• 제목/요약/키워드: Coordinates transformation

검색결과 272건 처리시간 0.022초

Vision-based hybrid 6-DOF displacement estimation for precast concrete member assembly

  • Choi, Suyoung;Myeong, Wancheol;Jeong, Yonghun;Myung, Hyun
    • Smart Structures and Systems
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    • 제20권4호
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    • pp.397-413
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    • 2017
  • Precast concrete (PC) members are currently being employed for general construction or partial replacement to reduce construction period. As assembly work in PC construction requires connecting PC members accurately, measuring the 6-DOF (degree of freedom) relative displacement is essential. Multiple planar markers and camera-based displacement measurement systems can monitor the 6-DOF relative displacement of PC members. Conventional methods, such as direct linear transformation (DLT) for homography estimation, which are applied to calculate the 6-DOF relative displacement between the camera and marker, have several major problems. One of the problems is that when the marker is partially hidden, the DLT method cannot be applied to calculate the 6-DOF relative displacement. In addition, when the images of markers are blurred, error increases with the DLT method which is employed for its estimation. To solve these problems, a hybrid method, which combines the advantages of the DLT and MCL (Monte Carlo localization) methods, is proposed. The method evaluates the 6-DOF relative displacement more accurately compared to when either the DLT or MCL is used alone. Each subsystem captures an image of a marker and extracts its subpixel coordinates, and then the data are transferred to a main system via a wireless communication network. In the main system, the data from each subsystem are used for 3D visualization. Thereafter, the real-time movements of the PC members are displayed on a tablet PC. To prove the feasibility, the hybrid method is compared with the DLT method and MCL in real experiments.

여자 높이뛰기에서 경기력 간 도움닫기와 발구름 동작의 운동역학적 분석 (The Kinetic Analysis of the Approach and Take-off Motion between Performance in Woman's High Jump)

  • 김영숙;류재균;장재관
    • 한국운동역학회지
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    • 제25권1호
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    • pp.1-10
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    • 2015
  • Objective : The purpose of this study was to find some kinetic variable's relationships between personal records and low records in female high jump. Methods : Collected data of the subjects(N=8, ages: $25.5{\pm}1.85$, height: $173{\pm}5.83$, mass: $54.75{\pm}6.36$ personal record: $1.71{\pm}0.04$, low record: $1.62{\pm}0.03$) were used for the last three strides and take-off phase. Five video cameras set in 30frames/s were used for recording. After digitizing motion, the Direct Linear Transformation(DLT) technique was employed to obtain 3-D position coordinates. The kinematic and kinetic factors of distance, velocity, angle, impulse, jerk variables were calculated. A paired t-test was applied for the difference of variables between personal records and lower records and for correlation with performances and variables. The significance level was accepted at p<.05. Results : There was no relationship between pattern of stride and performance. However, rate of change of velocity was related with cental of mass height(CMH) at peak point(PP). Knee, hip, backward lean, foot plant, approach and take off angle showed no difference between best record and low record. Vertical impulse momentum also showed no difference between performances. Conclusion : According to a t-test result, there were significant differences in CMH at PP and jerk at touch down between best record and low record.

동영상을 이용한 부유구조물 모형의 변위 관측 (Displacement Measurement of a Floating Structure Model Using a Video Data)

  • 한동엽;김현우;김재민
    • 한국측량학회지
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    • 제31권2호
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    • pp.159-164
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    • 2013
  • 움직이는 한 개의 카메라 동영상으로부터 개체의 3차원 위치를 추출할 수 있다고 알려져 있다. 이로부터 캠코더 측정시스템을 이용하여 부유체 모형에 대한 영상기반 모니터링을 수행하였다. 규칙파 및 비규칙파 실험조건에서의 디지털 캠코더 동영상으로부터 프레임 영상을 추출하고, 특징점을 정합하여, 상대적인 3차원 좌표를 획득하였다. 수정된 SURF 기반 정합의 영상 변환 정확도와 규칙파에서 부유체 모델의 영상기반 변위 관측 정확도를 평가하였다. 규칙파의 경우 조파기의 설정값은 3.0sec이고, 영상기반 변위에 의한 주기는 2.993sec이었다. 기계적 오차를 고려할 때 이 두 값은 유사한 결과로 여겨진다. 시각적으로도 X Y Z축으로의 1차원 투영결과나 3차원 공간에서의 결과에서 규칙파의 형상을 볼 수 있었다. 결과적으로 30fps의 일반 디지털 캠코더 동영상을 이용하여 근실시간으로 위치변동을 계산할 수 있었다.

