• Title/Summary/Keyword: 3D vision

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A Study on Tire Surface Defect Detection Method Using Depth Image (깊이 이미지를 이용한 타이어 표면 결함 검출 방법에 관한 연구)

  • Kim, Hyun Suk;Ko, Dong Beom;Lee, Won Gok;Bae, You Suk
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.5
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    • pp.211-220
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    • 2022
  • Recently, research on smart factories triggered by the 4th industrial revolution is being actively conducted. Accordingly, the manufacturing industry is conducting various studies to improve productivity and quality based on deep learning technology with robust performance. This paper is a study on the method of detecting tire surface defects in the visual inspection stage of the tire manufacturing process, and introduces a tire surface defect detection method using a depth image acquired through a 3D camera. The tire surface depth image dealt with in this study has the problem of low contrast caused by the shallow depth of the tire surface and the difference in the reference depth value due to the data acquisition environment. And due to the nature of the manufacturing industry, algorithms with performance that can be processed in real time along with detection performance is required. Therefore, in this paper, we studied a method to normalize the depth image through relatively simple methods so that the tire surface defect detection algorithm does not consist of a complex algorithm pipeline. and conducted a comparative experiment between the general normalization method and the normalization method suggested in this paper using YOLO V3, which could satisfy both detection performance and speed. As a result of the experiment, it is confirmed that the normalization method proposed in this paper improved performance by about 7% based on mAP 0.5, and the method proposed in this paper is effective.

The study of binocular function of college students (대학생들의 시기능에 대한 연구)

  • Cho, Young-Rae;Park, Hyun-Ju;Seo, Ji-Keun;Seong, Jeong-Sub;Kim, Jae-Min
    • Journal of Korean Ophthalmic Optics Society
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    • v.10 no.2
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    • pp.103-110
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    • 2005
  • Binocular vision had a short history in Korea. As there were many near works in these days, the needs about comparative study have been increased. There was related to both refractive error and binocular anomalies, but it is difficult to applying for binocular vision expected findings in itself due to the fact that Korean differ from foreigner. Objects were 100 adults in 18-36 years old ages, The test was Von Gaefe method and used aparatus was phoropter(Shinnippon VT10)and visual chart(Shinnippon CT30). According to interview results was that symptom in near works were headaches 28.0%, blinking 27.3%, red eye 25.1%, eyepain 15.6%, watering 15.3%, itch 12.2%, photophobia 8.5% and eye strain 7.4%. A people who have above ${\pm}0.50$ D refractive error in total objectives (100-male 45/female 55) were classified into ametropia. There was a results such as emmetropia (12.0%), ametropia(88.0%), exophoria(32.0%), esophoria(12.0%). Far negative relative convergence were that in case of high 43.0%, in case of low 7.0%. Far positive relative convergence were that in case of high 15.0%, in case of low 38.0%. Near phoria was exophoria(32.0%), esophoria(12.0%). Near negative relative convergence were that in case of high 23.0%, in case of low 38.0%. Far positive relative convergence were that in case of high 29.0%, in case of low 23.0%. Near negative relative accommodation were that in case of high 10.0%, in case of low 14,0%, Far positive relative convergence were that in case of high 69.0%, in case of low 12.0%. Results were different from expected findings, and especially positive relative accommodation was very high, However, We suggest that the expected findings in Korea for several subjects must study in binocular function.

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Ground of the revolutionary change in early 20C American Mathematics (20세기 초 미국수학계의 혁명적변화의 바탕)

  • Lee, Sang-Gu;Hwang, Suk-Geun;Cheon, Gi-Sang
    • Journal for History of Mathematics
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    • v.20 no.3
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    • pp.127-146
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    • 2007
  • From 1876 to 1883, British mathematician James Joseph Sylvester worked as the founding head of Mathematics Department at the Johns Hopkins University which has been known as America's first school of mathematical research. Sylvester established the American Journal of Mathematics, the first sustained mathematics research journal in the United States. It is natural that we think this is the most exciting and important period in American mathematics. But we found out that the International Congress of Mathematicians held at the World's Columbian Exposition in Chicago, August 21-26, 1893 was the real turning point in American's dedication to mathematical research. The University of Chicago was founded in 1890 by the American Baptist Education Society and John D. Rockefeller. The founding head of mathematics department Eliakim Hastings Moore was the one who produced many excellent American mathematics Ph.D's in early stage. Many of Moore's students contributed to build up real American mathematics research power in early 20 century The University also has a well-deserved reputation as the "teacher of teachers". Beginning with Sylvester, we analyze what E.H. Moore had done as a teacher and a head of the new department that produced many mathematical talents such as L.E. Dickson(1896), H. Slaught(1898), O. Veblen(1903), R.L. Moore(1905), G.D. Birkhoff(1907), T.H. Hilderbrants(1910), E.W. Chittenden(1912) who made the history of American mathematics. In this article, we study how Moore's vision, new system and new way of teaching influenced American mathematical society at early stage of the top class mathematical research. and the meaning that early University of Chicago case gave.

