International Conference

2015
  • Dynamically Weighted DTW for Dynamic Full-Body Gesture Recognition,ICISIP
  • Online Gesture Recognition Using Template Matching Method with Particle Swarm Movement: International Conference on Electronics, Information and Communication
  • Penalty Added DTW Gesture Recognition Based on Velocity Orientation: International Conference on Electronics, Information and Communication
  • Recognition of Face Orientation by Divided Hausdorff Distance,International Conference on Telecommunication and Signal Processing
  • Hierarchical Hidden Markov Model for Finger Language Recognition,Proceedings of the 3rd IIAE International Conference on Intelligent Systems and Image Processing 2015

2014
  • A DTW Gesture Recognition System Based on Gesture Orientation Histogram, The 18th IEEE ISCE
  • A fast face detection method based on skin color and Adaboost, The 18th IEEE ISCE
  • Recognition of Face Orientation Angle using Modified Hausdorff Distance,IEEE

2013
  • Modified Levenshtein Distance for Real-time Gesture Recognition, CISP-BMEI 2013
  • Hand Pose Recognition by using Masked Zernike Moments, VISAPP 2014

2012
  • Complexity Analysis of Video Frames by Corresponding Audio Features,SIGMAP
  • Block-Based Fast Integral Histogram, SCET
  • Hybrid Motion Search and High-speed reference frame selection algorithm, ICEIC
  • Block Based Fast Integral Histogram for Real-Time Applications, ICEIC

2011
  • Enhanced H.264/AV C Deblocking Filter for Stereoscopic Video Coding in Mobile Broadcasting, ,IEEE
  • USER-GUIDED SEGMENTATION FOR MEDICAL IMAGE USING BELIEF PROPAGATION, ISCE
  • Multi Target Tracking Using M ultiple Independent Particle Filters For Video Surveillance, IEEE

2010
  • Realtime User Interface using Particle Filter with Integral Histogram, ICCE 2010
  • Enhanced Video Co mplexity Analysis with Audio Features, ICCE 2010
  • ROI centered Compression by Adaptive Quantization for Sports Video, ICCE 2010

2009
  • Soccer ball tracking using dynamic kalman filter with velocity control, CGIV
  • Providing novel and useful data for game development using usability expert
  • evaluation and testing, CGIV
  • Expansion of communication in media art through the intelligent interaction, CGIV
  • Vision based Real time Game Interface, ICE_GIC
  • Soccer Ball Tracking using Dynamic Kalman Filter with Velocity Control, CGIV
  • Providing novel and useful data for game development using usability expert evaluation and testing, CGIV
  • Expansion of Communication in Media Art through the Intelligent Interaction, CGIV
  • Audio Dynamic Range Control for Set-top Box, ICCE pp305-306
  • Facial Color Control to Represent Character Emotion, ICCE pp501-502

2008
  • Training Game AI based on Evolutionary Artificial Neural Networks, APCHI pp. 40-44, 2008
  • Improvement of Collision Detection for 3D Models using Dynamic-Density, ICCIT
  • Usability Expert Evaluation and Testing for Game Development, APCHI pp. 9-12,
  • Facial color adaptive Technique based on the theory of emotion-color association
  • and analysis of animation, IEEE
  • Improvement of Collision Detection for 3D Models using Dynamic-Density, ICCIT
  • Improvement of Collision Detection Performance of Hierarchies by Using Classified Dynamic-Density of 3D Objects, IEEE

2007
  • Improved Web Content Adaptation for Visual Aspect of Mobile Services, IEEE SITIS , pp.374-380
  • Evolving Game Agents based on Adaptive Constraint of Evolution, ICCIT pp.1241-1246
  • Realtime Histograms, ICCIT pp1982-1987
  • Homogeneity Based Background, cgiv, pp.103-108
  • Video Game Consol Audio..Evolution and Future Trends, cgiv, pp.97-102
  • Improvement of Collision Detection Performance of Hierarchies by Using Dynamic-Density of 3D Objects Based on LOD, cgiv
  • VARIABLE BLOCK-BASED DEBLOCKING FILTER FOR H.264-AVC, ICME pp.436-439
  • An efficiect balance method of stereo images for stereo coding, The 22nd ITC-CSCC Proceeding Vol2, pp805-806

2006
  • Dependency Connections for Interconnected FSMs in Modeling Computer Game, AMTA
  • Real-Time and Interactive Water Simulation using Precomputed Navier-Stokes Equation, ICHIT vol 2, pp. 668-672
  • Game Character’s Active Facial Color Engine based on the Theory of Emotion Color Association, ICHIT vol 2, pp. 751-757

2005
  • Traffic Analysis and Modeling for Network Games, CIS pp. 264-269
  • Flexible Platform Architecture for Developing Game NPC Intelligence with Load
  • Sharing, CIS pp. 17-22
  • Evolutionary Algorithm for Game Difficulty Control, WSEAS International Conference on E-ACTIVITIES, pp. 7-11
  • Position Calibration with Infrared LED Tracking System for Game Interface, CIS pp. 286-291
  • Dependency Connection for Game State Analysis Using Petri Net, CIS pp. 1-6,

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