• Title/Summary/Keyword: projected clustering

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A Study on Gesture Recognition using Edge Orientation Histogram and HMM (에지 방향성 히스토그램과 HMM을 이용한 제스처 인식에 관한 연구)

  • Lee, Kee-Jun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2647-2654
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    • 2011
  • In this paper, the algorithm that recognizes the gesture by configuring the feature information obtained through edge orientation histogram and principal component analysis as low dimensional gesture symbol was described. Since the proposed method doesn't require a lot of computations compared to the existing geometric feature based method or appearance based methods and it can maintain high recognition rate by using the minimum information, it is very well suited for real-time system establishment. In addition, to reduce incorrect recognition or recognition errors that occur during gesture recognition, the model feature values projected in the gesture space is configured as a particular status symbol through clustering algorithm to be used as input symbol of hidden Markov models. By doing so, any input gesture will be recognized as the corresponding gesture model with highest probability.

A Study on Eigenspace Face Recognition using Wavelet Transform and HMM (웨이블렛 변환과 HMM을 이용한 고유공간 기반 얼굴인식에 관한 연구)

  • Lee, Jung-Jae;Kim, Jong-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.10
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    • pp.2121-2128
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    • 2012
  • This paper proposed the real time face area detection using Wavelet transform and the strong detection algorithm that satisfies the efficiency of computation and detection performance at the same time was proposed. The detected face image recognizes the face by configuring the low-dimensional face symbol through the principal component analysis. The proposed method is well suited for real-time system construction because it doesn't require a lot of computation compared to the existing geometric feature-based method or appearance-based method and it can maintain high recognition rate using the minimum amount of information. In addition, in order to reduce the wrong recognition or recognition error occurred during face recognition, the input symbol of Hidden Markov Model is used by configuring the feature values projected to the unique space as a certain symbol through clustering algorithm. By doing so, any input face will be recognized as a face model that has the highest probability. As a result of experiment, when comparing the existing method Euclidean and Mahananobis, the proposed method showed superior recognition performance in incorrect matching or matching error.

Development for Wetland Network Model in Nakdong Basin using a Graph Theory (그래프이론을 이용한 낙동강 유역의 습지네트워크 구축모델 개발)

  • Rho, Paikho
    • Journal of Wetlands Research
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    • v.15 no.3
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    • pp.397-406
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    • 2013
  • Wetland conservation plan has been established to protect ecologically important wetlands based on vegetation integrity, spatial distribution of endangered species, but recently more demands are concentrated on the landscape ecological approaches such as topological relationship, neighboring area, spatial arrangements between wetlands at the broad scale. Landscape ecological analysis and graph theory are conducted to identify spatial characteristics related to core nodes and weak links of wetland networks in Nakdong basin. Regular planar model, which is selected for wetland networks, is applied in the Nakdong basin. The analysis indicates that 5 regional groups and 4 core wetlands are extracted with 15km threshold distance. The IIC and PC values based on the binary and probability models suggest that the wetland group C composed of main stream of Nakdong river and Geumho river is the most important area for wetland network. Wetland conservation plan, restoration projected of damaged and weak links between wetlands should be proposed through evaluating the node, links, and networks from wetlands at the local to the regional scale in Nakdong basin.

Places of Memory in the Collective Memory of Locals in Janghang, Korea

  • Park, Jae-min;Kim, Moohan
    • Journal of recreation and landscape
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    • v.12 no.4
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    • pp.45-58
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    • 2018
  • Place memory is a new way of seeing as a new concept of cultural landscape research. Various research works and discussions have recently spread in landscape studies. In particular, the, which is visible and material, is a medium in which collective memory is embedded in place memory. The purpose of this study is to extract places of memory from the collective memory of residents of Janghang, Korea, and to visualize it through semantic relations. For this purpose, semi-standardized interviews (34 persons) were conducted with residents, and frequency analysis and semantic network analysis were used. As a result, the interviewees recalled only 127 places in Janghang that existed between 1920 and 2010. Locals remember the city based on places of memory. This means that the city could be illustrated according to specific places that are frequently mentioned. For instance, the top 25 places (top 20%) explain 65.6% of all the places in the city, and the top 39 places (top 30.8%) could describe 78.7% of the places. Some places are referred to more frequently when they are in the city's symbolic landscape, and the city's identity is projected on them. Some places were mentioned only infrequently but were nevertheless very important places by which to understand Janghang. These places of memory have not appeared in the documentary records before, which shows the value of the collective memory of the locals and the effectiveness of the interviewing method. In the clustering of the semantic network, six groups of places appeared. The local residents remembered the modern industrial city and recalled it in connection with the sites of daily life. This shows the possibility of looking not only at public memory and famous heritage as a macro history but also at daily life and meaningful places as a micro history about locals. This study has significance as an initial research that identified and visualized places of memory from the perspective of local residents. Such an approach could be useful in the study of everyday life and the conservation of modern heritage.

Delineation of Rice Productivity Projected via Integration of a Crop Model with Geostationary Satellite Imagery in North Korea

  • Ng, Chi Tim;Ko, Jonghan;Yeom, Jong-min;Jeong, Seungtaek;Jeong, Gwanyong;Choi, Myungin
    • Korean Journal of Remote Sensing
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    • v.35 no.1
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    • pp.57-81
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    • 2019
  • Satellite images can be integrated into a crop model to strengthen the advantages of each technique for crop monitoring and to compensate for weaknesses of each other, which can be systematically applied for monitoring inaccessible croplands. The objective of this study was to outline the productivity of paddy rice based on simulation of the yield of all paddy fields in North Korea, using a grid crop model combined with optical satellite imagery. The grid GRAMI-rice model was used to simulate paddy rice yields for inaccessible North Korea based on the bidirectional reflectance distribution function-adjusted vegetation indices (VIs) and the solar insolation. VIs and solar insolation for the model simulation were obtained from the Geostationary Ocean Color Imager (GOCI) and the Meteorological Imager (MI) sensors of the Communication Ocean and Meteorological Satellite (COMS). Reanalysis data of air temperature were achieved from the Korea Local Analysis and Prediction System (KLAPS). Study results showed that the yields of paddy rice were reproduced with a statistically significant range of accuracy. The regional characteristics of crops for all of the sites in North Korea were successfully defined into four clusters through a spatial analysis using the K-means clustering approach. The current study has demonstrated the potential effectiveness of characterization of crop productivity based on incorporation of a crop model with satellite images, which is a proven consistent technique for monitoring of crop productivity in inaccessible regions.

A Method of Extracting Features of Sensor-only Facilities for Autonomous Cooperative Driving

  • Hyung Lee;Chulwoo Park;Handong Lee;Sanyeon Won
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.191-199
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    • 2023
  • In this paper, we propose a method to extract the features of five sensor-only facilities built as infrastructure for autonomous cooperative driving, which are from point cloud data acquired by LiDAR. In the case of image acquisition sensors installed in autonomous vehicles, the acquisition data is inconsistent due to the climatic environment and camera characteristics, so LiDAR sensor was applied to replace them. In addition, high-intensity reflectors were designed and attached to each facility to make it easier to distinguish it from other existing facilities with LiDAR. From the five sensor-only facilities developed and the point cloud data acquired by the data acquisition system, feature points were extracted based on the average reflective intensity of the high-intensity reflective paper attached to the facility, clustered by the DBSCAN method, and changed to two-dimensional coordinates by a projection method. The features of the facility at each distance consist of three-dimensional point coordinates, two-dimensional projected coordinates, and reflection intensity, and will be used as training data for a model for facility recognition to be developed in the future.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.