• Title/Summary/Keyword: fisher discriminant analysis

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Gate Management System by Face Recognition using Smart Phone (스마트폰을 이용한 얼굴인식 출입관리 시스템)

  • Kwon, Ki-Hyeon;Lee, Hyung-Bong
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.9-15
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    • 2011
  • In this paper, we design and implement of gate management system by face recognition using smart phone. We investigate various algorithms for face recognition on smart phones. First step in any face recognition system is face detection. We investigated algorithms like color segmentation, template matching etc. for face detection, and Eigen & Fisher face for face recognition. The algorithms have been first profiled in MATLAB and then implemented on the Android phone. While implementing the algorithms, we made a tradeoff between accuracy and computational complexity of the algorithm mainly because we are implementing the face recognition system on a smart phone with limited hardware capabilities.

Reasons influencing the preferences of prospective patients and orthodontists for different orthodontic appliances

  • Maranon-Vasquez, Guido Artemio;Barreto, Luisa Schubach da Costa;Pithon, Matheus Melo;Nojima, Lincoln Issamu;Nojima, Matilde da Cunha Goncalves;Araujo, Monica Tirre de Souza;de Souza, Margareth Maria Gomes
    • The korean journal of orthodontics
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    • v.51 no.2
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    • pp.115-125
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    • 2021
  • Objective: To evaluate the reasons influencing the preferences for a certain type of orthodontic appliance over another among prospective patients (PP) and orthodontists. Methods: A total of 49 PP and 51 orthodontists were asked about their preferences for the following appliances: clear aligners (CA), lingual metallic brackets (LMB), polycrystalline and monocrystalline ceramic brackets, and buccal metallic brackets (BMB). The participants rated the importance of 17 potential reasons that would explain their choices. The reasons that contributed most to these preferences were identified. Non-parametric tests (Fisher's exact, χ2 and Mann-Whitney tests) and multivariate analyses (regression and discriminant analysis) were used to assess the data (α = 0.05). Results: CA and BMB were the most chosen appliances by PP and orthodontists, respectively. LMB was the most rejected option among both groups of participants (p < 0.001). Rates of the importance of pain/discomfort, smile esthetics, finishing details, and feeding/speech impairment showed the highest differences between PP and orthodontists (p < 0.0005). Discriminant analyses showed that individuals who considered treatment time and smile esthetics as more important were more likely to prefer CA, while those who prioritized finishing details and cost were more likely to choose BMB (p < 0.05). Conclusions: Reasons related to comfort and quality of life during use were considered as more important by PP, while those related to the results and clinical performance of the appliances were considered as more relevant by orthodontists.

A Face Recognition Method Robust to Variations in Lighting and Facial Expression (조명 변화, 얼굴 표정 변화에 강인한 얼굴 인식 방법)

  • Yang, Hui-Seong;Kim, Yu-Ho;Lee, Jun-Ho
    • Journal of KIISE:Software and Applications
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    • v.28 no.2
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    • pp.192-200
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    • 2001
  • 본 논문은 조명 변화, 표정 변화, 부분적인 오클루전이 있는 얼굴 영상에 강인하고 적은 메모리양과 계산량을 갖는 효율적인 얼굴 인식 방법을 제안한다. SKKUface(Sungkyunkwan University face)라 명명한 이 방법은 먼저 훈련 영상에 PCA(principal component analysis)를 적용하여 차원을 줄일 때 구해지는 특징 벡터 공간에서 조명 변화, 얼굴 표정 변화 등에 해당되는 공간이 최대한 제외된 새로운 특징 벡터 공간을 생성한다. 이러한 특징 벡터 공간은 얼굴의 고유특징만을 주로 포함하는 벡터 공간이므로 이러한 벡터 공간에 Fisher linear discriminant를 적용하면 클래스간의 더욱 효과적인 분리가 이루어져 인식률을 획기적으로 향상시킨다. 또한, SKKUface 방법은 클래스간 분산(between-class covariance) 행렬과 클래스내 분산(within-class covariance) 행렬을 계산할 때 문제가 되는 메모리양과 계산 시간을 획기적으로 줄이는 방법을 제안하여 적용하였다. 제안된 SKKUface 방법의 얼굴 인식 성능을 평가하기 위하여 YALE, SKKU, ORL(Olivetti Research Laboratory) 얼굴 데이타베이스를 가지고 기존의 얼굴 인식 방법으로 널리 알려진 Eigenface 방법, Fisherface 방법과 함께 인식률을 비교 평가하였다. 실험 결과, 제안된 SKKUface 방법이 조명 변화, 부분적인 오클루전이 있는 얼굴 영상에 대해서 Eigenface 방법과 Fisherface 방법에 비해 인식률이 상당히 우수함을 알 수 있었다.

