Search results for: facial animation
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 153

Search results for: facial animation

123 Innovation Policy and Development of Creative Industries: Case Study of Lithuanian Animation Industry

Authors: Tomas Mitkus, Vaida Nedzinskaitė-Mitkė

Abstract:

The objective of this study is to identify and explore how adequate is modern innovation support mechanism to developed creative industries. We argue that current development and support strategy for creative industries, although acknowledge high correlation between innovation and creativity, do not seek to improve conditions to promote systematic innovation development in the creative sector. Using the Lithuanian animation industry as a case study, this paper will examine innovation contribution to creativity and, for that matter, the competitiveness of animation enterprises. This paper proposes insights that contribute to theoretical and practical discussions on how creative profile companies build national and international competitiveness through innovations. The conclusions suggest that development of creative industries could greatly benefit if policymakers would implement tools that would encourage creative profile enterprises to invest in to development of innovation at a constant rate.

Keywords: Creative industries, animation, innovation, innovation policy, management.

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122 Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

Authors: Tan Kian Lam, Abdullah Zawawi bin Haji Talib, Mohd. Azam Osman

Abstract:

This paper describes a method of modeling to model shadow play puppet using sophisticated computer graphics techniques available in OpenGL in order to allow interactive play in real-time environment as well as producing realistic animation. This paper proposes a novel real-time method is proposed for modeling of puppet and its shadow image that allows interactive play of virtual shadow play using texture mapping and blending techniques. Special effects such as lighting and blurring effects for virtual shadow play environment are also developed. Moreover, the use of geometric transformations and hierarchical modeling facilitates interaction among the different parts of the puppet during animation. Based on the experiments and the survey that were carried out, the respondents involved are very satisfied with the outcomes of these techniques.

Keywords: Animation, blending, hierarchical modeling, interactive play, real-time, shadow play, visual simulation.

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121 Interactive Shadow Play Animation System

Authors: Bo Wan, Xiu Wen, Lingling An, Xiaoling Ding

Abstract:

The paper describes a Chinese shadow play animation system based on Kinect. Users, without any professional training, can personally manipulate the shadow characters to finish a shadow play performance by their body actions and get a shadow play video through giving the record command to our system if they want. In our system, Kinect is responsible for capturing human movement and voice commands data. Gesture recognition module is used to control the change of the shadow play scenes. After packaging the data from Kinect and the recognition result from gesture recognition module, VRPN transmits them to the server-side. At last, the server-side uses the information to control the motion of shadow characters and video recording. This system not only achieves human-computer interaction, but also realizes the interaction between people. It brings an entertaining experience to users and easy to operate for all ages. Even more important is that the application background of Chinese shadow play embodies the protection of the art of shadow play animation.

Keywords: Gesture recognition, Kinect, shadow play animation, VRPN.

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120 Curvelet Features with Mouth and Face Edge Ratios for Facial Expression Identification

Authors: S. Kherchaoui, A. Houacine

Abstract:

This paper presents a facial expression recognition system. It performs identification and classification of the seven basic expressions; happy, surprise, fear, disgust, sadness, anger, and neutral states. It consists of three main parts. The first one is the detection of a face and the corresponding facial features to extract the most expressive portion of the face, followed by a normalization of the region of interest. Then calculus of curvelet coefficients is performed with dimensionality reduction through principal component analysis. The resulting coefficients are combined with two ratios; mouth ratio and face edge ratio to constitute the whole feature vector. The third step is the classification of the emotional state using the SVM method in the feature space.

Keywords: Facial expression identification, curvelet coefficients, support vector machine (SVM).

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119 Development of Face Surrogate for Impact Protection Design for Cyclist

Authors: Sanga Monthatipkul, Pio Iovenitti, Igor Sbarski

Abstract:

Bicycle usage for exercise, recreation, and commuting to work in Australia shows that pedal cycling is the fourth most popular activity with 10.6% increase in participants between 2001 and 2007. As with other means of transport, accident and injury becomes common although mandatory bicycle helmet wearing has been introduced. The research aims to develop a face surrogate made of sandwich of rigid foam and rubber sheets to represent human facial bone under blunt impact. The facial surrogate will serve as an important test device for further development of facial-impact protection for cyclist. A test procedure was developed to simulate the energy of impact and record data to evaluate the effect of impact on facial bones. Drop tests were performed to establish a suitable combination of materials. It was found that the sandwich structure of rigid extruded-polystyrene foam (density of 40 kg/m3 with a pattern of 6-mm-holes), Neoprene rubber sponge, and Abrasaflex rubber backing, had impact characteristics comparable to that of human facial bone. In particular, the foam thickness of 30 mm and 25 mm was found suitable to represent human zygoma (cheekbone) and maxilla (upper-jaw bone), respectively.

