• Title/Summary/Keyword: Self-face

Search Result 673, Processing Time 0.037 seconds

Passport Recognition using PCA-based Face Verification and SOM Algorithm (PCA 기반 얼굴 인증과 SOM 알고리즘을 이용한 여권 인식)

  • Lee Sang-Soo;Jang Do-Won;Kim Kwang-Baek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2006.05a
    • /
    • pp.285-290
    • /
    • 2006
  • 본 논문에서는 출입국자 관리의 효율성과 체계적인 출입국 관리를 위하여 여권 코드를 자동으로 인식하고 위조 여권을 판별할 수 있는 여권 인식 및 얼굴 인증 방법을 제안한다. 본 논문의 구성은 여권 인식과 얼굴 인증 부분으로 구성되며, 여권 인식 부분에서는 소벨 연산자, 수평 최소값 필터 등을 적용한 후, 8 방향 윤곽선 추적 알고리즘을 적용하여 코드의 문자열 영역을 추출하고 기울기를 보정한다. 추출된 문자열은 반복 이진화 방법을 적용하여 코드의 문자열 영역을 이진화 한다. 이진화된 문자열 영역에 대해 8 방향 윤곽선 추적 알고리즘을 적용하여 개별 코드를 추출한 후에 SOM(Self-Organizing Maps) 알고리즘을 적용하여 여권 코드를 인식한다. 얼굴 인증 부분에서는 여권 사진 영역의 특징을 이용하여 얼굴 후보 영역을 추출한 후, RGB와 YCbCr 색공간에서 피부색 정보를 이용하여 얼굴 영역을 추출한다. 추출된 얼굴 영역은 PCA(Principal Component Analysis) 알고리즘을 적용하여 특징 벡터를 구하고 여권 코드가 인식된 결과를 바탕으로 여권 소지자의 데이터 베이스에 있는 얼굴 영상의 특징벡터와의 거리 값을 계산하여 사진 위조 여부를 판별한다. 제안된 여권 인식 및 얼굴 인증 방법의 성능 평가를 위하여 원본 여권의 얼굴 부분을 위조한 여권과 기울어진 여권 영상을 대상으로 실험한 결과, 제안된 방법이 여권의 코드 인식 및 얼굴 인증에 있어서 우수한 성능이 있음을 확인하였다.

  • PDF

The Impact of Nomad Physical Activity Through Online Videos of Active Seniors on Physical Self-Perception and Successful Aging (엑티브시니어의 온라인 동영상을 통한 노마드 체육활동이 신체적자기지각과 성공적 노화에 미치는 영향)

  • Hye-young Hwang;Soo-Jin Seo;Hyun-Kyoung Kim;Hey-Jin Kim;Heung-Tae Kim
    • Journal of Industrial Convergence
    • /
    • v.22 no.6
    • /
    • pp.81-88
    • /
    • 2024
  • The purpose of this study is to provide academic basic data by identifying the effects of active seniors' online video physical activity on physical self-perception and successful aging. In order to achieve the purpose of this study, 10 active seniors in D city were selected, and after receiving consent to participate in online video physical activity, it was divided into pre and post, and from March 14 to April 22, 2022, Kakao Talk group chat was opened to watch online physical activity videos during the 12th session, download 2 videos a week, and exercise from Monday to Friday. To solve the research problem, frequency analysis and paired t-test were conducted using the SPSS Ver20.0 statistical program. As a result, first, as a result of analyzing the pre- and post-tests of physical self-perception through physical activity of active seniors, all of face satisfaction, body satisfaction, change in physical strength, and change in disease increased on average. Second, as a result of pre- and post-analysis of active seniors' successful aging through physical activity, acceptance of others, orientation toward self-fulfillment, self-acceptance, and satisfaction with children increased, but autonomous life and active participation in life decreased. Through these results, in the COVID-19 period, when activities were restricted due to social distancing, active seniors' online video physical activity has a positive effect on physical self-perception and successful aging, and various programs that can be active on their own should be developed in the future.

