Sangyoun Lee

Prof. Sangyoun Lee

School of Electrical and Electronic Engineering, Yonsei University, 50 Yonsei-ro, Seodaemun-gu, Seoul 120-749, Korea

Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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11 March 2024 in IEEE Transactions on Circuits and Systems for Video Technology
Verified
Journal Article
Closed access
SJSungjun Jang
Sungjun Jang
HLHeanSung Lee
HeanSung Lee
woo jin kimwoo jin kim
woo jin kim
JLJungho Lee
Jungho Lee
SWSungmin Woo
Sungmin Woo
SLSangyoun Lee
Sangyoun Lee
Graph convolutional networks (GCNs) have attracted considerable interest in skeleton-based action recognition. Existing GCN-based models have proposed methods to learn dynamic graph topologies generated from the feature information of vertices to capture inherent relationships. However, these models have two main limitations. Firstly, they struggle to effectively utilize high-dimensional or structural information, which limits their capacity for feature representation and consequently hinders performance improvement. Secondly, among these models, the multi-scale methods that aggregate information at different scales often over-capture unnecessary relationships between vertices. This leads to an over-smoothing problem where smoothed features are extracted, making it difficult to distinguish the features of each vertex. To address these limitations, we propose the multi-scale structural graph convolutional network (MSS-GCN) for skeleton-based action recognition. Within the MSS-GCN framework, the common intersection graph convolution (CI-GC) leverages the overlapped neighbor information, indicating the overlap between neighboring vertices for a given pair of root vertices. The graph topology of CI-GC is designed to compute the structural correlation between neighboring vertices corresponding to each hop, thereby enriching the context of inter-vertex relationships. Then, our proposed multi-scale spatio-temporal modeling aggregates local-global features to provide a comprehensive representation. In addition, we propose a Graph Weight Annealing (GWA) method, which is a graph scheduling method to mitigate the over-smoothing caused by multi-scale aggregation. By varying the importance between a vertex and its neighbors, we demonstrate that the over-smoothing problem can be effectively mitigated. Moreover, our proposed GWA method can easily be adapted to different GCN models to enhance performance. Combining the MSS-GCN model and the GWA method, we propose a powerful feature extractor that effectively classifies actions for skeleton-based action recognition in various datasets. We evaluate our approach on three benchmark datasets: NTU RGB+D, NTU RGB+D 120, and NW-UCLA. The proposed MSS-GCN achieves state-of-the-art performance on all three datasets, further validating the effectiveness of our approach.

12 March 2010 in Pattern Recognition
Verified
Journal Article
Closed access
SKSang-Ki Kim
Sang-Ki Kim
YPYoun Jung Park
Youn Jung Park
KTKar-Ann Toh
Kar-Ann Toh
SLSangyoun Lee
Sangyoun Lee

27 November 2014 in Sensors
Verified
Journal Article
Open access
PDF file
SKSooyeon Kim
Sooyeon Kim
YBYuseok Ban
Yuseok Ban
SLSangyoun Lee
Sangyoun Lee
A light field camera is a sensor that can record the directions as well as the colors of incident rays. This camera is widely utilized from 3D reconstruction to face and iris recognition. In this paper, we suggest a novel approach for defending spoofing face attacks, like printed 2D facial photos (hereinafter 2D photos) and HD tablet images, using the light field camera. By viewing the raw light field photograph from a different standpoint, we extract two special features which cannot be obtained from the conventional camera. To verify the performance, we compose light field photograph databases and conduct experiments. Our proposed method achieves at least 94.78% accuracy or up to 99.36% accuracy under different types of spoofing attacks.

17 February 2012 in EURASIP Journal on Advances in Signal Processing
Verified
Journal Article
Open access
PDF file
SPSangheon Park
Sangheon Park
SYSunjin Yu
Sunjin Yu
JKJoongrock Kim
Joongrock Kim
SKSungjin Kim
Sungjin Kim
SLSangyoun Lee
Sangyoun Lee
Hand gestures are an important type of natural language used in many research areas such as human-computer interaction and computer vision. Hand gestures recognition requires the prior determination of the hand position through detection and tracking. One of the most efficient strategies for hand tracking is to use 2D visual information such as color and shape. However, visual-sensor-based hand tracking methods are very sensitive when tracking is performed under variable light conditions. Also, as hand movements are made in 3D space, the recognition performance of hand gestures using 2D information is inherently limited. In this article, we propose a novel real-time 3D hand tracking method in depth space using a 3D depth sensor and employing Kalman filter. We detect hand candidates using motion clusters and predefined wave motion, and track hand locations using Kalman filter. To verify the effectiveness of the proposed method, we compare the performance of the proposed method with the visual-based method. Experimental results show that the performance of the proposed method out performs visual-based method.

8 January 2015 in Sensors
Verified
Journal Article
Open access
PDF file
KKKwangtaek Kim
Kwangtaek Kim
JKJoongrock Kim
Joongrock Kim
JCJaesung Choi
Jaesung Choi
JKJunghyun Kim
Junghyun Kim
SLSangyoun Lee
Sangyoun Lee
Vision-based hand gesture interactions are natural and intuitive when interacting with computers, since we naturally exploit gestures to communicate with other people. However, it is agreed that users suffer from discomfort and fatigue when using gesture-controlled interfaces, due to the lack of physical feedback. To solve the problem, we propose a novel complete solution of a hand gesture control system employing immersive tactile feedback to the user’s hand. For this goal, we first developed a fast and accurate hand-tracking algorithm with a Kinect sensor using the proposed MLBP (modified local binary pattern) that can efficiently analyze 3D shapes in depth images. The superiority of our tracking method was verified in terms of tracking accuracy and speed by comparing with existing methods, Natural Interaction Technology for End-user (NITE), 3D Hand Tracker and CamShift. As the second step, a new tactile feedback technology with a piezoelectric actuator has been developed and integrated into the developed hand tracking algorithm, including the DTW (dynamic time warping) gesture recognition algorithm for a complete solution of an immersive gesture control system. The quantitative and qualitative evaluations of the integrated system were conducted with human subjects, and the results demonstrate that our gesture control with tactile feedback is a promising technology compared to a vision-based gesture control system that has typically no feedback for the user’s gesture inputs. Our study provides researchers and designers with informative guidelines to develop more natural gesture control systems or immersive user interfaces with haptic feedback.