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Dive into the research topics where Hyung-Keun Jee is active.

Publication


Featured researches published by Hyung-Keun Jee.


intelligent sensors sensor networks and information processing conference | 2004

Eye and face detection using SVM

Hyung-Keun Jee; Kyung-Hee Lee; Sung Bum Pan

In a real-time automatic face recognition system, accurate face detection plays a very important part in recognition performance. We use color, edge, and binary information to detect eye pair candidate regions from an input image, then extract the face candidate region with the detected eye pair. We verify both the eye pair candidate region and the face candidate region using support vector machines (SVM). It is possible to perform fast and reliable face detection because we can protect false detection through this verification process. Experimental results demonstrate that the proposed approach shows an excellent face detection performance of over 99.2%.


Multimedia Tools and Applications | 2014

An augmented reality-based authoring tool for E-learning applications

Hyung-Keun Jee; Sukhyun Lim; Jinyoung Youn; Junsuk Lee

In recent years, augmented reality technologies have been a subject of great interest among the scientific community. However, most studies have focused on hardware and software development without particular emphasis on the authoring phase. As a consequence, the authoring process of augmented reality applications is accomplished today through hard-coding of a specific application. This approach, however, requires operators. In the education applications, the hard-coding methods tend to be retained, despite remarkable technological developments in the industrial area. Textbooks are mainly used in educational systems and many educators are very passive about applying new materials. In this paper, we present an immersive authoring tool for education using augmented reality, where applications authorized by our tool interact with the user in order to increase the learner’s interest and reflect various desires of dynamic environment. Our authoring tool consists of a composing tool that can be used to create educational contents, a viewer that plays the content, and an engine to power the tool and viewer.


international conference on information science and applications | 2011

An Immersive Authoring Tool for Augmented Reality-Based E-Learning Applications

Hyung-Keun Jee; Sukhyun Lim; Jinyoung Youn; Junsuk Lee

In recent years augmented reality technologies have been subject of great interest among the scientific community. However, most researches have focused on hardware and software development without particular interest on the authoring phase. As a consequence the authoring process of an augmented reality application is done today through hard-coding of a specific application. This approach however requires operators. In education application, old-fashioned ways are kept especially in educational system, although technological developments in industrial area are remarkable nowadays. Textbooks are mainly used in educational systems and many educators are very passive about applying new materials in use. So, traditional methods are still used these days. We present an immersive authoring tool using the augmented reality, which interacts with user in order to increase learners interest and reflect various desires that dynamic environment students have. It consists of composing tool that can be used to create educational contents, viewer that plays the contents and the engine which allows these what to happen.


Lecture Notes in Computer Science | 2005

Fusion for multimodal biometric identification

Yongjin Lee; Kyung-Hee Lee; Hyung-Keun Jee; Youn-Hee Gil; Woo-Yong Choi; Dosung Ahn; Sung Bum Pan

In this paper, we investigate fusion methods for multimodal identification using several unimodal identification results. One fingerprint identification system and two face identification systems are used as fusion sources. We discuss rank level and score level fusion methods. Whereas the latter combines similarity scores, the other one combines the orders of the magnitudes of the similarity scores. For rank level methods, Borda Count and Bayes Fuse are considered and, for score level methods, Sum Rule and Binary Classification Approach are considered. Especially, we take a more detailed look at Binary Classification Approach, which simplifies a multiple class problem into a binary class problem. Finally, we compare experimental results using the fusion methods in different combinations of the sources.


The Journal of the Korea Contents Association | 2010

Effect of Augmented Reality Contents Based Instruction on Academic Achievement, Interest and Flow of Learning

Kyung-Hee Noh; Hyung-Keun Jee; Sukhyun Lim

The purpose of this experimental study is to find out the effect of augmented reality contents based instruction on academic achievement, interest and flow of learning. The subjects were 142 students of five classes, sampled from 6th graders of an elementary school. Three classes(86 students) were taught by augmented reality based instruction and the other two classes(56 students) were taught by textbook based instruction for 2 weeks. The experimental design of the study was the pretest-posttest control group design. The results are summarized as follows: First, there is a significant difference in academic achievement between two groups. Augmented reality based instruction group accomplished higher achievement than textbook based instruction group. Second, there is no significant difference in general interest of learning between two groups. But in the interest of lessons taken by students themselves, augmented reality based instruction is more effective than textbook based instruction. Finally, there is a significant difference in learning flow between two groups. Augmented reality based instruction group showed higher learning flow than textbook based instruction group.


