• Title/Summary/Keyword: Feature tracking

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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%.

Korea's Design Prototypetyle (한국 디자인 원형 연구)

  • Kim, Bok-Kyung
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.175-181
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    • 2007
  • Design prototype is described from the stately aspect as a principle of formative art, and from the shapeable aspect of physical feature. The prototype can be a common denominator which is contained in one nation's culture, art and life, as the thing which corresponds to the daily industrial craft, architecture and art's production intention and activity with the thought and background of the culture. We have formed the design prototypes with time and space in the process which absorbs and integrates the new culture. Modern Korean design's prototype can be seen in the late Chosun. As the upper culture and sub-culture were combined, the active culture was developed. Nobody can deny that Chosun's culture and art becomes a basis of today's design and Korea's beauty. In creating the design prototype, the natural environmental factors such as topography and climate are the most important. Such natural environmental factor led the design recognition of art and craft art, as well as an architecture and indoor environment's form. Korea design produced the artisan sprite which is devoted to a moral duty and instinct as our nation's nature and emotion, and ensured the emotional process not the rational process. So, it created naturalism which accepted the material and shape. Our design prototype's path tracking as an energy of future society's new design identity, can be the important theme for our design development.

Improvement of Nottingham Grading System for Facial Asymmetry Evaluation (안면비대칭 평가를 위한 Nottingham Grading System의 문제점 개선)

  • Lee, Min-Woo;Jang, Min;Kim, Jina;Shin, Sang-Hoon
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.2
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    • pp.179-186
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    • 2017
  • Because facial asymmetry is caused by various causes, the cause analysis is important and quantitative index is needed to the evaluation. In this study, we applied the Nottingham Grading System that was used as a quantitative index to evaluate the facial paralysis by tracking the markers through the image processing and calculating the distance between the markers with images obtained by using the webcam, to evaluate facial asymmetry. The existing Nottingham Grading System has a problem of causing a measurement error in the specific case because the left and right are compared by summing the distance change between the feature points of the face part according to the change of the facial expression. We compared the case of the facial asymmetry and case of normal subject by using the existing Nottingham Grading System and the improved Nottingham grading system. In the existing Nottingham Grading System, case of facial asymmetry and case of facial symmetry were 99.0% and 95.0% respectively in the normal range, but the improved Nottingham Grading System showed facial asymmetry case was 74.0% and facial symmetrical case was 93.2%. The results of experiment show that the improved Nottingham Grading System allows detailed evaluation of each site and improved the problem of the Nottingham Grading System for specific cases.

Computation ally Efficient Video Object Segmentation using SOM-Based Hierarchical Clustering (SOM 기반의 계층적 군집 방법을 이용한 계산 효율적 비디오 객체 분할)

  • Jung Chan-Ho;Kim Gyeong-Hwan
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.4 s.310
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    • pp.74-86
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    • 2006
  • This paper proposes a robust and computationally efficient algorithm for automatic video object segmentation. For implementing the spatio-temporal segmentation, which aims for efficient combination of the motion segmentation and the color segmentation, an SOM-based hierarchical clustering method in which the segmentation process is regarded as clustering of feature vectors is employed. As results, problems of high computational complexity which required for obtaining exact segmentation results in conventional video object segmentation methods, and the performance degradation due to noise are significantly reduced. A measure of motion vector reliability which employs MRF-based MAP estimation scheme has been introduced to minimize the influence from the motion estimation error. In addition, a noise elimination scheme based on the motion reliability histogram and a clustering validity index for automatically identifying the number of objects in the scene have been applied. A cross projection method for effective object tracking and a dynamic memory to maintain temporal coherency have been introduced as well. A set of experiments has been conducted over several video sequences to evaluate the proposed algorithm, and the efficiency in terms of computational complexity, robustness from noise, and higher segmentation accuracy of the proposed algorithm have been proved.

Distinction and Tracking of Multiple Pingers Using a Single Frequency (단일 주파수에 의한 복수의 초음파 핑거의 식별 및 추적)

  • 신현옥
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.26 no.4
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    • pp.360-364
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    • 1990
  • To testy time division scheme, we performed some experiments in a circular water tank(13m in diameter and 1m deep). A result of that is shown in figure 4. The 2-dimensional position of the pinger was calculated by the method of hyperbolic line of position calculation. The resolution of the time difference on the base line is 2.5cm. In experiments, the multiple pingers of a single frequency were distinguished and tracked successfully. When the experiment is carried out in the water tank, some multi-path pulses always occur. To delete it, several 10 ms of time delay is inserted onto the program after a group of the normal signals are received. Some normal pulses are not received by the time delay, however there is no problem, practically, for the distinction and the tracking of the pulse. In 2-dimensional positioning, the pinger position can be calculated with three hydrophones. However, if four hydrophones are available, the positioning accuracy will be higher than three hydrophones only by some techniques. Another good feature of the use of four hydrophones is that the positioning of the pinger is capable if a hydrophone fails in receiving them. We also tested this distinguishing method in the field using another type pingers(APPENDIXA).

