• Title/Summary/Keyword: 연속동작 매칭

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A Study on the Gesture Matching Method for the Development of Gesture Contents (체감형 콘텐츠 개발을 위한 연속동작 매칭 방법에 관한 연구)

  • Lee, HyoungGu
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.75-84
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    • 2013
  • The recording and matching method of pose and gesture based on PC-window platform is introduced in this paper. The method uses the gesture detection camera, Xtion which is for the Windows PC. To develop the method, the API is first developed which processes and compares the depth data, RGB image data, and skeleton data obtained using the camera. The pose matching method which selectively compares only valid joints is developed. For the gesture matching, the recognition method which can differentiate the wrong pose between poses is developed. The tool which records and tests the sample data to extract the specified pose and gesture is developed. 6 different pose and gesture were captured and tested. Pose was recognized 100% and gesture was recognized 99%, so the proposed method was validated.

Gesture Motion Estimate Using Clustering Method on Gesture Space (제스처 공간에서 클러스터링 방법을 이용한 제스처 동작 평가)

  • 이용재;이칠우
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.173-176
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    • 2001
  • 본 논문에서는 저차원 제스처 특징 공간에서 연속적인 인간의 제스처 영상을 계층적 클러스터링을 이용하여 인식할 수 있는 방법에 대해 소개한다. 일반적으로 제스처 공간에서 모델 패턴들과 매칭하기 위해서는 모든 모델 영상과 연속적인 입력영상들간의 거리평가로 인식을 수행하게 된다. 여기서 제안한 방법은 모델영상들을 연속성을 가진 클러스터로 분류하여 입력 영상과 계층적으로 비교할 수 있으며 동작에 관한 구체적 정보를 얻을 수 있다. 이 방법은 매칭 속도와 인식률을 개선하고 인식결과를 학습에 이용할 수 있는 장점이 있다.

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Gesture Recognition Using HMM on Feature Subspace (저차원 특징 공간에서 HMM을 이용한 제스처 인식)

  • 이용재;이칠우
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.849-853
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    • 2001
  • 본 논문에서는 연속적인 인간의 제스처 영상을 저차원 제스처 특징 공간과 HMM 이용하여 인식할 수 있는 방법에 대해 소개한다. 일반적으로 제스처 공간에서 모델 패턴들과 매칭하기 위해서는 모든 모델 영상과 연속적인 입력영상들간의 거리평가로 인식을 수행하게 된다. 여기서 제안한 방법은 연속성을 가진 모델영상들을 HMM로 포즈들의 시공간적 특성을 매칭에 이용하였다. 이 방법은 동작의 구분뿐만 인식결과를 학습에 이용할 수 있는 장점이 있다.

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A Fast String Matching Scheme without using Buffer for Linux Netfilter based Internet Worm Detection (리눅스 넷필터 기반의 인터넷 웜 탐지에서 버퍼를 이용하지 않는 빠른 스트링 매칭 방법)

  • Kwak, Hu-Keun;Chung, Kyu-Sik
    • The KIPS Transactions:PartC
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    • v.13C no.7 s.110
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    • pp.821-830
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    • 2006
  • As internet worms are spread out worldwide, the detection and filtering of worms becomes one of hot issues in the internet security. As one of implementation methods to detect worms, the Linux Netfilter kernel module can be used. Its basic operation for worm detection is a string matching where coming packet(s) on the network is/are compared with predefined worm signatures(patterns). A worm can appear in a packet or in two (or more) succeeding packets where some part of worm is in the first packet and its remaining part is in its succeeding packet(s). Assuming that the maximum length of a worm pattern is less than 1024 bytes, we need to perform a string matching up to two succeeding packets of 2048 bytes. To do so, Linux Netfilter keeps the previous packet in buffer and performs matching with a combined 2048 byte string of the buffered packet and current packet. As the number of concurrent connections to be handled in the worm detection system increases, the total size of buffer (memory) increases and string matching speed becomes low In this paper, to reduce the memory buffer size and get higher speed of string matching, we propose a string matching scheme without using buffer. The proposed scheme keeps the partial matching result of the previous packet with signatures and has no buffering for previous packet. The partial matching information is used to detect a worm in the two succeeding packets. We implemented the proposed scheme by modifying the Linux Netfilter. Then we compared the modified Linux Netfilter module with the original Linux Netfilter module. Experimental results show that the proposed scheme has 25% lower memory usage and 54% higher speed compared to the original scheme.

