• Title/Summary/Keyword: video recognition

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Context Driven Real-Time Laser Pointer Detection and Tracking (상황 기반의 실시간 레이저 포인터 검출과 추적)

  • Kang, Sung-Kwan;Chung, Kyung-Yong;Park, Yang-Jae;Lee, Jung-Hyun
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.211-216
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    • 2012
  • There are two kinks of processes could detect the laser pointer. One is the process which detects the location of the pointer. the other one is a possibility of dividing with the process which converts the coordinate of the laser pointer which is input in coordinate of the monitor. The previous Mean-Shift algorithm is not appropriately for real-time video image to calculate many quantity. In this paper, we proposed the context driven real-time laser pointer detection and tracking. The proposed method is a possibility of getting the result which is fixed from the situation which the background and the background which are complicated dynamically move. In the actual environment, we can get to give constant results when the object come in, when going out at forecast boundary. Ultimately, this paper suggests empirical application to verify the adequacy and the validity with the proposed method. Accordingly, the accuracy and the quality of image recognition will be improved the surveillance system.

User Interaction Library for Natural Science Education Digital App-Book on Android Platform (안드로이드 기반 자연과학 교육용 디지털 앱북 개발을 위한 사용자 상호작용 라이브러리)

  • Lee, Kang-Woon;Beak, A-Ram;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.110-121
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    • 2015
  • The digital app-book is an advanced form of the electronic book (e-book), which attracts a lot of interests by the help of video, sound, sensors and a variety of interactions. As mobile devices have evolved, the demand of digital app-books is also rising substantially. However, the distribution of digital app-book contents is hard to meet the demand because the digital app-book requires a lot of programming cost for the interaction. To resolve this problem, Was verified and implementation as a library function of the interaction between device and user. The proposed library consists of three parts (user action recognition, device action, and content action) and provides various user-device interaction functions by combining methods of each part, which can support source code reusability, easy understanding and availability, and wide expandibility. The library was used in the development of natural science education app-book contents. As a result, it could reduce a lot of code lines and facilitate more rapid app-book development.

Forward Vehicle Tracking Based on Weighted Multiple Instance Learning Equipped with Particle Filter (파티클 필터를 장착한 가중된 다중 인스턴스학습을 이용한 전방차량 추적)

  • Park, Keunho;Lee, Joonwhoan
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.4
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    • pp.377-385
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    • 2015
  • This paper proposes a novel forward vehicle tracking algorithm based on the WMIL(Weighted Multiple Instance Learning) equipped with a particle filter. In the proposed algorithm Haar-like features are used to train a vehicle object detector to be tracked and the location of the object are obtained from the recognition result. In order to combine both the WMIL to construct the vehicle detector and the particle filter, the proposed algorithm updates the object location by executing the propagation, observation, estimation, and selection processes involved in particle filter instead of finding the credence map in the search area for every frame. The proposed algorithm inevitably increases the computation time because of the particle filter, but the tracking accuracy was highly improved compared to Ababoost, MIL(Multiple Instance Learning) and MIL-based ones so that the position error was 4.5 pixels in average for the videos of national high-way, express high-way, tunnel and urban paved road scene.

A Key-Frame Extraction Method based on HSV Color Model for Smart Vehicle Management System (스마트 차량 관리 시스템을 위한 HSV 색상모델 기반의 키 프레임 추출 기법)

  • Kwon, Young-Wook;Jung, Se-Hoon;Park, Dong-Gook;Sim, Chun-Bo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.4
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    • pp.595-604
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    • 2013
  • Currently, registered number of imported vehicles is increasing rapidly over the years. Accordingly, environment improvements of vehicle maintenance company for maintenance of luxury vehicle such as imported vehicle are continuously being made. In this paper, we propose a key frame extraction method based on HSV color model for smart vehicle management system implementation to offer for customer reliability of maintenance vehicle. After automatically recognize the license plates of the vehicle using vehicle license plate recognition system when the vehicle come in the car center, we check the repair history and request of the vehicle based on it. We implement mobile services which provide extracted key frame images to the user after extract key frames from vehicle repair video. In addition, we verify the superiority of key frame extraction method by applying a smart vehicle management system. Finally, we convert the RGB color to HSV color to improve the performance of proposed key frame extraction scheme. As a result, we confirmed that our scheme is more excellence about 30% in terms of recall than RGB color model from the performance evaluations.

