• Title/Summary/Keyword: Body-part tracking

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A Study on Motion and Position Recognition Considering VR Environments (VR 환경을 고려한 동작 및 위치 인식에 관한 연구)

  • Oh, Am-suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2365-2370
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    • 2017
  • In this paper, we propose a motion and position recognition technique considering an experiential VR environment. Motion recognition attaches a plurality of AHRS devices to a body part and defines a coordinate system based on this. Based on the 9 axis motion information measured from each AHRS device, the user's motion is recognized and the motion angle is corrected by extracting the joint angle between the body segments. The location recognition extracts the walking information from the inertial sensor of the AHRS device, recognizes the relative position, and corrects the cumulative error using the BLE fingerprint. To realize the proposed motion and position recognition technique, AHRS-based position recognition and joint angle extraction test were performed. The average error of the position recognition test was 0.25m and the average error of the joint angle extraction test was $3.2^{\circ}$.

A Study on the Visual Perception of Characters Using Eye Tracking (시선추적장치를 활용한 캐릭터의 시지각 집중도에 관한 연구)

  • Yin, Shuo-Han;Park, Min-Hee;Hwang, Mi-Kyung;Nam, Ga-Young;Kwon, Mahn-Woo
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.105-113
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    • 2019
  • This study is to analyze the concentration of visual perception of the subject through the eye-tracking experiments targeting popular characters and to investigate it is effective to highlight which part of the character in inducing consumers' interest and curiosity. As a result of the study, the subjects paid more attention to the face than the character's body, and also noted a little attention to auxiliary elements such as pants, tees, shoes, and whiskers. These results mean there is clearly different factor in which the subject's gaze on the character frequently stays and does for a long time. Therefore, the designers should recognize the differences of the concentration of visual perception by character components as a differentiating factor to feel the emotional satisfaction such as the user's interest, empathy, and immersion in the character and actively reflect it when developing the character design. In addition, there was a difference in the visual perception concentration of each of the auxiliary elements, and if careful research is done on whether the influence factors are also due to individual characteristics or another influential factors, it will be a wider study on character design.

Development of Piano Playing Robot (피아노 연주 로봇의 개발)

  • Park, Kwang-Hyun;Jung, Seong-Hoon;Pelczar, Christopher;Hoang, Thai V.;Bien, Zeung-Nam
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.334-336
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    • 2007
  • This paper presents a beat gesture recognition method to synchronize the tempo of a robot playing a piano with the desired tempo of the user. To detect an unstructured beat gesture expressed by any part of a body, we apply an optical flow method, and obtain the trajectories of the center of gravity and normalized central moments of moving objects in images. The period of a beat gesture is estimated from the results of the fast Fourier transform. In addition, we also apply a motion control method by which robotic fingers are trained to follow a set of trajectories, Since the ability to track the trajectories influences the sound a piano generates, we adopt an iterative learning control method to reduce the tracking error.

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Tracking the History of the Three-story Stone Pagoda from the Goseonsa Temple Site in Gyeongju throughan Analysis of Component (부재 해석을 통한 경주 고선사지 삼층석탑의 연혁 추적)

  • Jeon, Hyo Soo
    • Conservation Science in Museum
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    • v.21
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    • pp.41-52
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    • 2019
  • The findings of a 2017 safety inspection of the Three-story Pagoda from the Goseonsa Temple site in Gyeongju suggested the possibility that the stone for the second story of the pagoda may have been rotated after the pagoda was disassembled for removal from its original site in 1975. The materials from the pagoda were investigated using photographs and other relevant data from both the Japanese colonial period and from around 1975. The analysis found that the materials of the pagoda were not changed after analleged reconstruction in 1943, but that during the process of relocating the pagoda in 1975 the body of the second story was indeed rotated counter clockwise by 90 degrees and one of the four stone elements making up the first-story roof was exchanged with a part from the second-story roof. In order to discover whether the materials had been incorrectly placed, each part of the pagoda was precisely measured and the elements of the roofs were virtually reconstructed using 3D scanning data. The investigation did not find any singularities with in the components of each roof; the four part sof the first-story roof were 75 to 76 centimeters thick and those for the second-story roof were 78 to 79 centimeters thick. The connections between each part of the roofs also appeared natural. This seems to indicate that there was indeed an undocumented repair of the pagoda at some point between its creation and 1943 and an error that took place during this repair was corrected in 1975. In addition, the study suggested a possibility that the body of the second story was rotated counter clockwised to a change in the locations of parts of the two roofs.

