• Title/Summary/Keyword: Object Color

Search Result 926, Processing Time 0.027 seconds

A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
    • /
    • v.10 no.2
    • /
    • pp.49-56
    • /
    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.

Immersive Visualization of Casting Solidification by Mapping Geometric Model to Reconstructed Model of Numerical Simulation Result (주물 응고 수치해석 복원모델의 설계모델 매핑을 통한 몰입형 가시화)

  • Park, Ji-Young;Suh, Ji-Hyun;Kim, Sung-Hee;Rhee, Seon-Min;Kim, Myoung-Hee
    • The KIPS Transactions:PartA
    • /
    • v.15A no.3
    • /
    • pp.141-149
    • /
    • 2008
  • In this research we present a novel method which combines and visualizes the design model and the FDM-based simulation result of solidification. Moreover we employ VR displays and visualize stereoscopic images to provide an effective analysis environment. First we reconstruct the solidification simulation result to a rectangular mesh model using a conventional simulation software. Then each point color of the reconstructed model represents a temperature value of its position. Next we map the two models by finding the nearest point of the reconstructed model for each point of the design model and then assign the point color of the design model as that of the reconstructed model. Before this mapping we apply mesh subdivision because the design model is composed of minimum number of points and that makes the point distribution of the design model not uniform compared with the reconstructed model. In this process the original shape is preserved in the manner that points are added to the mesh edge which length is longer than a predefined threshold value. The implemented system visualizes the solidification simulation data on the design model, which allows the user to understand the object geometry precisely. The immersive and realistic working environment constructed with use of VR display can support the user to discover the defect occurrence faster and more effectively.

A Study on GUI Design about Tablet PC: Focused on Shopping Application of China (태블릿 PC의 GUI 디자인 연구 -중국의 쇼핑 애플리케이션을 중심으로-)

  • Lu, Han-Yi;Seo, Han-Sok
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.7
    • /
    • pp.158-169
    • /
    • 2017
  • In the context of the number of Tablet PC users which increases rapidly, online shopping application has also been a corresponding rapid development. However, as a practical matter, the differences among the consumers' ability will affect the purchase of application for the realization of user needs. Therefore, shopping application in the GUI design to improve consumers use needs to be improved to meet the demands of different users. In view of this problem, this paper has carried on the related research on the GUI design of Tablet PC application, and fully considers the visualization image elements of information transmission, then analyzed the top five shopping application in Chinese market via three visual elements - icon, label and color. In addition, it conducted a questionnaire which based on the object of Tablet PC shopping application Chinese users. Consequently, what obtained is, based on the survey findings, the GUI design proposal which reasonable reflects the shopping application with functionality and designability. Through the research results of this paper, we can get the conclusion that the three kinds of visual GUI elements-icon, label and color- have the influence on the user's usability. In addition, this study can be expected as a reference in the shopping software GUI design.

A Research regarding the Figuration Comparison of 3D Printing using the Radiation DICOM Images (방사선 DICOM 영상을 이용한 3차원 프린팅 출력물의 형상 비교에 관한 연구)

  • Kim, Hyeong-Gyun;Choi, Jun-Gu;Kim, Gha-Jung
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.2
    • /
    • pp.558-565
    • /
    • 2016
  • Recent 3D printing technology has been grafting onto various medical practices. In light of this trend, this research is intended to examine the figuration surface's accuracy of 3D images made by using DICOM images after printing by 3D printing. The medical images were obtained from animal bone objects, while the objects were printed after undergoing STL file conversion for 3D printing purposes. Ultimately, after the 3D figuration, which was obtained by the original animal bones and 3D printing, was scanned by 3D scanner, 3D modeling was merged each other and the differences were compared. The result analysis was conducted by visual figuration comparison, color comparison of modeling's scale value, and numerical figuration comparison. The shape surface was not visually distinguished; the numerical figuration comparison was made from the values measured from the four different points on the X, Y and Z coordinates. The shape surface of the merged modeling was smaller than the original object (the animal bone) by average of -0.49 mm in the 3D printed figuration. However, not all of the shape surface was uniformly reduced in size and the differences was within range of -0.83 mm on the experiment.

