• Title/Summary/Keyword: Object Color

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A Novel RGB Channel Assimilation for Hyperspectral Image Classification using 3D-Convolutional Neural Network with Bi-Long Short-Term Memory

  • M. Preethi;C. Velayutham;S. Arumugaperumal
    • International Journal of Computer Science & Network Security
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    • v.23 no.3
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    • pp.177-186
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    • 2023
  • Hyperspectral imaging technology is one of the most efficient and fast-growing technologies in recent years. Hyperspectral image (HSI) comprises contiguous spectral bands for every pixel that is used to detect the object with significant accuracy and details. HSI contains high dimensionality of spectral information which is not easy to classify every pixel. To confront the problem, we propose a novel RGB channel Assimilation for classification methods. The color features are extracted by using chromaticity computation. Additionally, this work discusses the classification of hyperspectral image based on Domain Transform Interpolated Convolution Filter (DTICF) and 3D-CNN with Bi-directional-Long Short Term Memory (Bi-LSTM). There are three steps for the proposed techniques: First, HSI data is converted to RGB images with spatial features. Before using the DTICF, the RGB images of HSI and patch of the input image from raw HSI are integrated. Afterward, the pair features of spectral and spatial are excerpted using DTICF from integrated HSI. Those obtained spatial and spectral features are finally given into the designed 3D-CNN with Bi-LSTM framework. In the second step, the excerpted color features are classified by 2D-CNN. The probabilistic classification map of 3D-CNN-Bi-LSTM, and 2D-CNN are fused. In the last step, additionally, Markov Random Field (MRF) is utilized for improving the fused probabilistic classification map efficiently. Based on the experimental results, two different hyperspectral images prove that novel RGB channel assimilation of DTICF-3D-CNN-Bi-LSTM approach is more important and provides good classification results compared to other classification approaches.

Image Processing Software Development for Detection of Oyster Hinge Lines (굴의 힌지 선 감지를 위한 영상처리 소프트웨어의 개발)

  • So, J.D.;Wheaton, Fred W.
    • Journal of Biosystems Engineering
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    • v.22 no.2
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    • pp.237-246
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    • 1997
  • Shucking(removing the meat from the shell) an oyster requires that the muscle attachments to the two shell valves and the hinge be severed. Described here is the computer vision software needed to locate the oyster hinge line so it can be automatically severed, one step in development of an automated oyster shucker. Oysters are first prepared by washing and trimming off a small shell piece on the oyster hinge end to provide access to the outer hinge surface. A computer vision system employing a color video comera then gabs an image of the hinge end of the oyster shell. This image is Processed by the computer using software. The software is a combination of commercially available and custom written routines that locate the oyster hinge. The software uses four feature variables, circularity, rectangularity, aspect-ration, and Euclidian distance, to distinguish the hinge object from other dark colored objects on the hinge end of the oyster. Several techniques, including shrink-expand, thresholding, and others, were used to secure an image that could be reliably and efficiently processed to locate the oyster hinge line.

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Restoration of Pottery and Celadon for Exhibition (展示(전시)를 위한 토기(土器)와 청자(靑磁)의 복원(復元) - 토기기대(土器器臺), 노형기대(爐形器臺), 청자사이호(靑磁四耳壺)를 중심(中心)으로 -)

  • Kang, Hee-suk;Ahn, Byong-chan
    • Conservation Science in Museum
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    • v.1
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    • pp.37-42
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    • 1999
  • Conservation treatment was done for the pottery-stand of Kaya period which was to be exhibited in celebration of the opening of Kimhae National Museum and for the jar of Chinese celadon which was to be exhibited in Korea National Museum's special exhibition "Formation of Ancient States". Through the examinations by naked eyes and under the microscope, condition before treatment, patterns and manufacturing techniques of the objects were observed. According to these examinations, conservation treatments, suitable for each object was finished. As the pottery-stand was damaged severely, the epoxy resin was pasted directly on the broken surface of the pottery to restore the original shape and pattern, color and feeling similar to original state were given to the restored area. Although same restoration material was applied on the celadon, it was not pasted directly on the broken surface of the celadon so that the restored area could be dismantled, and color and feeling were also treated somewhat differently.

Visualization System for Dance Movement Feedback using MediaPipe (MediaPipe를 활용한 춤동작 피드백 시각화 시스템)

  • Hyeon-Seo Kim;Jae-Yeung Jeong;Bong-Jun Choi;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.217-224
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    • 2024
  • With the rapid growth of K-POP, the dance content industry is spreading. With the recent increase in the spread of SNS, they also shoot and share their dance videos. However, it is not easy for dance beginners who are new to dancing to learn dance moves because it is difficult to receive objective feedback when dancing alone while watching videos. This paper describes a system that uses MediaPipe to compare choreography videos and dance videos of users and detect whether they are following the movement correctly. This study proposes a method of giving feedback based on Color Map to users by calculating the similarity of dance movements between user images taken with webcam or camera and choreography images using cosine similarity and COCO OKS. Through this system, objective feedback on users' dance movements can be visually received, and beginners are expected to be able to learn accurate dance movements.

Rotating Brush Strokes to Track Movement for Painterly Rendering (회학적 렌더링에서 움직임을 따라 회전하는 붓질 기법)

  • Han, Jeong-Hun;Gi, Hyeon-U;Kim, Hyo-Won;O, Gyeong-Su
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.426-432
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    • 2008
  • We introduce a method of rendering a scene lying 3D objects which is like that artist draw on a canvas by brushing. Painting is the art area presenting something created by color and line on 2D plane. We are brushing on billboards on screen space for the 2D brushing effect according to the definition of "Painting". Brushing orientation is haven to rotate for preventing the orientation in the first scene in the case that object or camera are moving. If the brushing isn't rotated, shower-door effect is watched on the scene as undesirable result We present a brushing rotating method for keeping the orientation changing the direction of view and object rigid animation. The brushing direction is computed with Horn's 2D similarity transform by least-square solution. We watched the changing brushing to track the motion of object and view.