international conference on it convergence and security, icitcs | 2012

Augmented Reality-Based Role-Playing Contents for Education

Sukhyun Lim; Hyung-Keun Jee; Jinyoung Youn; Junsuk Lee

In recent years, augmented reality technologies have been a subject of great interest among the lots of community. In the education applications, old-fashioned materials are still used, despite remarkable technological developments in the industrial area. Textbooks are mainly used in educational systems and many educators are very passive about applying new materials. In this paper, we present an augmented reality system for education. Our system consists of an authoring tool that can be used to create educational contents, a viewer that plays those contents, and an engine to power the tool and viewer. Based on the system, we present three role-playing contents for increasing educational benefits.


international conference on computer graphics and interactive techniques | 2017

Improved and accessible e-book reader application for visually impaired people

Heesook Shin; Youn-Hee Gil; Cho-rong Yu; Hee-Kwon Kim; Jisu Lee; Hyung-Keun Jee

This1paper presents a study of an accessible e-book reader application for visually impaired people. We interviewed 27 visually impaired people to understand their usage patterns of e-books and user requirements in terms of functions and interface of an e-book reader application. Based on this survey, we were able to establish the basic direction of development of our e-book reader application; we implemented the first version of the e-book reader focusing on basic functionality. This version of the e-book reader obtained a value of user satisfaction of more than 75% in the usability test. We are continuing to develop the next version of this e-book reader with differentiated functions for reading professional books that include equations, tables, graphs, and so on. In addition, we are considering supporting a simple and fast input method and providing personalized UI. Beyond ebook readers, we hope that our study will be useful when designing and developing various mobile applications, considering that visually impaired users want to obtain information and experience equal to that available to the non-visually disabled.


ieee virtual reality conference | 2017

Real-time interactive AR system for broadcasting

Hyunwoo Cho; Sung-Uk Jung; Hyung-Keun Jee

For live television broadcast such as the educational program for children conducted through viewer participation, the smooth integration of virtual contents and the interaction between the casts and them are quite important issues. Recently there have been many attempts to make aggressive use of interactive virtual contents in live broadcast due to the advancement of AR/VR technology and virtual studio technology. These previous works have many limitations that do not support real-time 3D space recognition or immersive interaction. In this sense, we propose an augmented reality based real-time broadcasting system which perceives the indoor space using a broadcasting camera and a RGB-D camera. Also, the system can support the real-time interaction between the augmented virtual contents and the casts. The contribution of this work is the development of a new augmented reality based broadcasting system that not only enables filming using compatible interactive 3D contents in live broadcast but also drastically reduces the production costs. For the practical use, the proposed system was demonstrated in the actual broadcast program called “Ding Dong Dang Kindergarten” which is a representative children educational program on the national broadcasting channel of Korea.


international conference on computer graphics and interactive techniques | 2016

An AR-based safety training assistant in disaster for children

Sung-Uk Jung; Hyunwoo Cho; Hyung-Keun Jee

Learning how to behave in dangerous situation such as earthquake, fire and flood is an important issue for precaution and prevention of disaster in childrens education. Recently, AR/VR technologies and new devices (i.e. Oculus Rift and Microsoft Hololens) have been developed so that the virtual experience can be utilized with low expense and more reality on this purpose. In this sense, we present an AR based safety training assistant which recognizes the real space, augments the virtual objects and interacts between the objects and users in real space according to the instruction of disaster situation. The contributions of this research are that we apply new AR based safety trainer to virtual disaster in the real space so that this system can be useful for preventing the dangerous situation on the practical proposes.


The Kips Transactions:partb | 2004

Performance Improvement Method of Face Detection Using SVM

Hyung-Keun Jee; Kyung-Hee Lee; Yongwha Chung

In the real-time automatic face recognition technique, accurate face detection is essential and very important part because it has the effect to face recognition performance. In this paper, we use color information, edge information, and binary information to detect candidate regions of eyes from Input image, and then detect face candidate region using the center point of the detected eyes. We verify both eye candidate region and face candidate region using Support Vector Machines(SVM). It is possible to perform fast and reliable face detection because we can protect false detection through these verification process. From the experimental results, we confirmed the Proposed algorithm in this paper shows excellent face detection rate over 99%.

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Junsuk Lee

Electronics and Telecommunications Research Institute

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Sukhyun Lim

Electronics and Telecommunications Research Institute

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Dowon Hong

Electronics and Telecommunications Research Institute

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Jinyoung Youn

Electronics and Telecommunications Research Institute

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Sung-Uk Jung

Electronics and Telecommunications Research Institute

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Youn-Hee Gil

Electronics and Telecommunications Research Institute

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Cho-rong Yu

Electronics and Telecommunications Research Institute

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Hee-Kwon Kim

Electronics and Telecommunications Research Institute

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Heesook Shin

Electronics and Telecommunications Research Institute

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