A Study of Sustainable Conservation for Tea Farming in Boseong Region (보성 차 농업의 지속가능한 보전에 대한 연구)

  • Seo, Se-Jin;Jin, Yu-Ra;You, Won-Hee
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.38 no.3
    • /
    • pp.64-74
    • /
    • 2020
  • The significance of Boseong Tea Agriculture System lies in its harmonious coexistence with the surrounding environment, producing high quality teas and maintaining its biodiversity. Boseong Tea Agriculture System has been inscribed as Korea's Important Agricultural Heritage System (KIAHS) in 2018, but the Aging Society of tea farmers is threatening the conservation and succession of tea farming of the region. The study suggests designation of Boseong Tea Agriculture System as one of Globally Important Agricultural Heritage System (GIAHS), objecting conservation and succession of Boseong Tea Agriculture System. The study has reviewed GIAHS, KIAHS, Boseong Tea Agriculture System and surveyed tea farmers of Boseong for 3 months from March to May, 2020. The survey method includes face to face interview, phone interview (ones couldn't be reached for face to face interview) and in-depth interview of community leaders and experts, verifying the Aging Society status in Boseong tea agricultural industry. The survey result includes the following. Average age of Boseong tea farmers is 69.4 years old. Family tea-farming over two generation is 36% (54 household), and 79.4% (119 household) depends on 90% of income from tea production. The in-depth interview shows the aging tea farming society is most serious concern of tea farmers and GIAHS designation will support reliability and recognition of Boseong tea, helping conservation and succession of Boseong Tea Agriculture System. GIAHS designation will enhance and share the value of Boseong Tea Agriculture worldwide and be able to inherit the heritage for our future generation.

A Theoretical Review on the Untact Marketing of the COVID-19 Period Hospitality Industry Services (코로나 시대 환대산업 서비스의 언택트 마케팅에 관한 고찰)

  • Kang, Hee-Seog;Lee, Youn-Oak
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.7
    • /
    • pp.161-173
    • /
    • 2020
  • In-depth interview in the field of hospitality industry services was conducted in COVID- 19. Introduction of kiosks for non-face-to-face services using untact technology, reservation, pay systems, self-service, service improvement using room service should be carried out. It is also necessary to implement Instagram, Facebook, YouTube, P-blogs, online broadcasting and live commerce through the establishment of m-channel system through untact marketing sales channels in the hospitality industry now that the product composition to solve the pro -blem of untact marketing is drawing attention due to diversification of online sales channe -ls. Now, the recognition of important elements of service education and a establishment of differentiated system of untact marketing, expansion of untact sale channel, implementation of non-face-to-face counseling service and introduction of pre-booking, telecommuting were recognized as urgent parts. In particular, a service differentiation and importance of human services, which were recognized free of charge, have re-recognized as premium, and quality service aspect of the hospitality industry in untact and the direction to diversify marketing channels are presented.

The Effect of Perceived Customer Orientation on the Customer Intention in Fintech Service: Focused on the Technology Acceptance Model (핀테크 서비스에서 지각된 고객 지향성이 고객 의도에 미치는 영향: 기술수용 모델을 중심으로)

  • Jinyong Choi
    • Information Systems Review
    • /
    • v.23 no.1
    • /
    • pp.93-113
    • /
    • 2021
  • Service orientation and customer orientation are recognized as important success factors in service companies. However, these constructs are evaluated through self-diagnosis within the service company based on service delivery experience. For this reason, Fintech companies that provide financial services based on non-face-to-face channels such as mobile APP have limitations in evaluating their service orientation and customer orientation. Therefore, in this study, the perceived customer orientation is conceptualized so that service orientation and customer orientation can be evaluated through customer evaluation. In addition, the antecedents and consequences of the perceived customer orientation based on the technology acceptance model were demonstrated. As a result, it was confirmed the mediating effect of perceived customer orientation in the relationship between perceived ease of use and usefulness and customer's continuous use intention and word of mouth intention. This study laid the foundation for the Fintech companies that provide all financial services throughout non-face-to-face to measure their service orientation and customer orientation through customer evaluation and utilize them in establishing service operation strategies.