Keywords: Facial impact protection, face surrogate, cyclist, accident prevention

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118 Matching Facial Images using Age Related Morphing Changes

Authors: Udeni Jayasinghe, Anuja Dharmaratne

Abstract:

Each year many people are reported missing in most of the countries in the world owing to various reasons. Arrangements have to be made to find these people after some time. So the investigating agencies are compelled to make out these people by using manpower. But in many cases, the investigations carried out to find out an absconding for a long time may not be successful. At a time like that it may be difficult to identify these people by examining their old photographs, because their facial appearance might have changed mainly due to the natural aging process. On some occasions in forensic medicine if a dead body is found, investigations should be held to make sure that this corpse belongs to the same person disappeared some time ago. With the passage of time the face of the person might have changed and there should be a mechanism to reveal the person-s identity. In order to make this process easy, we must guess and decide as to how he will look like by now. To address this problem this paper presents a way of synthesizing a facial image with the aging effects.

Keywords: Cranio-facial growth model, eigenfaces, eigenvectors, Face Anthropometry.

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117 Reliable Face Alignment Using Two-Stage AAM

Authors: Sunho Ki, Daehwan Kim, Seongwon Cho, Sun-Tae Chung, Jaemin Kim, Yun-Kwang Hong, Chang Joon Park, Dongmin Kwon, Minhee Kang, Yusung Kim, Younghan Yoon

Abstract:

AAM (active appearance model) has been successfully applied to face and facial feature localization. However, its performance is sensitive to initial parameter values. In this paper, we propose a two-stage AAM for robust face alignment, which first fits an inner face-AAM model to the inner facial feature points of the face and then localizes the whole face and facial features by optimizing the whole face-AAM model parameters. Experiments show that the proposed face alignment method using two-stage AAM is more reliable to the background and the head pose than the standard AAM-based face alignment method.

Keywords: AAM, Face Alignment, Feature Extraction, PCA

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116 Fiction and Reality in Animation: Taking Final Flight of the Osiris as an Example

Authors: Syong-Yang Chung, Xin-An Chen

Abstract:

This study aims to explore the less well-known animation “Final Flight of the Osiris”, consisting of an initial exploration of the film color, storyline, and the simulacrum meanings of the roles, which leads to a further exploration of the light-shadow contrast and the psychological images presented by the screen colors and the characters. The research is based on literature review, and all data was compiled for the analysis of the visual vocabulary evolution of the characters. In terms of the structure, the relational study of the animation and the historical background of that time came first, including The Wachowskis’ and Andy Jones’ impact towards the cinematographic version and the animation version of “The Matrix”. Through literature review, the film color, the meaning and the relevant points were clarified. It was found in this research that “Final Flight of the Osiris” separates the realistic and virtual spaces by the changing the color tones; the "self" of the audience gradually dissolves into the "virtual" in the simulacra world, and the "Animatrix" has become a virtual field for the audience to understand itself about "existence" and "self".

Keywords: The Matrix, The Final Flight of Osiris, Wachowski sisters, simulacrum.

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115 The Architectural and Imaginary Spaces of the Anime Models

Authors: Kussain Marden

Abstract:

Architecture as a form of art, whilst actively developing, finds new methods and conceptions. Currently, architectural animation is actively developing as a step, successive to architectural visualization. Interesting vistas of architectural ideas were discovered by artists of Japanese animation, in which there are traditional spirits, kami, and imaginary spaces relating to them. Anime art should be considered abstract painting, another kind of an architectural workshop, where new architectural ideas are generated.

Keywords: Anime, architecture, imaginary spaces.

