• Title/Summary/Keyword: Gesture Tracking

Search Result 111, Processing Time 0.025 seconds

Multiple Moving Object Detection Using Different Algorithms (이종 알고리즘을 융합한 다중 이동객체 검출)

  • Heo, Seong-Nam;Son, Hyeon-Sik;Moon, Byungin
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.40 no.9
    • /
    • pp.1828-1836
    • /
    • 2015
  • Object tracking algorithms can reduce computational cost by avoiding computation over the whole image through the selection of region of interests based on object detection. So, accurate object detection is an important task for object tracking. The background subtraction algorithm has been widely used in moving object detection using a stationary camera. However, it has the problem of object detection error due to incorrect background modeling, whereas the method of background modeling has been improved by many researches. This paper proposes a new moving object detection algorithm to overcome the drawback of the conventional background subtraction algorithm by combining the background subtraction algorithm with the motion history image algorithm that is usually used in gesture detection. Although the proposed algorithm demands more processing time because of time taken for combining two algorithms, it meet the real-time processing requirement. Moreover, experimental results show that it has higher accuracy compared with the previous two algorithms.

Multiple Camera-Based Correspondence of Ground Foot for Human Motion Tracking (사람의 움직임 추적을 위한 다중 카메라 기반의 지면 위 발의 대응)

  • Seo, Dong-Wook;Chae, Hyun-Uk;Jo, Kang-Hyun
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.14 no.8
    • /
    • pp.848-855
    • /
    • 2008
  • In this paper, we describe correspondence among multiple images taken by multiple cameras. The correspondence among multiple views is an interesting problem which often appears in the application like visual surveillance or gesture recognition system. We use the principal axis and the ground plane homography to estimate foot of human. The principal axis belongs to the subtracted silhouette-based region of human using subtraction of the predetermined multiple background models with current image which includes moving person. For the calculation of the ground plane homography, we use landmarks on the ground plane in 3D space. Thus the ground plane homography means the relation of two common points in different views. In the normal human being, the foot of human has an exactly same position in the 3D space and we represent it to the intersection in this paper. The intersection occurs when the principal axis in an image crosses to the transformed ground plane from other image. However the positions of the intersection are different depend on camera views. Therefore we construct the correspondence that means the relationship between the intersection in current image and the transformed intersection from other image by homography. Those correspondences should confirm within a short distance measuring in the top viewed plane. Thus, we track a person by these corresponding points on the ground plane. Experimental result shows the accuracy of the proposed algorithm has almost 90% of detecting person for tracking based on correspondence of intersections.

The Case Study of Elementary School Teachers Who Have Experienced Teacher Participation-oriented Education Program (TPEP) for Elementary School Teachers to Improve Class Expertise in Science Classes - Focusing on Visual Attention - (교사 참여형 교육프로그램(TPEP)을 경험한 초등교사의 과학 수업 전문성 변화 사례 - 시각적 주의를 중심으로 -)

  • Kim, Jang-Hwan;Shin, Won-Sub;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
    • /
    • v.39 no.1
    • /
    • pp.133-144
    • /
    • 2020
  • The purpose of this study is to identify the effect of Teacher Participation-oriented Education Program (TPEP) for Elementary School Teachers to Improve Class Expertise in Science Classes with a focus on visual attention. The participants were two elementary school teachers in Seoul and taught science subjects. The lesson topic applied to this study were 'Structure and Function of Our Body' in the second semester of fifth grade and 'Volcano and Earthquake' in the second semester of fourth grade. The mobile eye tracker SMI's ETG 2w, which is a binocular tracking system was used in this study. In this study, the actual practice time, participant's visual attention, visual intake time average, and visual intake time average were analyzed by class phase. The results of the study are as follows. First, as a result of analyzing the actual class execution time, the actual class execution time was almost in line with the lesson plan after the TPEP application. Second, visual attention in the areas related to teaching and learning activities was high after applying TPEP. Factors affecting the progress of the class and cognitive burdens were identified quantitatively and objectively through visual attention. Third, as a result of analyzing the visual intake time average of participants, there was a statistically significant difference in all classes. Fourth, as a result of analyzing the visual intake time average of participants, the results were statistically significant in the introduction(video), activity 1, activity 2, and activity 3 stages in the lecture type class. The Teacher Participation-oriented Education Program (TPEP) for Elementary School Teachers to Improve Class Expertise in Science Classes can extend elementary science class expertise such as self-class analysis, eye tracking, linguistic, gesture, and class design beyond traditional class analysis and consulting.

Detection Accuracy Improvement of Hang Region using Kinect (키넥트를 이용한 손 영역 검출의 정확도 개선)

  • Kim, Heeae;Lee, Chang Woo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.11
    • /
    • pp.2727-2732
    • /
    • 2014
  • Recently, the researches of object tracking and recognition using Microsoft's Kinect are being actively studied. In this environment human hand detection and tracking is the most basic technique for human computer interaction. This paper proposes a method of improving the accuracy of the detected hand region's boundary in the cluttered background. To do this, we combine the hand detection results using the skin color with the extracted depth image from Kinect. From the experimental results, we show that the proposed method increase the accuracy of the hand region detection than the method of detecting a hand region with a depth image only. If the proposed method is applied to the sign language or gesture recognition system it is expected to contribute much to accuracy improvement.

