• Title/Summary/Keyword: 모션인식

Search Result 307, Processing Time 0.031 seconds

Design of First-Aid Service Support System based on Mobile Motion Recognition (모바일의 모션 인식 기반의 응급 처치 서비스 지원 시스템의 설계)

  • Park, Hung-bog;Seo, Jung-hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.10a
    • /
    • pp.286-287
    • /
    • 2018
  • As the number of single-person households is increasing in Korea, the demand for emergency support networks for the elderly and women is also growing. To meet the need, systemic solutions, such as a wide distribution of cell phones with embedded motion sensors that can alert the first responders or police in case of health or safety crisis, are regarded as critical issues. This paper introduces a design which registers the user's motions to process emergency reports via a mobile app running in the background. The method offers an affordable solution to reporting emergencies taking place both indoors and outdoors as it does not require an addition of hardware but only simple hand gestures.

  • PDF

Hardware Implementation of Depth Image Stabilization Method for Efficient Computer Vision System (효율적인 컴퓨터 비전 시스템을 위한 깊이 영상 안정화 방법의 하드웨어 구현)

  • Kim, Geun-Jun;Kang, Bongsoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.19 no.8
    • /
    • pp.1805-1810
    • /
    • 2015
  • Increasing of depth data accessibility, depth data is used in many researches. Motion recognition of computer vision also widely use depth image. More accuracy motion recognition system needs more stable depth data. But depth sensor has a noise. This noise affect accuracy of the motion recognition system, we should noise suppression. In this paper, we propose using spatial domain and temporal domain stabilization for depth image and makes it hardware IP. We adapted our hardware to floor removing algorithm and verification its effect. we did realtime verification using FPGA and APU. Designed hardware has maximum frequency 202.184MHz.

IoT based Smart Health Service using Motion Recognition for Human UX/UI (모션인식을 활용한 Human UI/UX를 위한 IoT 기반 스마트 헬스 서비스)

  • Park, Sang-Joo;Park, Roy C.
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.18 no.1
    • /
    • pp.6-12
    • /
    • 2017
  • In this paper, we proposed IoT based Smart Health Service using Motion Recognition for Human UX/UI. Until now, sensor networks using M2M-based u-healthcare are using non-IP protocol instead of TCP / IP protocol. However, in order to increase the service utilization and facilitate the management of the IoT-based sensor network, many sensors are required to be connected to the Internet. Therefore, IoT-based smart health service is designed considering network mobility because it is necessary to communicate not only the data measured by sensors but also the Internet. In addition, IoT-based smart health service developed smart health service for motion detection as well as bio information unlike existing healthcare platform. WBAN communications used in u-healthcare typically consist of many networked devices and gateways. The method proposed in this paper can easily cope with dynamic changes even in a wireless environment by using a technology supporting mobility between WBAN sensor nodes, and systematic management is performed through detection of a user's motion.

  • PDF

Development of Baseball Game Using Leap Motion Controllers (립 모션 컨트롤러를 이용한 야구 게임 개발)

  • Joo, Hyanghan;Cho, Minsoo;In, SeungKyo;Cho, Kyuwon;Min, Jun-Ki
    • KIISE Transactions on Computing Practices
    • /
    • v.21 no.5
    • /
    • pp.343-350
    • /
    • 2015
  • While many games have been published that are used with input-devices such as a mouse and keyboard, the number of games that can recognize the behavior of a human utilizing devices such as Kinect and Wii has increased. In this paper, we present the development of a baseball game that utilizes a Leap Motion Controller. A Leap Motion Controller recognizes accurately the movement of a user's fingers. Our implemented game consists of characters, a background and animation. It is a moving animated game in which the users play a game in point of view of a third person. The major feature of our game is that the game players can enjoy the game using a Leap Motion Controller.

선교 항해당직 경보시스템용 모션센서의 최적기능 확보에 관한 연구

  • Jeong, Tae-Gwon;Bae, Dong-Hyeok
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2013.10a
    • /
    • pp.80-82
    • /
    • 2013
  • 해상 물동량의 증가에 따라 선박들이 점차 대형화 되어 가고 있고 선박의 수 또한 지속적으로 늘어나고 있다. 이러한 현상은 곧 해양사고의 증가로 이어지고 있는데 이 중 인적과실에 의한 해양사고가 대부분의 원인으로 밝혀져 있다. 인적과실 중 항해나 당직근무 중 졸음에 의한 사고가 빈번한데 이를 방지하기 위하여 IMO(international maritime organization, 국제해사기구)에서는 선교 항해당직 경보시스템의 의무탑재를 시행하고 있다. 하지만 현행의 선교 항해당직 경보시스템은 재설정 방식에 따른 불편함 때문에 항해사들의 불만이 제기되고 있어 이에 대한 해소책으로 IMO에서는 모션센서를 선교 항해당직 경보시스템에 도입할 것을 권고하고 있다. 그러나 이 모션센서의 탐지기술이나 동작원리는 처음 육상용 화재경보시스템 혹은 보안시스템용으로 개발 및 제작되어진 것이므로 이를 특수한 조건인 선박의 항해당직에 적용할 때 야기될 수 있는 문제점이나 고려사항등을 검토해 볼 필요가 있다. 이 논문에서는 이 모션센서의 선교에서의 이상적인 구성, 필요한 기능, 적확한 작동여부, 모션센서와 압력센서나 음성인식센서와 같은 다른 수단과의 병용 등을 고려하여 모션센서의 최적기능 확보를 위한 성능기준을 제시하고자 한다.

