• 제목/요약/키워드: multimedia age

검색결과 164건 처리시간 0.025초

깊이영상을 이용한 나이와 성별인식을 통해 캐릭터 플로팅 홀로그램 구현 (Implementation of Character Floating Hologram by Age and Gender Recognitions using Depth Images)

  • 오규진;권순각
    • 한국멀티미디어학회논문지
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    • 제22권2호
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    • pp.146-156
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    • 2019
  • In this paper, we propose a character floating hologram system using the user's gender and age. The proposed system recognizes the gender and age of the user through depth images and color images. The depth images are used to find and normalize facial position. Next, by using facial color images, the age and gender are estimated through an verified database-based model of CNN. Finally, the estimated age and gender are expressed to a character for the floating hologram. The proposed system can be used in a variety of areas, including marketing, advertising, and exhibition events using gender or age.

영어교육과 정보화 시대 (English Education and the Information Age)

  • 최숙희;김성헌;김인철
    • 영어어문교육
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    • 제12권1호
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    • pp.239-256
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    • 2006
  • With the rapid development in computer hardware and software in recent years, the contents and methods of teaching English have been altered greatly. The use of multimedia and the Internet as a means of language teaching is increasing as information technology accelerates. Using multimedia and the Internet in language teaching allows teachers to have more time to devote to interacting with their students. Above all, it arouses in students the motivation for learning and enables each student to study with the speed commensurate to his/her own ability. Both teachers and students can choose their own style that is most efficient for their classes. When students are efficiently stimulated through visual and auditory materials, they can be more easily motivated to utilize and develop creative techniques by using multimedia and the Internet. Thus, in the information age, it would be desirable to innovate the existing concepts of lineal education and allow more student-centered lessons to more readily expose students to contents and experiences according to their own demands.

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Design and Evaluation of a Rough Set Based Anomaly Detection Scheme Considering the Age of User Profiles

  • Bae, Ihn-Han
    • 한국멀티미디어학회논문지
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    • 제10권12호
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    • pp.1726-1732
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    • 2007
  • The rapid proliferation of wireless networks and mobile computing applications has changed the landscape of network security. Anomaly detection is a pattern recognition task whose goal is to report the occurrence of abnormal or unknown behavior in a given system being monitored. This paper presents an efficient rough set based anomaly detection method that can effectively identify a group of especially harmful internal attackers - masqueraders in cellular mobile networks. Our scheme uses the trace data of wireless application layer by a user as feature value. Based on this, the used pattern of a mobile's user can be captured by rough sets, and the abnormal behavior of the mobile can be also detected effectively by applying a roughness membership function with the age of the user profile. The performance of the proposed scheme is evaluated by using a simulation. Simulation results demonstrate that the anomalies are well detected by the proposed scheme that considers the age of user profiles.

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앙상블 멀티태스킹 딥러닝 기반 경량 성별 분류 및 나이별 추정 (Light-weight Gender Classification and Age Estimation based on Ensemble Multi-tasking Deep Learning)

  • 쩐꾸억바오후이;박종현;정선태
    • 한국멀티미디어학회논문지
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    • 제25권1호
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    • pp.39-51
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    • 2022
  • Image-based gender classification and age estimation of human are classic problems in computer vision. Most of researches in this field focus just only one task of either gender classification or age estimation and most of the reported methods for each task focus on accuracy performance and are not computationally light. Thus, running both tasks together simultaneously on low cost mobile or embedded systems with limited cpu processing speed and memory capacity are practically prohibited. In this paper, we propose a novel light-weight gender classification and age estimation method based on ensemble multitasking deep learning with light-weight processing neural network architecture, which processes both gender classification and age estimation simultaneously and in real-time even for embedded systems. Through experiments over various well-known datasets, it is shown that the proposed method performs comparably to the state-of-the-art gender classification and/or age estimation methods with respect to accuracy and runs fast enough (average 14fps) on a Jestson Nano embedded board.