Quantitative analysis of the TMJ movement with a new mandibular movement tracking and simulation system

  • Kim, Dae-Seung;Hwang, Soon-Jung;Choi, Soon-Chul;Lee, Sam-Sun;Heo, Min-Suk;Heo, Kyung-Hoe;Yi, Won-Jin
    • Imaging Science in Dentistry
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    • v.38 no.4
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    • pp.203-208
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    • 2008
  • Purpose : The purpose of this study was to develop a system for the measurement and simulation of the TMJ movement and to analyze the mandibular movement quantitatively. Materials and Methods : We devised patient-specific splints and a registration body for the TMJ movement tracking. The mandibular movements of the 12 subjects with facial deformity and 3 controls were obtained by using an optical tracking system and the patient-specific splints. The mandibular part was manually segmented from the CT volume data of a patient. Three-dimensional surface models of the maxilla and the mandible were constructed using the segmented data. The continuous movement of the mandible with respect to the maxilla could be simulated by applying the recorded positions sequentially. Trajectories of the selected reference points were calculated during simulation and analyzed. Results : The selected points were the most superior point of bilateral condyle, lower incisor point, and pogonion. There were significant differences (P<0.05) between control group and pre-surgical group in the maximum displacement of left superior condyle, lower incisor, and pogonion in vertical direction. Differences in the maximum lengths of the right and the left condyle were 0.59${\pm}$0.30 mm in pre-surgical group and 2.69${\pm}$2.63 mm in control group, which showed a significant difference (P<0.005). The maximum of differences between lengths of the right and the left calculated during one cycle also showed a significant difference between two groups (P<0.05). Conclusion : Significant differences in mandibular movements between the groups implies that facial deformity have an effect on the movement asymmetry of the mandible. (Korean J Oral Maxillofac Radiol 2008; 38 : 203-8)

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Vehicle Crash Simulation using Trajectory Optimization (경로 최적화 알고리즘을 이용한 3차원 차량 충돌 시뮬레이션)

  • Seong, Jin-Wook;Ko, Seung-Wook;Kwon, Tae-Soo
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.11-19
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    • 2015
  • Our research introduces a novel system for creating 3D vehicle animation. Our system is for intuitively authoring vehicle accident scenes according to videos or based on user-drawn trajectories. Our system has been implemented by combining three existing ideas. The first part is for obtaining 3D trajectory of a vehicle from black-box videos. The second part is a tracking algorithm that controls a vehicle to follow a given trajectory with small errors. The last part optimizes the vehicle control parameters so that the error between the input trajectory and simulated vehicle trajectory is minimized. We also simulate the deformation of the car due to an impact to achieve believable results in real-time.

A Study on the Mechanism of Social Robot Attitude Formation through Consumer Gaze Analysis: Focusing on the Robot's Face (소비자 시선 분석을 통한 소셜로봇 태도 형성 메커니즘 연구: 로봇의 얼굴을 중심으로)

  • Ha, Sangjip;Yi, Eunju;Yoo, In-jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.243-262
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    • 2022
  • In this study, eye tracking was used for the appearance of the robot during the social robot design study. During the research, each part of the social robot was designated as AOI (Areas of Interests), and the user's attitude was measured through a design evaluation questionnaire to construct a design research model of the social robot. The data used in this study are Fixation, First Visit, Total Viewed, and Revisits as eye tracking indicators, and AOI (Areas of Interests) was designed with the face, eyes, lips, and body of the social robot. And as design evaluation questionnaire questions, consumer beliefs such as Face-highlighted, Human-like, and Expressive of social robots were collected and as a dependent variable was attitude toward robots. Through this, we tried to discover the mechanism that specifically forms the user's attitude toward the robot, and to discover specific insights that can be referenced when designing the robot.

