• 제목/요약/키워드: first-person videos

검색결과 16건 처리시간 0.021초

A Study on Cognition about Personal Broadcasting

  • Lee, Yong-Whan
    • 한국컴퓨터정보학회논문지
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    • 제23권9호
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    • pp.27-34
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    • 2018
  • Personal media centered on blogs, Twitter, and Facebook has opened up a personal broadcasting area while meeting platforms such as YouTube and Africa TV. Due to the many advantages and disadvantages of personal broadcasting, a study on it was necessary and statistical survey was conducted. The study conducted opinion survey of 118 university students on personal broadcasting. As a result, we are getting news using smartphones and mainly watching videos through YouTube, and watching videos type in the order of games, music videos and sports. Satisfaction rate of video was 72.4%, 80.2% of survey did not use paid services, experiences about personal broadcasting was 96.6% and 90.5% of survey the prospect of person broadcasting of the opinion that "it will be expanded". The first thing we want to be improved in personal broadcasting is the prevention of abusive language and hate speech. Second, we were reluctant to sensational content. Third, the survey results are the improvement of excessive advertising.

건강보험공단 청소년 흡연예방교육의 현황과 문제점 (Smoking prevention programs for young people in Korean health insurance corporations)

  • 설재웅;이상욱;손태용;오희철
    • 보건행정학회지
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    • 제12권4호
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    • pp.56-67
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    • 2002
  • The objectives of this study were to look into the present conditions and problems of smoking prevention programs for young people carried out by the Korean health insurance corporation(KHIC) and to provide the basic data for the governmental policy. In order to examine the actual achievements of existing smoking cessation programs, a survey was conducted over 235 KHIC branches. The person responsible for the cessation program from each branch responded to questionnaire sent by mail with regard to smoking cessation programs The survey shows the shortage of responsible persons. educational subjects were mainly elementary, middle school and high school students. The main educational method was to watch the video of which the content is the knowledge of smoking. but most of these videos were made for adults. Therefore, these videos are not appropriate for the children. 37% of these branches estimated the effectiveness of their program. On the basis of the survey data and analysis of current situations, the following actions are recommended in order to develop a more effective cessation program; first, the establishment of the effective administrative plan, second, the supplementation of the educator and the responsible person, third, the development of text books and videos which are appropriate for the children.

생체 정보 기반 1인칭 슈팅 게임 플레이어 분석 시스템 (First-Person Shooter Player Analysis System Based on Biometrics)

  • 김동균;배병철;강신진
    • 한국게임학회 논문지
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    • 제17권6호
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    • pp.29-38
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    • 2017
  • 게임을 개발하는 단계에서 게임에 대한 이용자의 반응을 예측하는 것은 게임성 평가에 있어 중요하다. 본 논문에서는 게임 이용자의 반응을 알아보고자 게임 이용자의 생체 정보를 비침투적인 방법으로 수집한 뒤, 분석할 수 있는 시스템을 제안한다. 이를 위해 아두이노를 활용하여 피부 전도도, 압력, 자이로스코프, 가속도계 센서를 내장한 마우스와 분석 시스템을 새로이 개발하였다. 이 시스템의 유용성을 검증하기 위해 피험자가 이 마우스를 사용해 1인칭 슈팅 게임 '오버 워치'를 플레이하는 실험을 진행하였다. 실험 결과 본 시스템이 게임 플레이 영상과 마우스 내 여러 센서들로부터 수집한 생체 정보들을 활용하여 게임 이용자의 특징을 분석하는데 유용하게 활용될 수 있음을 확인하였다.

동작관찰 중 동작 수행 시 시점의 변화에 따른 뇌 활성의 변화 (Change of Brain Activation due to Change of Viewpoint in Action during Action Observation: an EEG Analysis Study)

  • 김외진;심지영;이세영;진현진
    • PNF and Movement
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    • 제14권3호
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    • pp.209-217
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    • 2016
  • Purpose: Treatments using a mirror neuron system, such as 3D virtual reality therapy, are used in stroke rehabilitation, but they need to be constructed according to a detailed procedure. The aims of this study were to analyze electroencephalograms (EEG) during relaxation and action while observing first person perspective (1AE) and third person perspective (3AE) videos of the right hand for 20's. Methods: Thirty participants (Male=4, Female=26) were recruited for this study. Participants were selected by a vividness of movement imagery questionnaire (VMIQ). EEG was measured during relaxxation and during action with 1AE and 3AE videos, focusing on the supination and pronation actions of participants' right hands. An absolute mu rhythm, a relatively high alpha power, and a relative beta power were identified. In each group, one-way repeated measures ANOVA was used for statistical analysis. Results: Measurement of absolute mu rhythms was significantly suppressed for both 1AE and 3AE compared with relaxation in C3 and C4 regions. High alpha wave measurements were significantly suppressed for both 1AE and 3AE in all regions, while beta wave measurements were significantly increased only for 3AE in F3 and F4 regions. Conclusion: Based on this study, we suggest that the mirror neuron system is activated during actions accompanied by action observation, especially actions with 3AE video observation, which can be a great therapeutic mathod in stroke rehabilitation.