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A Store Recommendation Procedure in Ubiquitous Market for User Privacy (U-마켓에서의 사용자 정보보호를 위한 매장 추천방법)

  • Kim, Jae-Kyeong;Chae, Kyung-Hee;Gu, Ja-Chul
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.123-145
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    • 2008
  • Recently, as the information communication technology develops, the discussion regarding the ubiquitous environment is occurring in diverse perspectives. Ubiquitous environment is an environment that could transfer data through networks regardless of the physical space, virtual space, time or location. In order to realize the ubiquitous environment, the Pervasive Sensing technology that enables the recognition of users' data without the border between physical and virtual space is required. In addition, the latest and diversified technologies such as Context-Awareness technology are necessary to construct the context around the user by sharing the data accessed through the Pervasive Sensing technology and linkage technology that is to prevent information loss through the wired, wireless networking and database. Especially, Pervasive Sensing technology is taken as an essential technology that enables user oriented services by recognizing the needs of the users even before the users inquire. There are lots of characteristics of ubiquitous environment through the technologies mentioned above such as ubiquity, abundance of data, mutuality, high information density, individualization and customization. Among them, information density directs the accessible amount and quality of the information and it is stored in bulk with ensured quality through Pervasive Sensing technology. Using this, in the companies, the personalized contents(or information) providing became possible for a target customer. Most of all, there are an increasing number of researches with respect to recommender systems that provide what customers need even when the customers do not explicitly ask something for their needs. Recommender systems are well renowned for its affirmative effect that enlarges the selling opportunities and reduces the searching cost of customers since it finds and provides information according to the customers' traits and preference in advance, in a commerce environment. Recommender systems have proved its usability through several methodologies and experiments conducted upon many different fields from the mid-1990s. Most of the researches related with the recommender systems until now take the products or information of internet or mobile context as its object, but there is not enough research concerned with recommending adequate store to customers in a ubiquitous environment. It is possible to track customers' behaviors in a ubiquitous environment, the same way it is implemented in an online market space even when customers are purchasing in an offline marketplace. Unlike existing internet space, in ubiquitous environment, the interest toward the stores is increasing that provides information according to the traffic line of the customers. In other words, the same product can be purchased in several different stores and the preferred store can be different from the customers by personal preference such as traffic line between stores, location, atmosphere, quality, and price. Krulwich(1997) has developed Lifestyle Finder which recommends a product and a store by using the demographical information and purchasing information generated in the internet commerce. Also, Fano(1998) has created a Shopper's Eye which is an information proving system. The information regarding the closest store from the customers' present location is shown when the customer has sent a to-buy list, Sadeh(2003) developed MyCampus that recommends appropriate information and a store in accordance with the schedule saved in a customers' mobile. Moreover, Keegan and O'Hare(2004) came up with EasiShop that provides the suitable tore information including price, after service, and accessibility after analyzing the to-buy list and the current location of customers. However, Krulwich(1997) does not indicate the characteristics of physical space based on the online commerce context and Keegan and O'Hare(2004) only provides information about store related to a product, while Fano(1998) does not fully consider the relationship between the preference toward the stores and the store itself. The most recent research by Sedah(2003), experimented on campus by suggesting recommender systems that reflect situation and preference information besides the characteristics of the physical space. Yet, there is a potential problem since the researches are based on location and preference information of customers which is connected to the invasion of privacy. The primary beginning point of controversy is an invasion of privacy and individual information in a ubiquitous environment according to researches conducted by Al-Muhtadi(2002), Beresford and Stajano(2003), and Ren(2006). Additionally, individuals want to be left anonymous to protect their own personal information, mentioned in Srivastava(2000). Therefore, in this paper, we suggest a methodology to recommend stores in U-market on the basis of ubiquitous environment not using personal information in order to protect individual information and privacy. The main idea behind our suggested methodology is based on Feature Matrices model (FM model, Shahabi and Banaei-Kashani, 2003) that uses clusters of customers' similar transaction data, which is similar to the Collaborative Filtering. However unlike Collaborative Filtering, this methodology overcomes the problems of personal information and privacy since it is not aware of the customer, exactly who they are, The methodology is compared with single trait model(vector model) such as visitor logs, while looking at the actual improvements of the recommendation when the context information is used. It is not easy to find real U-market data, so we experimented with factual data from a real department store with context information. The recommendation procedure of U-market proposed in this paper is divided into four major phases. First phase is collecting and preprocessing data for analysis of shopping patterns of customers. The traits of shopping patterns are expressed as feature matrices of N dimension. On second phase, the similar shopping patterns are grouped into clusters and the representative pattern of each cluster is derived. The distance between shopping patterns is calculated by Projected Pure Euclidean Distance (Shahabi and Banaei-Kashani, 2003). Third phase finds a representative pattern that is similar to a target customer, and at the same time, the shopping information of the customer is traced and saved dynamically. Fourth, the next store is recommended based on the physical distance between stores of representative patterns and the present location of target customer. In this research, we have evaluated the accuracy of recommendation method based on a factual data derived from a department store. There are technological difficulties of tracking on a real-time basis so we extracted purchasing related information and we added on context information on each transaction. As a result, recommendation based on FM model that applies purchasing and context information is more stable and accurate compared to that of vector model. Additionally, we could find more precise recommendation result as more shopping information is accumulated. Realistically, because of the limitation of ubiquitous environment realization, we were not able to reflect on all different kinds of context but more explicit analysis is expected to be attainable in the future after practical system is embodied.

