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A Study of the 3D-Reconstruction of indoor using Stereo Camera System (스테레오 카메라를 이용한 실내환경의 3차원 복원에 관한 연구)

  • Lee Dong-Hun;Um Dae-Youn;Kang Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.1
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    • pp.42-47
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    • 2005
  • In this papcr, we address the 3D reconstruction of the indoor circumstance using what the data is extracted by a pall of image from Stereo Camera. Generally sucaking, there arc three methods to extract 3-Dimensional data using IR sensor, Laser sensor and Stereo camera sensor. The best is stereo camera sensor which can show a high performance at a reasonable price. We used 'Window Correlation Matching Method' to extract 3-Dimensional data in stereo image. We proposed new Method to reduce error data, said 'Histogram Weighted Hough Transform'. Owing to this mettled, we reduced error data in each stereo image. So reconstruction is well done. 3-Dimensional Reconstruction is accomplished by using the DirectX that is well known as 3D-Game development tool. We show that the stereo camera can be not only used to extract 3-dimensional data but also applied to reconstruct the 3-Dimensional circumstance. And we try to reduce the error data using various method.

Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

A Real-time Hand Pose Recognition Method with Hidden Finger Prediction (은닉된 손가락 예측이 가능한 실시간 손 포즈 인식 방법)

  • Na, Min-Young;Choi, Jae-In;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.79-88
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    • 2012
  • In this paper, we present a real-time hand pose recognition method to provide an intuitive user interface through hand poses or movements without a keyboard and a mouse. For this, the areas of right and left hands are segmented from the depth camera image, and noise removal is performed. Then, the rotation angle and the centroid point of each hand area are calculated. Subsequently, a circle is expanded at regular intervals from a centroid point of the hand to detect joint points and end points of the finger by obtaining the midway points of the hand boundary crossing. Lastly, the matching between the hand information calculated previously and the hand model of previous frame is performed, and the hand model is recognized to update the hand model for the next frame. This method enables users to predict the hidden fingers through the hand model information of the previous frame using temporal coherence in consecutive frames. As a result of the experiment on various hand poses with the hidden fingers using both hands, the accuracy showed over 95% and the performance indicated over 32 fps. The proposed method can be used as a contactless input interface in presentation, advertisement, education, and game applications.

Applying of SOM for Automatic Recognition of Tension and Relaxation (긴장과 이완상태의 자동인식을 위한 SOM의 적용)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Ko, Il-Ju;Jang, Dae-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.65-74
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    • 2010
  • We propose a system that automatically recognizes the tense or relaxed condition of scrolling-shooting game subject that plays. Existing study compares the changed values of source of stimulation to the player by suggesting the source, and thus involves limitation in automatic classification. This study applies SOM of unsupervised learning for automatic classification and recognition of player's condition change. Application of SOM for automatic recognition of tense and relaxed condition is composed of two steps. First, ECG measurement and analysis, is to extract characteristic vector through HRV analysis by measuring ECG after having the player play the game. Secondly, SOM learning and recognition, is to classify and recognize the tense and relaxed conditions of player through SOM learning of the input vectors of heart beat signals that the characteristic extracted. Experiment results are divided into three groups. The first is HRV frequency change and the second the SOM learning results of heart beat signal. The third is the analysis of match rate to identify SOM learning performance. As a result of matching the LF/HF ratio of HRV frequency analysis to the distance of winner neuron of SOM based on 1.5, a match rate of 72% performance in average was shown.

Depth Extraction of Partially Occluded 3D Objects Using Axially Distributed Stereo Image Sensing

  • Lee, Min-Chul;Inoue, Kotaro;Konishi, Naoki;Lee, Joon-Jae
    • Journal of information and communication convergence engineering
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    • v.13 no.4
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    • pp.275-279
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    • 2015
  • There are several methods to record three dimensional (3D) information of objects such as lens array based integral imaging, synthetic aperture integral imaging (SAII), computer synthesized integral imaging (CSII), axially distributed image sensing (ADS), and axially distributed stereo image sensing (ADSS). ADSS method is capable of recording partially occluded 3D objects and reconstructing high-resolution slice plane images. In this paper, we present a computational method for depth extraction of partially occluded 3D objects using ADSS. In the proposed method, the high resolution elemental stereo image pairs are recorded by simply moving the stereo camera along the optical axis and the recorded elemental image pairs are used to reconstruct 3D slice images using the computational reconstruction algorithm. To extract depth information of partially occluded 3D object, we utilize the edge enhancement and simple block matching algorithm between two reconstructed slice image pair. To demonstrate the proposed method, we carry out the preliminary experiments and the results are presented.