시청각 상호작용과 멀티미디어 시대의 디자인교육 (Audio-visual Interaction and Design-education in the Age of Multimedia)

  • 서계숙
    • 디자인학연구
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    • 제14권3호
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    • pp.49-58
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    • 2001
  • 멀티미디어 시대의 커뮤니케이션 디자이너는 색채, 형태, 시간, 움직임과 같은 시각적인 요소뿐만 아니라 사운드까지도 메시지를 전달하는 표현요소로서 인식하여야 한다. 잘 알려졌다시피 시각이나 청각 어느 하나만으로 메시지를 전달할 때보다 시청각을 조화시켜 메시지를 전달할 경우 인지도가 높기 때문이다. 시각과 청각의 만남은 공감각에 근거하는데 이것은 색채와 음, 형태와 사운드의 연상작용으로 나타난다. 기초적인 예를 들면 낮은 음은 어두운 색을 연상시키며 높은 음은 밝은 색을 연상시킨다. 또 타악기는 원을, 멜로디는 선을 연상시킨다. 멀티미디어에서 시각적 요소와 청각적 요소는 이전의 시청각매체에서와 달리 단순히 보이는 장면과 관련된 소리를 들려주는 동시성의 수준에서 벗어나 각각 독립적인 표현요소로 작용하여야 한다 이렇게 독립적인 표현요소로서의 시각과 청각이 만나서 상호작용을 일으킴으로써 그 중 어느 하나만으로는 도달할 수 없는 새로운 감동을 불러일으킬 수 있는 것이다. 멀티미디어 시대의 디자인 교육은 이렇게 시각과 청각의 상호작용의 원리를 이해하고 메시지를 시청각적으로 표현할 수 있는 능력을 개발하는 교육 프로그램을 필요로 한다. 본 논문에서는 이러한 교육 프로그램을 시청각 조형, 시청각 구성, 시청각 디자인으로 구분하여 구체적인 과제들을 예로서 제시하였다.

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청소년의 인터넷 정보윤리의식 및 영향요인에 관한 연구 (Information Ethics on the Net among Youths and Related Variables)

  • 진연주;김혜연
    • 가정과삶의질연구
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    • 제20권5호
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    • pp.99-112
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    • 2002
  • This study is aimed to investigate ethics cognition to information of youths who are main users of computers, but yet not built up the own ethics and the sense of value, as ethical problems are raised in information-oriented society. The research was focused on youths ethics cognition to information according to contact of multimedia pornography, surreptitious use of others and abusion of indecent languages in chatting. The survey was conducted to 520 students from middle and high schools in Jeju region and analyzed Probit Regression. The major results of this study are as follows; First, most of youths possess own-computers, and use Internet. Second, looking into experiencing or not according to sub-spheres of ethics cognition to information, the experience of contacting multimedia pornography was few. but the primary place of using it was a house. Most of youths approach multimedia pornography in awareness of a ban on youths' contact. The experience of surreptitious use of others was less than other spheres, and mainly only once. The number of youths who have an experience of abusing indecent languages was less than that of youths who don't have, but the frequency of was high when the youths have an experience. Third, the experience or no experience on each sub-sphere has a significant difference on personal-relative variables such as gender, age, education levels, number of siblings, academic records, personal expenses, relationship with friends. The experience or no experience on each sub-sphere has a meaningful influence upon family-relative variables such as father's education levels, Job, mother's age, education levels, employment, family type, monthly household expense. The experience or no experience on each sub-sphere has a meaningful influence upon PC-relative variables such as deviation experience in PC rooms, the experience of request for age confirmation(I.D. card), average use hour of PC rooms. The experience or no experience on each sub-sphere has a more meaningful influence on personal-relative variables and PC-relative variables than family-relative variables.