A Method of Device Matching based on UPnP for Service Automation in Cloud Computing Environment (클라우드 컴퓨팅환경에서 서비스 자동화를 위한 UPnP기반의 디바이스 매칭 방법)

  • Cui, Yun;Kim, Myoung-Jin;Lee, Han-Ku;Yoon, Hyo-Gun;Yin, Lei
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.446-449
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    • 2011
  • 최근 이동통신, 초고속 인터넷 등 유무선 통신 네트워크 기술 발전에 따라서 정보가정기기 기반의 홈네트워크 서비스는 비약적인 발전을 하고 있다. 특히, 이기종기기간 QOS(Quality of Service)를 보장해줄 수 있는 UPnP(Universal Plug and Play) 기반 기술은 다양한 홈네트워크 서비스 개발에 적용되어지고 있다. 홈네트워크 환경 구축 시 이기종기기간 데이터 교환 및 서비스 전환을 위해서는 홈네트워크 상에 구성되어져 있는 모든 디바이스들을 등록, 연결, 삭제 할 수 있는 관리 기능은 매우 중요한 요소이다. 이에 본 논문에서는 홈네트워크 환경에서 모바일에이전트를 사용하여 자동적으로 디바이스를 탐색하고 상호 연결 할 수 있으며 UPnP 기기가 설치된 공간에서 이동형 서비스를 연속적으로 제공할 수 있는 자동화된 디바이스 매칭 방법을 제안하였다. 모바일에이전트는 홈네트워크 환경에 구성되어져 있는 UPnP Device를 주기적으로 검색하고 탐색하는 기능을 가지고 있다. 또한 Device간의 신뢰성 있는 서비스를 위해 모바일에이전트는 사용자의 Device와 서비스 Device의 연관성을 분석한다. 그리고 가장 유사도가 높은 Device에게 서비스를 연결하는 서비스로그 정보 링크 동작을 수행한다. 그럼으로써 사용자는 서로 다른 서비스 환경에서도 자신의 서비스를 시간, 공간의 제약 없이 연속적으로 제공받을 수 있다.

Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation (인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성)

  • Jeong, Hieyong;Shin, Choonsung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.718-727
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    • 2022
  • The Korean domestic cartoon industry has grown explosively by 65% compared to the previous year. Then the market size is expected to exceed KRW 1 trillion. However, excessive work results in health deterioration. Moreover, this working environment makes the production of human resources insufficient, repeating a vicious cycle. Although some tasks require creation activity during cartoon production, there are still a lot of simple repetitive tasks. Therefore, this study aimed to develop a method for creating a character pose through human pose estimation (HPE). The HPE is to detect key points for each joint of a user. The primary role of the proposed method was to make each joint of the character match that of the human. The proposed method enabled us to create the pose of the two-dimensional cartoon character through the results. Furthermore, it was possible to save the static image for one character pose and the video for continuous character pose.

Baleen Whale Sound Synthesis using a Modified Spectral Modeling (수정된 스펙트럴 모델링을 이용한 수염고래 소리 합성)