A Study on the Deep Neural Network based Recognition Model for Space Debris Vision Tracking System (심층신경망 기반 우주파편 영상 추적시스템 인식모델에 대한 연구)

  • Lim, Seongmin;Kim, Jin-Hyung;Choi, Won-Sub;Kim, Hae-Dong
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • v.45 no.9
    • /
    • pp.794-806
    • /
    • 2017
  • It is essential to protect the national space assets and space environment safely as a space development country from the continuously increasing space debris. And Active Debris Removal(ADR) is the most active way to solve this problem. In this paper, we studied the Artificial Neural Network(ANN) for a stable recognition model of vision-based space debris tracking system. We obtained the simulated image of the space environment by the KARICAT which is the ground-based space debris clearing satellite testbed developed by the Korea Aerospace Research Institute, and created the vector which encodes structure and color-based features of each object after image segmentation by depth discontinuity. The Feature Vector consists of 3D surface area, principle vector of point cloud, 2D shape and color information. We designed artificial neural network model based on the separated Feature Vector. In order to improve the performance of the artificial neural network, the model is divided according to the categories of the input feature vectors, and the ensemble technique is applied to each model. As a result, we confirmed the performance improvement of recognition model by ensemble technique.

Albedo Based Fake Face Detection (빛의 반사량 측정을 통한 가면 착용 위변조 얼굴 검출)

  • Kim, Young-Shin;Na, Jae-Keun;Yoon, Sung-Beak;Yi, June-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.45 no.6
    • /
    • pp.139-146
    • /
    • 2008
  • Masked fake face detection using ordinary visible images is a formidable task when the mask is accurately made with special makeup. Considering recent advances in special makeup technology, a reliable solution to detect masked fake faces is essential to the development of a complete face recognition system. This research proposes a method for masked fake face detection that exploits reflectance disparity due to object material and its surface color. First, we have shown that measuring of albedo can be simplified to radiance measurement when a practical face recognition system is deployed under the user-cooperative environment. This enables us to obtain albedo just by grey values in the image captured. Second, we have found that 850nm infrared light is effective to discriminate between facial skin and mask material using reflectance disparity. On the other hand, 650nm visible light is known to be suitable for distinguishing different facial skin colors between ethnic groups. We use a 2D vector consisting of radiance measurements under 850nm and 659nm illumination as a feature vector. Facial skin and mask material show linearly separable distributions in the feature space. By employing FIB, we have achieved 97.8% accuracy in fake face detection. Our method is applicable to faces of different skin colors, and can be easily implemented into commercial face recognition systems.

Analysis and Conservation of Wooden Standing Bodhisattva in Song Dynasty (중국 송대 목제보살입상의 분석과 보존)

  • Park, suzin;Jung, daun;Yi, Yonghee
    • Conservation Science in Museum
    • /
    • v.16
    • /
    • pp.138-153
    • /
    • 2015
  • Wooden standing Bodhisattva in the collection of the National Museum of Korea (Bon 8239) was purchased as part of the museum's Central Asian collection during the Museum of Japanese Goverment General of Korea. The wooden statue exhibiting classical characteristics of Song Dynasty Buddhist sculptures is colored on the whone. The result of condition check for exhibition in 2014, it has severely damaged, with discoloring and exfoliation in color pigment and crack of wood observed in various areas. The object was therefore treated for conservation. A series of analysis were performed also at this time to determine the production technique and the materials, including testing of the X-ray penetration depth, X-ray fluorescence analysis and wood species analysis. This revealed that the statue was made by joining several separate pieces of wood. As for color pigments, the white pigment was either chalk (CaCO3) or gypsum(CaSO4·2H2O), and the green pigment was emerald green (Cu(C2H3O2)2·3Cu(AsO2)2). The red pigment appeared to be lead red(Pb3O4) and the blue pigment was ultramarine blue (3Na2O·3Al2O3·6SiO2·2Na2S). All the pigments were repainted in later eras. The analysis, indicated that the wood was derived from a tree of the genus Populus, family Salicaceae. The wooden standing Bodhisattva was repaired and reinforced with natural materials and was brought to a stable condition necessary for display.

