• Title/Summary/Keyword: 무게중심 좌표

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The Fraunhofer Diffraction for the Triangle Stop (삼각형 조리개의 프라운호퍼 회절)

  • Ko, Y.J.;Kim, D.H.;Kim, J.K.
    • Journal of Korean Ophthalmic Optics Society
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    • v.4 no.1
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    • pp.89-91
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    • 1999
  • Fresnel-Kirchhoff's Integration enables us to achieve the diffraction pattern for the triangle stop. We have arranged the integral variables on the generalized coordinates and unlike the rectangularity or circle, the center of mass of the triangle does not have the symmetric position on the origin of the coordinates. Hence the solution for the system shows a difficulty for the expression in the simple formula which we see in the case of the rectangularity or circle.

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2D Spatial-Map Construction for Workers Identification and Avoidance of AGV (AGV의 작업자 식별 및 회피를 위한 2D 공간 지도 구성)

  • Ko, Jung-Hwan
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.9
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    • pp.347-352
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    • 2012
  • In this paper, an 2D spatial-map construction for workers identification and avoidance of AGV using the detection scheme of the spatial coordinates based on stereo camera is proposed. In the proposed system, face area of a moving person is detected from a left image among the stereo image pairs by using the YCbCr color model and its center coordinates are computed by using the centroid method and then using these data, the stereo camera embedded on the mobile robot can be controlled for tracking the moving target in real-time. Moreover, using the disparity map obtained from the left and right images captured by the tracking-controlled stereo camera system and the perspective transformation between a 3-D scene and an image plane, depth map can be detected. From some experiments on AGV driving with 240 frames of the stereo images, it is analyzed that error ratio between the calculated and measured values of the worker's width is found to be very low value of 2.19% and 1.52% on average.

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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Pacman Game Using Recognition of Hand Movement from Game Industry (게임 산업에서 손동작 인식을 이용한 팩맨 게임)

  • Shin, Seong-Yoon;Rhee, Yang-Won
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.3
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    • pp.51-57
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    • 2012
  • Pacman is known as the terminator of the loved classic game in the world. In this paper, classic pacman game without using a keyboard or a mouse we should be able to play the game with simple hand gestures. In other words, It use motion game to be a substitute for the hand direction key using the center coordinates. Also, movements of the monster is to be replaced depending on your hand movements by extracting a pointer of hand taking pictures in the MFC dialog using Cam. In this paper, YCbCbr image is convert to RGB images to extract skin color, and multiplication operations and hybrid median filtering was used in order to obtain better images. And it is used to obtain movement of the hand area based on obtain the center of gravity of the hand region.

Development of an Automatic Seed Marker Registration Algorithm Using CT and kV X-ray Images (CT 영상 및 kV X선 영상을 이용한 자동 표지 맞춤 알고리듬 개발)

  • Cheong, Kwang-Ho;Cho, Byung-Chul;Kang, Sei-Kwon;Kim, Kyoung-Joo;Bae, Hoon-Sik;Suh, Tae-Suk
    • Radiation Oncology Journal
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    • v.25 no.1
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    • pp.54-61
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    • 2007
  • [ $\underline{Purpose}$ ]: The purpose of this study is to develop a practical method for determining accurate marker positions for prostate cancer radiotherapy using CT images and kV x-ray images obtained from the use of the on- board imager (OBI). $\underline{Materials\;and\;Methods}$: Three gold seed markers were implanted into the reference position inside a prostate gland by a urologist. Multiple digital image processing techniques were used to determine seed marker position and the center-of-mass (COM) technique was employed to determine a representative reference seed marker position. A setup discrepancy can be estimated by comparing a computed $COM_{OBI}$ with the reference $COM_{CT}$. A proposed algorithm was applied to a seed phantom and to four prostate cancer patients with seed implants treated in our clinic. $\underline{Results}$: In the phantom study, the calculated $COM_{CT}$ and $COM_{OBI}$ agreed with $COM_{actual}$ within a millimeter. The algorithm also could localize each seed marker correctly and calculated $COM_{CT}$ and $COM_{OBI}$ for all CT and kV x-ray image sets, respectively. Discrepancies of setup errors between 2D-2D matching results using the OBI application and results using the proposed algorithm were less than one millimeter for each axis. The setup error of each patient was in the range of $0.1{\pm}2.7{\sim}1.8{\pm}6.6\;mm$ in the AP direction, $0.8{\pm}1.6{\sim}2.0{\pm}2.7\;mm$ in the SI direction and $-0.9{\pm}1.5{\sim}2.8{\pm}3.0\;mm$ in the lateral direction, even though the setup error was quite patient dependent. $\underline{Conclusion}$: As it took less than 10 seconds to evaluate a setup discrepancy, it can be helpful to reduce the setup correction time while minimizing subjective factors that may be user dependent. However, the on-line correction process should be integrated into the treatment machine control system for a more reliable procedure.

