• Title/Summary/Keyword: virtual face image

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Gaze Detection in Head Mounted Camera environment (Head Mounted Camera 환경에서 응시위치 추적)

  • 이철한;이정준;김재희
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.25-28
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    • 2000
  • Gaze detection is to find out the position on a monitor screen where a user is looking at, using the computer vision processing. This System can help the handicapped to use a computer, substitute a touch screen which is expensive, and navigate the virtual reality. There are basically two main types of the study of gaze detection. The first is to find out the location by face movement, and the second is by eye movement. In the gaze detection by eye movement, we find out the position with special devices, or the methode of image processing. In this paper, we detect not the iris but the pupil from the image captured by Head-Mounted Camera with infra-red light, and accurately locate the position where a user looking at by A(fine Transform.

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Behavior-classification of Human Using Fuzzy-classifier (퍼지분류기를 이용한 인간의 행동분류)

  • Kim, Jin-Kyu;Joo, Young-Hoon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.59 no.12
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    • pp.2314-2318
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    • 2010
  • For human-robot interaction, a robot should recognize the meaning of human behavior. In the case of static behavior such as face expression and sign language, the information contained in a single image is sufficient to deliver the meaning to the robot. In the case of dynamic behavior such as gestures, however, the information of sequential images is required. This paper proposes behavior classification by using fuzzy classifier to deliver the meaning of dynamic behavior to the robot. The proposed method extracts feature points from input images by a skeleton model, generates a vector space from a differential image of the extracted feature points, and uses this information as the learning data for fuzzy classifier. Finally, we show the effectiveness and the feasibility of the proposed method through experiments.

Estimation of Trifocal Tensor with Corresponding Mesh of Two Frontal Images

  • Tran Duy Dung;Jun Byung Hwan
    • Proceedings of the IEEK Conference
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    • summer
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    • pp.133-136
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    • 2004
  • We are going to procedure various view from two frontal image using trifocal tensor. We found that warping is effective to produce synthesized poses of a face with the small number of mesh point of a given image in previous research[1]. For this research, fundamental matrix is important to calculate trifocal tensor. So, in this paper, we investigate two existing algorithms: Hartley's[2] and Kanatani's[3]. As an experimental result, Kenichi Kantani's algorithm has better performance of fundamental matrix than Harley's algorithm. Then we use the fundamental matrix of Kenichi Kantani's algorithm to calculate trifocal tensor. From trifocal tensor we calculate new trifocal tensor with rotation input and translation input and we use warping to produce new virtual views.

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Interaction with Agents in the Virtual Space Combined by Recognition of Face Direction and Hand Gestures (얼굴 방향과 손 동작 인식을 통합한 가상 공간에 존재하는 Agent들과의 상호 작용)

  • Jo, Gang-Hyeon;Kim, Seong-Eun;Lee, In-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.3
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    • pp.62-78
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    • 2002
  • In this paper, we describe a system that can interact with agents in the virtual space incorporated in the system. This system is constructed by an analysis system for analyzing human gesture and an interact system for interacting with agents in the virtual space using analyzed information. An implemented analysis system for analyzing gesture extracts a head and hands region after taking image sequence of an operator's continuous behavior using CCD cameras. In interact system, we construct the virtual space that exist an avatar which incarnating operator himself, an autonomous object (like a Puppy), and non-autonomous objects which are table, door, window and object. Recognized gesture is transmitted to the avatar in the virtual space, then transit to next state based on state transition diagram. State transition diagram is represented in a graph in which each state represented as node and connect with link. In the virtual space, the agent link an avatar can open and close a window and a door, grab or move an object like a ball, order a puppy to do and respond to the Puppy's behavior as does the puppy.

Close Looking at Gilles Deleuze's Any-Space-Whatever (무규정 공간 자세히 보기)

  • Kim, Jung-Ho;Kim, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.765-790
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    • 2021
  • The affection-image is the close-up of the face with real connections in space-time, or with virtual conjunction, outside spatio-temporal co-ordinates. The close-up can carry its own space-time in background. with deframing and fragmentation, Space itself has left behind its own space-time connection and become any-space-whatever that is the affection-image. The elements of any-space-whatever are the shadows, lyrical abstraction, the colors, the disconnected parts, the empty space. Deleuze examines any-space-whatever through the close ups, fragmentation of space and de-framing in Dreyer and Bresson's cinema.

Development and Application of Virtual Geological Field Trip Program using 3D Panorama Virtual Reality Technique (3D 파노라마 가상 현실 기술을 이용한 지질 답사 학습 자료의 개발과 적용)

  • Kim, Hee-Soo
    • Journal of the Korean earth science society
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    • v.35 no.3
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    • pp.180-191
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    • 2014
  • In this study, a geological field trip learning program using 3 Dpanorama virtual reality (PVR) techniques is developed to learn about the Chaeseokgang area located in a national park near Byeonsan-bando, Jeonbuk, Korea. The developed $360^{\circ}{\times}180^{\circ}$ PVR program can show every face of observational points and interact as zoom-in, zoom-out and image rotation. For the educational effects of the materials, it is provided with a compass, a protractor for measuring the dip of strata and observation of specimen of observational points. It also assists students to learn by providing enlarged images, pop-up windows, and expert explanation main observational points. The program is applied to the class of 35 gifted students in middle school to investigate the effectiveness of the program. The results showed that positive responses of the students were 85% or more. It is suggests that this program be used as indirect situated learning material and a solution to geological field trip problems like cost, safety, distance, and so on geological learning of middle school science.

