• Title/Summary/Keyword: 속도 영상화

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Moving object segmentation and tracking using feature based motion flow (특징 기반 움직임 플로우를 이용한 이동 물체의 검출 및 추적)

  • 이규원;김학수;전준근;박규태
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.23 no.8
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    • pp.1998-2009
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    • 1998
  • An effective algorithm for tracking rigid or non-rigid moving object(s) which segments local moving parts from image sequence in the presence of backgraound motion by camera movenment, predicts the direction of it, and tracks the object is proposed. It requires no camera calibration and no knowledge of the installed position of camera. In order to segment the moving object, feature points configuring the shape of moving object are firstly selected, feature flow field composed of motion vectors of the feature points is computed, and moving object(s) is (are) segmented by clustering the feature flow field in the multi-dimensional feature space. Also, we propose IRMAS, an efficient algorithm that finds the convex hull in order to cinstruct the shape of moving object(s) from clustered feature points. And, for the purpose of robjst tracking the objects whose movement characteristics bring about the abrupt change of moving trajectory, an improved order adaptive lattice structured linear predictor is used.

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High-Performance Line-Based Filtering Architecture Using Multi-Filter Lifting Method (다중필터 리프팅 방식을 이용한 고성능 라인기반 필터링 구조)

  • 서영호;김동욱
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.41 no.8
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    • pp.75-84
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    • 2004
  • In this paper, we proposed an efficient hardware architecture of line-based lifting algorithm for Motion JPEG2000. We proposed a new architecture of a lifting-based filtering cell which has an optimized and simplified structure. It was implemented in a hardware accommodating both (9,7) and (5,4) filter. Since the output rate is linearly proportional to the input rate, one can obtain the high throughput through parallel operation simply by adding the hardware units. It was implemented into both of ASIC and FPGA The 0.35${\mu}{\textrm}{m}$ CMOS library from Samsung was used for ASIC and Altera was the target for FRGA. In ASIC, the proposed architecture used 41,592 gates for the lifting arithmetic and 128 Kbit memory. For FPGA it used 6,520 LEs(Logic Elements) and 128 ESBs(Embedded System Blocks). The implementations were stably operated in the clock frequency of 128MHz and 52MHz, respectively.

A Study on Recognition of Both of New & Old Types of Vehicle Plate (신, 구 차량 번호판 통합 인식에 관한 연구)

  • Han, Kun-Young;Woo, Young-Woon;Han, Soo-Whan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.10
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    • pp.1987-1996
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    • 2009
  • Recently, the color of vehicle license plate has been changed from green to white. Thus the vehicle plate recognition system used for parking management systems, speed and signal violation detection systems should be robust to the both colors. This paper presents a vehicle license plate recognition system, which works on both of green and white plate at the same time. In the proposed system, the image of license plate is taken from a captured vehicle image by using morphological information. In the next, each character region in the license plate image is extracted based on the vertical and horizontal projection of plate image and the relative position of individual characters. Finally, for the recognition process of extracted characters, PCA(Principal Component Analysis) and LDA(Linear Discriminant Analysis) are sequentially utilized. In the experiment, vehicle license plates of both green background and white background captured under irregular illumination conditions have been tested, and the relatively high extraction and recognition rates are observed.

Hole Identification Method Based on Template Matching for the Ear-Pins Insertion Automation System (이어핀 삽입 자동화 시스템을 위한 템플릿 매칭 기반 삽입 위치 판별 방법)

  • Baek, Jonghwan;Lee, Jaeyoul;Jung, Myungsoo;Jang, Minwoo;Shin, Dongho;Seo, Kapho;Hong, Sungho
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.1
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    • pp.7-14
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    • 2021
  • In jewelry industry, the proportion of labor costs is high. Also, the production time and quality of products are highly varied depending on the workers' capabilities. Therefore, there is a demand from the jewelry industry for automation. The ear pin insertion automation system is the robot automatically inserts the ear pins into the silicone mold, and this automated system require accurate and fast hole detection method. In this paper, we propose optimal binarization method and a template matching method that can be applied in the ear pin insertion automation system. Through the performance test, it was shown that the applied method has an accuracy of 98.5% and 0.5 seconds faster processing speed than the Otsu binarization method. So, this automation system can contribute to cost reduction, work time reduction, and productivity improvement.

Food Recipe Clustering Model from the User's Perspective (사용자 관점에서의 음식 레시피 분류 모델에 관한 연구)

  • Lee, Woo-Hang;Choi, Soo-Yeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1441-1446
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    • 2022
  • Modern people can access various information about food recipes very easily on the Internet or social media. As the supply of food recipes increases, it is difficult to find a suitable recipe for each user in the overflowing information. As such, the need to provide information by reflecting users' requirements has increased, and research related to food recipes and cooking recommendations is becoming active. In addition, the Internet, video, and application markets using this are also rapidly activating. In this study, in order to classify recipes from the user's perspective of food recipe users, the user's review data was applied with the k-mean clustering technique, which is unsupervised learning, and a "food recipe classification model" was derived. As a result, it was classified into a total of 25 clusters including information needed by many users, such as specific purposes and cooking stages.

