• Title/Summary/Keyword: 스켈레톤 보정

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Skeletal Joint Correction Method based on Body Area Information for Climber Posture Recognition (클라이머 자세인식을 위한 신체영역 기반 스켈레톤 보정)

  • Chung, Daniel;Ko, Ilju
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.133-142
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    • 2017
  • Recently, screen climbing contents such as sports climbing learning program and screen climbing games. Especially, there are many researches on screen climbing games. In this paper, we propose the skeleton correction method based on the body area of a climber to improve the posture recognition accuracy. The correction method consists of the modified skeletal frame normalization with abnormal skeleton joint filtering, the classification of body area into joint parts, and the final skeleton joint correction. The skeletal information obtained by the proposed method can be used to compare the climber's posture and the ideal climbing posture.

Design and Implementation of Motion Captured Data Motion Editing System (모션 캡쳐된 데이터의 동작 수정이 가능한 시스템의 설계 및 구현)

  • 정현숙;이혜진;이일병
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05c
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    • pp.474-478
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    • 2002
  • 본 논문에서는 광학식 모션 캡쳐를 이용하여 얻은 한국인의 발레 동작에 대한 모션 캡쳐 데이터를 사용하여 다른 모션으로 변형함으로써 새로운 형태의 동작을 생성하거나 원래 데이터의 에러가 생긴 경우에 보정이 쉽게 수정 가능하도록 하였다. 즉, 모션 캡쳐 데이터의 구조는 다양한 포맷들로 되어 있는 스켈레톤 구조로서 관절의 각도나 위치에 대해 변형을 가하기 힘들다. 그러므로 모션 수정에 관련된 기술을 이용하여 선택된 조인트(joint), 엔드이펙터(end effecter), 마커(marker)들을 보여주고, 오일러(Euler Angles), 쿼터니언(Quaternions), 지수 맵(Exponential Map) 보간이 가능하여 실시간에서도 재생 되도록 구현하였다.

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Realtime Human Object Segmentation Using Image and Skeleton Characteristics (영상 특성과 스켈레톤 분석을 이용한 실시간 인간 객체 추출)

  • Kim, Minjoon;Lee, Zucheul;Kim, Wonha
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.782-791
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    • 2016
  • The object segmentation algorithm from the background could be used for object recognition and tracking, and many applications. To segment objects, this paper proposes a method that refer to several initial frames with real-time processing at fixed camera. First we suggest the probability model to segment object and background and we enhance the performance of algorithm analyzing the color consistency and focus characteristic of camera for several initial frames. We compensate the segmentation result by using human skeleton characteristic among extracted objects. Last the proposed method has the applicability for various mobile application as we minimize computing complexity for real-time video processing.

Shadow Removal in Front Projection System using a Depth Camera (깊이 카메라를 이용한 전방 프로젝션 환경에서 그림자 제거)

  • Kim, Jaedong;Seo, Hyunggoog;Cha, Seunghoon;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.1-10
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    • 2015
  • One way to create a visually immersive environment is to utilize a front projection system. Especially, when enough space is not available behind the screen, it becomes difficult to install a back projection system, making the front projection an appropriate choice. A drawback associated with the front projection is, however, the interference of shadow. The shadow can be cast on the screen when the user is located between the screen and the projector. This shadow can negatively affect the user experience and reduce the sense of immersion by removing important information. There have been various attempts to eliminating shadows cast on the screen by using multiple projectors that compensate for each other with missing information. There is trade-off between calculataion time and desired accuracy in this mutual compensation. Accurate estimation of the shadow usually requires heavy computation while simple approaches suffer from inclusion of non-shadow regions in the result. We propose a novel approach to removing shadows created in the front projection system using the skeleton data obtained from a depth camera. The skeleton data helps accurately extract the shape of the shadow that the user cast without requiring much computation. Our method also utilizes a distance field to remove the afterimage of shadow that may occur when the user moves. We verify the effectiveness of our system by performing various experiments in an interactive environment created by a front projection system.