A Classification of Korean Traditional Materials Focused on Visual Texture (시각적 질감을 중심으로 한 한국 전통소재의 체계적 분류)

  • 박영순;김영인;이현주;신인호;최선미;최희승
    • Archives of design research
    • /
    • v.14 no.2
    • /
    • pp.197-207
    • /
    • 2001
  • A designed object reveals its meaning and image through form, color and material. Among these three elements, material has more powerful influence with its tactile and visual characteristics. In Korea, traditionally materials itself were mainly used to design artifacts rather than various color or formal decoration. The purpose of this study is to investigate the Korean traditional materials, and to classify them by the characteristics of their texture. For this study, the pictures of Korean traditional artifacts were collected from the national museums and literature. Those are architectural and interior elements, furniture, cloths and textiles, arts and crafts. Total of 533 collected artifacts were classified into seven categories, metal, day, stone, paper, wood, straw, fabric things. : 59 metal things, 115 clay things, 62 stone things, 73 paper things, 80 wood things, 47 straw things, 97 fabric things. Each materials were classified into its forming methods and surface treatment focused on the he characteristics of their surface texture. Throughout this study, the uniqueness of forming method and surface treatment of each materials in Korea has been clarified. And furthermore the classification by this various traditional methods of materials will provide plentiful information and ideas to today's designers of the world.

  • PDF

Effectiveness of Edge Selection on Mobile Devices (모바일 장치에서 에지 선택의 효율성)

  • Kang, Seok-Hoon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.7
    • /
    • pp.149-156
    • /
    • 2011
  • This paper proposes the effective edge selection algorithm for the rapid processing time and low memory usage of efficient graph-based image segmentation on mobile device. The graph-based image segmentation algorithm is to extract objects from a single image. The objects are consisting of graph edges, which are created by information of each image's pixel. The edge of graph is created by the difference of color intensity between the pixel and neighborhood pixels. The object regions are found by connecting the edges, based on color intensity and threshold value. Therefore, the number of edges decides on the processing time and amount of memory usage of graph-based image segmentation. Comparing to personal computer, the mobile device has many limitations such as processor speed and amount of memory. Additionally, the response time of application is an issue of mobile device programming. The image processing on mobile device should offer the reasonable response time, so that, the image segmentation processing on mobile should provide with the rapid processing time and low memory usage. In this paper, we demonstrate the performance of the effective edge selection algorithm, which effectively controls the edges of graph for the rapid processing time and low memory usage of graph-based image segmentation on mobile device.

An Analysis of Domestic Research Trends on Museum Lighting (박물관 조명에 관한 국내 연구 동향 분석)

  • Kim, Jiwon;Kang, Daiill
    • Korean Journal of Heritage: History & Science
    • /
    • v.52 no.3
    • /
    • pp.188-199
    • /
    • 2019
  • In this study, research trends were investigated by examining important academic research on museum lighting that has been carried out in Korea over the past 30 years. The aim was to highlight important studies conducted in Korea on material deterioration caused by museum lighting and to examine the current status of research on LED light sources to provide direction for future research. The ultimate goal of studies on museum lighting is to improve the long-term conservation effects, and this study examined the latest light sources of each era. Prior to the 1990s, the effects of light sources on relics were assessed by investigating incandescent light bulbs and fluorescent lamps, the first museum exhibition lighting. Then in the 1990s, the introduction of halogen lamps and HID lamps led to the analysis of the characteristics of a light source itself and the introduction of illumination standards. In the 2000s, the lighting environment of museums was investigated based on the characteristics of the light sources that had been studied, and in terms of preservation, research was conducted not only to improve the conservation of relics but also to improve the sentiments of visitors. After 2010, LED lamps were introduced; therefore, material deterioration studies on LED lamps were expanded. During this period, enhancements to LED light sources were made, such as reducing the blue spike area and increasing color rendering. With the development of lighting used in museums and art galleries, the direction of the display preservation criteria has led to the need to prepare advanced standards, covering all aspects from the center of illumination to the consideration of the color of an object and the speed of radiation from the light source. Regular studies of museum lighting in a long-term perspective should be planned to standardize the more advanced conditions of material discoloration.