필드와 모션벡터의 특징정보를 이용한 스포츠 뉴스 비디오의 장르 분류 (Automatic Genre Classification of Sports News Video Using Features of Playfield and Motion Vector)

  • 송미영;장상현;조형제
    • 정보처리학회논문지B
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    • 제14B권2호
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    • pp.89-98
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    • 2007
  • 비디오와 브라우징, 검색, 조작을 위해서 비디오 내용을 기술하는 색인이 요구된다. 지금까지 색인의 구성은 대부분 비디오 내용에 제한된 키워드를 수작업으로 할당하는 전문가에 의해 수행되었는데 이는 비용과 시간을 소비하는 사업이므로 비디오 내용을 자동으로 분류하는 것이 필요하다. 이 연구는 축구, 골프, 야구, 농구, 배구 등 5종의 스포츠 뉴스 비디오의 분석과 요약을 위해서 자동적이고 효율적인 방법을 제안한다. 우선, 스포츠 뉴스 비디오를 앵커 장면과 스포츠 기사 장면으로 분류한다. 장면 분류는 앵커 장면의 영상 전처리와 색상 특정을 기반으로 한다. 그리고 필드의 우세색상과 모션 방향을 특징으로 이용하여 스포츠 장면을 5개의 장르로 분류한다. 241개의 스포츠 뉴스 장면에 대한 실험에서 75%의 정확도를 얻었다. 따라서 제안된 기법은 향후 개별 스포츠 뉴스와 스포츠 하이라이트를 위한 뉴스 비디오를 검색하는데 이용될 수 있을 것이다.

A Local Feature-Based Robust Approach for Facial Expression Recognition from Depth Video

  • Uddin, Md. Zia;Kim, Jaehyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권3호
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    • pp.1390-1403
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    • 2016
  • Facial expression recognition (FER) plays a very significant role in computer vision, pattern recognition, and image processing applications such as human computer interaction as it provides sufficient information about emotions of people. For video-based facial expression recognition, depth cameras can be better candidates over RGB cameras as a person's face cannot be easily recognized from distance-based depth videos hence depth cameras also resolve some privacy issues that can arise using RGB faces. A good FER system is very much reliant on the extraction of robust features as well as recognition engine. In this work, an efficient novel approach is proposed to recognize some facial expressions from time-sequential depth videos. First of all, efficient Local Binary Pattern (LBP) features are obtained from the time-sequential depth faces that are further classified by Generalized Discriminant Analysis (GDA) to make the features more robust and finally, the LBP-GDA features are fed into Hidden Markov Models (HMMs) to train and recognize different facial expressions successfully. The depth information-based proposed facial expression recognition approach is compared to the conventional approaches such as Principal Component Analysis (PCA), Independent Component Analysis (ICA), and Linear Discriminant Analysis (LDA) where the proposed one outperforms others by obtaining better recognition rates.

Human Activity Recognition Using Spatiotemporal 3-D Body Joint Features with Hidden Markov Models

  • Uddin, Md. Zia;Kim, Jaehyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권6호
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    • pp.2767-2780
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    • 2016
  • Video-based human-activity recognition has become increasingly popular due to the prominent corresponding applications in a variety of fields such as computer vision, image processing, smart-home healthcare, and human-computer interactions. The essential goals of a video-based activity-recognition system include the provision of behavior-based information to enable functionality that proactively assists a person with his/her tasks. The target of this work is the development of a novel approach for human-activity recognition, whereby human-body-joint features that are extracted from depth videos are used. From silhouette images taken at every depth, the direction and magnitude features are first obtained from each connected body-joint pair so that they can be augmented later with motion direction, as well as with the magnitude features of each joint in the next frame. A generalized discriminant analysis (GDA) is applied to make the spatiotemporal features more robust, followed by the feeding of the time-sequence features into a Hidden Markov Model (HMM) for the training of each activity. Lastly, all of the trained-activity HMMs are used for depth-video activity recognition.