A Path Generation Algorithm of Autonomous Robot Vehicle By the Sensor Platform and Optimal Controller Based On the Kinematic Model

  • Park, Tong-Jin;Han, Chang-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.399-399
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    • 2000
  • In this paper, path generation using the sensor platform is proposed. The sensor platform is composed two electric motors which make panning and tilting motions. An algorithm fur a real path form and an obstacle length is realized using a scanning algorithm to rotating the sensors on the sensor platform. An ARV (Autonomous Robot Vehicle) is able to recognize the given path by adapting this algorithm. In order for the ARV to navigate the path flexibly, a kinematic model needed to be constructed. The kinematic model of the ARV was reformed around its body center through a relative velocity relationship to controllability, which derives from the nonholonomic characteristics. The optimal controller that is based on tile kinematic model is operated purposefully to track a reference vehicle's path. The path generation algorithm is composed of two parks. On e part is the generating path pattern, and the other is used to avoid an obstacle. The optimal controller is used for tracking the reference path which is generated by recognizing the path pattern. Results of simulation show that this algorithm for an ARV is sufficient for path generation by small number of sensors and for low cost controller.

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Analysis of User's Eye Gaze Distribution while Interacting with a Robotic Character (로봇 캐릭터와의 상호작용에서 사용자의 시선 배분 분석)

  • Jang, Seyun;Cho, Hye-Kyung
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.74-79
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    • 2019
  • In this paper, we develop a virtual experimental environment to investigate users' eye gaze in human-robot social interaction, and verify it's potential for further studies. The system consists of a 3D robot character capable of hosting simple interactions with a user, and a gaze processing module recording which body part of the robot character, such as eyes, mouth or arms, the user is looking at, regardless of whether the robot is stationary or moving. To verify that the results acquired on this virtual environment are aligned with those of physically existing robots, we performed robot-guided quiz sessions with 120 participants and compared the participants' gaze patterns with those in previous works. The results included the followings. First, when interacting with the robot character, the user's gaze pattern showed similar statistics as the conversations between humans. Second, an animated mouth of the robot character received longer attention compared to the stationary one. Third, nonverbal interactions such as leakage cues were also effective in the interaction with the robot character, and the correct answer ratios of the cued groups were higher. Finally, gender differences in the users' gaze were observed, especially in the frequency of the mutual gaze.

Estimation on Average Residence Time of Particulate Matters in Geoje Bay using Particle Tracking Model (입자추적모델을 이용한 거제만의 입자물질 평균체류시간 산정)

  • Kim, Jin-Ho;Hong, Sok-Jin;Lee, Won-Chan;Kim, Jeong-Bae;Kim, Hyung-Chul;Kim, Dong-Myung
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.22 no.1
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    • pp.20-26
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    • 2016
  • The residence time measures the time spent by a water parcel or a pollutant in a given water body. So residence time of water is widely used as an indicator of how a substance will remain in an estuary and it is used to enable comparisons among different water bodies. To estimate residence time of particulate matters from land and aquaculture, EFDC that includes particle tracking model was applied to the Geoje Bay. Modelled average residence time was about 65 days in the inner part. It meant it takes about 2 months for substance from land and aquaculture to be transported to the outside of Geoje Bay. The results indicated that residence time varied spatially throughout Geoje Bay depending on tidal flushing and, in general conditions, tidal flushing exerts the greatest influence to the flushing of Geoje Bay. This reveals relationships between residence times of particulate matters and physical properties of the bay and Geoje Bay is vulnerable to water quality problem.