A Study on the Effectiveness of Video Advertisements Generated by Social Media Users: Centered on Video Content Type and Information Framework (소셜미디어 사용자가 만드는 동영상 광고효과에 관한 연구: 동영상 콘텐츠 유형 및 정보 프레임워크 중심으로)

  • Zhang, Ning;KIM, Chee-yong
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.103-113
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    • 2022
  • Based on the information framework and regulatory focus theory, this paper verifies the impact on the advertising effect when the matching effect forms between the video advertising content type (Information Type, Entertainment Type) and the information framework (Promotional, Prevention) and the regulatory focus (Promotion Orientation, Prevention Orientation) in social media. In order to verify, after selecting of the experimental subjects and finishing the prior investigation of the experimental operation, four video advertisements and formal experiments were performed. The experimental results showed that first, the content type affects the advertising effect of the video and the information framework; when the information video matches the preventive information framework, it will have a more obvious positive effect on the advertising effect; when the entertainment video matches the promotion information framework, it will have a more obvious positive effect on the advertising effect. Second, with the two matches of video content type and information framework, the entertainment-oriented video has a more obvious positive effect for the information-oriented video audience; the above results enrich user created content research and improve the quality and communication efficiency of video in social media.

Conflict Resolution: Analysis of the Existing Theories and Resolution Strategies in Relation to Face Recognition

  • A. A. Alabi;B. S. Afolabi;B. I. Akhigbe;A. A. Ayoade
    • International Journal of Computer Science & Network Security
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    • v.23 no.9
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    • pp.166-176
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    • 2023
  • A scenario known as conflict in face recognition may arise as a result of some disparity-related issues (such as expression, distortion, occlusion and others) leading to a compromise of someone's identity or contradiction of the intended message. However, addressing this requires the determination and application of appropriate procedures among the various conflict theories both in terms of concepts as well as resolution strategies. Theories such as Marxist, Game theory (Prisoner's dilemma, Penny matching, Chicken problem), Lanchester theory and Information theory were analyzed in relation to facial images conflict and these were made possible by trying to provide answers to selected questions as far as resolving facial conflict is concerned. It has been observed that the scenarios presented in the Marxist theory agree with the form of resolution expected in the analysis of conflict and its related issues as they relate to face recognition. The study observed that the issue of conflict in facial images can better be analyzed using the concept introduced by the Marxist theory in relation to the Information theory. This is as a result of its resolution strategy which tends to seek a form of balance as result as opposed to the win or lose case scenarios applied in other concepts. This was also consolidated by making reference to the main mechanisms and result scenario applicable in Information theory.

A Development of Chatbot Q&A System to Answer Questions in Webpage - Focused on arts education matching services - (온라인 시스템 장애를 원활히 해결하기 위한 챗봇 Q&A시스템 개발 - 예술 교육 서비스를 중심으로 -)

  • Kim, Jae Min;Lee, Hye Moon;Kim, Myoung Young;Lee, Won Hyung;Yi, Dae Youmg
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.157-166
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    • 2018
  • Communication between customers and service providers is an important issue at sites where various businesses and transactions take place. In particular, the ability to solve problems quickly and accurately when a problem arises and when an inquiry is received is directly linked to trust in the site. In this paper, we propose a method of handling complaints and inquiries of site users by using chatbot technology on talent market platform site. First, we implemented chatbot that can communicate with the inquirers in real time, so that users can use the site usage and word search functions. For various errors and problems of the site which can not be defined by a few words or sentences, I have specified an error code and database it. Users of the site were able to contact chatbot with the error code that was output when an error occurred and get the corresponding response in real time. The chatbot implemented in this study provided a satisfactory experience because that was able to provide quick and accurate answers to users who experienced errors or inquiries when using the site. This will have a positive impact on the credibility and favorability of the site over the long term, and will help reduce manpower and time costs for error inquiries.

A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.1
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    • pp.1-16
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    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

Japanese-to-Korean Inflected Word Translation Using Connection Relations of Two Neighboring Words (인접 단어들의 접속정보를 이용한 일한 활용어 번역)

  • Kim, Jung-In;Lee, Kang-Hyuk
    • Korean Journal of Cognitive Science
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    • v.15 no.2
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    • pp.33-42
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    • 2004
  • There are many syntactic similarities between Japanese and Korean language. These similarities enable us to build Japanese-Korean translation systems without depending cm sophisticated syntactic analysis and semantic analysis. To further improve translation accuracy, we have been developing a Japanese-Korean translation system using these similarities for several years. However, there still remain some problems with regard to translation of inflected words, processing of multi-translatable words and so on. In this paper, we propose a new method for Japanese-Koran machine translation by using the relationships of two neighboring words. To solve the problems, we investigate the connection rules of auxiliary verb priority. And we design the translation table, which consists of entry tables and connection form tables. for unambiguous words, we can translate a Japanese word to the corresponding Korean word in terms of direct-matching method by consulting the only entry table. Otherwise we have to evaluate the connection value computed from connection form tables and then we can select the most appropriate target word.

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