Research on Human Posture Recognition System Based on The Object Detection Dataset (객체 감지 데이터 셋 기반 인체 자세 인식시스템 연구)

  • Liu, Yan;Li, Lai-Cun;Lu, Jing-Xuan;Xu, Meng;Jeong, Yang-Kwon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.17 no.1
    • /
    • pp.111-118
    • /
    • 2022
  • In computer vision research, the two-dimensional human pose is a very extensive research direction, especially in pose tracking and behavior recognition, which has very important research significance. The acquisition of human pose targets, which is essentially the study of how to accurately identify human targets from pictures, is of great research significance and has been a hot research topic of great interest in recent years. Human pose recognition is used in artificial intelligence on the one hand and in daily life on the other. The excellent effect of pose recognition is mainly determined by the success rate and the accuracy of the recognition process, so it reflects the importance of human pose recognition in terms of recognition rate. In this human body gesture recognition, the human body is divided into 17 key points for labeling. Not only that but also the key points are segmented to ensure the accuracy of the labeling information. In the recognition design, use the comprehensive data set MS COCO for deep learning to design a neural network model to train a large number of samples, from simple step-by-step to efficient training, so that a good accuracy rate can be obtained.

Study on the Expression of Sensory Visualization through AR Display Connection - Focusing on Eye Tracking (AR 디스플레이 연결을 통한 감각시각화에 대한 표현 검토)

  • Ma Xiaoyu
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.357-363
    • /
    • 2024
  • As AR display virtual technology enters public learning life extensively, the way in which reality and virtual connection are connected is also changing. The purpose of this paper is to study the expression between the 3D connection sensory information visualization experience and virtual reality enhancement through the visual direction sensory information visualization experience of the plane. It is analyzed by examining the basic setting method compared to the current application of AR display and flat visualization cases. The scope of this paper is to enable users to have a better experience through the relationship with sensory visualization, centering on eye tracking technology in the four categories of AR display connection design: gesture connection, eye tracking, voice connection, and sensor. Focusing on eye tracking technology through AR display interaction and current application and comparative analysis of flat visualization cases, the geometric consistency of visual figures, light and color consistency, combination of multi-sensory interaction methods, rational content display, and smart push presented sensory visualization in virtual reality more realistically and conveniently, providing a simple and convenient sensory visualization experience to the audience.

An Implementation of Real-time Motion Restoration System based on Inverse Kinematics (역운동학을 이용한 실시간 동작 복원 시스템 구현)

  • Lee, R.H.;Lee, C.W.
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.6
    • /
    • pp.741-750
    • /
    • 2014
  • This paper presents a real-time motion restoration system for people who need remedial exercise of musculoskeletal based on Inverse Kinematics. A new approach is suggested to recognize a gesture based on restored human motion which is calculated the 3D positions of intermediate joints using 3D positions of body features estimated from images. For generating the 3D candidate positions of intermediate joints which cannot be extracted from images, we apply an Inverse Kinematics theory to compute the target position of intermediate joints. And we can reduce the number of candidate positions by applying the various physical constraints of body. Finally, we can generate the more accurate final position using the Kalman filter for a motion tracking and the relationship between the previous frame information and the candidate positions. The system provide motion information which are rotation angle and height in real-time, therefore the rehabilitation exercises can be performed based on the information and figured out proper exercise for individual status.

Design and Implementation of Personal Communicator based on Embedded Single Board Computer for Controlling of Remote Devices (원격 장치 제어를 위한 임베디드 기술 기반의 개인용 커뮤니케이터 설계 및 구현)

  • Jang, Seong-Sik;Byun, Tae-Young
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.16 no.2
    • /
    • pp.99-109
    • /
    • 2011
  • This paper presents implementation details of home appliance control system using personal communicator based on LN2440 single board computer, which recognizes hand-gesture of user, controls remote moving device such as mobile home server, robot etc. through delivery of proper control commands. Also, this paper includes details of design and implementation of home gateway and mobile home server. The implemented prototype can be utilized to develop various remote control system including a remote exploration robot, intelligent wheelchair based on general purpose embedded system.

Development of Multi Card Touch based Interactive Arcade Game System (멀티 카드 터치기반 인터랙티브 아케이드 게임 시스템 구현)

  • Lee, Dong-Hoon;Jo, Jae-Ik;Yun, Tae-Soo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.5 no.2
    • /
    • pp.87-95
    • /
    • 2011
  • Recently, the issue has been tangible game environment due to the various interactive interface developments. In this paper, we propose the multi card touch based interactive arcade system by using marker recognition interface and multi-touch interaction interface. For our system, the card's location and orientation information is recognized through DI-based recognition algorithm. In addition, the user's hand gesture tracking informations are provided by the various interaction metaphors. The system provides the user with a higher engagement offers a new experience. Therefore, our system will be used in the tangible arcade game machine.

Study on Hand Gestures Recognition Algorithm of Millimeter Wave (밀리미터파의 손동작 인식 알고리즘에 관한 연구)

  • Nam, Myung Woo;Hong, Soon Kwan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.7
    • /
    • pp.685-691
    • /
    • 2020
  • In this study, an algorithm that recognizes numbers from 0 to 9 was developed using the data obtained after tracking hand movements using the echo signal of a millimeter-wave radar sensor at 77 GHz. The echo signals obtained from the radar sensor by detecting the motion of a hand gesture revealed a cluster of irregular dots due to the difference in scattering cross-sectional area. A valid center point was obtained from them by applying a K-Means algorithm using 3D coordinate values. In addition, the obtained center points were connected to produce a numeric image. The recognition rate was compared by inputting the obtained image and an image similar to human handwriting by applying the smoothing technique to a CNN (Convolutional Neural Network) model trained with MNIST (Modified National Institute of Standards and Technology database). The experiment was conducted in two ways. First, in the recognition experiments using images with and without smoothing, average recognition rates of 77.0% and 81.0% were obtained, respectively. In the experiment of the CNN model with augmentation of learning data, a recognition rate of 97.5% and 99.0% on average was obtained in the recognition experiment using the image with and without smoothing technique, respectively. This study can be applied to various non-contact recognition technologies using radar sensors.