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유선진(Sunjin Yu),윤창용(Changyong Yoon) 한국지능시스템학회 2017 한국지능시스템학회논문지 Vol.27 No.4
본 논문은 이동 로봇용 안드로이드 기반 시스템에 적용할 수 있는 물체 추적 알고리즘을 제안한다. 안드로이드 시스템은 저가이면서 휴대가 간편하고 범용적인 목적을 위해 사용될 수 있다는 장점이 있다. 이를 위해 스마트폰 카메라로부터 입력된 영상안의 객체를 실시간으로 추적하는 파티클 필터 기반 알고리즘을 안드로이드 시스템에 구현한다. 제안된 알고리즘은 움직임 신호를 블루투스 통신을 위한 패킷 형태로 이동 로봇에게 송신함으로써 이동로봇이 움직이는 객체를 추적할 수 있도록 한다. 또한, 객체 추적시 움직이는 장애물이 발견되고 객체를 완전히 가리는 경우에 초음파 센서를 함께 이용하여 로봇의 이동을 잠시 멈춤으로써 이동로봇의 추적 정확도가 감소되지 않도록 한다. 실험결과에서는 다른 추적 알고리즘과 성능을 비교함으로써 본 시스템에 적합한 최적의 알고리즘을 제안한다. This paper proposes an object tracking algorithm that can be applied to Android based systems for mobile robots. The Android system has the advantage that it can be used for low cost, portable and general purposes. To accomplish this, we implement a particle filter based algorithm to track an object in the input images from a smartphone camera in real time on the Android system. The proposed algorithm transmits the motion signal to the mobile robot in packet type for Bluetooth communication so that the mobile robot can track a moving object. In addition, when a moving obstacle is detected and completely occlude an object, ultrasonic sensors are used together to pause the movement of the robot so that the tracking accuracy of the robot is not reduced. In the experimental results, we propose an optimal algorithm forh its system by comparing performance with other tracking algorithms.
유선진 ( Sunjin Yu ),고완기 ( Koh Wan Ki ),김상훈 ( Sang Hoon Kim ) 한국정보처리학회 2013 한국정보처리학회 학술대회논문집 Vol.20 No.2
본 논문에서는 다중 손 끝점 검출을 위해 특징 추출 기법 및 이를 기반으로한 손 끝점 검출 알고리즘을 제안한다. 특징 추출을 위해 Local Binary Feature(LBP)을 사용하였고 특징의 차원을 축소하기 위해 Principal Component Analysis(PCA) 기법을 이용하였다. 손 끝점 판별을 위해 Reduced multivariate polynomial Model(RM) Classifier를 사용하여 실험 결과 제안된 손 끝점 검출 기법이 다양한 환경에서 동작 하는 것을 확인 하였다.
유선진(Sunjin Yu),김중락(Joongrock Kim),이상윤(Sangyoun Lee) 대한전자공학회 2007 대한전자공학회 학술대회 Vol.2007 No.7
Pose-variation factors present a significant problem in 2D face recognition. To solve this problem, there are various approaches for a 3D face acquisition system which was able to generate multi-view images. However, this created another pose estimation problem in terms of normalizing the 3D face data. This paper presents a 3D head pose-normalization method using 2D and 3D interaction. The proposed method uses 2D information with the AAM(Active Appearance Model) and 3D information with a 3D normal vector. In order to verify the performance of the proposed method, we designed an experiment using 2.5D face recognition. Experimental results showed that the proposed method is robust against pose variation.
하은총(Eunchong Ha),유선진(Sunjin Yu) 한국정보기술학회 2020 한국정보기술학회논문지 Vol.18 No.7
Recently, in the media art field where technology and art are converged, various contents interacting with works and audiences have appeared. This paper introduces the interactive contents system using the Kinect camera applied to the work ‘To young youth Padam! Padam! Padam!’. The Kinect camera used in the system detects the location of heads of audience entering the exhibition hall for viewing. The distance between the audience and the Kinect is measured with the detection data obtained by the Kinect camera, and the distance value is transmitted to the Unity program to transmit various video and sound effects to the beam project and woofer speaker according to the distance. When a audience approaches the exhibition hall, three videos that are organically aligned with the keyword ‘pumping’ are displayed sequentially to visually deliver the contents. In addition, the thrilling sound effects such as heart sounds are maximized through the woofer speaker to convey meaning to the audience in audible form. In this paper, the artistic meaning of the interactive contents system using the Kinect camera used in this work is discussed and the technical system is proposed.
상호작용 기반의 카드형 AR 인터페이스 설계 및 교육 응용
최권택(Kwon-Taeg Choi),유선진(Sunjin Yu) 한국정보기술학회 2019 한국정보기술학회논문지 Vol.17 No.11
In the era of the Fourth Industrial Revolution, the application of new innovation technologies has begun in various fields. In particular, the interest in the production of educational content applied with virtual reality and augmented reality-based technologies is increasing among various innovative technology applications. In the case of virtual reality technology, it is increasingly applied to education and training fields that are difficult to experience due to problems such as dangerous areas and high cost. Augmented reality systems are being applied to education and training systems in the form of adding new information to reality-based images. In this paper, we propose a card-type AR interface that can interact with users using augmented reality technology and apply it in practice. Although existing card type markers provide unidirectional information, the proposed interaction based card type AR interface may provide different information according to users behavior.
얼굴 검출 기반 웹툰 커뮤니케이션을 이용한 힐링 콘텐츠
김형진(Hyeongjin Kim),유선진(Sunjin Yu) 한국정보기술학회 2020 한국정보기술학회논문지 Vol.18 No.7
In modern times, various forms of content that combine culture and technology are emerging. Among the various contents, it is worth paying attention to the type of content that combines popular webtoons and technologies. Webtoon is derived from the comic book of the past and is a compound word of the web, which means the Internet, and toon, which means cartoon. Webtoons, an Internet cartoon, have only a short history, but recently they have even implemented interactions with audiences by incorporating human computer interaction technology. Examples of interactions between webtoons and audiences include the nonlinear story composition in which readers lead stories, the BGM in webtoons can be turned on and off, or the lines of characters can be heard directly by voice actors. In this paper, the main keyword of our society is ‘healing’. “Healing” is the act or process of treating or recovering to be healthy, and there are studies in various fields that are conducted with the aim of “healing”. Under the theme of “Healing,” this study will allow the audience to feel mental healing and stability through exhibitions using Processing program with webcam and interaction with the audience.