• Title/Summary/Keyword: 트랙모션

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Real-Time Human Tracker Based on Location and Motion Recognition of User for Smart Home (스마트 홈을 위한 사용자 위치와 모션 인식 기반의 실시간 휴먼 트랙커)

  • Choi, Jong-Hwa;Park, Se-Young;Shin, Dong-Kyoo;Shin, Dong-Il
    • The KIPS Transactions:PartA
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    • v.16A no.3
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    • pp.209-216
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    • 2009
  • The ubiquitous smart home is the home of the future that takes advantage of context information from the human and the home environment and provides an automatic home service for the human. Human location and motion are the most important contexts in the ubiquitous smart home. We present a real-time human tracker that predicts human location and motion for the ubiquitous smart home. We used four network cameras for real-time human tracking. This paper explains the real-time human tracker's architecture, and presents an algorithm with the details of two functions (prediction of human location and motion) in the real-time human tracker. The human location uses three kinds of background images (IMAGE1: empty room image, IMAGE2: image with furniture and home appliances in the home, IMAGE3: image with IMAGE2 and the human). The real-time human tracker decides whether the human is included with which furniture (or home appliance) through an analysis of three images, and predicts human motion using a support vector machine. A performance experiment of the human's location, which uses three images, took an average of 0.037 seconds. The SVM's feature of human's motion recognition is decided from pixel number by array line of the moving object. We evaluated each motion 1000 times. The average accuracy of all the motions was found to be 86.5%.

Real-Time Human Tracker Based Location and Motion Recognition for the Ubiquitous Smart Home (유비쿼터스 스마트 홈을 위한 위치와 모션인식 기반의 실시간 휴먼 트랙커)

  • Park, Se-Young;Shin, Dong-Kyoo;Shin, Dong-Il;Cuong, Nguyen Quoe
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06d
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    • pp.444-448
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    • 2008
  • The ubiquitous smart home is the home of the future that takes advantage of context information from the human and the home environment and provides an automatic home service for the human. Human location and motion are the most important contexts in the ubiquitous smart home. We present a real-time human tracker that predicts human location and motion for the ubiquitous smart home. We used four network cameras for real-time human tracking. This paper explains the real-time human tracker's architecture, and presents an algorithm with the details of two functions (prediction of human location and motion) in the real-time human tracker. The human location uses three kinds of background images (IMAGE1: empty room image, IMAGE2:image with furniture and home appliances in the home, IMAGE3: image with IMAGE2 and the human). The real-time human tracker decides whether the human is included with which furniture (or home appliance) through an analysis of three images, and predicts human motion using a support vector machine. A performance experiment of the human's location, which uses three images, took an average of 0.037 seconds. The SVM's feature of human's motion recognition is decided from pixel number by array line of the moving object. We evaluated each motion 1000 times. The average accuracy of all the motions was found to be 86.5%.

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Development of Hand-Tracking Interaction System (핸드 트랙킹 인터랙션 시스템 개발)

  • Park, Seong-Su;Gue, Ja-Young;Hong, Jin-Ju;Rho, Young J.;Seo, Dae-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.824-826
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    • 2010
  • 컴퓨터의 활용도가 높아지면서 자연스럽게 컴퓨터에 따른 입력 장치도 사용이 잦아지고 있는 추세이다. 본 논문에서 다루고 있는 핸드 트랙킹 인터랙션 시스템(Hand-Tracking Interaction System)이란 캠에 사람의 손을 인식시켜 손의 모션에 기능을 부여하는 또 다른 차세대 입력 장치이다. 본 논문에서는 현재 사용하고 있는 마우스와 키보드 같은 입력 장치의 공간 제약성 이라는 단점을 보완하기 위해 핸드 트랙킹 인터랙션 시스템 (Hand-Tracking Interaction System) 을 개발하였고, 빛과 그림자의 영향을 쉽게 받아 손 인식률이 낮아지는 단점을 해결하기 위해 캠 대신 적외선카메라를 이용하여 인식률을 높임에 힘썼다. 또 핸드 트랙킹 인터랙션 시스템을 효율적으로 사용할 수 있는 새로운 어플리케이션을 함께 개발하였다.

A study on video effect available 3D Alpha (3D Alpha를 이용한 비디오 효과에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.277-278
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    • 2014
  • 본 논문에서는 3D Alpha를 이용한 몇 가지 효과를 제안한다. 먼저 3D Alpha로 영상의 위치변화를 주어 3D효과를 나타낼 수 있고, 영상의 거리감을 나타낼 수 있다. 또한 글자의 다양한 변화를 줄 수 있어 그 활용도는 매우 크다고 볼 수 있다. 따라서 다양한 분야에서 응용으로 사용할 수 있다.

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Developing the urban theme park using sensory motion simulator (체감형 모션 시뮬레이터를 활용한 도심형 테마파크 개발 방안 연구)

  • Kim, Tae-Hyun;Chae, Eel-Jin
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.151-152
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    • 2012
  • 도심 공간내의 테마파크가 새로운 여가공간으로 부각되고 있다. 기존의 놀이기구나 라이드 어트랙션 등으로는 더 이상 특별한 즐거움을 줄 수 없기 때문에 가상현실과 인터렉션 기술을 접목한 도심형 테마파크가 추세이다. 본 연구는 국내 도심형 테마파크를 개발하기 위해서 독창적인 체감형 모션 시뮬레이션의 트랜드를 파악하고, 개발 방안을 모색하는데 의미가 있다.