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Study of Applicability for Removing Contaminants on Surface of Color Pigment Using the Laser Cleaning Technique -Focus on Analysis Method of Confocal Laser Scanning Microscope- (채색 안료 층의 표면오염물에 대한 레이저클리닝기법의 적용성 평가 연구 -공초점레이저주사현미경(CLSM)을 통한 분석평가 중심으로-)

  • Kim, Jin-Hyoung
    • Journal of Conservation Science
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    • v.30 no.2
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    • pp.123-136
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    • 2014
  • Considering that decision in conservation treatment for damaged objects should consider not only various options of methodology of intervention but also possible consequences of different types of intervention, it is a difficult task to decide and propose clear and safest solution of preserving an object. In addition, it should be constantly challenged by conservators even if it is proved technique or methodology in a past treatment. Therefore, there is no absolute solution which can be applied to all practice but each decision can be different case by case. It is not possible to estimate the way how the present condition of material and environmental aspects would affect to the condition of an object in future. However if conservators keep trying to set out various ways of analysing pro and against effect of past treatments, it would be able to provide useful logics of proving efficiency and appropriateness of a certain treatment. Understanding that the advantage of laser technique is to adopt a way of cleaning an object without making a direct contact, which is different from other techniques, this paper aims at securing stability of laser techniques, although it remains a limitation in the compatibility to all other materials. This study has examined reacting process on the painted pigments against laser beam by using CLSM in order for it to display both the problems from such reacting process and the efficiency of it as a cleaning methodology. It has intended to estimate the result of laser techniques and propose the range of applicability.

Children's Mental Models of the Free-fall of Objects (물체의 자유낙하에 대한 아동의 정신모형 연구)

  • Lee, Myung-Ja
    • Journal of The Korean Association For Science Education
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    • v.19 no.3
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    • pp.389-399
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    • 1999
  • The purpose of this study was to identify children's mental models of the free-fall objects. This study examined children's prediction and observation about the free-fall of objects. The experimental procedure involved conducting interviews with first-, third-, fifth-, and seventh grade students. The interview had three phases: Prediction, explanation, and observation. During the prediction phase, the object pairs which varied on the dimensions of size, weight, shape, color were presented to students. The students were asked to predict what would happen if the objects were dropped simultaneously. During the explanation phase, the students were asked to explain how they arrived at their answers. During the observation phase, the students observed the free-fall of the object pairs and were asked to describe what they saw. The results showed as follows. (1) Fifth-and seventh grade students made more correct predictions than first- and third grade students. (2) The conflict problems, object pairs involving the dimensions of size and weight, were the most difficult for students to accurately predict. (3) With regard to observations, there was a non-significant effect of grade, indicating equivalence in the number of correct observations made by first-, third-, fifth-, and seventh graders. (4) The conflict problems were the most difficult for students to correctly observe. (5) First- and third grade students showed a significant difference between prediction and observation about the free-fall of objects. However. no difference was found in the fifth- and seventh grade students.

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Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects (실제 물체를 이용한 모바일 비전 기술 기반의 실감형 갤러그의 설계 및 구현)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.85-96
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    • 2008
  • Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.

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Active Object Tracking System based on Stereo Vision (스테레오 비젼 기반의 능동형 물체 추적 시스템)

  • Ko, Jung-Hwan
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.4
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    • pp.159-166
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    • 2016
  • In this paper, an active object tracking system basing on the pan/tilt-embedded stereo camera system is suggested and implemented. In the proposed system, once the face area of a target is detected from the input stereo image by using a YCbCr color model and phase-type correlation scheme and then, using this data as well as the geometric information of the tracking system, the distance and 3D information of the target are effectively extracted in real-time. Basing on these extracted data the pan/tilted-embedded stereo camera system is adaptively controlled and as a result, the proposed system can track the target adaptively under the various circumstance of the target. From some experiments using 480 frames of the test input stereo image, it is analyzed that a standard variation between the measured and computed the estimated target's height and an error ratio between the measured and computed 3D coordinate values of the target is also kept to be very low value of 1.03 and 1.18% on average, respectively. From these good experimental results a possibility of implementing a new real-time intelligent stereo target tracking and surveillance system using the proposed scheme is finally suggested.

User Detection and Main Body Parts Estimation using Inaccurate Depth Information and 2D Motion Information (정밀하지 않은 깊이정보와 2D움직임 정보를 이용한 사용자 검출과 주요 신체부위 추정)

  • Lee, Jae-Won;Hong, Sung-Hoon
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.611-624
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    • 2012
  • 'Gesture' is the most intuitive means of communication except the voice. Therefore, there are many researches for method that controls computer using gesture input to replace the keyboard or mouse. In these researches, the method of user detection and main body parts estimation is one of the very important process. in this paper, we propose user objects detection and main body parts estimation method on inaccurate depth information for pose estimation. we present user detection method using 2D and 3D depth information, so this method robust to changes in lighting and noise and 2D signal processing 1D signals, so mainly suitable for real-time and using the previous object information, so more accurate and robust. Also, we present main body parts estimation method using 2D contour information, 3D depth information, and tracking. The result of an experiment, proposed user detection method is more robust than only using 2D information method and exactly detect object on inaccurate depth information. Also, proposed main body parts estimation method overcome the disadvantage that can't detect main body parts in occlusion area only using 2D contour information and sensitive to changes in illumination or environment using color information.