Current Status and Strategies of Thread Embedding Acupuncture on Face: A Survey of Korean Medicine Doctors (한의사 대상 온라인 설문조사를 통한 안면부 매선침 임상 활용 현황 조사)

  • Seung Ho Yu;Joonwon Seo;Seyun Kim;Jung-Hyun Lim;Su-Hwan Ji;Byung Chan Kim;Sang-Soo Nam;Bonhyuk Goo;Koh-Woon Kim;Jae-Heung Cho;Mi-Yeon Song;Won-Seok Chung;Hyungsuk Kim;Woochul Shin
    • Journal of Korean Medicine Rehabilitation
    • /
    • v.34 no.2
    • /
    • pp.165-172
    • /
    • 2024
  • Objectives This study aims to report current status and strategies of thread embedding acupuncture (TEA) on face through survey of Korean medicine doctors. Methods The survey was conducted online via e-mail to certified Korean medicine doctors. The questionnaire is developed by Korean medicine doctors in Kyung-Hee Korean Medicine Hospital at Gangdong. The survey mainly consisted with multiple-choice questions on the current status, cost, and adverse reactions. Results TEA was predominantly utilized for cosmetic purposes, and the billing cost was commonly determined based on the number of threads used. The reported incidence of adverse reactions during TEA was 69.9%. The most frequent self-resolving adverse reaction was bruising, while the most common adverse reaction requiring medical intervention or resulting in sequelae was the 'dimple phenomenon'. According to the questionnaire, the primary factor associated with adverse reactions was the treatment area. Conclusions This study provided insights into the practical use of TEA on face in Korean medical clinic.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
    • /
    • v.19 no.3
    • /
    • pp.69-98
    • /
    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

The Study on Creative Tutoring Service Design to Improve Self-presentation and Learning Abilities for Kids Focusing on Visual Association and Storytelling

  • Lee, Dong-Min;Park, Hye-Jung;Cho, Sung-Bae
    • Journal of the Ergonomics Society of Korea
    • /
    • v.31 no.1
    • /
    • pp.117-124
    • /
    • 2012
  • Objective: The goal of this study is to design a creative tutoring service, which helps children gain confidence and creativity through learning activities. Background: Nowadays most kids are growing up in a very competitive environment under their parents' zeal for education. A stressful environment can deter a child from the confident undertaking of challenges, leading to depression, anxiety, and feelings of inadequacy. Art therapy helps children work through these issues, however the process led by instructors or parents, and kids still feel anxious studying adults' face to read their thought. Method: To help children address challenges, a creative tutoring service application can provide images with certain tasks instead of asking them to fill in blank areas. The tasks asked by the service system are 1) to visualize children's own experience utilizing visually associated images from given images and 2) to create an illustrated story modifying and re-composing given images. Another task is to learn basic math and words with numbers and alphabets in customized colors. By completing each task children collect awards, which allow them graduate to higher levels of challenges. The outcomes from the tasks are sent to the main server system and reviewed by analysts. Those results are sent to children's parents as a text message on smart phone. Results: Visual implication using images inspires children to make creative stories based on their own experience. Also, children can find their own patterns of reaching answers by using synaesthetic imagery through repetitive practices of creative thinking tasks. Conclusion: Understanding how they feel about doing tasks in certain environments and assessing them in varied situations should be carefully considered when designers approach service design for kids. By focusing on how to tutor children in creative ways, as opposed to focusing on the expected outcome, creative service applications can be designed to reduce children's stress and encourage self expression. Children are predicted to gain confidence through using the service without the concern of comparison by others. Application: The creative tutoring service needs to be developed and tested by varying types of children.