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ZINC, Copper and Chromium Contents in Schizophreinc Hair of Korean (조선족정신분열증환자두발중(朝鮮族精神分裂症患者頭髮中) 자, 동(銅), 락적함량)

  • Jin Yu-Quan;Guo Ji-Xing;Xuan Xi-Chun;Yuan Cheng-Xi
    • Journal of Oriental Neuropsychiatry
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    • v.3 no.1
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    • pp.56-59
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    • 1992
  • The zinc, copper and chromium contents in the hair in 103 healthy Korean and 126 Korean with schizophrenic(aged 20 to 59 years in Yanbian district)by atomic absorbtion spectrometer(Type WFZ-II). Research Period : from May 1985 to September 1986. The zinc, copper and chromium contents in the schizophrenic hair are significantly lower than those of healthy persons, respectively. The standard rates of discriminant from healthy persons and the patients by method of (Department of Pathophysiology, Yanbian Medical Colloge ; Yanbian Neuropsychosis Hospital, Yanji Jilin Prov, P.R. China) Fisher discrominant analysis are 72.9% and 84.4%, respectively. The rates of the contribution of the target for the functional equation of zinc, copper chromium are 12.3%, 5.9% and 81.8%, respectively. Zinc contents in hair of male patients are significantly higher than those of female patients ; copper contents in hair of the female are sign

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Multi-classifier Decision-level Fusion for Face Recognition (다중 분류기의 판정단계 융합에 의한 얼굴인식)

  • Yeom, Seok-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.4
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    • pp.77-84
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    • 2012
  • Face classification has wide applications in intelligent video surveillance, content retrieval, robot vision, and human-machine interface. Pose and expression changes, and arbitrary illumination are typical problems for face recognition. When the face is captured at a distance, the image quality is often degraded by blurring and noise corruption. This paper investigates the efficacy of multi-classifier decision level fusion for face classification based on the photon-counting linear discriminant analysis with two different cost functions: Euclidean distance and negative normalized correlation. Decision level fusion comprises three stages: cost normalization, cost validation, and fusion rules. First, the costs are normalized into the uniform range and then, candidate costs are selected during validation. Three fusion rules are employed: minimum, average, and majority-voting rules. In the experiments, unfocusing and motion blurs are rendered to simulate the effects of the long distance environments. It will be shown that the decision-level fusion scheme provides better results than the single classifier.

Filter Selection Method Using CSP and LDA for Filter-bank based BCI Systems (필터 뱅크 기반 BCI 시스템을 위한 CSP와 LDA를 이용한 필터 선택 방법)

  • Park, Geun-Ho;Lee, Yu-Ri;Kim, Hyoung-Nam
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.5
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    • pp.197-206
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    • 2014
  • Motor imagery based Brain-computer Interface(BCI), which has recently attracted attention, is the technique for decoding the user's voluntary motor intention using Electroencephalography(EEG). For classifying the motor imagery, event-related desynchronization(ERD), which is the phenomenon of EEG voltage drop at sensorimotor area in ${\mu}$-band(8-13Hz), has been generally used but this method are not free from the performance degradation of the BCI system because EEG has low spatial resolution and shows different ERD-appearing band according to users. Common spatial pattern(CSP) was proposed to solve the low spatial resolution problem but it has a disadvantage of being very sensitive to frequency-band selection. Discriminative filter bank common spatial pattern(DFBCSP) tried to solve the frequency-band selection problem by using the Fisher ratio of the averaged EEG signal power and establishing discriminative filter bank(DFB) which only includes the feature frequency-band. However, we found that DFB might not include the proper filters showing the spatial pattern of ERD. To solve this problem, we apply a band-selection process using CSP feature vectors and linear discriminant analysis to DFBCSP instead of the averaged EEG signal power. The filter selection results and the classification accuracies of the existing and the proposed methods show that the CSP feature is more effective than signal power feature.