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114 Graphic Animation: Innovative Language Learning for Autistic Children

Authors: Norfishah Mat Rabi, Rosma Osman, Norziana Mat Rabi

Abstract:

It is difficult for autistic children to mix with and be around with other people. Language difficulties are a problem that affects their social life. A lack of knowledge and ability in language are factors that greatly influence their behavior, and their ability to communicate and interact. Autistic children need to be assisted to improve their language abilities through the use of suitable learning resources. This study is conducted to identify weather graphic animation resources can help autistic children learn and use transitive verbs more effectively. The study was conducted in a rural secondary school in Penang, Malaysia. The research subject comprised of three autistic students ranging in age from 14 years to 16 years. The 14-year-old student is placed in A Class and two 16-year-old students placed in B Class. The class placement of the subjects is based on the diagnostic test results conducted by the teacher and not based on age. Data collection is done through observation and interviews for the duration of five weeks; with the researcher allocating 30 minutes for every learning activity carried out. The research finding shows that the subjects learn transitive verbs better using graphic animation compared to static pictures. It is hoped that this study will give a new perspective towards the learning processes of autistic children.

Keywords: Autistic, graphic animation, language learning, transitive verbs.

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113 Development System for Emotion Detection Based on Brain Signals and Facial Images

Authors: Suprijanto, Linda Sari, Vebi Nadhira , IGN. Merthayasa. Farida I.M

Abstract:

Detection of human emotions has many potential applications. One of application is to quantify attentiveness audience in order evaluate acoustic quality in concern hall. The subjective audio preference that based on from audience is used. To obtain fairness evaluation of acoustic quality, the research proposed system for multimodal emotion detection; one modality based on brain signals that measured using electroencephalogram (EEG) and the second modality is sequences of facial images. In the experiment, an audio signal was customized which consist of normal and disorder sounds. Furthermore, an audio signal was played in order to stimulate positive/negative emotion feedback of volunteers. EEG signal from temporal lobes, i.e. T3 and T4 was used to measured brain response and sequence of facial image was used to monitoring facial expression during volunteer hearing audio signal. On EEG signal, feature was extracted from change information in brain wave, particularly in alpha and beta wave. Feature of facial expression was extracted based on analysis of motion images. We implement an advance optical flow method to detect the most active facial muscle form normal to other emotion expression that represented in vector flow maps. The reduce problem on detection of emotion state, vector flow maps are transformed into compass mapping that represents major directions and velocities of facial movement. The results showed that the power of beta wave is increasing when disorder sound stimulation was given, however for each volunteer was giving different emotion feedback. Based on features derived from facial face images, an optical flow compass mapping was promising to use as additional information to make decision about emotion feedback.

Keywords: Multimodal Emotion Detection, EEG, Facial Image, Optical Flow, compass mapping, Brain Wave

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112 Face Texture Reconstruction for Illumination Variant Face Recognition

Authors: Pengfei Xiong, Lei Huang, Changping Liu

Abstract:

In illumination variant face recognition, existing methods extracting face albedo as light normalized image may lead to loss of extensive facial details, with light template discarded. To improve that, a novel approach for realistic facial texture reconstruction by combining original image and albedo image is proposed. First, light subspaces of different identities are established from the given reference face images; then by projecting the original and albedo image into each light subspace respectively, texture reference images with corresponding lighting are reconstructed and two texture subspaces are formed. According to the projections in texture subspaces, facial texture with normal light can be synthesized. Due to the combination of original image, facial details can be preserved with face albedo. In addition, image partition is applied to improve the synthesization performance. Experiments on Yale B and CMUPIE databases demonstrate that this algorithm outperforms the others both in image representation and in face recognition.

Keywords: texture reconstruction, illumination, face recognition, subspaces

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111 A Hybrid Method for Eyes Detection in Facial Images

Authors: Muhammad Shafi, Paul W. H. Chung

Abstract:

This paper proposes a hybrid method for eyes localization in facial images. The novelty is in combining techniques that utilise colour, edge and illumination cues to improve accuracy. The method is based on the observation that eye regions have dark colour, high density of edges and low illumination as compared to other parts of face. The first step in the method is to extract connected regions from facial images using colour, edge density and illumination cues separately. Some of the regions are then removed by applying rules that are based on the general geometry and shape of eyes. The remaining connected regions obtained through these three cues are then combined in a systematic way to enhance the identification of the candidate regions for the eyes. The geometry and shape based rules are then applied again to further remove the false eye regions. The proposed method was tested using images from the PICS facial images database. The proposed method has 93.7% and 87% accuracies for initial blobs extraction and final eye detection respectively.

