• Title/Summary/Keyword: Global motion

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Action Recognition Method in Sports Video Shear Based on Fish Swarm Algorithm

  • Jie Sun;Lin Lu
    • Journal of Information Processing Systems
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    • v.19 no.4
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    • pp.554-562
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    • 2023
  • This research offers a sports video action recognition approach based on the fish swarm algorithm in light of the low accuracy of existing sports video action recognition methods. A modified fish swarm algorithm is proposed to construct invariant features and decrease the dimension of features. Based on this algorithm, local features and global features can be classified. The experimental findings on the typical sports action data set demonstrate that the key details of sports action can be successfully retained by the dimensionality-reduced fusion invariant characteristics. According to this research, the average recognition time of the proposed method for walking, running, squatting, sitting, and bending is less than 326 seconds, and the average recognition rate is higher than 94%. This proves that this method can significantly improve the performance and efficiency of online sports video motion recognition.

Video Watermarking Scheme with Adaptive Embedding in 3D-DCT domain (3D-DCT 계수를 적응적으로 이용한 비디오 워터마킹)

  • Park Hyun;Han Ji-Seok;Moon Young-Shik
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.15 no.3
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    • pp.3-12
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    • 2005
  • This paper introduces a 3D perceptual model based on JND(Just Noticeable Difference) and proposes a video watermarking scheme which is perceptual approach of adaptive embedding in 3D-DCT domain. Videos are composed of consecutive frames with many similar adjacent frames. If a watermark is embedded in the period of similar frames with little motion, it can be easily noticed by human eyes. Therefore, for the transparency the watermark should be embedded into some places where motions exist and for the robustness its magnitude needs to be adjusted properly. For the transparency and the robustness, watermark based on 3D perceptual model is utilized. That is. the sensitivities from the 3D-DCT quantization are derived based on 3D perceptual model, and the sensitivities of the regions having more local motion than global motion are adjusted. Then the watermark is embedded into visually significant coefficients in proportion to the strength of motion in 3D-DCT domain. Experimental results show that the proposed scheme improves the robustness to MPEG compression and temporal attacks by about $3{\sim}9\%$, compared to the existing 3D-DCT based method. In terms of PSNR, the proposed method is similar to the existing method, but JND guarantees the transparency of watermark.

Wishbowl: Production Case Study of Music Video and Immersive Interactive Concert of Virtual Band Idol Verse'day (Wishbowl: 버추얼 밴드 아이돌 Verse'day 뮤직비디오 및 몰입형 인터랙티브 공연 제작 사례 연구)

  • Sebin Lee;Gyeongjin Kim;Daye Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.23-41
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    • 2024
  • Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.

A Study on 3D Rendering based on Freeware (Freeware를 활용한 3차원 Rendering에 관한 연구)

  • Kim, Yong-Gwan
    • Cartoon and Animation Studies
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    • s.15
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    • pp.123-137
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    • 2009
  • This thesis is about to find possible opportunity to use Freeware Software in development and application of Digital Contents Creation software. There are 2D composition and Editing software, 3D production software and rendering Software as major part and motion capture, 3D Digitizing and other software operate in and out facilities in small part in Digital Contents Creation Software area. Most of Digital Contents Creation Software made by foreign countries such as USA and Canadian film, game and animation Digital Contents Creation industry, this causes higher production cost and lower profit of studios and usage of illegal copy of Digital Contents Creation Software as well. This thesis tried to present a solution to use Freeware Software in production process by researching and analyzing international and domestic software market and global trend of Freeware Software and present Freeware Software software in each production steps. This thesis include performance test of commercial render Freeware software.

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Experimental Study on Elastic Response of Circular Cross-section Slender Body to Forced Oscillation, Waves, and Current (복합 외력환경 중 원형 단면 세장체의 탄성응답에 관한 실험적 연구)

  • Park, Ji-won;Lee, Seung-Jae;Jo, Hyo-Jae;Hwang, Jae-Hyuk;Han, Sung-Hoon
    • Journal of Ocean Engineering and Technology
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    • v.30 no.2
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    • pp.91-99
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    • 2016
  • The global demand for oil and natural gas has increased, and resource development is moving to the deep sea. Floating and flexible offshore structures such as semi-submersible, spar, and FPSO structures have been widely used. The major equipment of floating structures is always exposed to waves, currents, and other marine environmental factors, which cause structural damage. Moreover, flexible risers are susceptible to an exciting force due to the motion of the floating body. The inline and transverse responses from the three-dimensional behavior of a floating structure occur because of various forces. Typical risers are made of steel pipe and applied in the oil and gas development field, but flexible materials such as polyethylene are suitable for OTEC risers. Consequently, the optimal design of a flexible offshore plant requires a dynamic behavior analysis of slender bodies made of the different materials commonly used for offshore flexible risers. In this study, a three-dimensional motion measurement device was used to analyze the displacements of riser models induced by external force factors, and forced oscillation of a riser was linked to forced oscillation under a steady flow and regular wave condition.