  • PDF

A Multi-dimensional Structure for User Resistance with the Determinants of Innovative Product Use on Virtual Reality (가상현실 환경에서의 다차원적 혁신저항 구조와 혁신 제품 사용의 결정요소)

  • Park, Hyun-jung;Shin, Kyung-shik;Choi, Jaewon
    • The Journal of Society for e-Business Studies
    • /
    • v.21 no.2
    • /
    • pp.97-119
    • /
    • 2016
  • Motion-sensing interface enhances the sense of reality of user experience in virtual reality context. This study analyzes the innovation resistance and adoption structure for Leap Motion, which provides a motion-sensing function, primarily considering the theory of perceived risk. Previous research regarding innovation resistance and adoption mainly addressed the resultant aspects of perceived risk, or the impact of perceived value on the adoption intention. This study synthetically reviews previous studies from a multi-dimensional view considering both resistance- and adoption-perspective. To do so, we identified important antecedents that affect perceived risk and value, and we analyzed the compound dynamics of perceived risk and value towards innovation resistance. As a result, we found that the antecedents included in the existent acceptance models from adoption-perspective can help reduce the level of perceived risk, and that higher perceived value leads to lower innovation resistance. Additionally, trialability can rather foster the perceived risk.

The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games (소셜 네트워크 게임의 크로스 프로모션의 유용성과 성가심이 게임 몰입에 미치는 영향)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.89-100
    • /
    • 2015
  • This study aims to figure out the impact of cross-promotion strategy on flow experience to overcome the restrictions of social network game. Social network games faces tougher market competition and shorter product life-cycles. The results show that the less users play games, the more they feel flow experience led by interests and self-expression of SNG. On the contrary, the more they play games, self- expression and sense of competition factor are proved to be effective factor for flow. Also Users' cognition for usefulness and annoyingness of cross- promotion are different according to level of game uses and promotion uses. People who play games more and utilize promotion more appreciate the usefulness of promotion and indulge in flow experience of SNG.

Multi-moving objects detection by using motion vector distribution (모션벡터 분포를 이용한 다중 동체 인식)

  • Hwang, Ji-Hwan;Kang, Tae-Koo;Park, Gwi-Tae
    • Proceedings of the KIEE Conference
    • /
    • 2007.07a
    • /
    • pp.1742-1743
    • /
    • 2007
  • 본 논문은 이족로봇 플랫폼과 같이 고정되지 않은 카메라에서 다중 동체의 수를 결정하는 방법에 대하여 논한다. 이족 로봇이 임의의 환경에서 자유롭게 활동하기 위해서는 다중 동체를 자동으로 인식하는 것은 반드시 필요하다. 본 논문에서는 고정되지 않은 카메라로 얻은 영상에서 서로 다른 움직임을 갖는 동체들에 대한 모션벡터 속도의 크기 분포를 분석하여 동체의 수를 결정하는 방법을 제시한다.

  • PDF

Motion Infographics Design Trend Analysis of Competition Award-winning Works (공모전 수상작 분석을 통한 모션 인포그래픽 디자인 트렌드 연구)

  • Lim, Kyoung-Hun
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.6
    • /
    • pp.293-304
    • /
    • 2016
  • This study is a thesis on motion infographics design trend analysis of the domestic and international Competition award-winning works. The design processes of motion infographic which belongs to information design are divided into information architecture and information visualization. The award-winning works were analyzed by Design elements considered in each design processes. The analysis results showed that the similarity seen between the domestic and international are meaningful for understanding how to communicate by motion infographics and the usefulness of the methods. At the same time, the difference between them showed that the two sides recognized motion infographic differently and the domestic works have the lack of diversity and the uniformity of expression. The results provide information used to further establish strategy of design motion infographics in business and education.

Real-Time Human Tracker Based on Location and Motion Recognition of User for Smart Home (스마트 홈을 위한 사용자 위치와 모션 인식 기반의 실시간 휴먼 트랙커)

  • Choi, Jong-Hwa;Park, Se-Young;Shin, Dong-Kyoo;Shin, Dong-Il
    • The KIPS Transactions:PartA
    • /
    • v.16A no.3
    • /
    • pp.209-216
    • /
    • 2009
  • The ubiquitous smart home is the home of the future that takes advantage of context information from the human and the home environment and provides an automatic home service for the human. Human location and motion are the most important contexts in the ubiquitous smart home. We present a real-time human tracker that predicts human location and motion for the ubiquitous smart home. We used four network cameras for real-time human tracking. This paper explains the real-time human tracker's architecture, and presents an algorithm with the details of two functions (prediction of human location and motion) in the real-time human tracker. The human location uses three kinds of background images (IMAGE1: empty room image, IMAGE2: image with furniture and home appliances in the home, IMAGE3: image with IMAGE2 and the human). The real-time human tracker decides whether the human is included with which furniture (or home appliance) through an analysis of three images, and predicts human motion using a support vector machine. A performance experiment of the human's location, which uses three images, took an average of 0.037 seconds. The SVM's feature of human's motion recognition is decided from pixel number by array line of the moving object. We evaluated each motion 1000 times. The average accuracy of all the motions was found to be 86.5%.