Keywords: Erosion, dilation, Edge-density

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110 Methods of Geodesic Distance in Two-Dimensional Face Recognition

Authors: Rachid Ahdid, Said Safi, Bouzid Manaut

Abstract:

In this paper, we present a comparative study of three methods of 2D face recognition system such as: Iso-Geodesic Curves (IGC), Geodesic Distance (GD) and Geodesic-Intensity Histogram (GIH). These approaches are based on computing of geodesic distance between points of facial surface and between facial curves. In this study we represented the image at gray level as a 2D surface in a 3D space, with the third coordinate proportional to the intensity values of pixels. In the classifying step, we use: Neural Networks (NN), K-Nearest Neighbor (KNN) and Support Vector Machines (SVM). The images used in our experiments are from two wellknown databases of face images ORL and YaleB. ORL data base was used to evaluate the performance of methods under conditions where the pose and sample size are varied, and the database YaleB was used to examine the performance of the systems when the facial expressions and lighting are varied.

Keywords: 2D face recognition, Geodesic distance, Iso-Geodesic Curves, Geodesic-Intensity Histogram, facial surface, Neural Networks, K-Nearest Neighbor, Support Vector Machines.

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109 Adopting Procedural Animation Technology to Generate Locomotion of Quadruped Characters in Dynamic Environments

Authors: Zongyou He, Bashu Tsai, Chinhung Ko, Tainchi Lu

Abstract:

A procedural-animation-based approach which rapidly synthesize the adaptive locomotion for quadruped characters that they can walk or run in any directions on an uneven terrain within a dynamic environment was proposed. We devise practical motion models of the quadruped animals for adapting to a varied terrain in a real-time manner. While synthesizing locomotion, we choose the corresponding motion models by means of the footstep prediction of the current state in the dynamic environment, adjust the key-frames of the motion models relying on the terrain-s attributes, calculate the collision-free legs- trajectories, and interpolate the key-frames according to the legs- trajectories. Finally, we apply dynamic time warping to each part of motion for seamlessly concatenating all desired transition motions to complete the whole locomotion. We reduce the time cost of producing the locomotion and takes virtual characters to fit in with dynamic environments no matter when the environments are changed by users.

Keywords: Dynamic environment, motion synthesis, procedural animation, quadruped locomotion

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108 Improved Feature Extraction Technique for Handling Occlusion in Automatic Facial Expression Recognition

Authors: Khadijat T. Bamigbade, Olufade F. W. Onifade

Abstract:

The field of automatic facial expression analysis has been an active research area in the last two decades. Its vast applicability in various domains has drawn so much attention into developing techniques and dataset that mirror real life scenarios. Many techniques such as Local Binary Patterns and its variants (CLBP, LBP-TOP) and lately, deep learning techniques, have been used for facial expression recognition. However, the problem of occlusion has not been sufficiently handled, making their results not applicable in real life situations. This paper develops a simple, yet highly efficient method tagged Local Binary Pattern-Histogram of Gradient (LBP-HOG) with occlusion detection in face image, using a multi-class SVM for Action Unit and in turn expression recognition. Our method was evaluated on three publicly available datasets which are JAFFE, CK, SFEW. Experimental results showed that our approach performed considerably well when compared with state-of-the-art algorithms and gave insight to occlusion detection as a key step to handling expression in wild.

Keywords: Automatic facial expression analysis, local binary pattern, LBP-HOG, occlusion detection.

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107 Unequal Error Protection of Facial Features for Personal ID Images Coding

Authors: T. Hirner, J. Polec

Abstract:

This paper presents an approach for an unequal error protection of facial features of personal ID images coding. We consider unequal error protection (UEP) strategies for the efficient progressive transmission of embedded image codes over noisy channels. This new method is based on the progressive image compression embedded zerotree wavelet (EZW) algorithm and UEP technique with defined region of interest (ROI). In this case is ROI equal facial features within personal ID image. ROI technique is important in applications with different parts of importance. In ROI coding, a chosen ROI is encoded with higher quality than the background (BG). Unequal error protection of image is provided by different coding techniques and encoding LL band separately. In our proposed method, image is divided into two parts (ROI, BG) that consist of more important bytes (MIB) and less important bytes (LIB). The proposed unequal error protection of image transmission has shown to be more appropriate to low bit rate applications, producing better quality output for ROI of the compresses image. The experimental results verify effectiveness of the design. The results of our method demonstrate the comparison of the UEP of image transmission with defined ROI with facial features and the equal error protection (EEP) over additive white gaussian noise (AWGN) channel.