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Mechanism and Control of Reaction Force Compensation of XY Linear Motion Stage System (XY 선형 모션 스테이지 시스템의 반발력 보상 기구와 제어)

  • Cho, Kyu-Jung;Choi, Dong-Soo;Ahn, Hyeong-Joon
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.35 no.6
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    • pp.599-607
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    • 2011
  • In this paper, a reaction-force compensation system for an XY linear motion stage, without an additional external isolation structure or extra motors, is developed. This system consists of a movable magnet track, a spring, a dummy weight, and a dedicated sensor module that measures the relative positions of the movable magnet track with respect to the motor coil. The reaction force compensation system is modeled, and simulations are carried out to optimize design parameters such as the moving distance of the magnet track, the transmission force, the dummy weight, and the allowed size of the mechanism. An XY linear motion stage is built, incorporating the reaction force compensation system, and the performance of the system is verified experimentally. For acceleration and deceleration values of 10 m/$s^2$, 85% of the reaction force is absorbed by the reaction force compensation system.

Design and Evaluation of Motion-based Interface for Image Browsing in Mobile Devices (모바일 장치에서의 이미지 브라우징을 위한 동작 추적 기반 인터페이스의 설계 및 평가)

  • Yim, Sung-Hoon;Choi, Seung-Moon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.40-44
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    • 2009
  • In this paper, we evaluate the feasibility of a motion-based interaction for image browsing in the mobile device. We present the design of a motion-based interface and a navigation scheme. A designed interaction scheme was evaluated in a usability experiment alongside the conventional button-based interaction for image browsing. After enough training of user, the usability and the user task performance of the motion based interaction were significantly increased, approaching those of the button based interaction.

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Development of a Roller-Coaster Motion Simulator Based on Human Sensibility Ergonomics (감성공학 기술을 적용한 롤러코스터 게임용 모션 시뮬레이터 개발)

  • 오중석;윤석준;신영기
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.11a
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    • pp.190-196
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    • 2001
  • 대다수의 컴퓨터 게임기들을 거의 예외없이 단지 게임 개발자들이나 일부 전문 게이머들의 경험에 의존하여 사용자의 감성적 특성을 반영하고 있을 뿐이다. 본 연구개발에서 시도되고 있는 게임기는 모션이 가미된 콘솔형 아케이드 시뮬레이션 게임기에 해당되는데, 감성공학 DB와 제시기술을 적용함으로써 게임의 흥미를 극대화하고자 하였다. 총 2차년의 개발기간중 1차년도에는 롤러코스터의 운동을 해석하였으며, 실시간 스케쥴러와 H/W 입출력 및 통신 드라이버에 대한 개발을 수행하였고, 사용자가 직접 트랙을 설계할 수 있는 저작도구와 영상 기반 렌더링 모듈을 개발하였다. 차후 연구될 방향은 게임기의 감성을 평가할 수 있는 표본 집단을 선발하여 게임기에 시승시킨 후 설문지 답변과 시승시 측정되는 생리신호를 추출하여 비교 분석한 후 게임기를 감성친화적으로 개선하는 것이다.

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Development of Improved 5th Order Motion Profile for Low Vibration and High Speed (저진동, 고속특성을 가지는 개선된 5차 모션 프로파일의 설계)

  • So, Byeong-Kwan;Tae, Won-Hyeong;Kim, Jung-Han
    • Journal of the Korean Society for Precision Engineering
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    • v.29 no.10
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    • pp.1110-1118
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    • 2012
  • In this study, for reducing the residual vibration in high speed motion control stage, an improved 5th order polynomial motion profile was developed. When a stage is moving, the current through the motor coils has the same profile of input motion profile of acceleration, therefore the characteristics of the acceleration input profile directly affect on the performance of the amplifier that includes the current control loop. Commonly low cost amplifier and motor has a narrow current control bandwidth, therefore the proposed algorithm was designed based on this practical constraint. Simulation and experimental results showed that the proposed algorithm clearly has low residual vibration characteristics than conventional 5th order polynomial motion profile on the same drive condition.

A Study of Pedestrian Navigation Service System for Visual Disabilities (시각장애인용 길안내 서비스 시스템에 대한 연구)

  • Jang, Young Gun;Cha, J.H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.4
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    • pp.315-321
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    • 2017
  • This paper is a study on the design and realization of Pedestrian navigation service system for the visually impaired. As it is an user interface considering visually impaired, voice recognition functioned smartphone was used as the input tool and the Osteoacusis headset, which can vocally guide directions while recognizing the surrounding environment sound, was used as the output tool. Unlike the pre-existing pedestrian navigation smartphone apps, the developed system guides walking direction by the scale of the left and right stereo sound of the headset wearing, and the voice guidance about the forked or curved path is given several meters before according to the speed of the user, and the user is immediately warned of walking opposite direction or proceeding off the path. The system can acquire stable and reliable directional information using the motion tracker with the dynamic heading accuracy of 1.5 degrees. In order to overcome GPS position error, we proposed a robust trajectory planning algorithm for position error. Experimental results for the developed system show that the average directional angle error is 6.82 degrees (standard deviation: 5.98) in the experimental path, which can be stated that it stably navigated the user relatively.