• 제목/요약/키워드: Location Recognition

검색결과 746건 처리시간 0.025초

미등록어의 의미 범주 분석을 이용한 복합명사 분해 (Segmentation of Korean Compound Nouns Using Semantic Category Analysis of Unregistered Nouns)

  • 강유환;서영훈
    • Journal of Information Technology Applications and Management
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    • 제11권4호
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    • pp.95-102
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    • 2004
  • This paper proposes a method of segmenting compound nouns which include unregistered nouns into a correct combination of unit nouns using characteristics of person's names, loanwords, and location names. Korean person's name is generally composed of 3 syllables, only relatively small number of syllables is used as last names, and the second and the third syllables combination is somewhat restrictive. Also many person's names appear with clue words in compound nouns. Most loanwords have one or more syllables which cannot appear in Korean words, or have sequences of syllables different from usual Korean words. Location names are generally used with clue words designating districts in compound nouns. Use of above characteristics to analyze compound nouns not only makes segmentation more accurate, helps natural language systems use semantic categories of those unregistered nouns. Experimental results show that the precision of our method is approximately 98% on average. The precision of human names and loanwords recognition is about 94% and about 92% respectively.

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강건 스테레오 비전과 허프 변환을 이용한 캐드 기반 삼차원 물체인식 (CAD-Based 3-D Object Recognition Using the Robust Stereo Vision and Hough Transform)

  • 송인호;정성종
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1997년도 추계학술대회 논문집
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    • pp.500-503
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    • 1997
  • In this paper, a method for recognizing 3-D objects using the 3-D Hough transform and the robust stereo vision is studied. A 3-D object is recognized through two steps; modeling step and matching step. In modeling step, features of the object are extracted by analyzing the IGES file. In matching step, the values of the sensed image are compared with those of the IGES file which is assumed to location and orientation in the 3-D Hough transform domain. Since we use the 3-D Hough transform domain of the input image directly, the sensitivity to the noise and the high computational complexity could be significantly allcv~ated. Also, the cost efficiency is improved using the robust stereo vision for obtaining depth map image which is needed for 3-D Hough transform. In order lo verify the proposed method, real telephone model is recognized. Thc results of the location and orientation of the model are presented.

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An approach to visual pattern recognition by neural network system

  • Hatakeyama, Yasuhiro;Kakazu, Yukinori
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1992년도 한국자동제어학술회의논문집(국제학술편); KOEX, Seoul; 19-21 Oct. 1992
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    • pp.61-64
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    • 1992
  • In this paper, a visual pattern recognition system is proposed, which can recognize both a pattern and its location. This system, referred to as the expanded neocognitron, has the following capabilities: (1) A higher performance in extraction of features, and (2) A new capability for recognizing the locations of patterns. This system adopts the learning and recognizing mechanism of the neocognitron. First, the ability to classify pattern is enhanced by improving the mechanisms of feature extraction and learning algorithm. Second, the function of detecting the location of each pattern is realized by developing an architecture which does not reduce structure, i.e., the unit density is constant all the way from the input stage to the output stage.

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브랜드자산과 소비자행동의 관계 (The Relation of Brand Equity and Consumer Behavior.)

  • 김세환
    • 산업융합연구
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    • 제8권1호
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    • pp.1-18
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    • 2010
  • The purpose of this study is to examine the impacts of sports marketing mix factors on brand equities and consumer behaviors. The findings of this study are as follows: first, there are differences in sports marketing mix factors, depending on individual characteristics. Differences are found in gender and living standard with regard to individual characteristics and prices. second, there are differences in brand equities, according to individual characters. third, sports marketing mix factors impact brand equities. fourth, the sports marketing mix factors impact perceive quality, brand recognition, location related to brand image and products. fifth, sports marketing mix factors impact brand equities and consumer behaviors. In regards with brand equities and repeat purchases, sports marketing mix factors impact promotion, products, perceived quality and image. In satisfaction, the sports marketing mix factors impact location, price promotion and product recognition. In the intention of transmission by word of mouth, the factors impact price, products, perceive quality and image.

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A Study on the Effective Marketing Implementation through Face Recognition Technology in Smart Digital Signage

  • Cha, jin-gil;Kim, Seong-Kweon
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.72-78
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    • 2022
  • The aim of this research is to improve the effectiveness of digital media advertising because current advertisements -in digital signage - indiscriminately appeals to the general public rather than to a specific target. In order to deliver efficient and customized advertisement information, an IoT human body detection sensor mounted on digital signage detected human faces and then classified them firstly by gender. The digital signage here is a smart digital signage that can analyze facial signals, discriminate them based on patterns, and apply the extracted data by displaying the corresponding information to the user. In addition, by identifying the customer's location approaching the smart digital signage and displaying the optimized content information for the customer's location through an algorithm, the digital signage can dramatize the advertisement Thus, this is a study meant forimproving information efficiency while reducing noise and driving power waste generated from unnecessary digital information reproduction.