멀리뛰기 8m 선수들의 운동학적 변인 조사를 통한 국내 멀리뛰기 선수들의 8m 뛰기 전략 (The Jumping Performance Strategy over 8 meters in National Long Jumpers through the Kinematic Variable Researches)

  • 류재균
    • 한국운동역학회지
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    • 제15권2호
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    • pp.129-138
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    • 2005
  • The purpose of this study was to investigate the techniques used by long jumpers who recorded over 8meters in 2002 Busan Asian Game and 2003 Daegu Universiade. The kinematic characteristics from the last three stride to takeoff at the takeoff board were analyzed such as velocities, heights and angles. The real-life three-dimensional coordinates of 20 body landmarks during each trial were collected using a Direct Linear Transformation procedure. The conclusion were as follows; 1. The height variation who recorded over 8 meters of center of gravity of the jumpers at the last stride was under 8cm. In order to record over 8meters the national long jumpers should have under 10cm height variation. 2. In the approach phase the horizontal velocity of the jumpers should reach to 10.5m/s in last three strides and 9.79m/s in touch down at take off board. 3. The horizontal velocity at take off board must have over 8.51m/s and the vertical velocity must have 3.75m/s simultaneously in order to record 8meters. 4. The forward body lean angle should have over 20degrees with pushing the take off board in forwarding movement. The appropriate body variation range ratio between take off and touch down should be 1.2 vs 1 and the trunk angle at touch down on the board should be close to the erect posture for higher body flight.

도마 손 짚고 몸펴 앞 공중 돌아 540도 비틀기의 운동학적 분석 (The Kinematic Analysis of the Hand spring forward and Salto forward straight with 3/2 Turn on the Vault)

  • 여홍철;윤희중;류지선;정철정
    • 한국운동역학회지
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    • 제13권3호
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    • pp.47-65
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    • 2003
  • The purpose of this study was to investigate the differences of the kinematical and the kinetical factors that calculated from preflight to postflight of salto forward straight 3/2 turn motion between skitters and less-skitters. four S-VHS video cameras operating at 60Hz were used to record the performances. five elite male gymnasts were participated in this study as subjects. three-dimensional coordinates of 20 body landmarks during each trial were collected using a Direct Linear Transformation method. The digitized body landmarks were smoothed using a Butterworth second order with low pass digital filter and a cutoff frequency of 10Hz. 1. A skitter, got a high score for performance, showed shorter time and faster horizontal velocity than a less-skitter at the board contact. also, a skitter extended quickly his knee and hip joint after contacting board for preflight phase. 2. A skitter revealed faster time and horizontal velocity the vault from taking off board than a less-skiller. A skitter took a long time and high distance to get the vertical peak compared with a less-skiller. 3. For the second phase, a skitter, who executes the most optimal motions among the subjects, displayed a long flight time, a high height, and a far flight distance as well as maintaining consistent horizontal speed even at the peak of post flight. On the other side, a less-scorer displayed a slow vertical velocity, distance and a short time at the point of take-off from vault as well as low height at the peak of post flight.

