• Title/Summary/Keyword: FPS

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Hand-Gesture-Based Augmented Reality Interface on Mobile Phone (휴대폰 상에서의 손 동작 기반 증강 현실 인터페이스)

  • Choi, Junyeong;Park, Hanhoon;Park, Jungsik;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.61-64
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    • 2011
  • 본 논문은 휴대폰 상에서 손(손가락) 동작을 이용한 가상 정보(객체)와의 자연스러운 상호작용을 제공하는 비전 기반 인터페이스를 제안한다. 이 인터페이스는 사용자가 한 손에 휴대폰을 들고 휴대폰의 카메라를 통해서 다른 손의 손바닥을 바라보는 상황을 가정한다. 사용자의 손바닥 위에 가상 객체가 증강되고, 사용자는 자신의 손과 손가락의 움직임을 통해서 가상 객체와 상호작용 할 수 있다. 제안하는 인터페이스는 사용자에게 친숙한 손동작 기반으로 동작하며 추가적인 센서나 마커를 요구하지 않기 때문에, 사용자는 별도의 훈련 과정 없이 원하는 시간과 장소에서 자유롭게 가상 객체와 상호작용 할 수 있다. 일부 시간이 많이 걸리는 처리 과정을 모바일 환경에 맞도록 최적화, 고속화함으로써, 제안하는 인터페이스는 상용화된 휴대폰(Galaxy S2)에서 5fps 로 동작한다.

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A real-time, morphology-based algorithm for glasses-wearing eye detection (안경착용 얼굴영상을 위한 모폴로지 기반 실시간 눈 인식 알고리즘)

  • Ryu, Jiwoo;Lee, Jaechan;Shin, Hyungchul;Sim, Donngyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.11a
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    • pp.43-45
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    • 2013
  • 본 논문은 안경착용 얼굴영상을 위한 실시간 눈 인식 알고리즘을 제안한다. 학습 알고리즘에 기반한 기본의 눈 인식 방법은 안경을 착용한 얼굴영상이 입력으로 주어질 경우 안경의 다양한 크기와 색깔, 형태로 인해 알고리즘의 학습 효율이 크게 떨어져 낮은 눈 인식 성능을 갖게 된다. 제안하는 방법은 모폴로지 연산을 통해 얼굴영상에서 안경이 포함된 부분을 검출하여, 안경으로 인한 눈 인식 알고리즘의 성능저하를 막는다. 성능평가를 위해 제안하는 방법을 Viola & Jones의 눈 인식 학습 기반 눈 인식 알고리즘에 적용하였으며 Spacek의 얼굴영상 데이터베이스를 실험 영상으로 사용하였다. 실험 결과, 제안하는 방법은 기존 눈 인식 알고리즘의 처리속도를 15fps (frames per second)에서 14.2fps로 하락시키면서 인식률을 75%에서 96.3%로 향상하였다.

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Visualization based on brain MRI using CUDA (뇌 MR 영상 기반 CUDA를 사용한 3차원 가시화)

  • Son, Ji-Heon;Jeon, Woong-Gi;Lee, Young-Seung;Seo, Won-Ho;Choi, Heung-Kook
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.201-204
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    • 2012
  • 최근 우리나라 사회가 고령화로 진행함에 따라 노인성 질환인 치매 환자가 증가하고 있는 추세이다. 치매를 진단하기 위한 방법으로는 뇌 MR 영상을 사용하여 치매에 의해 영향을 받는 특정 뇌 영역인 해마의 위축률을 기반으로 진단 할 수 있다는 보고가 있다. 본 연구에서는 치매 환자 위한 보조적 판별 시스템 개발의 예비 연구로써 뇌 MR 영상 데이터를 3차원으로 가시화하는 것이 목적이며, 최근 대용량으로 획득되는 MR 영상을 고속으로 처리하기 위하여 CUDA를 사용한 병렬 컴퓨팅 구축을 하고 FPS(Frame Per Second)를 측정하여 유용성을 평가하고자 한다.

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Triangle Method for Fast Face Detection on the Wild

  • Malikovich, Karimov Madjit;Akhmatovich, Tashev Komil;ugli, Islomov Shahboz Zokir;Nizomovich, Mavlonov Obid
    • Journal of Multimedia Information System
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    • v.5 no.1
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    • pp.15-20
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    • 2018
  • There are a lot of problems in the face detection area. One of them is detecting faces by facial features and reducing number of the false negatives and positions. This paper is directed to solve this problem by the proposed triangle method. Also, this paper explans cascades, Haar-like features, AdaBoost, HOG. We propose a scheme using 12-net, 24-net, 48-net to scan images and improve efficiency. Using triangle method for frontal pose, B and B1 methods for other poses in neural networks are proposed.