Keywords: Embedded zerotree wavelet (EZW), equal error protection (EEP), facial features, personal ID images, region of interest (ROI), unequal error protection (UEP)

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106 Animated Versus Static User Interfaces: A Study of Mathsigner™

Authors: Scott Dyer, Nicoletta Adamo-Villani

Abstract:

In this paper we report a study aimed at determining the effects of animation on usability and appeal of educational software user interfaces. Specifically, the study compares 3 interfaces developed for the Mathsigner™ program: a static interface, an interface with highlighting/sound feedback, and an interface that incorporates five Disney animation principles. The main objectives of the comparative study were to: (1) determine which interface is the most effective for the target users of Mathsigner™ (e.g., children ages 5-11), and (2) identify any Gender and Age differences in using the three interfaces. To accomplish these goals we have designed an experiment consisting of a cognitive walkthrough and a survey with rating questions. Sixteen children ages 7-11 participated in the study, ten males and six females. Results showed no significant interface effect on user task performance (e.g., task completion time and number of errors); however, interface differences were seen in rating of appeal, with the animated interface rated more 'likeable' than the other two. Task performance and rating of appeal were not affected significantly by Gender or Age of the subjects.

Keywords: Animation, Animated interfaces, EducationalSoftware, Human Computer Interaction, Multimedia.

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105 Facial Expressions Recognition from Complex Background using Face Context and Adaptively Weighted sub-Pattern PCA

Authors: Md. Zahangir Alom, Mei-Lan Piao, Md. Ashraful Alam, Nam Kim, Jae-Hyeung Park

Abstract:

A new approach for facial expressions recognition based on face context and adaptively weighted sub-pattern PCA (Aw-SpPCA) has been presented in this paper. The facial region and others part of the body have been segmented from the complex environment based on skin color model. An algorithm has been proposed to accurate detection of face region from the segmented image based on constant ratio of height and width of face (δ= 1.618). The paper also discusses on new concept to detect the eye and mouth position. The desired part of the face has been cropped to analysis the expression of a person. Unlike PCA based on a whole image pattern, Aw-SpPCA operates directly on its sub patterns partitioned from an original whole pattern and separately extracts features from them. Aw-SpPCA can adaptively compute the contributions of each part and a classification task in order to enhance the robustness to both expression and illumination variations. Experiments on single standard face with five types of facial expression database shows that the proposed method is competitive.

Keywords: Aw-SpPC, Expressoin Recognition, Face context, Face Detection, PCA

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104 A Neuron Model of Facial Recognition and Detection of an Authorized Entity Using Machine Learning System

Authors: J. K. Adedeji, M. O. Oyekanmi

Abstract:

This paper has critically examined the use of Machine Learning procedures in curbing unauthorized access into valuable areas of an organization. The use of passwords, pin codes, user’s identification in recent times has been partially successful in curbing crimes involving identities, hence the need for the design of a system which incorporates biometric characteristics such as DNA and pattern recognition of variations in facial expressions. The facial model used is the OpenCV library which is based on the use of certain physiological features, the Raspberry Pi 3 module is used to compile the OpenCV library, which extracts and stores the detected faces into the datasets directory through the use of camera. The model is trained with 50 epoch run in the database and recognized by the Local Binary Pattern Histogram (LBPH) recognizer contained in the OpenCV. The training algorithm used by the neural network is back propagation coded using python algorithmic language with 200 epoch runs to identify specific resemblance in the exclusive OR (XOR) output neurons. The research however confirmed that physiological parameters are better effective measures to curb crimes relating to identities.

Keywords: Biometric characters, facial recognition, neural network, OpenCV.