배구 레프트 스파이크와 라이트 스파이크 동작에 대한 운동역학적 변인 비교 분석 (Analysis of Sports Biomechanical Variable on the Motions of Left and Right Spikes of Volleyball)

  • 조주행;주명덕
    • 한국운동역학회지
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    • 제16권4호
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    • pp.125-134
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    • 2006
  • The purpose of this study was to analyze the Biomechanical elements by looking at the differences on the motions of the right and left spikes of right-handed offense volleyball players, using 3D image analysis and force platform. For that purpose, spike motions of six male university volleyball players were recorded three times each using two 16mm high speed cameras and the speed of recording was set at 60 frames/sec. The coordinated raw data was leveled as 6Hz using low pass filtering method and the calculation of 3D coordinates was done by using a DLT (Direct Linear Transformation) method. Also KWON 3D program was used to analyze the variables. Through the experiments and research, the following results were found: That is, in case of the right spike, the required time from the toss to the impact, which affected the success rate of offense showed as longer and on the take-off, the exact timing to touch the ball was longer because the pace between right and left feet was wider, and also after the jump, the distance between the feet indicated shorter, than the left. In addition, the degree of somersault and horizontal adduction of shoulder joint was smaller and the degree of medial rotation of shoulder joint showed bigger than the left, so it indicated that it was not centered on the body, but by the arm with an axis of shoulder using a swing motion. After the impact, the speed of the ball indicated slower compared to the left spike.

달리기시 최고 속도 및 피로 구간의 3차원 동작 분석 (3-Dimensional Analysis of the Running Motion in the Max-Velocity Phase and the Fatigue Phase During 400m Sprint by Performed Elementary School Athletes)

  • 배성제
    • 한국운동역학회지
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    • 제16권4호
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    • pp.115-124
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    • 2006
  • This study was conducted to investigate the running motion in the max-velocity phase(150-160m) and the fatigue phase(350-360m) during 400m sprint by performed elementary school athletes. Eighteen elementary school male athletes who achieved at least the 3rd place in the sprint at the Korea Gangwon-Do elementary school track and field meetings during 2004 and 2005 were selected as subjects. The running motions performed by the subjects were recorded using two 8mm high speed cameras at the nominal speed of 100 frames per second. The Direct Linear Transformation technique was adopted from the beginning of filming to the final stage of data extraction. KWON 3D motion analysis package program was used to compute the 3 Dimensional coordinates, smoothing factor in which lowpass filtering method was used and cutoff frequency was 6.0 Hz. The movement patterns during foot touchdown and takeoff for the running stride were related with the biomechanical consideration. Within the limitations of this study it is concluded: In order to increase running velocity, several conditions must be fullfilled at the instant of leg touchdown and takeoff during the fatigue phase(350-360m). First, the body C.O.G(Center of Gravity) height should be raised at the instant of leg touchdown and takeoff during the fatigue phase. Second, the foot contact time should be shortened and the takeoff distance should be increased at the foot takeoff during the fatigue phase. Third, the shank angular velocity with respect to a transverse axis through the center of gravity should be increased during the leg touchdown and takeoff in the fatigue phase. Forth, the active landing style described as clawing the ground with the sole of the foot should be performed during the leg touchdown and takeoff in the fatigue phase) phase. Fifth, In order to increase running velocity in the fatigue phase while taking a slightly greater leg knee angle and body lean angle within the range of the subject's running motion during the fatigue phase would result in greater flight distance.

2011 대구세계육상선수권대회 남자 높이뛰기 메달리스트들의 바이오메카닉스적 특성 분석 (Biomechanical Analysis of Men's High Jump Medalists in IAAF World Championships, Daegu 2011)