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The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

SAAnnot-C3Pap: Ground Truth Collection Technique of Playing Posture Using Semi Automatic Annotation Method (SAAnnot-C3Pap: 반자동 주석화 방법을 적용한 연주 자세의 그라운드 트루스 수집 기법)

  • Park, So-Hyun;Kim, Seo-Yeon;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.10
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    • pp.409-418
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    • 2022
  • In this paper, we propose SAAnnot-C3Pap, a semi-automatic annotation method for obtaining ground truth of a player's posture. In order to obtain ground truth about the two-dimensional joint position in the existing music domain, openpose, a two-dimensional posture estimation method, was used or manually labeled. However, automatic annotation methods such as the existing openpose have the disadvantages of showing inaccurate results even though they are fast. Therefore, this paper proposes SAAnnot-C3Pap, a semi-automated annotation method that is a compromise between the two. The proposed approach consists of three main steps: extracting postures using openpose, correcting the parts with errors among the extracted parts using supervisely, and then analyzing the results of openpose and supervisely. Perform the synchronization process. Through the proposed method, it was possible to correct the incorrect 2D joint position detection result that occurred in the openpose, solve the problem of detecting two or more people, and obtain the ground truth in the playing posture. In the experiment, we compare and analyze the results of the semi-automated annotation method openpose and the SAAnnot-C3Pap proposed in this paper. As a result of comparison, the proposed method showed improvement of posture information incorrectly collected through openpose.

Design of Multi-Sensor-Based Open Architecture Integrated Navigation System for Localization of UGV

  • Choi, Ji-Hoon;Oh, Sang Heon;Kim, Hyo Seok;Lee, Yong Woo
    • Journal of Positioning, Navigation, and Timing
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    • v.1 no.1
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    • pp.35-43
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    • 2012
  • The UGV is one of the special field robot developed for mine detection, surveillance and transportation. To achieve successfully the missions of the UGV, the accurate and reliable navigation data should be provided. This paper presents design and implementation of multi-sensor-based open architecture integrated navigation for localization of UGV. The presented architecture hierarchically classifies the integrated system into four layers and data communications between layers are based on the distributed object oriented middleware. The navigation manager determines the navigation mode with the QoS information of each navigation sensor and the integrated filter performs the navigation mode-based data fusion in the filtering process. Also, all navigation variables including the filter parameters and QoS of navigation data can be modified in GUI and consequently, the user can operate the integrated navigation system more usefully. The conventional GPS/INS integrated system does not guarantee the long-term reliability of localization when GPS solution is not available by signal blockage and intentional jamming in outdoor environment. The presented integration algorithm, however, based on the adaptive federated filter structure with FDI algorithm can integrate effectively the output of multi-sensor such as 3D LADAR, vision, odometer, magnetic compass and zero velocity to enhance the accuracy of localization result in the case that GPS is unavailable. The field test was carried out with the UGV and the test results show that the presented integrated navigation system can provide more robust and accurate localization performance than the conventional GPS/INS integrated system in outdoor environments.

Investigating Smart TV Gesture Interaction Based on Gesture Types and Styles

  • Ahn, Junyoung;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.2
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    • pp.109-121
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    • 2017
  • Objective: This study aims to find suitable types and styles for gesture interaction as remote control on smart TVs. Background: Smart TV is being developed rapidly in the world, and gesture interaction has a wide range of research areas, especially based on vision techniques. However, most studies are focused on the gesture recognition technology. Also, not many previous studies of gestures types and styles on smart TVs were carried out. Therefore, it is necessary to check what users prefer in terms of gesture types and styles for each operation command. Method: We conducted an experiment to extract the target user manipulation commands required for smart TVs and select the corresponding gestures. To do this, we looked at gesture styles people use for every operation command, and checked whether there are any gesture styles they prefer over others. Through these results, this study was carried out with a process selecting smart TV operation commands and gestures. Results: Eighteen TV commands have been used in this study. With agreement level as a basis, we compared the six types of gestures and five styles of gestures for each command. As for gesture type, participants generally preferred a gesture of Path-Moving type. In the case of Pan and Scroll commands, the highest agreement level (1.00) of 18 commands was shown. As for gesture styles, the participants preferred a manipulative style in 11 commands (Next, Previous, Volume up, Volume down, Play, Stop, Zoom in, Zoom out, Pan, Rotate, Scroll). Conclusion: By conducting an analysis on user-preferred gestures, nine gesture commands are proposed for gesture control on smart TVs. Most participants preferred Path-Moving type and Manipulative style gestures based on the actual operations. Application: The results can be applied to a more advanced form of the gestures in the 3D environment, such as a study on VR. The method used in this study will be utilized in various domains.

