• Title/Summary/Keyword: Placement Recognition

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Video Palmprint Recognition System Based on Modified Double-line-single-point Assisted Placement

  • Wu, Tengfei;Leng, Lu
    • Journal of Multimedia Information System
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    • v.8 no.1
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    • pp.23-30
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    • 2021
  • Palmprint has become a popular biometric modality; however, palmprint recognition has not been conducted in video media. Video palmprint recognition (VPR) has some advantages that are absent in image palmprint recognition. In VPR, the registration and recognition can be automatically implemented without users' manual manipulation. A good-quality image can be selected from the video frames or generated from the fusion of multiple video frames. VPR in contactless mode overcomes several problems caused by contact mode; however, contactless mode, especially mobile mode, encounters with several revere challenges. Double-line-single-point (DLSP) assisted placement technique can overcome the challenges as well as effectively reduce the localization error and computation complexity. This paper modifies DLSP technique to reduce the invalid area in the frames. In addition, the valid frames, in which users place their hands correctly, are selected according to finger gap judgement, and then some key frames, which have good quality, are selected from the valid frames as the gallery samples that are matched with the query samples for authentication decision. The VPR algorithm is conducted on the system designed and developed on mobile device.

A Study on the Pattern Recognition of EMG Signals for Head Motion Recognition (머리 움직임 인식을 위한 근전도 신호의 패턴 인식 기법에 관한 연구)

  • 이태우;전창익;이영석;유세근;김성환
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.53 no.2
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    • pp.103-110
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    • 2004
  • This paper proposes a new method on the EMG AR(autoregressive) modeling in pattern recognition for various head motions. The proper electrode placement in applying AR or cepstral coefficients for EMG signature discrimination is investigated. EMG signals are measured for different 10 motions with two electrode arrangements simultaneously. Electrode pairs are located separately on dominant muscles(S-type arrangement), because the bandwidth of signals obtained from S-type placement is wider than that from C-type(closely in the region between muscles). From the result of EMG pattern recognition test, the proposed mIAR(modified integrated mean autoregressive model) technique improves the recognitions rate around 17-21% compared with other the AR and cepstral methods.

Development of AR-based Coding Puzzle Mobile Application Using Command Placement Recognition (명령어 배치 인식을 활용한 AR 코딩퍼즐 모바일앱 개발)

  • Seo, Beomjoo;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.35-44
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    • 2020
  • In this study, we propose a reliable command placement recognition algorithm using tangible commands blocks developed for our coding puzzle platform, and present its performance measurement results on an Augmented Reality testbed environment. As a result, it can recognize up to 30 tangible blocks simultaneously and their placements within 5 seconds reliably. It is successfully ported to an existing coding puzzle mobile app and can operate an IoT attached robot via bluetooth connected mobile app.

Recognition Research on the Field Placement Activation Plan on Demand of Gwangyang Bay Area Industry (광양만권 산업체 맞춤 현장실습 활성화 방안 마련을 위한 인식 연구)

  • Lee, Jae-Hwan
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.504-516
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    • 2015
  • The purpose of this study is to find out subjective perception types and needs of interested group on the Field Placement on Demand of Gwangyang Bay Area Industry by Q methodology, then to search for political measures to improve Field Placement in the implication of the sorted subjective perception types. The result of the study showed that there are three major sorts of subjectivities on the Field Placement Activation Plan on Demand of Gwangyang Bay Area Industry: emphasizes indusrty-college cooperation(Type1), emphasizes industry demand analysis(Type2), emphasizes field-centered education(Type3). And a new study showed that results can improve Field Placement on Demand of Gwangyang Bay Area Industry: positive industry-college partnership building, manpower training total support system building by manpower demand analysis and the situation of local industry, building the infrastructure for the training on demand of local industry on-the-job, trasition into field-centered education system by national competency standards(NCS).

Pedestrian Detection Using Ultrasonic Distance Sensors Based on Virtual Driving Environments (가상주행환경 기반 초음파 센서의 승합차 측면 보행자 인식)

  • Yoon, Hyun-cheol;Choi, Ju Yong
    • Transactions of the Korean Society of Automotive Engineers
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    • v.25 no.3
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    • pp.309-316
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    • 2017
  • In shuttle vans designed to transport children, the recognition of a child's approach and departure is very important. Ultrasonic sensors are generally used for a short distance around a vehicle. Although ultrasonic sensors are cheaper than other ADAS sensors, the number of sensors installed in a van should be optimized. In order to recognize the presence of a child around a shuttle van, this paper proposes the placement of ultrasonic sensors in the van. Considering the turning radius of the van and the distance from each sensor to a child, collision risk is classified as 'safe', 'warning', and 'danger'. The sensor placement and the recognition algorithm are verified in a virtual driving environment.