정규화된 형상 모델을 이용한 뼈 나이 측정 방법 (A Bone Age Assessment Method Based on Normalized Shape Model)

  • 유주환;이종민;김회율
    • 한국멀티미디어학회논문지
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    • 제12권3호
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    • pp.383-396
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    • 2009
  • 뼈 나이 측정은 소아의 내분비계 관련 질병 진단을 위해 소아과에서 널리 사용되는 방법이다. 그러나 전문 인력이 부족하여 자동화된 측정 방법에 대한 꾸준한 요구가 있었다. 따라서 본 논문에서는 패턴 인식기법을 이용한 자동화된 뼈 나이 측정 알고리즘을 제안한다. 제안하는 알고리즘은 X-ray 영상에서 손가락뼈의 각 부분을 자동으로 분류하는 과정과 분류된 뼈 영상으로부터 정규화된 형상 모델을 추출하는 과정, 그리고 정규화된 형상 모델로부터 뼈 나이를 측정하는 과정으로 구성된다. 제안하는 알고리즘은 능동 형상 모델(Active Shape Model: ASM)을 이용하여 나이 측정에 사용되는 특정값 추출의 정확도를 향상시켰으며, 뼈 나이 분류를 위해 사용된 Support Vector Machine(SVM)의 입력으로 정규화된 형상 모델로부터 얻어진 각 뼈의 크기와 비율을 특징값으로 사용하였다. 성능 평가를 위해서 한양대학교 부속병원에서 제공한 영상에 대해 전문가가 평가한 나이와 제안한 알고리즘을 이용하여 측정된 나이를 통계적으로 비교 분석하였다. 실험을 통하여 본 논문에서 제안한 특징값과 알고리즘으로 뼈 나이를 진단한 결과, 전문가에 의한 결과와 평균 0.679살의 오차 이내의 뛰어난 뼈 나이 측정 성능을 보였다.

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Video and Film Rating Algorithm using EEG Response Measurement to Content: Focus on Sexuality

  • Kwon, Mahnwoo
    • 한국멀티미디어학회논문지
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    • 제23권7호
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    • pp.862-869
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    • 2020
  • This study attempted to analyze human brain responses toward visual content through EEG signals and intended to measure brain wave reactions of different age groups to determine the sexuality level of the media. The experimental stimuli consist of three different video footage (rated ages 12, 15, and 18) to analyze how subjects react in situations where they actually watch sexual content. For measuring and analyzing brain wave reactions, EEG equipment records alpha, beta, and gamma wave responses of the subjects' left and right frontal lobes, temporal lobes, and occipital lobes. The subjects of this study were 28 total and they are divided into two groups. The experiment configures a sexual content classification scale with age or gender as a discriminating variable and brain region-specific response frequencies (left/right, frontal/temporal/occipital, alpha/beta/gamma waves) as independent variables. The experimental results showed the possibility of distinguishing gender and age differences. The apparent differences in brain wave response areas and bands among high school girls, high school boys, and college students are found. Using these brain wave response data, this study explored the potential of developing algorithm for measurement of age-specific responses to sexual content and apply it as a film rating.

아동의 멀티미디어 활용학습에서 인지양식과 정교화전략의 관계 (A Study on the Relationship between Cognitive Style and Elaboration strategy with regards to Multimedia Learning for Children)

  • 변숙영
    • 디지털콘텐츠학회 논문지
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    • 제11권2호
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    • pp.153-160
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    • 2010
  • 본 연구는 멀티미디어 활용학습에 있어서, 인지양식(장의존/장독립), 연령(만5세/만8세/만12세), 정교화전략적용유무(전문/요약문)에 따른 학습효과차이를 검증하는데 목적을 두었다. 연구결과, 정교화전략은 연령이 높은 아동(만12세)에게만 효과적인 것으로 나타났다. 또한, 인지양식에 따른 정교화전략의 효과차이도 없는 것으로 나타나, 아동의 멀티미디어 학습에 있어서 정교화전략의 적용 시에는 연령이 중요한 변수로 고려되어야 함을 알 수 있다.