Pattern Recognition of the Herbal Drug, Magnoliae Flos According to their Essential Oil Components

  • Jeong, Eun-Sook;Choi, Kyu-Yeol;Kim, Sun-Chun;Son, In-Seop;Cho, Hwang-Eui;Ahn, Su-Youn;Woo, Mi-Hee;Hong, Jin-Tae;Moon, Dong-Cheul
    • Bulletin of the Korean Chemical Society
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    • v.30 no.5
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    • pp.1121-1126
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    • 2009
  • This paper describes a pattern recognition method of Magnoliae flos based on a gas chromatographic/mass spectrometric (GC/MS) analysis of the essential oil components. The botanical drug is mainly comprised of the four magnolia species (M. denudata, M. biondii, M. kobus, and M. liliflora) in Korea, although some other species are also being dealt with the drug. The GC/MS separation of the volatile components, which was extracted by the simultaneous distillation and extraction (SDE), was performed on a carbowax column (supelcowax 10; 30 m{\time}0.25 mm{\time}0.25{\mu}m$) using temperature programming. Variance in the retention times for all peaks of interests was within RSD 2% for repeated analyses (n = 9). Of the 74 essential oil components identified from the magnolia species, approximately 10 major components, which is $\alpha$-pinene, $\beta$-pinene, sabinene, myrcene, d-limonene, eucarlyptol (1,8-cineol), $\gamma$-terpinene, p-cymene, linalool, $\alpha$-terpineol, were commonly present in the four species. For statistical analysis, the original dataset was reduced to the 13 variables by Fisher criterion and factor analysis (FA). The essential oil patterns were processed by means of the multivariate statistical analysis including hierarchical cluster analysis (HCA), principal component analysis (PCA) and discriminant analysis (DA). All samples were divided into four groups with three principal components by PCA and according to the plant origins by HCA. Thirty-three samples (23 training sets and 10 test samples to be assessed) were correctly classified into the four groups predicted by PCA. This method would provide a practical strategy for assessing the authenticity or quality of the well-known herbal drug, Magnoliae flos.

A Method of Feature Extraction on Motor Imagery EEG Using FLD and PCA Based on Sub-Band CSP (서브 밴드 CSP기반 FLD 및 PCA를 이용한 동작 상상 EEG 특징 추출 방법 연구)

  • Park, Sang-Hoon;Lee, Sang-Goog
    • Journal of KIISE
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    • v.42 no.12
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    • pp.1535-1543
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    • 2015
  • The brain-computer interface obtains a user's electroencephalogram as a replacement communication unit for the disabled such that the user is able to control machines by simply thinking instead of using hands or feet. In this paper, we propose a feature extraction method based on a non-selected filter by SBCSP to classify motor imagery EEG. First, we divide frequencies (4~40 Hz) into 4-Hz units and apply CSP to each Unit. Second, we obtain the FLD score vector by combining FLD results. Finally, the FLD score vector is projected onto the optimal plane for classification using PCA. We use BCI Competition III dataset IVa, and Extracted features are used as input for LS-SVM. The classification accuracy of the proposed method was evaluated using $10{\times}10$ fold cross-validation. For subjects 'aa', 'al', 'av', 'aw', and 'ay', results were $85.29{\pm}0.93%$, $95.43{\pm}0.57%$, $72.57{\pm}2.37%$, $91.82{\pm}1.38%$, and $93.50{\pm}0.69%$, respectively.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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