• Title/Summary/Keyword: 미세 움직임

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Measurement of Surface EMG Signal to Control Robot Hand (로봇손 제어를 위한 표면 근전도 신호 측정)

  • Han, Gyu-Beom;Sun, Jee Young;Lim, Kyung-Sun;Kim, Jong-Kook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1218-1220
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    • 2012
  • 사람이 근육을 움직여 활동을 하면 근골격근에서 $50{\mu}V{\sim}5mV$의 미세한 전압이 측정된다. 이 신호를 증폭하고 적절한 주파수를 여과시키면 근육의 수축 이완의 정도를 알아내어 움직임이나 동작을 유추해 낼 수 있다. 본 논문에서는 의수 또는 Power-Assist 로봇 등을 사람의 손가락 움직임과 동일하고 더 정밀하게 제어하기 위해 상완 상단부분에서 손가락의 근전도를 측정하는 방식을 연구한다.

Empathy Evaluation Method Using Micro-movement (인체 미동을 이용한 공감도 평가 방법)

  • Hwang, Sung Teac;Park, SangIn;Won, Myoung Ju;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.67-74
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    • 2017
  • The goal of this study is to present quantification method for empathy. The micro-movement technology (non-contact sensing method) was used to identify empathy level. Participants were first divided into two groups: Empathized and not empathized. Then, the upper body data of participants were collected utilizing web-cam when participants carried expression tasks. The data were analyzed and categorized into 0.5 Hz, 1 Hz, 3 Hz, 5 Hz, 15 Hz. The average movement, variation, and synchronization of the movement were then compared. The results showed a low average movement and variation in a group who empathized. Also, the participants, who empathized, synchronized their movement during the task. This indicates that the people concentrates with each other when empathy has been established and show different levels of movement. These findings suggest the possibility of empathy quantification using non-contact sensing method.

Image warping using an adaptive partial matching method (적응적 부분 정합 방법을 이용한 영상 비틀림 방법)

  • 임동근;호요성
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.12
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    • pp.2783-2797
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    • 1997
  • This paper proposes a new motion estimation algorithm that employs matching in a variable search area. Instead of uisg a fixed search range for coarse motion estimation, we examine a varying search range, which is determined adaptively by the peak signal to noise ratio (PSNR) of the frame difference. The hexagonal matching method is one of the refined methods in image warping. It produces improved image quality, but it requires a large amount of computataions. The proposed adaptive partial matching method reduces computational complexity below about 50% of the hexagonal matching method, while maintaining the image quality comparable. The performance of two motion compensation methods, which combine the affine or bilinear transformation with the proposed motion estimation algorithm, is evaluated based on the following criteria:computtational complexity, number of coding bits, and reconstructed image quality. The quality of reconstructed images by the proposed method is substantially improved relative to the conventional BMA method, and is comparable to the full hexagonal matching method;in addition, computational complexity and the number of coding bits are reduced significantly.

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How to Improve Image Quality for the Chest PA and the Simple Abdomen X-ray Examinations (흉, 복부 단순 X-ray 검사 시 영상의 질 향상 방법)

  • Cho, Pyong Kon
    • Journal of the Korean Society of Radiology
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    • v.7 no.3
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    • pp.165-173
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    • 2013
  • The purpose of this study is to examine how much the movement at X-ray examinations like breathing or the positioning affects the image during chest or abdomen X-ray examination so as to create an image containing information as much as possible. The study method adopted is doing the X-ray in each of the states including breathing (inspiration & expiration) and movement in the standing chest PA X-ray and simple abdomen X-ray among the kinds of examination selected the most in hospitals and then evaluating them by applying the standards of image evaluation for each region. According to the study result, about the standing chest PA X-ray, the images taken at inspiration contain more information than those taken at expiration or having subtle movement during the examination. About the simple abdomen X-ray, the images taken at expiration contain more information than those taken at inspiration or movement. The above study results imply that regarding general X-ray examination, information we can find from the images may differ significantly according to the region examined, examination purpose, or movement during the examination like breathing.