  • 김의환;배영상;김성섭;권문석;위웅량;김기만;이정민
    • 한국운동역학회지
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    • 제21권5호
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    • pp.573-584
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    • 2011
  • The purpose of this study was to perform a kinematic analysis of the high jump techniques of the three men's medalists at the 2011 IAAF Championships in Daegu (August 27-September 4, 2011). In particular, a three-dimensional coordinates method was used to analyze the last three strides before touchdown, the touchdown techniques, and the movements after takeoff toward the bar. An analysis of the, data for the biomechanical characteristics of the world's best high jumpers could contribute to an improvement in the performance of a national high jumper. The first conclusion of the data analysis was that the arm movements of the gold medalist, J. Williams, had a single arm form, whereas the arm movements of the other medalists were a double arm form. Second, the difference in the knee joint angles upon touchdown and toe-off was $10^{\circ}$. Third, J. Williams achieved his maximum CM height after takeoff (1.26 m) using the maximum flexion of his knee joint. Fourth, the foot contact duration of A. Dmitrik (0.11 s) was the shortest among the medalists, and the ratio for his transformation of horizontal velocity to vertical velocity was the greatest (75.25%) among the three. Last, the maximum CM height of T. Barry was the greatest, and his foot contact duration was the longest.

DCT영역에서 3차원 다각형 메쉬 모델의 디지헐 워터마킹 방법 (Digital Watermarking for Three-Dimensional Polygonal Mesh Models in the DCT Framework)

  • 전정희;호요성
    • 전자공학회논문지CI
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    • 제40권3호
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    • pp.156-163
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    • 2003
  • 워터마킹 기술 중에 공간 영역을 주파수 영역으로 변환하여 워터마크 신호를 삽입하는 이유는 워터마크를 삭제하려는 악의적인 공격에 대해 살아 남을 수 있고 인간이 삽입되는 워터마크 신호를 쉽게 인지할 수 없는 주파수 대역을 고려할 수 있기 때문이다. 그러나 3차원 데이터의 비정규성(irregularity)으로 인하여 공간영역의 3차원 데이터를 주파수 영역으로 자연스럽게 변환한다는 것은 쉽지 않다. 본 논문에서는 3차원 메쉬(mesh) 데이터를 주파수 영역으로 변환하여 수행하는 새로운 워터마킹 방법을 제안한다. 이를 위해 우선 3차원 모델을 운행(traversing)하여 삼각형 스트립을 생성하고, 각 스트립에 속한 꼭지점 좌표들을 각 좌표축에 따라 독립적으로 1차원 DCT 변환한다. 그리고 쉽게 인지되지 않으면서도 불법적인 공격으로부터 워터마크 신호가 살아남기 위해 AC 계수의 중간 주파수 대역에 워터마크 신호를 삽입한다. 마지막으로, 컴퓨터 실험을 통해 제안한 3차원 데이터 워터마킹 방법은 무작위 잡음 첨가 공격이나 Affine 변환, 그리고 MPEG-4 SNHC의 표준 기하 압축에 강인하다는 것을 보였다.

플로어 마크를 이용한 차량용 실내 정밀 측위 기술 (Indoor Precise Positioning Technology for Vehicles Using Floor Marks)

  • 박지훈;이재성
    • 한국정보통신학회논문지
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    • 제19권10호
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    • pp.2321-2330
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    • 2015
  • 실내에서 무용지물이 되는 GPS 의 한계로 다양한 실내 측위 기술에 대한 연구가 진행되고 있으나 대부분 사설 무선 네트워크 기반의 실내 측위 방법들로 고가의 설치 및 유지보수 비용, 비실시간성, 그리고 낮은 정확도 때문에 상용화가 어려운 실정이다. 본 논문에서는 기존에 증강현실에 사용되던 마크 인식 알고리즘을 최초로 차량용 실내 측위분야에 적용하였다. 지면에 플로어 마크를 설치하고 마크의 투영 변환 및 정보 디코딩을 통해 마크 내부의 정보(절대 좌표)를 인식하고 기하학적 분석을 통해 차량이 마크로부터 떨어진 정밀한 위치와 접근 방향(상대 좌표)를 인지할 수 있도록 하였다. 실험 결과 5m 단위로 마크를 설치했을 때 약 30 cm 이내의 오차만 발생하였고, 20km/h 의 속도에서 초당 20 프레임의 이미지 중 43.2% 의 마크 인식률을 보여 충분히 상용화 가치가 있음을 확인하였다.