입모양 인식을 이용한 게임개발 논문자료
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입모양 인식을 이용한 게임개발 논문자료입니다.학부졸업논문 자료입니다.
목차
Ⅰ. 서론 ······································································································································· 81. 연구 배경 및 목적 ·········································································································· 8
2. 논문의 구성 ······················································································································ 8
Ⅱ. 관련 연구 ····························································································································· 9
1. OpenCv ····························································································································· 9
2. 영상처리 알고리즘 ·········································································································· 9
2.1. 컬러 공간 ··················································································································· 9
2.1.1 RGB 컬러공간 ···································································································· 9
2.1.2 YUV 컬러공간 ································································································· 10
2.2. 이진 영상 ················································································································ 10
2.2.1 임계치 값 ·········································································································· 11
2.2.2 단순 임계치 이진화 ······················································································ 11
2.3. 히스토그램 균등화 ································································································ 12
2.4. 공간 필터 ················································································································ 12
2.4.1 평균값 필터 ······································································································ 12
2.5. 모폴로지 기법 ········································································································ 13
2.5.1 침식 연산 ·········································································································· 13
2.5.2 팽창 연산 ·········································································································· 14
2.6 라벨링 ······················································································································· 15
Ⅲ. 본론 ···································································································································· 15
1. 시스템 시나리오 ············································································································ 15
2. 개발 환경 ························································································································ 16
3. 개발 제한사항 ················································································································ 16
4. 입술인식 프로그램의 구현 ·························································································· 17
4.1 영상의 입력 ············································································································· 17
4.2 전처리 과정 ············································································································· 18
4.3 얼굴영역 추출 ········································································································· 18
4.4 입술영역 추출 ········································································································· 21
4.5 입모양 인식 ············································································································· 23
5. 게임 프로그램의 구현 ·································································································· 23
Ⅳ. 결과 ···································································································································· 24
Ⅴ. 결론 및 고찰 ···················································································································· 25
Ⅵ. 참고 문헌 ·························································································································· 27
Ⅶ. 영문초록 ···························································································································· 28
본문내용
Ⅰ.서론1. 연구 배경 및 목적
이 논문은 사람의 입모양 ‘아’, ‘이’, ‘오’, ‘음’을 인식하기 위한 방법 제시를 목적으로 한다. 또 이를 구현하
여 응용할 수 있는 게임프로그램을 개발해 입모양의 인식율과 활용방안을 고찰해 본다.
컴퓨터 산업의 발전과 더불어 컴퓨터 인터페이스는 인간에게 보다 친숙한 환경으로 변화해 가고 있다. 친숙
한 환경을 조성하기 위해 최근에는 인간과 컴퓨터의 상호작용(HCI, Human Computer Interaction)에 관한 이
론과 응용에 관련된 학문을 연구가 활발히 진행되고 있다.[1] 이를 통해 인간과 컴퓨터 또는 사이버 공간과의
상호작용에 관련된 현상을 연구하고 발전시킬 수 있다.
사람의 특징 정보나 움직임을 기호화 시키고 이를 인식하는데 있어서 주로 사용한 특징에는 손, 얼굴 등이
있다. 또한 얼굴 내에서는 입모양을 추출하여 시간에 따른 이들의 형태변화에 대한 정보를 추출 할 수 있다.
입 모양 추출 결과는 여러 응용분야에 사용이 가능하다. 예를 들어 음성 인식 분야에서 음성 데이터와 화자의
입 모양 변화를 같이 사용하면 많은 개선을 얻을 수 있음이 알려져 있기 때문에 이에 대한 연구가 많은 관심
을 끌고 있다.[2] 또 얼굴에서 입술은 변화가 가장 심한 부분이기 때문에 입술의 변화를 인식하여 사람의 웃는
모습을 알아내 웃는 얼굴을 촬영한다는 지의 방식은 실제 카메라 기능에도 적용되었다. 그래픽 애니메이션
(animation) 분야에서는 말하는 사람의 변화하는 입 모양을 정확히 추출하여 화자의 입 모양을 보다 쉽게 실
시간으로 생성할 수 있다.
이 연구에 관심을 가지기 시작하면서 실제로 사람의 입모양을 정확히 인식하여 사람의 언어를 이해하는데
한계가 있다는 것을 알게 되었다. 사람의 입술모양의 변화가 같더라도 서로 소리 내는 성질이 다르기 때문이
다. 따라서 입모양의 가장 큰 변화가 있는 ‘아’, ‘이’, ‘오’, ‘음’은 입술의 변화만으로도 인식이 가능하므로 이
네 가지 입모양을 인식하는 것으로 범위를 좁혔다. 이 정보를 특정 파라미터로 제공하면 여러 응용분야에 활
용할 수 있을 것이다.
2. 논문의 구성
이 논문은 크게 6장으로 구성되어 있다.
참고 자료
[1] 장경식, 이임건, "입술의 형태 모델과 Down Hill 탐색 방법을 이용한 입술 인식”,멀티미디어학회 논문지, 2003.
[2] Yang J , R Stiefe]hagen, U. Meier and A Waibe], " Real-time Face and Facia]
Feature
Tracking and App]ication",proceedings of Audiotory-Visual Speech Processing, pp. 79-84, 1998.
[3] wikipedia, “http://ko.wikipedia.org/wiki/Opencv”
[4] 이희원, 양승덕, 최우현, "Real time Hand Gesture Recognition Based on Web Cam", 비트프로
젝트 111호, 비트북스, 2007.
[5] 윤종원, “적응적 피부색 검출과 에지 특징을 이용한 유해 이미지 분류 방법”, 한양대 학교 대학원
석사학위논문, 2009.
[6] 장동혁, "디지털 영상처리의 구현", PC어드밴스, 1999.
[7] 하영호, 남재열, 이응주, 이철희, “디지털영상처리”, 도서출판 그린, 2008.
[8] 한밭대학교 멀티미디어 정보처리 연구실(MIPL), "3장 히스토그램 처리".
[9]] 한밭대학교 멀티미디어 정보처리 연구실(MIPL), "5장 공간필터".
[10] 이창주, 이준호, “깊이 에지 기반의 Curvature Scale Space Map을 이용한 손 제스 처 인식”, 한
국정보처리학회 춘계학술발표대회 논문집 제14권 제1호, 2007.
[11] 이병성,전준철, “Optical Flow를 이용한 실시간 입술 추적 기법“, 한국인터넷정보학 회 학술발표대
회 논문집, 2007.
[12] 한순천, “말하는
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