A New Face Tracking Method Using Block Difference Image and Kalman Filter in Moving Picture (동영상에서 칼만 예측기와 블록 차영상을 이용한 얼굴영역 검출기법)

  • Jang, Hee-Jun;Ko, Hye-Sun;Choi, Young-Woo;Han, Young-Joon;Hahn, Hern-Soo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.2
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    • pp.163-172
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    • 2005
  • When tracking a human face in the moving pictures with complex background under irregular lighting conditions, the detected face can be larger including background or smaller including only a part of the face. Even background can be detected as a face area. To solve these problems, this paper proposes a new face tracking method using a block difference image and a Kalman estimator. The block difference image allows us to detect even a small motion of a human and the face area is selected using the skin color inside the detected motion area. If the pixels with skin color inside the detected motion area, the boundary of the area is represented by a code sequence using the 8-neighbor window and the head area is detected analysing this code. The pixels in the head area is segmented by colors and the region most similar with the skin color is considered as a face area. The detected face area is represented by a rectangle including the area and its four vertices are used as the states of the Kalman estimator to trace the motion of the face area. It is proved by the experiments that the proposed method increases the accuracy of face detection and reduces the fare detection time significantly.

Assessment of the Posture Function by Head Movement (상체움직임에 따른 자세기능의 평가)

  • Kim, Jeong-Lae;Hwang, Kyu-Sung;Nam, Youg-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.131-135
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    • 2014
  • The purpose of this study was to show the detection of the head movement within relatively the posture function. An analysis of the posture function was inquired a displacement that the ranges of stance direction showed generally a variation across all condition through the head movement. CNS condition (C_RL-MIN-AVG) was verified slightly greater variation at $0.226{\pm}0.04$ units. Somatosensory condition (So_$RL-_{MIN-AVG}$) was verified slightly greater variation at $0.939{\pm}0.46$ units. Vestibular condition (Ve_$RL-_{MIN-AVG}$) was verified slightly greater variation at $4.009{\pm}1.05$ units. Vision condition (Vi_$RL-_{MIN-AVG}$) was verified greater variation at $8.336{\pm}4.05$ units. When the movement head of vision characteristic function was presented a diminutive variance. On the CNS characteristic condition of the movement head function was presented a diminutive variance.

Intelligent interface using hand gestures recognition based on artificial intelligence (인공지능 기반 손 체스처 인식 정보를 활용한 지능형 인터페이스)

  • Hangjun Cho;Junwoo Yoo;Eun Soo Kim;Young Jae Lee
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.38-51
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    • 2023
  • We propose an intelligent interface algorithm using hand gesture recognition information based on artificial intelligence. This method is functionally an interface that recognizes various motions quickly and intelligently by using MediaPipe and artificial intelligence techniques such as KNN, LSTM, and CNN to track and recognize user hand gestures. To evaluate the performance of the proposed algorithm, it is applied to a self-made 2D top-view racing game and robot control. As a result of applying the algorithm, it was possible to control various movements of the virtual object in the game in detail and robustly. And the result of applying the algorithm to the robot control in the real world, it was possible to control movement, stop, left turn, and right turn. In addition, by controlling the main character of the game and the robot in the real world at the same time, the optimized motion was implemented as an intelligent interface for controlling the coexistence space of virtual and real world. The proposed algorithm enables sophisticated control according to natural and intuitive characteristics using the body and fine movement recognition of fingers, and has the advantage of being skilled in a short period of time, so it can be used as basic data for developing intelligent user interfaces.

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A Study on Estimating Ship's Emission in the Port Area of Mokpo Port (목포항 항만구역 내 선박 배기가스 배출량 산정에 대한 연구)

  • Bui, Hai-Dang;Kim, Hwayoung
    • Journal of Korea Port Economic Association
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    • v.39 no.3
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    • pp.47-60
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    • 2023
  • A thorough inventory of ship emissions, particularly ship's emission of in-port area is necessary to identify significant sources of exhaust gases such as NOx, SOx, PM, and CO2 and trends in emission levels over time, and reduce their serious effects on the environment and human health. Therefore, the goal of this study is to assess the volume of emissions from ships in Mokpo port, which serves as a gateway to the southwest coast of Korea, using a bottom-up methodology and data from the automatic identification system (AIS) and the Korean Port Management Information System (Port-MIS). In this work, an analysis of ship movement utilizing AIS data and an actual set of data on ship specification were gathered. By examining ship movement using AIS data, We also proposed a new approach for identifying cruising/maneuvering mode. Finally, the results were classified by ship operating mode, by exhaust gas, by ship type, and by berth, which provides a thorough and in-depth analysis of the air pollution caused by ships in Mokpo port.

