• 제목/요약/키워드: sensory information

검색결과 653건 처리시간 0.026초

인간의 감성을 고려한 칼라 Fuzzy 영상처리 (Human Sensory of Perception Oriented Color Fuzzy Image Processing)

  • 박영현;김승우;우동민;박민용
    • 전자공학회논문지B
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    • 제29B권3호
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    • pp.47-54
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    • 1992
  • This paper presents an image processing method which emphasizes a certain perception feeling on a color image. A series of fuzzy image processing schemes are proposed, which transform an color image represented in the LCH coordinate system to the image with a certain perception feeling based on the rules and fuzzy inference. To obtain the rules, results of the sensory perception tests are applied to the quantification theory. The proposed schemes can be effectively utilized in the color copy system, since printed outputs possibly look better than originals.

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Anomaly Detection in Smart Homes Using Bayesian Networks

  • Saqaeeyan, Sasan;javadi, Hamid Haj Seyyed;Amirkhani, Hossein
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권4호
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    • pp.1796-1816
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    • 2020
  • The health and safety of elderly and disabled patients who cannot live alone is an important issue. Timely detection of sudden events is necessary to protect these people, and anomaly detection in smart homes is an efficient approach to extracting such information. In the real world, there is a causal relationship between an occupant's behaviour and the order in which appliances are used in the home. Bayesian networks are appropriate tools for assessing the probability of an effect due to the occurrence of its causes, and vice versa. This paper defines different subsets of random variables on the basis of sensory data from a smart home, and it presents an anomaly detection system based on various models of Bayesian networks and drawing upon these variables. We examine different models to obtain the best network, one that has higher assessment scores and a smaller size. Experimental evaluations of real datasets show the effectiveness of the proposed method.

Expanded Guide Circle-based Obstacle Avoidance for the Remotely Operated Mobile Robot

  • Park, Seunghwan;Kim, Gon-Woo
    • Journal of Electrical Engineering and Technology
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    • 제9권3호
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    • pp.1034-1042
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    • 2014
  • For the remote operation of the mobile robot, the human operator depends fully on the sensory information which is the partial information of the workspace of the mobile robot. It is usually very hard to fully manually operate the mobile robot in this situation. We propose the efficient guidance navigation method for improving the efficiency of the remote operation with the expanded guide circle using the sensory information. The guidance command is generated from the proposed algorithm using the expanded guide circle. We evaluated the performance of the proposed algorithm using the experiments.

대잎 분말을 첨가한 콩다식의 품질 특성 변화 (Changes in the Quality Characteristics of Soybean Dasik by additions of Bamboo(Pseudosasa japonica Makino) Leaf Powder)

  • 최영심;지옥화;제갈성아
    • 한국조리학회지
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    • 제16권3호
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    • pp.278-285
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    • 2010
  • 대잎 분말 첨가량에 따른 콩다식의 수분 함량, 색도, 품질특성 및 관능적 특성을 살펴보고자 한다. 수분 함량은 24.39~26.29%이며, 색도는 L값, a값, b값 모두 대잎 분말 첨가량이 증가할수록 감소하는 경향을 보였다. 조직감 측정시 경도, 검성, 씹힘성은 대잎 분말 첨가량이 증가할수록 증가하는 경향을 보였으나, 부착성은 감소하는 경향을 보였다. 관능 평가시에는 대잎 분말의 특성에 의해 맛, 색, 향, 전체적인 기호면에서 대잎 분말 6%를 첨가한 다식이 가장 좋게 평가되었다.

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3차원 물체의 인식 성능 향상을 위한 감각 융합 신경망 시스템 (Neural Network Approach to Sensor Fusion System for Improving the Recognition Performance of 3D Objects)

  • 동성수;이종호;김지경
    • 대한전기학회논문지:시스템및제어부문D
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    • 제54권3호
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    • pp.156-165
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    • 2005
  • Human being recognizes the physical world by integrating a great variety of sensory inputs, the information acquired by their own action, and their knowledge of the world using hierarchically parallel-distributed mechanism. In this paper, authors propose the sensor fusion system that can recognize multiple 3D objects from 2D projection images and tactile informations. The proposed system focuses on improving recognition performance of 3D objects. Unlike the conventional object recognition system that uses image sensor alone, the proposed method uses tactual sensors in addition to visual sensor. Neural network is used to fuse the two sensory signals. Tactual signals are obtained from the reaction force of the pressure sensors at the fingertips when unknown objects are grasped by four-fingered robot hand. The experiment evaluates the recognition rate and the number of learning iterations of various objects. The merits of the proposed systems are not only the high performance of the learning ability but also the reliability of the system with tactual information for recognizing various objects even though the visual sensory signals get defects. The experimental results show that the proposed system can improve recognition rate and reduce teeming time. These results verify the effectiveness of the proposed sensor fusion system as recognition scheme for 3D objects.

