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Estimation of gender and age using CNN-based face recognition algorithm
Lim, Sooyeon The Institute of Internet 2020 International journal of advanced smart convergenc Vol.9 No.2
This study proposes a method for estimating gender and age that is robust to various external environment changes by applying deep learning-based learning. To improve the accuracy of the proposed algorithm, an improved CNN network structure and learning method are described, and the performance of the algorithm is also evaluated. In this study, in order to improve the learning method based on CNN composed of 6 layers of hidden layers, a network using GoogLeNet's inception module was constructed. As a result of the experiment, the age estimation accuracy of 5,328 images for the performance test of the age estimation method is about 85%, and the gender estimation accuracy is about 98%. It is expected that real-time age recognition will be possible beyond feature extraction of face images if studies on the construction of a larger data set, pre-processing methods, and various network structures and activation functions have been made to classify the age classes that are further subdivided according to age.
A Study on Puzzle Game-based Learning Content for Understanding Mandala
Sooyeon Lim,Youngduk Kim,Kyungdeok Kim 국제문화기술진흥원 2020 International Journal of Advanced Culture Technolo Vol.8 No.2
This study proposes the development of ‘Mandala 37’, a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.
Atypical Character Recognition Based on Mask R-CNN for Hangul Signboard
Sooyeon Lim 한국인터넷방송통신학회 2019 Journal of Advanced Smart Convergence Vol.8 No.3
This study proposes a method of learning and recognizing the characteristics that are the classification criteria of Hangul using Mask R-CNN, one of the deep learning techniques, to recognize and classify atypical Hangul characters. The atypical characters on the Hangul signboard have a lot of deformed and colorful shapes beyond the general characters. Therefore, in order to recognize the Hangul signboard character, it is necessary to learn a separate atypical Hangul character rather than the existing formulaic one. We selected the Hangul character ‘닭’ as sample data and constructed 5,383 Hangul image data sets and used them for learning and verifying the deep learning model. The accuracy of the results of analyzing the performance of the learning model using the test set constructed to verify the reliability of the learning model was about 92.65% (the area detection rate). Therefore we confirmed that the proposed method is very useful for Hangul signboard character recognition, and we plan to extend it to various Hangul data.
Implementation of Dynamic Character Art using Image Association
Sooyeon Lim 국제문화기술진흥원 2019 International Journal of Advanced Culture Technolo Vol.7 No.3
This study is about the creation of a character art using the free association. Character in proposed artwork induces the viewer's unconscious experience associated with it and creates new meanings to invigorate the character. When a character that performs both a linguistic function and a visual image function goes through a free association process, the viewer can induce interest and convey the meaning of the character more effectively. We proposed two ways to express the dynamic movement of the character more actively. One is drawing using various colors and free lines, and the other is the movement of the character synchronized with the gesture of the viewer. As a result of implementing dynamic character art, we can see that the viewer was actively involved in the free association process and immersed in the artwork. The viewers participated in the creation of the artwork, changing the shape of the character according to their various gestures.
Atypical Character Recognition Based on Mask R-CNN for Hangul Signboard
Lim, Sooyeon The Institute of Internet 2019 International journal of advanced smart convergenc Vol.8 No.3
This study proposes a method of learning and recognizing the characteristics that are the classification criteria of Hangul using Mask R-CNN, one of the deep learning techniques, to recognize and classify atypical Hangul characters. The atypical characters on the Hangul signboard have a lot of deformed and colorful shapes beyond the general characters. Therefore, in order to recognize the Hangul signboard character, it is necessary to learn a separate atypical Hangul character rather than the existing formulaic one. We selected the Hangul character '닭' as sample data and constructed 5,383 Hangul image data sets and used them for learning and verifying the deep learning model. The accuracy of the results of analyzing the performance of the learning model using the test set constructed to verify the reliability of the learning model was about 92.65% (the area detection rate). Therefore we confirmed that the proposed method is very useful for Hangul signboard character recognition, and we plan to extend it to various Hangul data.
3D Spatial Interaction Method using Visual Dynamics and Meaning Production of Character
Lim, Sooyeon The Institute of Internet 2018 International journal of advanced smart convergenc Vol.7 No.3
This study is to analyze the relationship between character and human semantic production through research on character visualization artworks and to develop a creative platform that visually expresses the formative and semantic dynamics of characters using the results will be. The 3D spatial interaction system using the character visualization proposed generates the transformation of the character in real time using the interaction with user and the deconstruction of the character structure. Transformations of characters including the intentions of the viewers provide a dynamic visual representation to the viewer and maximize the efficiency of meaning transfer by producing various related meanings. The method of dynamic deconstruction and reconstruction of the characters provided by this system creates special shapes that viewers cannot imagine until now and further extends the interpretation range of the meaning of the characters. Therefore, the proposed system not only induces an active viewing attitude from viewers, but also gives them an opportunity to enjoy watching the artwork and demonstrate creativity as a creator. This system induces new gestures of the viewer in real time through the transformation of characters in accordance with the viewer''s gesture, and has the feature of exchanging emotions with viewers.