A preliminary study for development of an automatic incident detection system on CCTV in tunnels based on a machine learning algorithm (기계학습(machine learning) 기반 터널 영상유고 자동 감지 시스템 개발을 위한 사전검토 연구)

  • Shin, Hyu-Soung;Kim, Dong-Gyou;Yim, Min-Jin;Lee, Kyu-Beom;Oh, Young-Sup
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.19 no.1
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    • pp.95-107
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    • 2017
  • In this study, a preliminary study was undertaken for development of a tunnel incident automatic detection system based on a machine learning algorithm which is to detect a number of incidents taking place in tunnel in real time and also to be able to identify the type of incident. Two road sites where CCTVs are operating have been selected and a part of CCTV images are treated to produce sets of training data. The data sets are composed of position and time information of moving objects on CCTV screen which are extracted by initially detecting and tracking of incoming objects into CCTV screen by using a conventional image processing technique available in this study. And the data sets are matched with 6 categories of events such as lane change, stoping, etc which are also involved in the training data sets. The training data are learnt by a resilience neural network where two hidden layers are applied and 9 architectural models are set up for parametric studies, from which the architectural model, 300(first hidden layer)-150(second hidden layer) is found to be optimum in highest accuracy with respect to training data as well as testing data not used for training. From this study, it was shown that the highly variable and complex traffic and incident features could be well identified without any definition of feature regulation by using a concept of machine learning. In addition, detection capability and accuracy of the machine learning based system will be automatically enhanced as much as big data of CCTV images in tunnel becomes rich.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

Investigation of Eye Movement on the Observation of Elementary School Students with Different Motivation System on Science Learning (관찰 상황에서 초등학생들의 과학학습 동기체계에 따른 시선이동 분석)

  • Lim, Sungman;Park, Seojung;Yang, Ilho
    • Journal of The Korean Association For Science Education
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    • v.33 no.6
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    • pp.1154-1169
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    • 2013
  • The present work was performed to find behavioral characteristics of elementary school students corresponding to the motivation system on science learning (SL-BIS/BAS; Behavioral Inhibition/Activation System about Science Learning) in the observation situation. Eye-tracking was used for this study, which is one of the neurophysiological methods. The findings of present study were as follows: First, students who have sensitive motivation system to SL-BIS (SL-BIS group) showed meaningfully shorter fixation duration the whole time during an observation task than students who have sensitive motivation system to SL-BAS (SL-BAS group) (p<.05). Total fixation counts of SL-BIS group were significantly larger than SL-BAS group and it indicates that SL-BIS group often generated new fixations. Therefore, fixation duration per count of SL-BAS group was longer than that of SLBIS group. Second, we studied fixations in situations with movement corresponding to the motivation system on science learning. SL-BIS group and SL-BAS group exhibited similar fixation duration in the study task segment with movement, which is one of the stimulus attracting students. However, for the study task segment when the movement was finished, total fixation duration and fixation duration per count of SL-BAS group were meaningfully longer than those of SL-BIS group. Third, comparing fixation targets classified by factors of study task, SL-BIS group showed fixation on the target that is not important for the study task. But SL-BAS group concentrated on the target-related factor of the study task. The present work could be helpful in understanding students' characteristics corresponding to the motivation system on science learning in observation situation and for making a learning & teaching plan that is suitable to the feature of students.