Combining Region-Based and Point-Based Algorithm to Detect Vehicle Plate Location

Author(s):  
Hendra Maulana ◽  
iDhian Satria Yudha Kartika ◽  
Wahyu SJ Saputra ◽  
Ronggo Alit
Keyword(s):  
2013 ◽  
Vol 760-762 ◽  
pp. 1638-1641 ◽  
Author(s):  
Chun Yu Chen ◽  
Bao Zhi Cheng ◽  
Xin Chen ◽  
Fu Cheng Wang ◽  
Chen Zhang

At present, the traffic engineering and automation have developed, and the vehicle license plate recognition technology need get a corresponding improvement also. In case of identifying a car license picture, the principle of automatic license plate recognition is illustrated in this paper, and the processing is described in detail which includes the pre-processing, the edge extraction, the license plate location, the character segmentation, the character recognition. The program implementing recognition is edited by Matlab. The example result shows that the recognition method is feasible, and it can be put into practice.


2020 ◽  
Vol 1642 ◽  
pp. 012012
Author(s):  
Zhilong He ◽  
Zhongjun Xiao ◽  
Zhiguo Yan

2011 ◽  
Vol 108 ◽  
pp. 52-55 ◽  
Author(s):  
Zhan Wen Wu

The license plate location method is the key technology of license plate recognition system, new algorithm is proposed based on LOG operator detecting edge of License Plate Location. First, a large number of color plate images are preprocessed to remove the background interference information, and then rough location of license plate based on block method, search area of plate will be greatly reduced and accurate positioning the plate will be realized by LOG operator combined with projection method. Static license plate image positioning by simulation and analysis show that the method has high accuracy in license plate location.


Author(s):  
Daniel Gracia De Luna ◽  
Roel Tijernia ◽  
Alley Butler ◽  
Emmett Tomai ◽  
Douglas Timmer ◽  
...  

Abstract This paper reports on an experiment in human subject balance and coordination using a HTC Vive head mounted display to create a virtual environment. For the experiment, 30 male human subjects of college age and 30 female subjects of college age were asked to navigate along a clear path in a virtual world using a controller with their dominant hand and asked to balance a virtual ball on a virtual plate using the other controller in the non-dominant hand. The test subjects moved along a clearly marked path, with three surprise obstacles occurring: a large rock landing near the path, and explosion near the path, and a flock of birds coming across the path. Data included 6 degree of freedom trajectories for the head, and both hands, as well as data gathered by the computer system on ball location and velocity, plate location and velocity and ball status. Likert scale questionnaires were answered by the test subjects relative to video game experience, sense of presence, and ease of managing the ball movement. Statistics showed that the male students dropped the ball less frequently at p = 0.0254 and p = 0.0036. In contrast, female students were aware of their performance with correlation levels of 0.632 and 0.588.


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