• Title/Summary/Keyword: 모션인식

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Implementation of input device using motion and voice recognition (모션인식과 음성인식을 활용한 입력장치 구현)

  • Yang Woo Park;Woo Jae Lee;Kim Min Sup;Myeong Jin Jeong;Min Jae Kang;Sang Ho Yeom
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.287-288
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    • 2023
  • 본 논문에서는 실시간 영상 처리 라이브러리인 OpenCV와 미디어파이프(MediaPipe)를 사용하여 동작 인식 기반 키보드, 마우스 제어 프로그램을 개발하였다. Google의 미디어파이프(MediaPipe)에서 제공하는 손가락 마디 부분의 랜드마크를 인식하며, 실시간 영상 처리로 띄워진 사용자 인터페이스에서 제스처를 통해 키보드 입력과 마우스 제어를 할 수 있으며, Google에서 제공하는 오픈 소스와 결합하여 음성인식을 통한 키보드 입력이 가능하다. 또한, 각 기능끼리 제스처를 통해 기능 변경이 가능하여 다양한 산업 분야에서 원하는 키를 매핑할 수 있기 때문에 활용 가능성이 높으며, 의료 분야에서 감염 예방을 목적으로 사용할 수 있다. 특히 기존의 메타버스에서 사용되는 고가의 센서를 대체하여 비용 절감 부분에서 장점이 있다.

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Two-way Interactive Algorithms Based on Speech and Motion Recognition with Generative AI Technology (생성형 AI 기술을 적용한 음성 및 모션 인식 기반 양방향 대화형 알고리즘)

  • Dae-Sung Jang;Jong-Chan Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.2
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    • pp.397-402
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    • 2024
  • Speech recognition and motion recognition technologies are applied and used in various smart devices, but they are composed of simple command recognition forms and are used as simple functions. Apart from simple functions for recognition data, professional command execution capabilities are required based on data learned in various fields. Research is being conducted on a system platform that provides optimal data to users using Generative AI, which is currently competing around the world, and can interact through voice recognition and motion recognition. The main technical processes designed for this study were designed using technologies such as voice and motion recognition functions, application of AI technology, and two-way communication. In this paper, two-way communication between a device and a user can be achieved by various input methods through voice recognition and motion recognition technology applied with AI technology.

A Method for Tennis Motion Recognition Using Smartphone Motion Sensors (스마트폰 가속도 센서를 이용한 테니스 게임용 모션 인식 방법)

  • Cho, Hyung-Ju;Kim, Sang-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.177-178
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    • 2012
  • 최근의 게임 시장에서 체감형 게임은 홈 엔터테인먼트의 중심이 되어가고 있으며 그만큼 큰 인기를 끌며 발전하고 있다. 본 논문에서는 스마트폰 모션 센서를 실제 게임에 적용하기 위한 동작 인식 방법과 적용방법을 제안한다. 본 논문에서는 모션 센서를 이용하여 테니스 게임에 사용되는 모션들을 인식하고 적용시킨다. 실험의 결과 스마트폰 모션 센서를 적용시켜 게임에 이용하는 데에 사용자가 충분한 만족도를 보였다.

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Real-Time Multiple Action Recognition on Video using Motion Gradient Histogram (동영상에서 MGH을 이용한 실시간 다수 동작 인식)

  • Kim Tae-Hyoung;Byun Hye-Ran
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.325-327
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    • 2006
  • 본 논문은 모션 그래디언트 히스토그램(Motion Gradient Histogram : 이하 'MGH')을 적용하여 동영상에서 나타나는 다수 객체들의 동작 검출 및 인식을 실시간으로 구현하는 방법을 제안한다. 인식하고자 하는 대상에 대한 기본적인 템플릿 동영상들의 MGH와 일정 프레임 간격마다 동영상의 MGH를 비교하여 검출 및 인식이 이루어진다. 동시에 다수의 동작이 있는 경우 동작이 발생하는 영역을 모션 에너지 영상(Motion Energy Image : MEI) 기법으로 추출하여 해당 영역별 MGH를 구함으로써 다수 동작을 인식할 수 있도록 한다.

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An Exploratory Study on Tie-in Promotion (제휴 프로모션에 관한 탐색적 연구)

  • Lee, Eun Mi;Park, Hyun Hee;Jeon, Jung Ok
    • Asia Marketing Journal
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    • v.13 no.1
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    • pp.27-50
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    • 2011
  • In today's market scenario, consumers are bombarded with similar promotional messages. It means that managers have to pay attention to promotion strategy to create strong effect as well as to break through the monotony. In this context, although there are strong needs concerning tie-in promotion, research investigating tie-in promotion is limited. Therefore, we extracted tie-in promotion tools and defined the concept of each tie-in promotion tool by analyzing various tie-in promotion cases which are executed in current market. In addition, consumer's recognition of tie-in promotion was investigated through the in-depth interview. The results of case analysis of tie-in promotion and in-depth interview are summarized as follows. First, 9 tie-in promotion tools were extracted: tie-in price reductions, tie-in coupons, tie-in membership, tie-in contests, tie-in premiums (tangibility, intangibility), tie-in payment terms, tie-in sample, tie-in event(culture event, charity event, experience event) and tie-in fund·rebate. Second, 3 categories of the recognition of the consumer for tie-in promotion were extracted: features of preferred tie-in promotion, expectation benefit of tie-in promotion, and risk factors of tie-in promotion. Especially, at the aspect of features of preferred tie-in promotion, fit between consumer pursuit benefit and tie-in promotion was found to be interesting. Moreover, the recognition of the consumer for tie-in promotion were divided with positive(preferred tie-in promotion features, expectation benefit of tie-in promotion) and negative(risk factors of tie-in promotion) factors. In conclusion, the company's effort will be necessary to lower the perceived risk level occurring from the process of accomplishing the tie-in promotion strategy since consumers recognize both positive and negative effects of tie-in promotion.