Implementation of Ubiquitous Robot in a Networked Environment (네트워크 환경에서 유비쿼터스 로봇의 구현)

  • Kim Jong-Hwan;Lee Ju-Jang;Yang Hyun-Seng;Oh Yung-Hwan;Yoo Chang-Dong;Lee Jang-Myung;Lee Min-Cheol;Kim Myung-Seok;Lee Kang-Hee
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.1051-1061
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    • 2005
  • This paper proposes a ubiquitous robot, Ubibot, as an integration of three forms of robots: Software robot (Sobot), Embedded robot (Embot) and Mobile robot (Mobot). A Sobot is a virtual robot, which has the ability to move to any place or connect to any device through a network in order to overcome spatial limitations. It has the capacity to interpret the context and thus interact with the user. An Embot is embedded within the environment or within physical robots. It can recognize the locations of and authenticate the user or robot, and synthesize sensing information. Also it has the ability to deliver essential information to the user or other components of Ubibot by using various types of output devices. A Mobot provides integrated mobile service. In addition, Middleware intervenes different protocols between Sobot, Embot, and Mobot in order to incorporate them reliably. The services provided by Ubibot will be seamless, calm and context-aware based on the combination of these components. This paper presents the basic concepts and structure of Ubibot. A Sobot, called Rity, is introduced in order to investigate the usability of the proposed concepts. Rity is a 3D synthetic character which exists in the virtual world, has a unique IP address and interacts with human beings through Vision Embot, Sound Embot, Position Embot and Voice Embot. Rity is capable of moving into a Mobot and controlling its mobility. In doing so, Rity can express its behavior in the virtual world, for example, wondering or moving about in the real world. The experimental results demonstrate the feasibility of implementing a Ubibot in a networked environment.

Evaluation of Hydration Effect on Human Skin by $^1H$ MRS at 14.1T

  • Choi Chi-Bong;Hong Sung-Tak;Choe Bo-Young;Woo Dong-Chul;Yoon Seong-Ik;Cho Ji-Hyun;Lee Chul-Hyun;Cheong Chae-Joon;Park Sang-Yong;Oh Chil-Hwan
    • Journal of the Korean Magnetic Resonance Society
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    • v.10 no.1
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    • pp.105-114
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    • 2006
  • Purpose: We achieved high resolution MR imaging and spectra of human skin in vitro with using a 14.1 T MRI/MRS system, and evaluated the hydration effect of various cosmetic products by measuring the skin's. moisture concentration. Materials and Methods: We used the Bruker 14.1 T MRI/MRS system with a vertical standard bore that was equipped with a DMX spectrometer gradient system (200 G/cm at a maximum 40 A), RF resonators (2, 5 and 10 mm) and Para Vision software. Spin echo and fast spin echo pulse sequences were employed for obtaining the high resolution MR images. The 3D-localized point resolved spectroscopy (PRESS) method was used to acquire the MR spectra. Results: The high resolution MR images and spectra of human skin in vitro were successfully obtained on a 14.1 T system. The water concentration of human skin after applying a moisturizer was higher than that before applying a moisturizer. Conclusions: The present study demonstrated that the high-resolution MR images and spectra of human skin from a high field NMR instrument could be applicable to evaluating the hydration state of the stratum corneum.

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Study of the used deuterium absorption material disposal

  • Kim, Dong-Gyung;Kim, Myung-Chul;Lee, Bum-Sig;Lee, Sang-Gu
    • Proceedings of the Korean Radioactive Waste Society Conference
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    • 2004.02a
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    • pp.64-72
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    • 2004
  • The dryer (ten per unit) are operating to remove tritium in PHWR(Pressurized Heavy Water Reactor). There are coming out heavy water adsorbent from operating the dryer (95 drums for ten year per unit) The amount of radioactivity of heavy water adsorbent almost exceed ninety times more than disposal limit-in-itself showed by The Ministry of Science and Technology. It has to be disposed whole radioactive waste products, however there are problems of increase at the expense of their permanent disposal. In this research, We have studied how to remove kinds of nuclear materials and amount of tritium with in heavy water adsorbent. As the result we could develop disposal equipment and apply it. D20 adsorbent have to contain below Gamma nuclide O.3Bq/g and tritium 100Bq/g "The Regulation for disposal of the radioactivity wastes" showed by The Ministry of Science and Technology. There fore. So as to remove amount of tritium and kinds of nuclear materials (DTO) we needed a equipment. Also we have studied how to remove effectively radioactivity with in Adsorbent. As cleaning heavy water adsorbent and drying on each condition (temperature for drying and hours for cleaning). Because there is something to return heavy water adsorbent by removing impurities within adsorbent when it is dried o high temperature. After operating, we have been applying this research to the way to dispose heavy water adsorbent. Through this we could reduce solid waste products and the expense of permanent disposal of radioactive waste products and also we could contribute nuclear power plant run safely. According to the result we could keep the best condition of radiation safety super vision and we could help people believe in safety with Radioactivity wastes control for harmony with Environment.

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