Stereo Semi-direct Visual Odometry with Adaptive Motion Prior Weights of Lunar Exploration Rover (달 탐사 로버의 적응형 움직임 가중치에 따른 스테레오 준직접방식 비주얼 오도메트리)

  • Jung, Jae Hyung;Heo, Se Jong;Park, Chan Gook
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.46 no.6
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    • pp.479-486
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    • 2018
  • In order to ensure reliable navigation performance of a lunar exploration rover, navigation algorithms using additional sensors such as inertial measurement units and cameras are essential on lunar surface in the absence of a global navigation satellite system. Unprecedentedly, Visual Odometry (VO) using a stereo camera has been successfully implemented at the US Mars rovers. In this paper, we estimate the 6-DOF pose of the lunar exploration rover from gray images of a lunar-like terrains. The proposed algorithm estimates relative pose of consecutive images by sparse image alignment based semi-direct VO. In order to overcome vulnerability to non-linearity of direct VO, we add adaptive motion prior weights calculated from a linear function of the previous pose to the optimization cost function. The proposed algorithm is verified in lunar-like terrain dataset recorded by Toronto University reflecting the characteristics of the actual lunar environment.

Finite Element Analysis of Unbalance Response of a High Speed Flexible Polygon Mirror Scanner Motor Considering the Flexibility of Supporting Structure (지지구조의 유연성을 고려한 고속 유연 폴리곤 미러 스캐너 모터의 유한 요소 불평형 응답 해석)

  • Jung, Kyung-Moon;Seo, Chan-Hee;Kim, Myung-Gyu;Jang, Gun-Hee
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.859-865
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    • 2007
  • This paper presents a method to analyze the unbalance response of a high speed polygon mirror scanner motor supported by sintered bearing and flexible supporting structures by using the finite element method and the mode superposition method. The appropriate finite element equations for polygon mirror are described by rotating annular sector element using Kirchhoff plate theory and von Karman non-linear strain, and its rigid body motion is also considered. The rotating components except for the polygon mirror are modeled by Timoshenko beam element including the gyroscopic effect. The flexible supporting structures are modeled by using a 4-node tetrahedron element and 4-node shell element with rotational degrees of freedom. Finite element equations of each component of the polygon mirror scanner motor and the flexible supporting structures are consistently derived by satisfying the geometric compatibility in the internal boundary between each component. The rigid link constraints are also imposed at the interface area between sleeve and sintered bearing to describe the physical motion at this interface. A global matrix equation obtained by assembling the finite element equations of each substructure is transformed to a state-space matrix-vector equation, and both damped natural frequencies and modal damping ratios are calculated by solving the associated eigenvalue problem by using the restarted Arnoldi iteration method. Unbalance responses in time and frequency domain are performed by superposing the eigenvalues and eigenvectors from the free vibration analysis. The validity of the proposed method is verified by comparing the simulated unbalance response with the experimental results. This research also shows that the flexibility of supporting structures plays an important role in determining the unbalance response of the polygon mirror scanner motor.

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Real-Time Object Detection System Based on Background Modeling in Infrared Images (적외선영상에서 배경모델링 기반의 실시간 객체 탐지 시스템)

  • Park, Chang-Han;Lee, Jae-Ik
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.4
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    • pp.102-110
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    • 2009
  • In this paper, we propose an object detection method for real-time in infrared (IR) images and PowerPC (PPC) and H/W design based on field programmable gate array (FPGA). An open H/W architecture has the advantages, such as easy transplantation of HW and S/W, support of compatibility and scalability for specification of current and previous versions, common module design using standardized design, and convenience of management and maintenance. Proposed background modeling for an open H/W architecture design decreases size of search area to construct a sparse block template of search area in IR images. We also apply to compensate for motion compensation when image moves in previous and current frames of IR sensor. Separation method of background and objects apply to adaptive values through time analysis of pixel intensity. Method of clutter reduction to appear near separated objects applies to median filter. Methods of background modeling, object detection, median filter, labeling, merge in the design embedded system execute in PFC processor. Based on experimental results, proposed method showed real-time object detection through global motion compensation and background modeling in the proposed embedded system.

Assessment of Left Ventricular Function with Single Breath-Hold Magnetic Resonance Cine Imaging in Patients with Arrhythmia

  • Bak, So Hyeon;Kim, Sung Mok;Park, Sung-Ji;Kim, Min-Ji;Choe, Yeon Hyeon
    • Investigative Magnetic Resonance Imaging
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    • v.21 no.1
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    • pp.20-27
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    • 2017
  • Purpose: To evaluate quantification results of single breath-hold (SBH) magnetic resonance (MR) cine imaging compared to results of conventional multiple breath-hold (MBH) technique for left ventricular (LV) function in patients with cardiac arrhythmia. Materials and Methods: MR images of patients with arrhythmia who underwent MBH and SBH cine imaging at the same time on a 1.5T MR scanner were retrospectively reviewed. Both SBH and MBH cine imaging were performed with balanced steady state free precession. SBH scans were acquired using temporal parallel acquisition technique (TPAT). Fifty patients ($65.4{\pm}12.3years$, 72% men) were included. End-diastolic volume (EDV), end-systolic volume (ESV), stroke volume (SV), ejection fraction (EF), myocardial mass, and LV regional wall motion were evaluated. Results: EF, myocardial mass, and regional wall motion were not significantly different between SBH and MBH acquisition techniques (all P-values > 0.05). EDV, ESV, and SV were significant difference between the two techniques. These parameters for SBH cine imaging with TPAT tended to lower than those in MBH. EF and myocardial mass of SBH cine imaging with TPAT showed good correlation with values of MBH cine imaging in Passing-Bablok regression charts and Bland-Altman plots. However, SBH imaging required significantly shorter acquisition time than MBH cine imaging ($15{\pm}7sec$ vs. $293{\pm}104sec$, P < 0.001). Conclusion: SBH cine imaging with TPAT permits shorter acquisition time with assessment results of global and regional LV function comparable to those with MBH cine imaging in patients with arrhythmia.

3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.54-62
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    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.