Electro chemical characteristics of $(MnX)O_2$ electrode prepared by thermal decomposition method (열분해법으로 제조된 $(MnX)O_2$ 전극의 전기화학적 특성)

  • Kim, Hyun-Sik;Lee, Hae-Yon;Huh, Jeoung-Sub;Kim, Jong-Ryung;Lee, Dong-Yoon
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2003.11a
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    • pp.348-351
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    • 2003
  • 산소 과전압이 낮은 $MnO_2$를 촉매로 사용하여 반도체 산화물계의 산소선택성 전극을 제조하고 산화물 coating층의 미세구조와 전기화학적 특성을 분석하였다. Ti 기판에 열분해 법을 이용하여 $MnO_2$ 피막을 형성하였고, 또한 PVDF : $MnO_2$의 함량비를 1 : 1에서 1 : 40까지 정량적으로 변화시키고 DMF의 함량을 각각의 고정된 PVDF : $MnO_2$의 함량비에서 변화시켜 Pb전극에 1.5 mm/sec의 속도로 5회 dipping하여 $MnO_2$ 피막층을 형성 하였다. $450^{\circ}C$에서 1시간 열분해하여 약 $1\;{\mu}m$$MnO_2$ 피막층이 형성되었으나 Ti 기판과의 접착력이 약하여 피막자체에 대한 전기화학적 특성을 관찰할 수 없었다. PVDF : DMF = 4 : 96인 경우 pb 전극의 피막층이 얇기 때문에 박리현상이 일어났으며 이는 산화물 용제의 낮은 점도 때문인 것으로 판단된다. 또한 PVDF : DMF = 10 : 90의 경우는 5회 dipping 하여 약 $150\;{\mu}m$의 피막층을 형성하였다. PVDF : $MnO_2$의 함량비가 1:1에서 1:6 까지는 DMF의 함량에 무관하게 전극 특성이 나타나지 않았지만 $MnO_2$의 양이 상대적으로 증가하면 cycle이 증가하더라도 거의 일정한 전류 값을 갖고 $MnO_2$와 PVDF의 비가 20:1 이상의 조성에서는 균일한 CV 특성을 나타냈다. 이는 $MnO_2$가 효과적으로 촉매 작용을 한 것으로 판단되며 anodic polarization에 의한 산소 발생 과전압도 약 1.4V 정도로 감소되었다.동등한 MSIL 코드를 생성하도록 시스템을 컴파일러 기법을 이용하여 모듈별로 구성하였다.적용하였다.n rate compared with conventional face recognition algorithms. 아니라 실내에서도 발생하고 있었다. 정량한 8개 화합물 각각과 총 휘발성 유기화합물의 스피어만 상관계수는 벤젠을 제외하고는 모두 유의하였다. 이중 톨루엔과 크실렌은 총 휘발성 유기화합물과 좋은 상관성 (톨루엔 0.76, 크실렌, 0.87)을 나타내었다. 이 연구는 톨루엔과 크실렌이 총 휘발성 유기화합물의 좋은 지표를 사용될 있고, 톨루엔, 에틸벤젠, 크실렌 등 많은 휘발성 유기화합물의 발생원은 실외뿐 아니라 실내에도 있음을 나타내고 있다.>10)의 $[^{18}F]F_2$를 얻었다. 결론: $^{18}O(p,n)^{18}F$ 핵반응을 이용하여 친전자성 방사성동위원소 $[^{18}F]F_2$를 생산하였다. 표적 챔버는 알루미늄으로 제작하였으며 본 연구에서 연구된 $[^{18}F]F_2$가스는 친핵성 치환반응으로 방사성동위원소를 도입하기 어려운 다양한 방사성의 약품개발에 유용하게 이용될 수 있을 것이다.었으나 움직임 보정 후 영상을 이용하여 비교한 경우, 결합능 변화가 선조체 영역에서 국한되어 나타나며 그 유의성이 움직임 보정 전에 비하여 낮음을 알 수 있었다. 결론: 뇌활성화 과제 수행시에 동반되는 피험자의 머리 움직임에 의하여 도파민 유리가 과대평가되었으며 이는 이 연구에서 제안한 영상정합을 이용한 움직임 보정기법에 의해서 개선되었다. 답이 없는 문제, 문제 만들기, 일반화가 가능한 문제 등으로 보고, 수학적 창의성 중 특히 확산적 사고에 초점을 맞추어 개방형 문제가 확산적 사고의 요소인 유창성, 독창성, 유연성 등에 각각 어떤 영향을 미치는지 20주의 프로그램을 개발, 진행하여 그 효과를 검증하고자

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Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.