Comparative efficacy of three topical anesthetics on 7-11-year-old children: a randomized clinical study

  • Dasarraju, Rupak Kumar;SVSG, Nirmala
    • Journal of Dental Anesthesia and Pain Medicine
    • /
    • v.20 no.1
    • /
    • pp.29-37
    • /
    • 2020
  • Background: This study evaluated the efficacy of three intraoral topical anesthetics in reducing the injection needle prick pain from local anesthetic among children aged 7-11 years old. Methods: It is a prospective, Interventional, parallel design, single-blind, randomized clinical trial in which subjects (n=90) aged 7-11 years were included in the study based on an inclusion criteria. Subjects were divided into three groups based on computer-generated randomization with an allocation ratio of 1:1:1. Groups A, B, and C received benzocaine 20% jelly (Mucopain gel, ICPA health products Ltd, Ankleshwar, India), cetacaine anesthetic liquid (Cetylite Industries, Inc, Pennsauken, NJ), and EMLA cream (2% AstraZeneca UK Ltd, Luton, UK), respectively, according to manufacturer's instructions, for 1 minute prior to local anesthetic injection. After application of topical anesthetic agent, for all the groups, baseline pre-operative (prior to topical anesthetic administration) and post-operative scores (after local anesthetic administration) of pulse rate was recorded using Pulse oximeter (Gibson, Fingertip Pulse Oximeter, MD300C29, Beijing Choice Electronic). Peri-operative (i.e., during the administration of local anesthesia) scores were recorded using Face, Legs, Activity, Cry, Consolability (FLACC) Scale, Modified Children hospital of Eastern Ontario Pain Scale (CPS) behavior rating scale, and Faces Pain Scale (FPS-R) - Revised (For self-reported pain). Direct self-reported and physiological measures were ascertained using FPS-R - Revised and Pulse oximeter, respectively, whereas CPS and FLACC scales assessed behavioral measures. To test the mean difference between the three groups, a one way ANOVA with post hoc tests was used. For statistical significance, a two-tailed probability value of P < 0.05 was considered as significant. Results: The Cetacaine group had significantly lower pain scores for self-report (P < 0.001), behavioral, and physiological measures (P < 0.001) than the other two groups. However, there was no significant difference between the Benzocaine group and EMLA group during palatal injection prick. Conclusion: Cetacaine can be considered as an effective topical anesthetic agent compared to benzocaine 20% jelly (Mucopain gel) and EMLA cream.

The Expressive Characteristics of the Posthuman Body in Fashion Illustration (패션 일러스트레이션에 반영된 포스트휴먼의 신체 표현특징)

  • Choi, Jung-Hwa
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.35 no.9
    • /
    • pp.1085-1098
    • /
    • 2011
  • In the $21^{st}$ century, technology is a tool for the expansion of the five senses and physical ability that works as an element for posthuman identity. This study analyzes and theorizes on the characteristics of the posthuman body in fashion illustration. The method of this study analyzes documentaries about posthuman and fashion illustration. The results are as follow. Posthuman body types are classed as hybrid body, plastic surgery body, and digital body. The characteristics of the posthuman body are categorized as ultra- functional prosthetic, mythical undifferentiated, radical plastic surgery type and post-physical digitization type. The ultra-functional prosthetic type shows a restored body and upgraded functional body through a machine hybrid, cyborg suit and mannequin hybrid. It is a break from classical gender identity to form a nerve sense extension that displays physical and abstract power. The mythical undifferentiated type shows a therianthropic form, parts of an animal body, radical skin and gender bending. It represents the return to an undifferentiated world, the desire of a powerful being and the possibility of radical transformation. The radical plastic surgery type shows a photomontage of an ideal body, transgendered body, grotesque body marking, absence of partial or overall face organ and the expansion of abnormal body organs. It represents the expression of narcissism, unconscious desire, fantasy, fear and suggests an alternative ideality, sexual attachment and ambiguous gender identity. The post-physical digitization type shows an imperfect form or duplicated ego image through the omission of the body silhouette or detailed form, fragmented image using net, representative self like optical illusion using typography, an imperfect vague silhouette and immaterial body outline through the use of virtual light. It represents the lack of desire, narcissism, fluidity in a virtual space, the continued creation of a new self, ambiguous gender identity and the liberation of environment, sex, and race. Likewise, the posthuman in fashion illustration shows the absence of a species boundary, destruction of classical gender identity, a new personality and virtual self image.