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103 The Effect of Ambient Occlusion Shading on Perception of Sign Language Animations

Authors: Nicoletta Adamo-Villani, Joe Kasenga, Tiffany Jen, Bryan Colbourn

Abstract:

The goal of the study reported in the paper was to determine whether Ambient Occlusion Shading (AOS) has a significant effect on users' perception of American Sign Language (ASL) finger spelling animations. Seventy-one (71) subjects participated in the study; all subjects were fluent in ASL. The participants were asked to watch forty (40) sign language animation clips representing twenty (20) finger spelled words. Twenty (20) clips did not show ambient occlusion, whereas the other twenty (20) were rendered using ambient occlusion shading. After viewing each animation, subjects were asked to type the word being finger-spelled and rate its legibility. Findings show that the presence of AOS had a significant effect on the subjects perception of the signed words. Subjects were able to recognize the animated words rendered with AOS with higher level of accuracy, and the legibility ratings of the animations showing AOS were consistently higher across subjects.

Keywords: Sign Language, Animation, Ambient Occlusion Shading, Deaf Education

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102 Facial Recognition on the Basis of Facial Fragments

Authors: Tetyana Baydyk, Ernst Kussul, Sandra Bonilla Meza

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There are many articles that attempt to establish the role of different facial fragments in face recognition. Various approaches are used to estimate this role. Frequently, authors calculate the entropy corresponding to the fragment. This approach can only give approximate estimation. In this paper, we propose to use a more direct measure of the importance of different fragments for face recognition. We propose to select a recognition method and a face database and experimentally investigate the recognition rate using different fragments of faces. We present two such experiments in the paper. We selected the PCNC neural classifier as a method for face recognition and parts of the LFW (Labeled Faces in the Wild) face database as training and testing sets. The recognition rate of the best experiment is comparable with the recognition rate obtained using the whole face.

Keywords: Face recognition, Labeled Faces in the Wild (LFW) database, Random Local Descriptor (RLD), random features.

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101 Walsh-Hadamard Transform for Facial Feature Extraction in Face Recognition

Authors: M. Hassan, I. Osman, M. Yahia

Abstract:

This Paper proposes a new facial feature extraction approach, Wash-Hadamard Transform (WHT). This approach is based on correlation between local pixels of the face image. Its primary advantage is the simplicity of its computation. The paper compares the proposed approach, WHT, which was traditionally used in data compression with two other known approaches: the Principal Component Analysis (PCA) and the Discrete Cosine Transform (DCT) using the face database of Olivetti Research Laboratory (ORL). In spite of its simple computation, the proposed algorithm (WHT) gave very close results to those obtained by the PCA and DCT. This paper initiates the research into WHT and the family of frequency transforms and examines their suitability for feature extraction in face recognition applications.

Keywords: Face Recognition, Facial Feature Extraction, Principal Component Analysis, and Discrete Cosine Transform, Wash-Hadamard Transform.

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100 Facial Emotion Recognition with Convolutional Neural Network Based Architecture

Authors: Koray U. Erbas

Abstract:

Neural networks are appealing for many applications since they are able to learn complex non-linear relationships between input and output data. As the number of neurons and layers in a neural network increase, it is possible to represent more complex relationships with automatically extracted features. Nowadays Deep Neural Networks (DNNs) are widely used in Computer Vision problems such as; classification, object detection, segmentation image editing etc. In this work, Facial Emotion Recognition task is performed by proposed Convolutional Neural Network (CNN)-based DNN architecture using FER2013 Dataset. Moreover, the effects of different hyperparameters (activation function, kernel size, initializer, batch size and network size) are investigated and ablation study results for Pooling Layer, Dropout and Batch Normalization are presented.

Keywords: Convolutional Neural Network, Deep Learning, Deep Learning Based FER, Facial Emotion Recognition.

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99 CDIO-Based Teaching Reform for Software Project Management Course

Authors: Liping Li, Wenan Tan, Na Wang

Abstract:

With the rapid development of information technology, project management has gained more and more attention recently. Based on CDIO, this paper proposes some teaching reform ideas for software project management curriculum. We first change from Teacher-centered classroom to Student-centered and adopt project-driven, scenario animation show, teaching rhythms, case study and team work practice to improve students' learning enthusiasm. Results showed these attempts have been well received and very effective; as well, students prefer to learn with this curriculum more than before the reform.

Keywords: CDIO, teaching reform, engineering education, project-driven, scenario animation simulation.

