• Title/Summary/Keyword: Intuitive Recognition

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Intuitive Controller based on G-Sensor for Flying Drone (비행 드론을 위한 G-센서 기반의 직관적 제어기)

  • Shin, Pan-Seop;Kim, Sun-Kyung;Kim, Jung-Min
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.319-324
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    • 2014
  • In recent years, high-performance flying drones attract attention for many peoples. In particular, the drone equipped with multi-rotor is expanding its range of utilization in video imaging, aerial rescue, logistics, monitoring, measurement, military field, etc. However, the control function of its controller is very simple. In this study, using a G-sensor mounted on a mobile device, implements an enhanced controller to control flying drones through the intuitive gesture of user. The implemented controller improves the gesture recognition performance using a neural network algorithm.

The effect of the PC experience on the usability of PDAs - make a comparison between Palm Vx and iPAQ Pocket PC on intuitive recognition to use the PDAs, based on laboratory-based usability testing (PC사용경험이 PDA사용에 대한 직관적 인지에 미치는 영향에 관한 연구)

  • 정상훈;이건표
    • Archives of design research
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    • v.16 no.2
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    • pp.301-310
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    • 2003
  • The interface design of mobile products has become a hot issue recently as a variety of products are being developed for extended usages. There have been two different views on interface design of mobile products like PDAs(personal digital assistants) or cellular phone. One 치aims that the current interface design of PC cannot be directly applied because mobile products have their own specific functions and requirements. On the meantime, the other argues that an extended application of PC metaphors to mobile products can have advantages because users'PC experiences can reduce the learning efforts and thus contribute to intuitive understanding mobile products. In this research, two types of PDAs, developed according to the aforementioned conflicting philosophies were compared and evaluated, based on laboratory-based usability testing conducted by novice users. The experiment consists of asking subjects to perform identical tasks for the two different types of products. The interaction data collected during usability testing were analyzed in terms of time taken, rate of success of tasks and errors. The experiment shows that there were some meaningful effects of users'experience of PC on the usability of PDAs.

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Similarity Measurement Using Open-Ball Scheme for 2D Patterns in Comparison with Moment Invariant Method (Open-Ball Scheme을 이용한 2D 패턴의 상대적 닮음 정도 측정의 Moment Invariant Method와의 비교)

  • Kim, Seong-Su
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.48 no.1
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    • pp.76-81
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    • 1999
  • The degree of relative similarity between 2D patterns is obtained using Open-Ball Scheme. Open-Ball Scheme employs a method of transforming the geometrical information on 3D objects or 2D patterns into the features to measure the relative similarity for object(patten) recognition, with invariance on scale, rotation, and translation. The feature of an object is used to obtain the relative similarity and mapped into [0, 1] the interval of real line. For decades, Moment-Invariant Method has been used as one of the excellent methods for pattern classification and object recognition. Open-Ball Scheme uses the geometrical structure of patterns while Moment Invariant Method uses the statistical characteristics. Open-Ball Scheme is compared to Moment Invariant Method with respect to the way that it interprets two-dimensional patten classification, especially the paradigms are compared by the degree of closeness to human's intuitive understanding. Finally the effectiveness of the proposed Open-Ball Scheme is illustrated through simulations.

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Development of An Expert system with Knowledge Learning Capability for Service Restoration of Automated Distribution Substation (고도화된 자동화 변전소의 사고복구 지원을 위한 지식학습능력을 가지는 전문가 시스템의 개발)

  • Ko Yun-Seok;Kang Tae-Gue
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.12
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    • pp.637-644
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    • 2004
  • This paper proposes an expert system with the knowledge learning capability which can enhance the safety and effectiveness of substation operation in the automated substation as well as existing substation by inferring multiple events such as main transformer fault, busbar fault and main transformer work schedule under multiple inference mode and multiple objective mode and by considering totally the switch status and the main transformer operating constraints. Especially inference mode includes the local minimum tree search method and pattern recognition method to enhance the performance of real-time bus reconfiguration strategy. The inference engine of the expert system consists of intuitive inferencing part and logical inferencing part. The intuitive inferencing part offers the control strategy corresponding to the event which is most similar to the real event by searching based on a minimum distance classification method of pattern recognition methods. On the other hand, logical inferencing part makes real-time control strategy using real-time mode(best-first search method) when the intuitive inferencing is failed. Also, it builds up a knowledge base or appends a new knowledge to the knowledge base using pattern learning function. The expert system has main transformer fault, main transformer maintenance work and bus fault processing function. It is implemented as computer language, Visual C++ which has a dynamic programming function for implementing of inference engine and a MFC function for implementing of MMI. Finally, it's accuracy and effectiveness is proved by several event simulation works for a typical substation.

