a standard model for a general face is created and from this model the feature points which represents a construction of face are densely defined on part of ears. eyes, a nose and a lip but the other parts. for example, forehead, chin and hair are roughly determined because of flat region or the less individual points. Thereafter the side photograph is connected symmetrically on the left and right sides of the front image and it is gradually synthesized by use of affine transformation method. In order to remove the difference of color and brightness from the junction part, a linear interpolation method is used. As a result it is confirmed that the proposed model which general model of a face can be obtain the 3D virtual image of the individual face.

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