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A Rehabilitation Training System Using the infrared LED based Motion Analysis (적외선 LED 기반 모션 분석을 통한 재활훈련 시스템)

  • Choi, Wan;Lim, Chul-Su;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.29-36
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    • 2007
  • The objective of this paper is to develop the motion recognition method for the rehabilitation program of the people with physical disabilities. Using the infrared ray LED, this method gets the information of the user's motion and tells the difference between the information we get and the pre-defined information. In order to get the fast recognition and comparison, this method positions the specific coordinates of infrared ray LED in the pre-classified sector which keeps certain distance and angle from the point of origin. The result in our experiment shows the speed over 20 frames per second in every motion, and we are satisfied the rate for the recognition of the motions which is near 98%.

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Study on improvement of the pupil motion recognition algorithm for human-computer interface system (사람 기계간 의사소통 시스템을 위한 눈동자 모션 인식 알고리즘 개선에 대한 연구)

  • Heo, Seung Won;Lee, Hee Bin;Lee, Seung Jun;Yu, Yun Seop
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.377-378
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    • 2018
  • This paper introduce the improvement of the pupil motion recognition algorithm in the previously reported "Eye-Motion Communication System using FPGA and OpenCV". It is a system for generalized paralysis and Lou Gehrig patients who can not move their body naturally, recognizing the pupil's motion and selecting the text in the FPGA in real time. In this paper, we improve the speed of motion recognition by minimizing the operation of eye detection function based on the user being general paralysis patient.

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Implementation to eye motion tracking system using OpenCV and convolutional neural network (OpenCV 와 Convolutional neural network를 이용한 눈동자 모션인식 시스템 구현)

  • Lee, Seung Jun;Heo, Seung Won;Lee, Hee Bin;Yu, Yun Seop
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.379-380
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    • 2018
  • Previoisly presented "Implementation to pupil motion recognition system using convolution neural network".is improved. Using OpenCV, face and eye areas are detected, and then configure the neural network using Numpy. This pupil motion recognition system is based on the Numpy for configuring and calculating the neural network. This system is implemented on DE1-SOC.

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Touchless Motion Based Interactive Augmented Reality Application (모션기반 터치리스 인터랙티브 증강현실 어플리케이션)

  • Yang, Ki-Sun;Kim, Chang-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.06a
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    • pp.73-76
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    • 2013
  • 본 논문은 방송 콘텐츠에서 사용할 수 있는 터치리스 형태의 모션기반 인터랙티브 증강현실 어플리케이션을 제안한다. SD 급 해상도를 가진 범용 모션 카메라를 사용하여 HD 해상도의 방송에서 증강현실 어플리케이션을 구현하기 위해서 깊이 영상의 임의 범위를 지정하여, HD 해상도에 매칭시켜 2D 터치리스 영역에서 손의 멀티터치를 인식하게 하였다. 이렇게 인식된 모션을 자주 사용하는 '왼손 클릭', '오른손 클릭', '양손클릭', '스크러빙-상/하/좌/우' 제스쳐를 인식하게 하였으며, '카루젤 메뉴', '막대그래프 메뉴', '슬라이드 메뉴', '큐브 메뉴'를 구현하여 터치리스 형태의 모션기반 인터랙티브 증강현실 어플리케이션을 제안한다. 방송에서 자주 사용하는 그래픽 정보를 연기자나 사회자가 본 논문에서 제안하는 인터랙션 어플리케이션을 통하여 오퍼레이터 없이 스스로 더 능동적으로 정보를 표출할 수 있는 방법을 설명한다.

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A Method for Tennis Swing Recognition Using Accelerator Sensors on a Smartphone (스마트폰 가속도 센서를 이용한 테니스 스윙 인식 방법)

  • Kim, Sangchul;Che, Zhong Yong
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.29-38
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    • 2013
  • Recently there has been an increasing interest on tangible games in which human motions are recognized rather than the handling of keyboards and mouses. Such games require a motion controller for recognizing the motions of users. In this paper, we analyze the characteristics of values of accelerator sensors which are generated by a user who perform a tennis swing while holding a smartphone with his/her hand, and propose a method for motion recognition based on DWT(Discrete Wavelet Transform). The proposed method enables a smartphone to serve as a motion controller, so that a user can enjoy a tangible tennis game without eliminates a need for buying the device. We developed a tennis game prototype using the proposed method. To our experiment, our method showed a high recognition rate and the usefulness in the game.