기본 소생술 e-러닝(e-Learning) 멀티미디어 컨텐츠 개발 연구 (A study on e-Learning multimedia contents develop focus basic resuscitation)

  • 이영아;김태민;김효식;고재문
    • 한국응급구조학회지
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    • 제6권1호
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    • pp.65-75
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    • 2002
  • This study was designed to develop e-Learning multimedia contents to provide the first aid rescuer with the basic resuscitation, members of the public, corporations and any other institutions who wish to learn this skills. It is carried out from October to December in 2001. This program was constructed on the basic of the network-instructional system Design model, this model has severalprogressive steps, which includes the planning, analysis of the contents, development of the contents, instructional design, development of web-based and multimedia, pilot test, implement, and evaluation. The URL of this site is http://www.cyber.hc.ac.kr named as the cyber education program for the basic resuscitatingskill. This contents consisted of 8 chapters providing as follows : Introduction, anatomy and physiology of heart-ling, Adult Cardio-Pulmonary Resuscitation, Adult Foregin-body Air-Obstruction, Child Cardio-Pulmonary Resuscitation, Child Foregin-body Air-Obstruction, Infant Cardio-Pulmonary Resuscitation, Infant Foregin-body Air-Obstruction. To make the learning more interesting, as much animation and videos were integrated. In conclusion, this e-Learning multimedia contents will be useful for student as well as members of the public. It significantly increases the chances of saving the life of person who has collapsed.

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Vehicle-Level Traffic Accident Detection on Vehicle-Mounted Camera Based on Cascade Bi-LSTM

  • Son, Hyeon-Cheol;Kim, Da-Seul;Kim, Sung-Young
    • 한국정보기술학회 영문논문지
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    • 제10권2호
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    • pp.167-175
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    • 2020
  • In this paper, we propose a traffic accident detection on vehicle-mounted camera. In the proposed method, the minimum bounding box coordinates the central coordinates on the bird's eye view and motion vectors of each vehicle object, and ego-motions of the vehicle equipped with dash-cam are extracted from the dash-cam video. By using extracted 4 kinds features as the input of Bi-LSTM (bidirectional LSTM), the accident probability (score) is predicted. To investigate the effect of each input feature on the probability of an accident, we analyze the performance of the detection the case of using a single feature input and the case of using a combination of features as input, respectively. And in these two cases, different detection models are defined and used. Bi-LSTM is used as a cascade, especially when a combination of the features is used as input. The proposed method shows 76.1% precision and 75.6% recall, which is superior to our previous work.

단안 영상에서 인간 오브젝트의 고품질 깊이 정보 생성 방법 (High-Quality Depth Map Generation of Humans in Monocular Videos)

  • 이정진;이상우;박종진;노준용
    • 한국컴퓨터그래픽스학회논문지
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    • 제20권2호
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    • pp.1-11
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    • 2014
  • 단안 영상에서 3차원 입체영상으로 변환한 결과물의 품질은장면의 물체들에게 부여한 깊이 정보의 정확도에 의존적이다. 영상의 매 프레임마다 장면의 물체들의 깊이 정보를 수동으로 입력하는 것은 많은 시간을 필요로 하는 노동집약적인 작업이다. 특히, 높은 자유도를 가진 관절형 물체인 인간의 몸은 고품질 입체변환에 있어서 가장 어려운 물체 중에 하나이다. 다양한 스타일의 옷, 액세서리, 머리카락들이 만드는 매우 복잡한 실루엣은 문제를 더욱 어렵게 한다. 본 논문에서는 단안 영상에 나타난 인간 오브젝트의 고품질 깊이 정보를 생성하는 효율적인 방법을 제안한다. 먼저, 적은 수의 사용자입력을 기반으로 3 원 템플릿 모델을 순차 관절 각도 제약을 가진 자세 추정 방법을 통해서 영상에 등장하는 2차원 인간 오브젝트에 정합한다. 정합된 3차원 모델로부터 초기 깊이 정보를 획득한 뒤, 컬러 세그멘테이션 방법을 기반으로 한 부분 깊이 전파 방법을 통해 세밀한 표현을 보장하며 누락된 영역을 포함하는 최종 깊이 정보를 생성한다. 숙련된 아티스트들의 수작업 결과물과 제안된 방법의 결과물을 비교한 검증 실험은 제안된 방법이 단안 영상에서 동등한 수준의 깊이 정보를 효율적으로 생성한다는 것을 보여준다.