Analysis of Deep Learning-Based Pedestrian Environment Assessment Factors Using Urban Street View Images (도시 스트리트뷰 영상을 이용한 딥러닝 기반 보행환경 평가 요소 분석)

  • Ji-Yeon Hwang;Cheol-Ung Choi;Kwang-Woo Nam;Chang-Woo Lee
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.6
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    • pp.45-52
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    • 2023
  • Recently, as the importance of walking in daily life has been emphasized, projects to guarantee walking rights and create a pedestrian environment are being promoted throughout the region. In previous studies, a pedestrian environment assessment was conducted using Jeonju-si road images, and an image comparison pair data set was constructed. However, data sets expressed in numbers have difficulty in generalizing the judgment criteria of pedestrian environment assessors or visually identifying the pedestrian environment preferred by pedestrians. Therefore, this study proposes a method to interpret the results of the pedestrian environment assessment through data visualization by building a web application. According to the semantic segmentation result of analyzing the walking environment components that affect pedestrian environment assessors, it was confirmed that pedestrians did not prefer environments with a lot of "earth" and "grass," and preferred environments with "signboards" and "sidewalks." The proposed study is expected to identify and analyze the results randomly selected by participants in the future pedestrian environment evaluation, and believed that more improved accuracy can be obtained by pre-processing the data purification process.

A Study on the Field Data Applicability of Seismic Data Processing using Open-source Software (Madagascar) (오픈-소스 자료처리 기술개발 소프트웨어(Madagascar)를 이용한 탄성파 현장자료 전산처리 적용성 연구)

  • Son, Woohyun;Kim, Byoung-yeop
    • Geophysics and Geophysical Exploration
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    • v.21 no.3
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    • pp.171-182
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    • 2018
  • We performed the seismic field data processing using an open-source software (Madagascar) to verify if it is applicable to processing of field data, which has low signal-to-noise ratio and high uncertainties in velocities. The Madagascar, based on Python, is usually supposed to be better in the development of processing technologies due to its capabilities of multidimensional data analysis and reproducibility. However, this open-source software has not been widely used so far for field data processing because of complicated interfaces and data structure system. To verify the effectiveness of the Madagascar software on field data, we applied it to a typical seismic data processing flow including data loading, geometry build-up, F-K filter, predictive deconvolution, velocity analysis, normal moveout correction, stack, and migration. The field data for the test were acquired in Gunsan Basin, Yellow Sea using a streamer consisting of 480 channels and 4 arrays of air-guns. The results at all processing step are compared with those processed with Landmark's ProMAX (SeisSpace R5000) which is a commercial processing software. Madagascar shows relatively high efficiencies in data IO and management as well as reproducibility. Additionally, it shows quick and exact calculations in some automated procedures such as stacking velocity analysis. There were no remarkable differences in the results after applying the signal enhancement flows of both software. For the deeper part of the substructure image, however, the commercial software shows better results than the open-source software. This is simply because the commercial software has various flows for de-multiple and provides interactive processing environments for delicate processing works compared to Madagascar. Considering that many researchers around the world are developing various data processing algorithms for Madagascar, we can expect that the open-source software such as Madagascar can be widely used for commercial-level processing with the strength of expandability, cost effectiveness and reproducibility.

A line study on movement expression in Dragonball of Toriyama Akira (토리야마 아키라의 <드래곤볼>에 나타난 운동표현에 관한 선 연구)

  • Cho, Dai-Ho;Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.31
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    • pp.153-176
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    • 2013
  • In the early 20th century, the some of futurist painter was attempted to represents the 'fast-paced' and 'dynamism' on a two-dimensional picture. The expression of fast-paced and dynamic for look like move image in the painting have evolved as a variety of visual symbol. Visual symbols that represent these movements were settled as the line of the most movement expression in the comic. The of Toriyama Akira gained worldwide popularity is emphasized speed and dynamism as the action genre in cartoon, is nice a data to research the line of the movement expression of cartoon. There is three terms as the action line, The speed line, the effect line on the movement expression in The glossary of in the dictionary of , but it not easy to Separate them by means similar. This study is willing to says the semantically problem of previous lines on the movement expression and to present a new alternative in order to study the line on the movement expression of . This study Separate the line on movement expression from symbolic the perspective and try to newly define by using, was classified lines of four kinds by add the afterimage line on existing the speed line, the motion line, the effect line. First, the speed line was defined as 'The line expressing the movement expression of a moving target as the concept of speed'. It on the way of expression was subdivided the direct as speed line when it alter the shape of the target and the indirect speed line when it alter the background of the target. Second, the motion line was defined as 'The line simplified the moving form or the moving path of moving target'. Third, the effect line was defined as 'the line emphasizing the movement expression of a moving target by Sensory expression or emotional expression. Fourth, the afterimage lines was defined as 'The line expressing slowly moving or swaying the movement expression of target to the afterimage effect. The terminology presented in this study will be able to help the understanding of the line on the movement expression .

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Competition and Coexistence of Visual Representations: Controversies about the Mechanism of Face Recognition in Neuroscience (시각화를 통한 재현의 경쟁과 공존: 신경과학의 얼굴 인식 메커니즘에 관한 논쟁을 중심으로)

  • Chang, Ha-Won
    • Journal of Science and Technology Studies
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    • v.10 no.2
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    • pp.107-141
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    • 2010
  • Visualization techniques are transformed into reliable representations through socio-technological processes which include the agreement on the instrument and the embodiment of practices in relevant scientific communities. Visual representations thus produced are justified by realistic and epistemic virtues in science. This paper analyzes different visual images presented in the scientific papers of two research groups who argue different theories about the mechanism of face perception. These two scientific groups use the same fMRI technology; yet, different experimental paradigms and visual stimuli change their hypotheses into distinct testable theories, which in turn lead to different evidences to support their own theories. Visual evidences are intermediate representations which lie between fMRI brain images and scientific theories, and theoretical models obtain the scientific value based on the consistency in the chain of visual representations. This study shows that representations in science tend to be good representations within the context of scientific communities. It will provide a chance to think of the value and limit of the scientific knowledge

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