A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

감각 뉴런의 마르코프 체인 모델과 시냅스 가소성을 이용한 LTC 개선 (Improving LTC using Markov Chain Model of Sensory Neurons and Synaptic Plasticity)

  • 이준혁
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2022년도 추계학술대회
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    • pp.150-152
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    • 2022
  • 본 연구의 목적은 LTC(Liquid Time-constant Network)를 기반으로 감각 뉴런의 동작과 시냅스 가소성을 고려한 모델을 제안하는 것이다. 이를 위해 뉴런 연결 구조를 뉴런의 수가 증가하는 형태, 감소하는 형태, 증가 후 감소하는 형태, 감소 후 증가하는 형태의 4가지로 설정하여 실험을 진행하였다. 변경한 모델의 성능이 LTC에 비해 개선되었는지 알아보기 위한 데이터는 시계열 예측 데이터셋을 사용하였다. 실험 결과, 감각 뉴런의 모델링을 적용하는 것은 항상 성능 향상을 불러오는 것은 아니지만 데이터셋의 종류에 따라 적절히 학습 규칙을 선택하는 것을 통해 성능이 향상됨을 관찰하였다. 또한, 뉴런의 연결 구조는 4개 층 이하일 때 향상된 성능을 보였다.

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비교판단에 의한 관능검사원의 선호도 평가 (An Evaluation of Preferences for Sensory Inspectors by Comparative Judgement)

  • 김정만;이상도
    • 품질경영학회지
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    • 제21권2호
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    • pp.215-223
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    • 1993
  • A paired comparison which is a method of comparative judgements is widely used to increase the amount of information transmitted to human sense organ. In this study, a paired comparison method is proposed for the discrimination capacity and preference analysis of non-skilled sensory inspectors. We consider on order effect, that is, difference of evaluation occurred as a result of sample presentation by random order. The purpose of this paper is to determine a sample with the highest preference degrees by analyzing a discrimination capacity and evaluating preference degrees of sensory inspectors. An analysis of a discrimination capacity is bared on the capacity index obtained by an eigen-vector method and an evaluation of preference degrees is performed by a significance test.

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The Prism Effect-based Creativity-Thinking Process: With 'Multi-Sensory,' 'Multi-Dimensional,' and 'Storytelling' Devices

  • Won Kyung-Ah
    • 디자인학연구
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    • 제19권3호
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    • pp.5-18
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    • 2006
  • Digital information society shows a variety of contents of cross-categorial digital media in their inner or outer forms and concepts of the artistic aspects. In order to cope with such a complicated, unexpected trend in digital media and its industry, a new approach in the design process needs to be developed and adjusted with the new equipment of the creativity-thinking process of 'the Multi-Sensory Device (MSD),' 'the Multi-Dimensional Device (MDD),' and 'the Storytelling Device (SD)' in the Prism Effect-based Creativity-Thinking Process (PECTP). The PECTP is in principle designed to practically work with the four distinct techniques: 1) Physical Activity, 2) Linguistic Activity, 3) Visual Activity, and 4) Complex Activity. Consequently, this thesis notes that the nature of the cross-categorial design contents is necessarily non-directional since the creativity power inside the Prism Effect results in openness and diversity.

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The Effects of Bombesin on the Afferent Sensory Transmission in the Spinal Trigeminal Nucleus of Anesthetized Rats

  • Shin, Hyung-Cheul;Won, Chung-Kil;Kim, Jun;Park, Hyoung-Jin
    • The Korean Journal of Physiology
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    • 제28권1호
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    • pp.105-111
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    • 1994
  • The present study was carried out to determine the effects of intracisternal administration of three doses of bombesin $(0.001,\;0.01\;and\;0.1\;{\mu}g)$ on afferent somatosensory transmission in single neurons of the spinal trigeminal nucleus of anesthetized rats. Lower doses $(0.001\;{\mu}g)$ of bombegin did not change the afferent sensory transmission. Medium doses $(0.01\;{\mu}g)$ of bombesin significantly (p p<0.01) facilitated afferent sensory transmission in the 6 to 30 min post-drug period, but higher doses $(0.1\;{\mu}g)$ inhibited responsiveness of spinal trigeminal neurons in the 16 to 35 min post-drug period. The results indicate that endogenous bombesin-like peptide present in the spinal trigeminal nucleus may participate in the processing of the somatosensory information arising from the face.

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