  • Jun, Hee-Sung;Dhar, Pranab K.;Kim, Cheol-Hong;Kim, Jong-Myon
    • The KIPS Transactions:PartB
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    • v.17B no.1
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    • pp.69-78
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    • 2010
  • Spectral modeling synthesis (SMS) has been used as a powerful tool for musical sound modeling. This technique considers a sound as a combination of a deterministic plus a stochastic component. The deterministic component is represented by the series of sinusoids that are described by amplitude, frequency, and phase functions and the stochastic component is represented by a series of magnitude spectrum envelopes that functions as a time varying filter excited by white noise. These representations make it possible for a synthesized sound to attain all the perceptual characteristics of the original sound. However, sometimes considerable phase variations occur in the deterministic component by using the conventional SMS for the complex sound such as whale sounds when the partial frequencies in successive frames differ. This is because it utilizes the calculated phase to synthesize deterministic component of the sound. As a result, it does not provide a good spectrum matching between original and synthesized spectrum in higher frequency region. To overcome this problem, we propose a modified SMS that provides good spectrum matching of original and synthesized sound by calculating complex residual spectrum in frequency domain and utilizing original phase information to synthesize the deterministic component of the sound. Analysis and simulation results for synthesizing whale sounds suggest that the proposed method is comparable to the conventional SMS in both time and frequency domain. However, the proposed method outperforms the SMS in better spectrum matching.

Design of Sum of Absolute Differences Based on Shifting Window (이동 가능한 윈도우를 사용한 효율적인 SAD 설계)

  • Lee, Jae-Dong;Kim, Jun-Sub;Lee, Jong-Hun;Kwon, Soon;Moon, Byung-In;Lee, Yong-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.825-827
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    • 2010
  • 본 논문에서는 여러 스테레오 매칭 알고리즘에서 차이값 생성에 사용되는 SAD(Sum of Absolute Differences)의 윈도우 기반 하에서 효율적인 수행에 관해 제시한다. 본 $8{\times}8$ 윈도우 기반의 SAD는 데이터 입력 상태와 데이터 쉬프트 상태로 나뉜다. 데이터 쉬프트 상태에서 디스패리티가 $8{\times}8$ 개의 데이터가 한 클럭에 한번에 생성이 되며 쉬프트 동작으로 데이터 코스트의 연속적인 생성이 가능하다. 본 논문에서는 $8{\times}8$ 윈도우 기반의 SAD를 설계하고 검증한다.

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Fast Natural Feature Tracking Using Optical Flow (광류를 사용한 빠른 자연특징 추적)

  • Bae, Byung-Jo;Park, Jong-Seung
    • The KIPS Transactions:PartB
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    • v.17B no.5
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    • pp.345-354
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    • 2010
  • Visual tracking techniques for Augmented Reality are classified as either a marker tracking approach or a natural feature tracking approach. Marker-based tracking algorithms can be efficiently implemented sufficient to work in real-time on mobile devices. On the other hand, natural feature tracking methods require a lot of computationally expensive procedures. Most previous natural feature tracking methods include heavy feature extraction and pattern matching procedures for each of the input image frame. It is difficult to implement real-time augmented reality applications including the capability of natural feature tracking on low performance devices. The required computational time cost is also in proportion to the number of patterns to be matched. To speed up the natural feature tracking process, we propose a novel fast tracking method based on optical flow. We implemented the proposed method on mobile devices to run in real-time and be appropriately used with mobile augmented reality applications. Moreover, during tracking, we keep up the total number of feature points by inserting new feature points proportional to the number of vanished feature points. Experimental results showed that the proposed method reduces the computational cost and also stabilizes the camera pose estimation results.

Depth Image based Chinese Learning Machine System Using Adjusted Chain Code (깊이 영상 기반 적응적 체인 코드를 이용한 한자 학습 시스템)

  • Kim, Kisang;Choi, Hyung-Il
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.545-554
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    • 2014
  • In this paper, we propose online Chinese character learning machine with a depth camera, where a system presents a Chinese character on a screen and a user is supposed to draw the presented Chinese character by his or her hand gesture. We develop the hand tracking method and suggest the adjusted chain code to represent constituent strokes of a Chinese character. For hand tracking, a fingertip is detected and verified. The adjusted chain code is designed to contain the information on order and relative length of each constituent stroke as well as the information on the directional variation of sample points. Such information is very efficient for a real-time match process and checking incorrectly drawn parts of a stroke.