Content-based Music Information Retrieval using Pitch Histogram (Pitch 히스토그램을 이용한 내용기반 음악 정보 검색)

  • 박만수;박철의;김회린;강경옥
    • Journal of Broadcast Engineering
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    • v.9 no.1
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    • pp.2-7
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    • 2004
  • In this paper, we proposed the content-based music information retrieval technique using some MPEG-7 low-level descriptors. Especially, pitch information and timbral features can be applied in music genre classification, music retrieval, or QBH(Query By Humming) because these can be modeling the stochasticpattern or timbral information of music signal. In this work, we restricted the music domain as O.S.T of movie or soap opera to apply broadcasting system. That is, the user can retrievalthe information of the unknown music using only an audio clip with a few seconds extracted from video content when background music sound greeted user's ear. We proposed the audio feature set organized by MPEG-7 descriptors and distance function by vector distance or ratio computation. Thus, we observed that the feature set organized by pitch information is superior to timbral spectral feature set and IFCR(Intra-Feature Component Ratio) is better than ED(Euclidean Distance) as a vector distance function. To evaluate music recognition, k-NN is used as a classifier

Golf Swing Classification Using Fuzzy System (퍼지 시스템을 이용한 골프 스윙 분류)

  • Park, Junwook;Kwak, Sooyeong
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.380-392
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    • 2013
  • A method to classify a golf swing motion into 7 sections using a Kinect sensor and a fuzzy system is proposed. The inputs to the fuzzy logic are the positions of golf club and its head, which are extracted from the information of golfer's joint position and color information obtained by a Kinect sensor. The proposed method consists of three modules: one for extracting the joint's information, another for detecting and tracking of a golf club, and the other for classifying golf swing motions. The first module extracts the hand's position among the joint information provided by a Kinect sensor. The second module detects the golf club as well as its head with the Hough line transform based on the hand's coordinate. Using a fuzzy logic as a classification engine reduces recognition errors and, consequently, improves the performance of robust classification. From the experiments of real-time video clips, the proposed method shows the reliability of classification by 85.2%.

Two Views on the Mathematics Lessons: Teacher's Perspective and Students' Perspective (수학 수업을 바라보는 두 가지 시각: 교사의 관점과 학생의 관점)

  • Park, Kyung-Mee
    • School Mathematics
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    • v.9 no.2
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    • pp.259-276
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    • 2007
  • There have been a number of lesson analysis studies, yet not many studies address the issue of the perspective of students who play a key role in the lesson along with the teacher. The purpose of this study is to investigate how the teacher and the students interpret the mathematics lesson they experienced, and to find out the potential discrepancy between the teacher and the students in their perceptions of mathematics lesson. To pursue this purpose, 10 consecutive lessons were videotaped in the 8th grade mathematics classroom, and the video-stimulated post-lesson interviews were also conducted with the teacher and the students. Based on the lesson videos and the interview data, six discrepancies between the teacher and the students in their perceptions of mathematics lesson were dentified: the discrepancy between the teacher's intention and students' interest in the lesson; different interpretation and response to the teacher's mistake; formal abidance; topaze effect; different recognition of the students' preference among the topics; teacher's insufficient response to students' needs. These six discrepancies were further categorized and some implications were drawn.

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Technique for production and encoding of New dot-type Print Watermark Pattern (새로운 도트형 프린트 워터마크 패턴의 생성 및 부호화 기법)

  • Lee, Boo-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.5
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    • pp.979-984
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    • 2009
  • In this paper, the technique for production and encoding of new dot-type print watermark is proposed. The print watermark has characteristics similar to those of the digital watermark and function as link which change various first informations(texts, symbols, figures, etc) on the printed matter to secondary contents (sound, video, character, etc) corresponding each to informations on the printed matter. The proposed dot-type print watermark pattern is represented as $16{\times}16$ matrix in $0.4mm^2$ area and dots are printed on only 23 elements of $16{\times}16$ matrix. The size of each dot is so small(0.02mm)that it can not be seen. Because position of printed dots correspond to the position of each digit in binary notation in this paper, they are encoded easily and there are about 8,000,000 watermark patterns enough to express first information of printed matters. It was showed that the proposed print watermark patterns are recognized without difficulty by the own recognition device.

Sign Language Spotting Based on Semi-Markov Conditional Random Field (세미-마르코프 조건 랜덤 필드 기반의 수화 적출)

  • Cho, Seong-Sik;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
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    • v.36 no.12
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    • pp.1034-1037
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    • 2009
  • Sign language spotting is the task of detecting the start and end points of signs from continuous data and recognizing the detected signs in the predefined vocabulary. The difficulty with sign language spotting is that instances of signs vary in both motion and shape. Moreover, signs have variable motion in terms of both trajectory and length. Especially, variable sign lengths result in problems with spotting signs in a video sequence, because short signs involve less information and fewer changes than long signs. In this paper, we propose a method for spotting variable lengths signs based on semi-CRF (semi-Markov Conditional Random Field). We performed experiments with ASL (American Sign Language) and KSL (Korean Sign Language) dataset of continuous sign sentences to demonstrate the efficiency of the proposed method. Experimental results show that the proposed method outperforms both HMM and CRF.

A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.