Development of performance measures based on visibility for effective placement of aids to navigation

  • Fang, Tae Hyun;Kim, Yeon-Gyu;Gong, In-Young;Park, Sekil;Kim, Ah-Young
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.7 no.3
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    • pp.640-653
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    • 2015
  • In order to develop the challenging process of placing Aids to Navigation (AtoN), we propose performance measures which quantifies the effect of such placement. The best placement of AtoNs is that from which the navigator can best recognize the information provided by an AtoN. The visibility of AtoNs depends mostly on light sources, the weather condition and the position of the navigator. Visual recognition is enabled by achieving adequate contrast between the AtoN light source and background light. Therefore, the performance measures can be formulated through the amount of differences between these two lights. For simplification, this approach is based on the values of the human factor suggested by International Association of Marine Aids to Navigation and Lighthouse Authorities (IALA). Performance measures for AtoN placement can be evaluated through AtoN Simulator, which has been being developed by KIOST/KRISO in Korea and has been launched by Korea National Research Program. Simulations for evaluation are carried out at waterway in Busan port in Korea.

A Study of Relation between Consumers' Product Placement Effect Factors and Attitude of Advertisement (PPL 광고효과요인이 광고태도에 미치는 영향)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.181-190
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    • 2011
  • This study aims at finding out if there are consumers' belief perception of influential factors on product placement. In addition to the difference between the perception of product placement effect factors and that of relevance on attitude of ad. For this work, this study surveyed male and female consumers. As the result, firstly we could find out the consumers perception in factors such as participation of public entertainer, undisguised description, confidence on sponsor, distinction among brands, and offer of information. Secondly, it showed that there were differences between mail and femail consumers' recognition on PPL advertisement attitude. Thirdly, there were perception on product placement effect factors and relevance on attitude of advertisement. These results will not only offer product placement making working group data describing what important belief factors are but also provide basic data for strategy of product placement maker to advertising agency, who has interestin planning to extend its business to PPL field.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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Quantitative Measures and Evaluation of AtoN Placement by Calculating Visibility in AtoN Simulator (항로표지 시뮬레이터의 항로표지 배치에 대한 시인성 정량적 지수 개발 및 검증)

  • Fang, Tae Hyun;Kim, Yeon-Gyu;Gong, In-Young;Park, Sekil;Kim, Ah-Young
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2014.10a
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    • pp.347-348
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    • 2014
  • In this paper, we describe the methods for quantitative evaluation of placement of aids to navigations (AtoN). AtoN is the additive devices for navigation that inform navigators using human vision and guide navigators to safe watercourse. Therefore the effectiveness of placement of AtoN can be quantified according to the grade of visibile recognition to navigators. In order words, the placement of AtoN can be quantified in the sense of visibility. In this study, we describe the methods for quantifying the visibility about the placement of AtoN. Using AtoN simulator which has been developed by Korea Research Institute of Ships and Ocean Engineering (KRISO), the quantitative method is investigated for the pre-installed placement of AtoNs.

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A Study on the Cognition Distance of Separately Shelved Items by Multi-dimensional Scaling Analysis in Children's Libraries (다차원척도법을 이용한 어린이도서관 별치 자료에 대한 인지 거리 연구)

  • Kim, Hyoyoon;Cho, Jane
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.51-71
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    • 2017
  • This study conducted a survey to measure recognition distance between the materials which are located separately in a children's library targeting 200 elementary school lower grade students, higher grade students, and school parents(adults). And compared recognition distance between the elements of materials of individual visitor group with multidimensional scaling and K-mean group analysis. Multidimensional Scaling (MDS) is a technique for projecting the cognitive state in space by evaluating the similarity or attribute of the analysis target. Even though it is mainly used for market diagnosis in marketing, It can also be applied to present an ideal physical layout plan by analyzing the distance. As a result of analysis, the main discoveries are as follows. First, elementary school students cognize child, baby and computer materials should be adjacent as a same group. But recognition of adults(school parents) is reflected by differing from elementary school students vastly. They cognize that computer materials should be formed as a special group separated from child and baby's materials. Second, elementary school higher graders and adults(school parents) groups also want to separate their main reading materials from baby's book, therefore They both want to secure silent reading space separating from baby. Third, as a result to confirming how this recognition distance system of materials is reflected in a real children's library through three children's libraries in Y-gu, Incheon, there is no library with structure according perfectly with a recognition system of a particular class, but a recognition system of adults and elementary school students is partially reflected because baby, child and computer materials, and baby and child materials are commonly separated and placed. It is difficult to insist that a recognition system of a visitor group, especially a recognition system of children is absolute consideration conditions in material placement of a children's library. However, understanding cognition of the user groups can be an important evidentiary factors to offer differentiated service space according to visitors and effective placement of the elements of library resources.