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98 Turbine Trip without Bypass Analysis of Kuosheng Nuclear Power Plant Using TRACE Coupling with FRAPTRAN

Authors: J. R. Wang, H. T. Lin, H. C. Chang, W. K. Lin, W. Y. Li, C. Shih

Abstract:

This analysis of Kuosheng nuclear power plant (NPP) was performed mainly by TRACE, assisted with FRAPTRAN and FRAPCON. SNAP v2.2.1 and TRACE v5.0p3 are used to develop the Kuosheng NPP SPU TRACE model which can simulate the turbine trip without bypass transient. From the analysis of TRACE, the important parameters such as dome pressure, coolant temperature and pressure can be determined. Through these parameters, comparing with the criteria which were formulated by United States Nuclear Regulatory Commission (U.S. NRC), we can determine whether the Kuoshengnuclear power plant failed or not in the accident analysis. However, from the data of TRACE, the fuel rods status cannot be determined. With the information from TRACE and burn-up analysis obtained from FRAPCON, FRAPTRAN analyzes more details about the fuel rods in this transient. Besides, through the SNAP interface, the data results can be presented as an animation. From the animation, the TRACE and FRAPTRAN data can be merged together that may be realized by the readers more easily. In this research, TRACE showed that the maximum dome pressure of the reactor reaches to 8.32 MPa, which is lower than the acceptance limit 9.58 MPa. Furthermore, FRAPTRAN revels that the maximum strain is about 0.00165, which is below the criteria 0.01. In addition, cladding enthalpy is 52.44 cal/g which is lower than 170 cal/g specified by the USNRC NUREG-0800 Standard Review Plan.

Keywords: Turbine trip without bypass, Kuosheng NPP, TRACE, FRAPTRAN, SNAP animation.

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97 Automatic Checkpoint System Using Face and Card Information

Authors: Kriddikorn Kaewwongsri, Nikom Suvonvorn

Abstract:

In the deep south of Thailand, checkpoints for people verification are necessary for the security management of risk zones, such as official buildings in the conflict area. In this paper, we propose an automatic checkpoint system that verifies persons using information from ID cards and facial features. The methods for a person’s information abstraction and verification are introduced based on useful information such as ID number and name, extracted from official cards, and facial images from videos. The proposed system shows promising results and has a real impact on the local society.

Keywords: Face comparison, card recognition, OCR, checkpoint system, authentication.

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96 Humanoid Personalized Avatar Through Multiple Natural Language Processing

Authors: Jin Hou, Xia Wang, Fang Xu, Viet Dung Nguyen, Ling Wu

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There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.

Keywords: personalized avatar, mutiple natural luanguage processing, social backgrounds, anmimation, human computer interaction

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95 Fusion Classifier for Open-Set Face Recognition with Pose Variations

Authors: Gee-Sern Jison Hsu

Abstract:

A fusion classifier composed of two modules, one made by a hidden Markov model (HMM) and the other by a support vector machine (SVM), is proposed to recognize faces with pose variations in open-set recognition settings. The HMM module captures the evolution of facial features across a subject-s face using the subject-s facial images only, without referencing to the faces of others. Because of the captured evolutionary process of facial features, the HMM module retains certain robustness against pose variations, yielding low false rejection rates (FRR) for recognizing faces across poses. This is, however, on the price of poor false acceptance rates (FAR) when recognizing other faces because it is built upon withinclass samples only. The SVM module in the proposed model is developed following a special design able to substantially diminish the FAR and further lower down the FRR. The proposed fusion classifier has been evaluated in performance using the CMU PIE database, and proven effective for open-set face recognition with pose variations. Experiments have also shown that it outperforms the face classifier made by HMM or SVM alone.

Keywords: Face recognition, open-set identification, hidden Markov model, support vector machines.

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94 A Proposed Program for Postgraduates in Egypt to Acquire the Skills and Techniques for Producing Concept Cartoons for Kindergarten Children

Authors: Ahmed Amin Mousa, M. Abd El Salam

Abstract:

The current study presents a proposed program for acquisition the skills and techniques needed to produce concept cartoon. The proposed program has been prepared for non-specialist students who have never used neither graphics nor animating software. It was presented to postgraduates in Faculty of Education for Early Childhood, Cairo University, during the spring term of the 2014-2015 academic year. The program works in three different aspects: Drawing and images editing, sound manipulation, and creating animation. In addition, the researchers have prepared a questionnaire for measuring the quality of the concept cartoons produced by the students. The questionnaire was used as a pre-test and post-test, and at the end of the study, a significant difference was determined in favour of post-test results.

Keywords: Cartoon, concept cartoon, kindergarten, animation.

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