Pacman Game Using Skin Color Extraction and Center of Gravity of Hand (손의 피부색 추출과 무게중심을 이용한 팩맨 게임)

  • Shin, Seong-Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.49-55
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    • 2012
  • Pacman is one of the world-famous and have been chosen game in the game room at the arcade. In this paper, pacman game gives you the ability to perform by simple hand movement alone. First, we obtain binary RGB image to extract skin color, and convert into binary image YCbCr by minus the luminance in this image. Next, we extract the hand region by the product of an binary RGB image and binary YCbCr image. Finally, the hand region, we obtain the center of gravity by the minimum bounding rectangle and the center of the hand pixel area, and we used to obtain the center of the hand area with an average of two center of gravity. In other words, we presented the game of motion that can take the place of arrow key by using the center coordinates of hand. In addition, these experiments showed the average movement and error rate, and cause of the error type was also investigated.

Map registration of building construction plan drawing with shape matching of cadastral parcel polygon (필지 객체의 형상 정합을 이용한 건물 설계도면의 좌표 등록)

  • Huh, Yong;Yu, Kiyun;Yang, Sungchul
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.3
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    • pp.193-198
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    • 2013
  • This study proposed a map registration method of a building construction plan drawing with shape matching of cadastral parcel polygon. In general, the drawing contains information about a building boundary and a cadastral parcel boundary. The shape of this cadastral parcel boundary should be same as that of the corresponding parcel polygon object in the KLIS continuous cadastral map. Thus, shape matching between two parcel boundary polygons from the drawing and cadastral map could present transformation parameters. Translation and scaling amounts could be obtained by difference of centroid coordinates and area ratio of the polygons, respectively. Rotation amount could be obtained by the rotation that presents the minimum Turning function dissimilarity of the polygons. The proposed method was applied for building construction plan drawings in eAIS for an urban area in Suwon. To assess positional accuracy of map registration, building polygons in registered drawings and aerial photos were compared. According to the accuracy of the cadastral map which is the reference dataset of the proposed method, the RMSE of corresponding buildings' corners was 0.95m and 2.37m in new and old urban areas, respectively.

Meduim Vector PWM for Elimination of Common Mode Voltage Variation in Three-level Inverter (3-레벨 인버터의 공통모드 전압 변동 제거를 위한 Medium Vector PWM)

  • Choi, Nam-Sup;Lee, Eun-Chul;Ahn, Kang-Soon
    • Proceedings of the KIPE Conference
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    • 2014.11a
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    • pp.205-206
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    • 2014
  • 본 논문에서는 3-레벨 인버터 시스템에서 공통 모드 전압 변동 제거를 위한 새로운 Medium Vector PWM(MVPWM)을 제안한다. 제안된 MVPWM의 특징은 다음과 같다. 1) 스위칭 상태와 관계없이 공통모드 전압은 일정하게 유지된다. 2) 무게 중심좌표계 방법에 의하여 구현되므로 구현이 간단하고 직관적이다. 본 논문에서는 시뮬레이션을 통하여 제안된 MVPWM의 위와 같은 특성을 밝히고 태양광 인버터의 제어에 적합함을 입증하였다.

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Cursor Control by the Finger Moton Using Circular Pattern Vector Algorithm (원형 패턴 벡터 알고리즘을 이용한 손가락 이동에 의한 커서제어)

  • 정향영;신일식;손영선
    • Journal of the Korean Institute of Intelligent Systems
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    • v.11 no.6
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    • pp.487-490
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    • 2001
  • In this paper, we realize a system that moves a cursor with a finger using the circular pattern vector algorithm that in one of the image analysis algorithms. To apply this algorithm, we use central point of the biggest circle among the various circles that recognize the image of the hand , and find out the pointing finger by looking for the distance of the outline of the hand from the central point. The horizontal direction of the cursor on the display is controlled by converting the direction of the pointing finger to the analysis of the plane corrdinate. Because of setting up only one camera of the upper, the middle and the lower discretely. On account of the discrete movement of the cursor of the vertical direction, we move th cursor to the objective, which the user wants. by expanding the local are to the whole area.

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3D Interactive Texture Painting (3D 인터렉티브 텍스쳐 페인팅)

  • Kim, Nam-Hoon;B. Kim, Hyoung-Seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.81-84
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    • 2008
  • 3D 인터렉티브 텍스쳐 페인팅은 3차원 공간상에서 3D 모델 데이터의 표면에 직접 브러쉬를 이용하여 페인팅하는 것을 말한다. 3D 인터렉티브 텍스쳐 페인팅을 구현하기 위해서는 매개변수화와 브러쉬 드로잉이 중요하다. 본 논문에서는 3D 공간상에서 평균값좌표를 이용하여 3D 모델의 표면 메쉬상에 텍스쳐 페인팅을 수행하는 효과적인 방법을 제안한다. 기존 연구가 가지고 있는 문제점은 반복적인 매개변수화의 과정과 그로 인한 해상도의 큰 변화이다. 이러한 반복적인 매개변수화 과정을 피하기 위하여 주어진 메쉬에 한 번의 전역적 매개변수화를 적용시키고, 3차원상의 메쉬에 직접적으로 페인팅 할 수 있는 인터페이스를 제공하였다. 결과적으로 2차원으로의 텍스쳐 수정 과정 및 랜더링 과정을 반복적으로 적용할 필요가 얼게 되어 3차원 모델러에게는 매우 효율적인 방법을 제공할 수 있다.

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