A Study on the types of PDA Icons and their Communication Capacity (개인용 정보단말기(PDA)에 사용되는 아이콘의 직관적 의미전달능력에 관한 연구)

  • 신명희
    • Archives of design research
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    • v.17 no.2
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    • pp.269-278
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    • 2004
  • This research categorizes various icons that used in PDAs according to symbolization patterns, operating systems and support for color display. Since different icons vary in communication capacity I executed this research to verify it positively. In result, PDA loons were found to have different intuitive communication capacity according to its functions, symbolization pattern, operating system and use of color. \circled1 Icons which have similar object as ones that are used on desktop computer and icons with accurate, simple expression seems to have higher intuitive communication capacity among the icons categorized by functions. \circled2 Among the icons categorized by symbolization pattern, ones that express the action related to their functions have the highest recognition accuracy and longer delay before recognition. \circled3 Among the icons categorized by operating systems, ones that have concrete expression of object and a number of representation elements have higher recognition accuracy and longer delay before recognition. \circled4 Among the icons categorized by color and grayscale, ones with color have superior communication capacity due to additional stimulation although LCDs in most PDAs have limited color depth.

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Motion Recognition of Smartphone using Sensor Data (센서 정보를 활용한 스마트폰 모션 인식)

  • Lee, Yong Cheol;Lee, Chil Woo
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1437-1445
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    • 2014
  • A smartphone has very limited input methods regardless of its various functions. In this respect, it is one alternative that sensor motion recognition can make intuitive and various user interface. In this paper, we recognize user's motion using acceleration sensor, magnetic field sensor, and gyro sensor in smartphone. We try to reduce sensing error by gradient descent algorithm because in single sensor it is hard to obtain correct data. And we apply vector quantization by conversion of rotation displacement to spherical coordinate system for elevated recognition rate and recognition of small motion. After vector quantization process, we recognize motion using HMM(Hidden Markov Model).

Sign Image Database Collected at Jeonju Hanok Village (전주 한옥마을에서 수집한 간판영상 데이터베이스)

  • Oh, Il-Seok;Heo, Gi-Su
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.243-248
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    • 2006
  • Recognition of sign has been studied to provide convenience tour information for foreigners and strangers through automatic recognition of sign. The sign image database is essential to training the classifier and to intuitive measurement of performance. In this paper, we described the sign image database collected at Jeonju Hanok Village. As to 45 each other sign image, corresponding 50 images are collected under several condition. This database could be important content to study for the field of pattern recognition.

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Recognition of Korean Vowels using Bayesian Classification with Mouth Shape (베이지안 분류 기반의 입 모양을 이용한 한글 모음 인식 시스템)

  • Kim, Seong-Woo;Cha, Kyung-Ae;Park, Se-Hyun
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.852-859
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    • 2019
  • With the development of IT technology and smart devices, various applications utilizing image information are being developed. In order to provide an intuitive interface for pronunciation recognition, there is a growing need for research on pronunciation recognition using mouth feature values. In this paper, we propose a system to distinguish Korean vowel pronunciations by detecting feature points of lips region in images and applying Bayesian based learning model. The proposed system implements the recognition system based on Bayes' theorem, so that it is possible to improve the accuracy of speech recognition by accumulating input data regardless of whether it is speaker independent or dependent on small amount of learning data. Experimental results show that it is possible to effectively distinguish Korean vowels as a result of applying probability based Bayesian classification using only visual information such as mouth shape features.

A Light-weight ANN-based Hand Motion Recognition Using a Wearable Sensor (웨어러블 센서를 활용한 경량 인공신경망 기반 손동작 인식기술)

  • Lee, Hyung Gyu
    • IEMEK Journal of Embedded Systems and Applications
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    • v.17 no.4
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    • pp.229-237
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    • 2022
  • Motion recognition is very useful for implementing an intuitive HMI (Human-Machine Interface). In particular, hands are the body parts that can move most precisely with relatively small portion of energy. Thus hand motion has been used as an efficient communication interface with other persons or machines. In this paper, we design and implement a light-weight ANN (Artificial Neural Network)-based hand motion recognition using a state-of-the-art flex sensor. The proposed design consists of data collection from a wearable flex sensor, preprocessing filters, and a light-weight NN (Neural Network) classifier. For verifying the performance and functionality of the proposed design, we implement it on a low-end embedded device. Finally, our experiments and prototype implementation demonstrate that the accuracy of the proposed hand motion recognition achieves up to 98.7%.

Virtual Block Game Interface based on the Hand Gesture Recognition (손 제스처 인식에 기반한 Virtual Block 게임 인터페이스)

  • Yoon, Min-Ho;Kim, Yoon-Jae;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.113-120
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    • 2017
  • With the development of virtual reality technology, in recent years, user-friendly hand gesture interface has been more studied for natural interaction with a virtual 3D object. Most earlier studies on the hand-gesture interface are using relatively simple hand gestures. In this paper, we suggest an intuitive hand gesture interface for interaction with 3D object in the virtual reality applications. For hand gesture recognition, first of all, we preprocess various hand data and classify the data through the binary decision tree. The classified data is re-sampled and converted to the chain-code, and then constructed to the hand feature data with the histograms of the chain code. Finally, the input gesture is recognized by MCSVM-based machine learning from the feature data. To test our proposed hand gesture interface we implemented a 'Virtual Block' game. Our experiments showed about 99.2% recognition ratio of 16 kinds of command gestures and more intuitive and user friendly than conventional mouse interface.