A study on multi-persona fashion images in Instagram - Focusing on the case of "secondary-characters" - (인스타그램에 나타난 멀티 페르소나 패션이미지에 관한 연구 - "부캐" 사례를 중심으로 -)

  • Kim, Jongsun
    • The Research Journal of the Costume Culture
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    • v.29 no.4
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    • pp.603-615
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    • 2021
  • The aim of this study was to analyze the semantic network structure of keywords and the visual composition of images extracted from Instagram in relation to the multi-persona phenomenon with in fashion imagery, which has recently been attracting attention. To this end, the concept of a 'secondary character', which forms a separate identity from a 'main character' on various social media platforms as well as on the airwaves, was considered as the spread of multi-persona and #SecondaryCharacter on Instagram was investigated. 3,801 keywords were collected after crawling the data using Python and morphological analysis was undertaken using KoNLP. The semantic network structure was then examined by conducting a CONCOR analysis using UCINET and Netdraw to determine the top 50 keywords. The results were then classified into a total of 6 clusters. In accordance with the meaning and context of the keywords included in each cluster, group names were assigned : virtual characters, relationship with the main character, hobbies, daily record, N-job person, media and marketing. Image analysis considered the technical, compositional, and social styles of the media based on Gillian Rose's visual analysis method. The results determined that Instagram uses fashion images that virtualize one's face to produce multi-persona representation s that show various occupations, describe different types of hobbies, and depict situations pertaining to various social roles.

Facial Image Analysis Algorithm for Emotion Recognition (감정 인식을 위한 얼굴 영상 분석 알고리즘)

  • Joo, Y.H.;Jeong, K.H.;Kim, M.H.;Park, J.B.;Lee, J.;Cho, Y.J.
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.7
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    • pp.801-806
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    • 2004
  • Although the technology for emotion recognition is important one which demanded in various fields, it still remains as the unsolved problem. Especially, it needs to develop the algorithm based on human facial image. In this paper, we propose the facial image analysis algorithm for emotion recognition. The proposed algorithm is composed as the facial image extraction algorithm and the facial component extraction algorithm. In order to have robust performance under various illumination conditions, the fuzzy color filter is proposed in facial image extraction algorithm. In facial component extraction algorithm, the virtual face model is used to give information for high accuracy analysis. Finally, the simulations are given in order to check and evaluate the performance.

A study on Object Contour Detection using improved Dual Active Contour Model (개선된 Dual Active Contour Model을 이용한 물체 윤곽선 검출에 관한 연구)

  • 문창수;유봉길;이웅기
    • Journal of the Korea Society of Computer and Information
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    • v.3 no.1
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    • pp.81-94
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    • 1998
  • In order to extract the contour of interesting object in the image, Kass suggested the Active Contour Model called "Snakes". Snakes is a model which defines the contour of image energy. It also can find the contour of object by minimizing these energy functions. The speed of this model is slow and this model is sensitive of initialization. In order to improve these problems, Gunn extracted the accurate contour by using two initialization. and operated to less sensitive of initialization. This method could extract more accurate contour than the existing method, but it had no effect in the speed and it was sensitive of noise. This paper applied to the Energy Minimization Algorithm about only the pixel within the window applying the window of 8$\times$8 size at each contour point consisting Snakes in order to solve these problems. The method offered in this paper is applied to extract the contour of original image and cup image added to gaussian noise. By tracking the face using this offered method, it is applied to virtual reality and motion tracking. tracking.

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Implementation of Hair Style Recommendation System Based on Big data and Deepfakes (빅데이터와 딥페이크 기반의 헤어스타일 추천 시스템 구현)

  • Tae-Kook Kim
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.13-19
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    • 2023
  • In this paper, we investigated the implementation of a hairstyle recommendation system based on big data and deepfake technology. The proposed hairstyle recommendation system recognizes the facial shapes based on the user's photo (image). Facial shapes are classified into oval, round, and square shapes, and hairstyles that suit each facial shape are synthesized using deepfake technology and provided as videos. Hairstyles are recommended based on big data by applying the latest trends and styles that suit the facial shape. With the image segmentation map and the Motion Supervised Co-Part Segmentation algorithm, it is possible to synthesize elements between images belonging to the same category (such as hair, face, etc.). Next, the synthesized image with the hairstyle and a pre-defined video are applied to the Motion Representations for Articulated Animation algorithm to generate a video animation. The proposed system is expected to be used in various aspects of the beauty industry, including virtual fitting and other related areas. In future research, we plan to study the development of a smart mirror that recommends hairstyles and incorporates features such as Internet of Things (IoT) functionality.