• Title/Summary/Keyword: visual cues

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Human Hand Detection Using Color Vision (컬러 시각을 이용한 사람 손의 검출)

  • Kim, Jun-Yup;Do, Yong-Tae
    • Journal of Sensor Science and Technology
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    • v.21 no.1
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    • pp.28-33
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    • 2012
  • The visual sensing of human hands plays an important part in many man-machine interaction/interface systems. Most existing visionbased hand detection techniques depend on the color cues of human skin. The RGB color image from a vision sensor is often transformed to another color space as a preprocessing of hand detection because the color space transformation is assumed to increase the detection accuracy. However, the actual effect of color space transformation has not been well investigated in literature. This paper discusses a comparative evaluation of the pixel classification performance of hand skin detection in four widely used color spaces; RGB, YIQ, HSV, and normalized rgb. The experimental results indicate that using the normalized red-green color values is the most reliable under different backgrounds, lighting conditions, individuals, and hand postures. The nonlinear classification of pixel colors by the use of a multilayer neural network is also proposed to improve the detection accuracy.

Probabilistic Head Tracking Based on Cascaded Condensation Filtering (순차적 파티클 필터를 이용한 다중증거기반 얼굴추적)

  • Kim, Hyun-Woo;Kee, Seok-Cheol
    • The Journal of Korea Robotics Society
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    • v.5 no.3
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    • pp.262-269
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    • 2010
  • This paper presents a probabilistic head tracking method, mainly applicable to face recognition and human robot interaction, which can robustly track human head against various variations such as pose/scale change, illumination change, and background clutters. Compared to conventional particle filter based approaches, the proposed method can effectively track a human head by regularizing the sample space and sequentially weighting multiple visual cues, in the prediction and observation stages, respectively. Experimental results show the robustness of the proposed method, and it is worthy to be mentioned that some proposed probabilistic framework could be easily applied to other object tracking problems.

A Framework for VR Effects with Multi-sensory Motional Display (운동감 및 다감각 가상현실 효과 시스템의 구조와 응용)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Journal of the Korea Society for Simulation
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    • v.14 no.3
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    • pp.55-66
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    • 2005
  • Virtual reality (VR) simulators have been extended to transfer knowledge and education, and demands for exhibition systems for science education and cultural experiences has also increased. Existing VR simulators, which are based on the dynamics equations of motion, cannot easily be adapted to changes in simulation contents. In order to effectively transfer knowledge and maintain interests through educational applications, an experiential system that has multi-sensory effects as well as motion effects is required. In this study, we designed and implemented a motion generation that is tailored to experiential exhibition systems and multi-sensory VR effects. Both the sense of motion which is generated from the movement of the viewpoint of the visual image, and motion effects which are constructed in advance, are applied to motion simulation. Motion effects which occur during interaction between the user and the exhibition system can be easily added. Various sensory cues that are appropriate to the exhibition system are also considered.

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Two Independent mechanisms for perception of motion in depth

  • Shioiri, Satoshi
    • Journal of the Optical Society of Korea
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    • v.4 no.1
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    • pp.25-29
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    • 2000
  • Two different binocular cues are known for detecting motion in depth. One is disparity change in time and the other is inter-ocular velocity difference. Shioiri, Saisho and Yaguchi (1999) demon-strated that motion in depth can be seen based solely on inter-ocular velocity differences as well as on the disparity change in time. They used conditions in which either cue was minimized and measured performance based on motion in depth, finding better performance than chance level when either velocity cue or the disparity cue was almost isolated. However, there may have been influences from the cue minimized in each condition, since it was practically impossible to isolate perfectly either cue. I re-analyzed their data to examine whether the performance in the condition with disparity change and that in the condition with inter-ocular velocity difference were correlated. The result showed the correlation is very low and therefore, we can conclude that the visual system has two different mechanisms for motion in depth.

A Study on the Color Change in a Union Fabric simulated using a 3-dimensional CAD Software and Image Analysis

  • Kim, Jong-Jun
    • Journal of Fashion Business
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    • v.10 no.6
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    • pp.9-15
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    • 2006
  • Colors of textile products or fashionable clothing play one of the most important roles. From the point of visual cues, the realism of an image is the result of a good interaction of local light scattering or transmittance model applied. A 3-dimensional CAD software was used to construct a solid plain fabric model. In order to simulate a union fabric with different warp and filling colors, rendering was performed on the fabric model. It was demonstrated that the iridescent effect, pearl effect, or superficial color change effect of the union fabric during wearer's movement could be explained using the fabric models at inclined fabric positions during viewer's observation.

