• Title/Summary/Keyword: 물체거리

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Boundary Depth Estimation Using Hough Transform and Focus Measure (허프 변환과 초점정보를 이용한 경계면 깊이 추정)

  • Kwon, Dae-Sun;Lee, Dae-Jong;Chun, Myung-Geun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.1
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    • pp.78-84
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    • 2015
  • Depth estimation is often required for robot vision, 3D modeling, and motion control. Previous method is based on the focus measures which are calculated for a series of image by a single camera at different distance between and object. This method, however, has disadvantage of taking a long time for calculating the focus measure since the mask operation is performed for every pixel in the image. In this paper, we estimates the depth by using the focus measure of the boundary pixels located between the objects in order to minimize the depth estimate time. To detect the boundary of an object consisting of a straight line and a circle, we use the Hough transform and estimate the depth by using the focus measure. We performed various experiments for PCB images and obtained more effective depth estimation results than previous ones.

Smooth Haptic Interaction Methods in Augmented Reality Haptics (증강 현실에서의 부드러운 촉각 상호작용 방법)

  • Lee, Beom-Chan;Hwang, Sun-Uk;Kim, Hyun-Gon;Lee, Yong-Gu;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.2072-2072
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    • 2009
  • 최근 연구들에서, 증강 현실(Augmented Reality; AR) 환경에서의 촉각 상호작용에 대한 가능성이 논의되었다. 비젼 기반의 트래킹을 기초로 한 증강 현실 기술은 미리 정의된 2차원 마커(marker)를 이용하여, 카메라로부터 획득된 실시간 영상 위에 가상 물체를 증강한다. 그러나, 카메라로부터 획득된 데이터는 몇몇 오차 요인들, 예를 들어 마커의 위치를 인식하는데 나타나는 오차, 카메라 안에 존재하는 센서 잡음 등으로 인해서 마커 잡음(마커를 인식하면서 나타나는 잡음)이 불가결하게 발생하게 된다. 이러한 이유로 인해서, 사용자가 한 손에는 마커를, 다른 한 손으로는 촉감 장치를 이용하여, 마커에 증강된 물체를 만질 때, 마커 잡음은 힘의 떨림(force trembling)을 발생시킨다. 심지어, 이러한 현상은 정지된 마커에 증강된, 마커가 움직이지 않는 상황에서도 발생한다. 게다가, 마커 위에 증강된 물체가 약간 빠른 속도로 이동하게 될 경우, 측정된 이동 거리는 연속적인 프레임(frame)들 간의 불연속적일 수 있다. 만약 사용자가, 대략 30Hz로 위치와 방향이 갱신되는 가상물체를 촉각적으로 상호작용하려 한다면, 계산되는 반력은 급작스런 힘의 변화를 생성하게 될 수도 있다. 이러한 현상을 극복하기 위해서, 마커 잡음을 최소화하기 위해서 정적 임계값(constant threshold)을 이용할 뿐만 아니라, 보간법을 같이 사용한 방법이 있었다. 하지만, 이러한 방법은 정적 임계값을 이용하고, 영상 프레임 갱신 속도와(video frame rate)와 촉각 프레임 갱신 속도가 일정하다는 가정을 사용하였기 때문에, 여전히 힘의 불연속적인 발생이 나타난다. 따라서, 이 논문에서는 두 가지 방법을 이용하여 증강 현실 내에서, 발생할 수 있는 힘의 불연속적인 변화를 보정하는 두 가지 방법, 잡음 제거를 위한 확장된 칼만 필터(Extend Kalman Filter)와 영상과 촉각 갱신 속도 차이에 따른 갑작스런 힘의 변화를 제거하기 위한 적응적 외삽법(Adaptive Extrapolation method)을 제안한다.

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A New Snake Model for Tracking a Moving Target Using a Mobile Robot (로봇의 이동물체 추적을 위한 새로운 확장 스네이크 모델)

  • Han, Young-Joon;Hahn, Hern-Soo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.7
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    • pp.838-846
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    • 2004
  • In the case where both a camera and a target are moving at the same time, the image background is successively changed, and the overlap with other moving objects is apt to be generated. The snake algorithms have been variously used in tracking the object, but it is difficult to be applied in the excessive overlap with other objects and the large bias between the snake and the target. To solve this problem, this paper presents an extended snake model. It includes an additional energy function which considers the temporal variation rate of the snake's area and a SSD algorithm which generates the template adaptive to the snake detected in the previous frame. The new energy function prevents the snake from over-shrinking or stretching and the SSD algorithm with adaptively changing template allows the prediction of the target's position in the next frame. The experimental results have shown that the proposed algorithm successfully tracks the target even when the target is temporarily occluded by other objects.

Maximum Height and Velocity of Jumping Car in The Air (공중으로 점프한 차량의 최대 높이 및 속도)

  • Shin, Seong-Yoon;Lee, Hyun-Chang
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.55-60
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    • 2012
  • An free-fall object is received only force of gravity. Movement that only accept gravity is free-fall movement, and a free-falling object is free falling body. In other words, free falling body is only freely falling objects under the influence of gravity, regardless of the initial state of objects movement. In this paper, we assume, ignoring the resistance of the air, and the free-fall acceleration by the height does not change within the range of the short distance in the vertical direction. Under these assumptions, we can know about time and maximum height to reach the peak point from jumping vertically upward direction, time and speed of the car return to the starting position, and time and speed when the car fall to the ground. It can be measured by jumping degree and risk of accident from car or motorcycle in telematics.