DEVELOPMENT OF LASER VISION SENSOR WITH MULTI-LINE

  • Kieun Sung;Sehun Rhee;Yun, Jae-Ok
    • Proceedings of the KWS Conference
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    • 2002.10a
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    • pp.324-329
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    • 2002
  • Generally, the laser vision sensor makes it possible design a highly reliable and precise range sensor at a low cost. When the laser vision sensor is applied to lap joint welding, however, there are many limitations. Therefore, a specially-designed hardware system has to be used. However, if the multi-lines are used instead of a single line, multi-range data can be generated from one image. Even under a set condition of 30fps, the generated 2D range data increases depending on the number of lines used. In this study, a laser vision sensor with a multi-line pattern is

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Fast Random-Forest-Based Human Pose Estimation Using a Multi-scale and Cascade Approach

  • Chang, Ju Yong;Nam, Seung Woo
    • ETRI Journal
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    • v.35 no.6
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    • pp.949-959
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    • 2013
  • Since the recent launch of Microsoft Xbox Kinect, research on 3D human pose estimation has attracted a lot of attention in the computer vision community. Kinect shows impressive estimation accuracy and real-time performance on massive graphics processing unit hardware. In this paper, we focus on further reducing the computation complexity of the existing state-of-the-art method to make the real-time 3D human pose estimation functionality applicable to devices with lower computing power. As a result, we propose two simple approaches to speed up the random-forest-based human pose estimation method. In the original algorithm, the random forest classifier is applied to all pixels of the segmented human depth image. We first use a multi-scale approach to reduce the number of such calculations. Second, the complexity of the random forest classification itself is decreased by the proposed cascade approach. Experiment results for real data show that our method is effective and works in real time (30 fps) without any parallelization efforts.

Response Control of Structure by Frictional Base Isolation System : Rigid-Mass Model (마찰지진격리장치와 구조물의 응답제어: 강체질량모델에서의 적용)

  • 김재관;이원주;김영중;김병현
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 2001.04a
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    • pp.426-431
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    • 2001
  • Seismic performance of base isolated rigid-mass model were studied through shaking table tests. Friction pendulum systems (FPS), pure-friction systems with laminated rubber bearing (LRB) were selected for the comparison of performance. Performance of specially designed isolation systems were tested statically using actuator and dynamically using shaking table. Numerical methods were developed to simulate the nonlinear behavior of the frictional base isolation systems. Two models were considered. one is modified Bouc-Wen model considering breakaway coefficient of friction and the other is classical Coulomb model. The results of numerical methods are found to be in very good agreement with test results.

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Design Methodology of Preform for Reducing Tool Wear in Cold Forging (냉간 단조 금형의 마멸 감소를 위한 예비성형체 설계방법)

  • 이진호;김태형;김병민
    • Journal of the Korean Society for Precision Engineering
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    • v.15 no.4
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    • pp.118-124
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    • 1998
  • The die wear is one of the main factors affecting die accuracy and tool lifetime. It is desired to reduce die wear by developing simulation method to predict wear based on process variables, and then optimizing the process. Therefore, this paper describes methodology of preform design for minimizing wear of finisher die in multi-stage cold forging processes. The finite element method is combined with the routine of wear prediction. The cold forging process is analyzed using developed simulation method. In order to obtain preform to minimize die wear, the Flexible Polyhedron Search(FPS) algorithm is used. The optimal preform shape is found from iterative deformation analysis and wear calculation.

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FABRY-PEROT SPECTROMETER IN ASTRONOMY (FABRY-PEROT 분광기의 특성과 천문학의 적용)

  • PAK SOOJONG
    • Publications of The Korean Astronomical Society
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    • v.15 no.spc1
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    • pp.127-132
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    • 2000
  • The purposes of spectroscopy in astronomy are to measure the radiation flux of the spectroscopic emission or absorption line and to measure the dynamical parameters of the line profile. In order to use an appropriate instrument for the scientific purpose, we need to understand the characteristics of various spectrometers, e.g., a prism spectrometer, a grating spectrometer, and a Fabry-Perot spectrometer (FPS), which are being used in ultra-violet, optical, and infrared bands. The Fabry­Perot spectrometer is not very popular compared to the grating spectrometer, because of its complex and tricky operations. The Fabry-Perot spectrometer, however, can get a two-dimensional image at one exposure, so we can study radiation mechanisms and dynamical properties of extended sources, e.g., clusters, nebula, and galaxies.

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A new 4-way search window for improve memory bandwidth by 2-D data reuse for ME in H.264 (H.264의 움직임추정에서 2차원 데이터재사용으로 메모리대역폭을 개선하기 위한 4방향 검색윈도우)

  • Lee, Kyung-Ho;Lee, Seng-Kwon;Kong, Jin-Hyeung
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.403-404
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    • 2008
  • In this paper, a new 4-way search window is developed for H.264 Motion Estimation(ME) to improve the memory bandwidth. The proposed 4-way(up, down, left, right) search window could improve the reuse of overlapped window data to reduce the redundancy access factor by 1.4, though the 1/3-way search window requires $7.7{\sim}11$ times of data retrieval redundantly. In experiments, the new implementation of 4-way search window on Altera Stratix-III could deal with CIF ($352{\times}288$) video of 3 reference frame, $48{\times}48$ search area and $16{\times}16$ macroblock by 30fps real time at 55.2MHz.

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