Exploration of the Emotion for Daily Conversation on Facebook (페이스북 일상담화의 감정 탐색)

  • Hwang, Yoosun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.1-13
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    • 2016
  • The purpose of this study is to explore the emotions of Facebook. Various types of emotions are being exchanged on Facebook. The emotional reactions make the Facebook different from previous electronic bulletin board. According to previous researches, computer-mediated communication can deliver visual symbols and non-verbal cues to enhance the abundance of meanings. Data were collected from 205 Facebook users and the number of users' posts were total 10308. The contents analysis was conducted to explore emotions of the 10308 Facebook posts. The results showed that the most frequent emotion was pleasure. The emotional distributions were different according to the contents types; text, video, photo, and link. For the text content type, emotion of curiosity was apparent and for the photo content type, emotion of love was more frequent than others, and for the video content type, emotion of surprise was salient. The results of the analysis for the shared contents also revealed that pleasure and hope were more frequent emotions than other emotions.

Generation of Stereoscopic Image from 2D Image based on Saliency and Edge Modeling (관심맵과 에지 모델링을 이용한 2D 영상의 3D 변환)

  • Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.368-378
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    • 2015
  • 3D conversion technology has been studied over past decades and integrated to commercial 3D displays and 3DTVs. The 3D conversion plays an important role in the augmented functionality of three-dimensional television (3DTV), because it can easily provide 3D contents. Generally, depth cues extracted from a static image is used for generating a depth map followed by DIBR (Depth Image Based Rendering) rendering for producing a stereoscopic image. However except some particular images, the existence of depth cues is rare so that the consistent quality of a depth map cannot be accordingly guaranteed. Therefore, it is imperative to make a 3D conversion method that produces satisfactory and consistent 3D for diverse video contents. From this viewpoint, this paper proposes a novel method with applicability to general types of image. For this, saliency as well as edge is utilized. To generate a depth map, geometric perspective, affinity model and binomic filter are used. In the experiments, the proposed method was performed on 24 video clips with a variety of contents. From a subjective test for 3D perception and visual fatigue, satisfactory and comfortable viewing of 3D contents was validated.

Effects of Egg-plant as a Trap Plant Attracting Bemisia tabaci Genn. (Hemiptera: Aleyrodidae) Adults Available on Tomato Greenhouses (트랩식물로써 토마토에 대한 가지의 담배가루이 유인효과)

  • Choi, Yong-Seok;Seo, Jeong-Hak;Whang, In-Su;Kim, Gyung-Je;Choi, Byeong-Ryeol;Jeong, Tae-Woo
    • Korean journal of applied entomology
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    • v.54 no.4
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    • pp.311-316
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    • 2015
  • This study was performed to ascertain the potential of egg plant for use as a trap plant to attract Bemisia tabaci adults compared to that of tomato. Choice tests were conducted to compare the preference of B. tabaci adults to horseweed, egg-plant, cucumber, and tomato. B. tabaci adults were found to be more sensitive to visual cues than to odor cues, and they preferred the egg-plant and cucumber to horseweed. The attraction rates of the egg-plant and cucumber to B. tabaci adults were 82.3% and 82.5% respectively, compared to that of tomato. Because egg-plants are easier to manage compared to cucumber, we excluded cucumber from subsequent experiment. The attraction rate of egg-plant to B. tabaci adults was >90% when the height of egg-plant was equal or more than that of the tomato plant.

A Study on the Effects of Soundscapes on Forest Landscape Preference (사운드스케이프를 활용한 산림경관 선호도 평가에 관한 연구)

  • Min, Su-Hui;Lee, Chun-Yong;Joo, Woo-Yeong
    • Journal of Korean Society of Forest Science
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    • v.103 no.3
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    • pp.473-482
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    • 2014
  • The objective of this study was to understand the effects of soundscapes on forest landscape preference in the Baekdudaegan protected area. The study sites were selected in Jeombongsan and Sobaek National park selected within the Baekdudaegan. The landscape preference surveys were conducted by using landscape adjectives classified with Nature, Sound, Attractiveness, and Aesthetics. The comparative analyses examined the difference of preferences between only visual landscapes and visual landscapes with soundscapes. The research found out that soundscapes were associated with landscape characteristics, and positively correlated with the improvement in landscape preference. Thus, the research can infer that forest landscape assessment consider visual attributes as well as soundscape cues.

A Review of the motor learning stratige to improve handwriting function in Parkinson's disease (파킨슨병 환자의 Handwriting 기능 향상을 위한 운동학습 전략에 대한 문헌 고찰)

  • Yoo, Yeon-Hwan;Park, Jin-Hyuck;Lee, Joo-Hyun
    • Therapeutic Science for Rehabilitation
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    • v.4 no.1
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    • pp.29-38
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    • 2015
  • Objective : The purpose of the study is to propose the treatment methods for problem of handwriting, micrographia in Parkinsons disease. Methods : For this purpose, foreign literatures on the subjects with Parkinsons disease was researched. Results : The results of this review is summarized as follows. The treatment methods for micrographia were applied to external cue and feedback among motor learning strategies in order to improve motor initiation. The external cues included visual, auditory, and verbal stimulations, and feedback strategy was visual stimulation. For writing with external cue or visual feedback, result in expanding the size of the letters in addition, writing task performance is maintained for a short period without those. Conclusion : Further studies are needed to examine the strategy maintained effect for long periods.