안드로이드 기반 테더드 타입 AR 글래스의 공간 인식을 위한 ORB-SLAM 기반 SLAM프레임워크 설계 (ORB-SLAM based SLAM Framework for the Spatial Recognition using Android Oriented Tethered Type AR Glasses)

  • 김도훈;국중진
    • 반도체디스플레이기술학회지
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    • 제22권1호
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    • pp.6-10
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    • 2023
  • In this paper, we proposed a software framework structure to apply ORB-SLAM, the most representative of SLAM algorithms, so that map creation and location estimation technology can be applied through tethered AR glasses. Since tethered AR glasses perform only the role of an input/output device, the processing of camera and sensor data and the generation of images to be displayed through the optical display module must be performed through the host. At this time, an Android-based mobile device is adopted as the host. Therefore, the major libraries required for the implementation of AR contents for AR glasses were hierarchically organized, and spatial recognition and location estimation functions using SLAM were verified.

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HMM인식기 상에서 방향, 속도 및 공간 특징량에 따른 제스처 인식 성능 비교 ((A Comparison of Gesture Recognition Performance Based on Feature Spaces of Angle, Velocity and Location in HMM Model))

  • 윤호섭;양현승
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제30권5_6호
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    • pp.430-443
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    • 2003
  • 본 논문은 카메라로부터 획득된 영상 시퀀스로부터 얻어진 제스처 궤적 정보를 바탕으로 가장 기본적인 방향, 속도 및 공간 특징을 추출한 후, 각각의 특징 정보들의 인식 결과를 비교하여 어떠한 정보가 가장 유용한지 평가한다. 이를 위해 제스처 궤적 추적을 위해선 컬러 정보 및 모션 정보를 사용하였고, 인식모델로는 시간 데이타 처리에 적합한 HMM을 구성하였다. 실험을 위한 제스처 DB로는 인식하고자 하는 그래픽, 숫자, 알파벳모양의 48개 제스처에 대해 20명으로부터 5개씩 총 4800개의 데이타를 구축하였다.

중풍의 예후 인자 및 기능 평가방법에 관한 문헌적 고찰 (A Literal Study about the Apoplexy Prognosis of Primary Factors and the Method of the Function Assessment)

  • 조은희;권정남;김영균
    • 대한한의학회지
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    • 제21권4호
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    • pp.138-147
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    • 2000
  • Objectives and Method : In this study, I have investigated what kind of primary factors detennine the apoplexy prognosis, and the method of the function assessment about the apoplexy by inquiry into the literature on this subject Results and Conclusions : 1. The primary factors to have an effect upon the appoplexy are : the location of Pungsa; whether five organs ki is existent or not; pulse feeling; tongue condition; whether or not the patient produces stool or urine; for males, the left side; for females, the right side ; whether or not the patient sweats; consciousness; vital signs; and the region and size of disease and brain hernia. 2. MBI is often used because it is considered to be objective, simple, and highly reliable. But its absence of a legal recognition assessment is a major incongruence. 3. Inclusive and standard assessment are key points in the reinforecement by AM of legal recognition assessment, but it takes a lot of time and is not endowed with adding an extra weight and is vague to the division between the communication and social recognition grade. 4. AI is useful and easy to evaluate the mental ability, the capacity for locomotion and the daily activities inclusively.

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영상 특징 검출 기반의 실시간 실내 장소 인식 시스템 (A Real-time Indoor Place Recognition System Using Image Features Detection)

  • 송복득;신범주;양황규
    • 한국전기전자재료학회논문지
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    • 제25권1호
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    • pp.76-83
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    • 2012
  • In a real-time indoor place recognition system using image features detection, specific markers included in input image should be detected exactly and quickly. However because the same markers in image are shown up differently depending to movement, direction and angle of camera, it is required a method to solve such problems. This paper proposes a technique to extract the features of object without regard to change of the object scale. To support real-time operation, it adopts SURF(Speeded up Robust Features) which enables fast feature detection. Another feature of this system is the user mark designation which makes possible for user to designate marks from input image for location detection in advance. Unlike to use hardware marks, the feature above has an advantage that the designated marks can be used without any manipulation to recognize location in input image.

증강현실을 적용한 관광지 사물인식 실감체험 앱 콘텐츠 구현 (Implementation of Realistic Experience Application Contents for Tourist Spots Object Recognition Using Augmented Reality Technology)

  • 김영상;김영익
    • 스마트미디어저널
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    • 제5권1호
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    • pp.122-129
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    • 2016
  • 최근 증강현실 기술은 스마트폰 증가추세에 따라 사용자 중심의 상호작용을 지원하는 형태로 발전하고 있다. 논문에서 우리는 관광지 사물인식 기술과 사용자의 위치 정보를 이용하여 실감체험이 가능한 어플리케이션을 구현하였다. 개발 시스템은 스마트폰의 GPS와 비콘 정보를 이용하여 사용자와 관광지 사물의 현 위치를 파악한 후, 두 지점간의 거리와 방향을 계산하여 해당 관광지의 실감체험 콘텐츠를 제공한다. 실감체험 앱을 통하여 우리는 제주를 찾는 관광객들에게 제주의 문화에 대한 이해와 감동을 주는 한편, 무명 관광지의 자원화 가능성을 높이고, 제주 관광의 이미지를 개선하는 효과를 기대할 수 있다.