Comparison of the Size of objects in the Virtual Reality Space and real space (가상현실 공간상에서 물체의 크기와 실제 크기간의 비교연구)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.49
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    • pp.383-398
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    • 2017
  • Virtual Reality contents are being used as media in various fields. In order for the virtual reality contents to be realistic, the scale of the objects in the virtual reality must be the same as the actual size, and the user must feel the same size. However, even if the size of the character in the virtual reality space is made equal to the size in comparison with the size of the character in the reality, the distortion of the size can occur when the user looks at the object in the image with the HMD. In this paper, I investigate the requirements related to size in virtual reality, and try to find out what difference these requirements have in virtual reality and how the difference affects users. Experiments and surveys to compare the size of objects in virtual reality space and the size of objects in real space were conducted to investigate how scale distortion occurs at distant and near places. I hope that this paper will be a useful research for virtual reality developers.

A study on the Computational Efficiency Improvement for the Conjunction Screening Algorithm (접근물체 선별 알고리즘 계산 효율성 향상 연구)

  • Kim, Hyoung-Jin;Kim, Hae-Dong;Seong, Jae-Dong
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.40 no.9
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    • pp.818-826
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    • 2012
  • In this paper, the improvement methods of the computational efficiency of the conjunction screening algorithm, which calculates the closest distance between primary satellite and space objects are presented. First method is to use GPU(Graphics Processing Unit) that has high computing power and handles quickly large amounts of data. Second method is to use Apogee/Perigee filter which excludes non-threatening objects that have low probability of collision and/or minimum distance rather than that of thresh hold. Third method is to combine first method with second method. As a result, the computational efficiency has been improved 34 times and 3 times for the first method only and second method only, respectively. On the contrary, the computational efficiency has been dramatically improved 163 times when two kinds of methods are combined.

Biomimetic approach object detection sensors using multiple imaging (다중 영상을 이용한 생체모방형 물체 접근 감지 센서)

  • Choi, Myoung Hoon;Kim, Min;Jeong, Jae-Hoon;Park, Won-Hyeon;Lee, Dong Heon;Byun, Gi-Sik;Kim, Gwan-Hyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.91-93
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    • 2016
  • From the 2-D image extracting three-dimensional information as the latter is in the bilateral sibeop using two camera method and when using a monocular camera as a very important step generally as "stereo vision". There in today's CCTV and automatic object tracking system used in many medium much to know the site conditions or work developed more clearly by using a stereo camera that mimics the eyes of humans to maximize the efficiency of avoidance / control start and multiple jobs can do. Object tracking system of the existing 2D image will have but can not recognize the distance to the transition could not be recognized by the observer display using a parallax of a stereo image, and the object can be more effectively controlled.

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Velocity Measurement of Fast Moving Object for Traffic Information Acquisition (트래픽 정보 취득을 위한 고속이동물체 속도 측정)

  • Lee Jooshin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.11C
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    • pp.1527-1540
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    • 2004
  • In this paper, velocity measurement of fast moving object for traffic information acquisition using line sampling of image is proposed. Velocity measurement for traffic information acquisition of moving object is that the first sample line and second sample line on the road is set, then car is detected by using difference image method between time-variance hue data of image when car is passing two sample lines and hue data of the reference image, and velocity of the car is measured by using frame number of video which is occupied by two sample lines. Identification of the car is performed by hue of the detected car between the first sample line and second sample line, respectively To examine the propriety of the proposed algorithm, identification and velocity measurement for driving car is evaluated. The evaluated results is that it is identified by hue data of car passing two sample lines, and the velocity measurement for driving car is less than 3% comparing with X-band speed gun.

An Improved PCF Technique for The Generation of Shadows (그림자생성을 위한 개선된 PCF 기법)

  • Yu, Young-Jung;Choi, Jin-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.8
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    • pp.1442-1449
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    • 2007
  • Shadows are important elements for realistic rendering of the 3D scene. We cannot recognize the distance of objects in the 3D scene without shadows. Two methods, image-based medthods and object-based methods, are largely used for the rendering of shadows. Object based methods can generate accurate shadow boundaries. However, it cannot be used to generate the realtime shadows because the time complexity defends on the complexity of the 3D scene. Image based methods which are techniques to generate shadows are widely used because of fast calculation time. However, this algorithm has aliasing problems. PCF is a method to solve the aliasing problem. Using PCF technique, antialiased shadow boundaries can be generated. However, PCF with large filter size requires more time to calculate antialiased shadow boundaries. This paper proposes an improved PCF technique which generates antialiased shadow boundaries similar to that of PCF. Compared with PCF, this technique can generate antialiased shadows in less time.

Talbot imaging of periodic amplitude objects and its visibility (주기적인 진폭격자들에 의한 Talbot 결상 및 가시도 분석)

  • Kim, Young-Ran;lee, Seung-Bok;Jo, jae-Heung;Chang, Soo;Rim, Cheon-Seog
    • Korean Journal of Optics and Photonics
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    • v.12 no.2
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    • pp.83-90
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    • 2001
  • The Talbot effect for periodic objects with the spatial period p illuminated by expanded coherent light is analyzed by Fresnel diffraction theory, and the Talbot distance (Zr) at which we can observe 1: 1 imaging without any lenses can be defined. We confmned experimentally the Talbot imaging of line, circular, X -type and '||'&'||'copy;-type 2 dimensional alTay gratings at ZT. At the same time, we observed phase reversed Talbot imaging at Zr/2 and Talbot subimage with p/2 at Zr/4 and 3Zr/4. The visibility of Talbot images as a function of the number of slits of the input grating was measured by the FFf (Fast Fourier Transform) results of these images. As a result stationary maximum visibility of V = 0.25 was obtained from grating numbers with more than 15 slit pairs.

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