• Title/Summary/Keyword: Human Tracking

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전기유변 유체를 이용한 햅틱 마스터와 가상의 최소침습수술 환경과의 연동제어 (Force-feedback Control of an Electrorheological Haptic Device in MIS Virtual Environment)

  • 강필순;한영민;최승복
    • 한국소음진동공학회논문집
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    • 제16권12호
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    • pp.1286-1293
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    • 2006
  • This paper presents force-feedback control performance of a haptic device in virtual environment of minimally invasive surgery(MIS). As a first step, based on an electrorheological (ER) fluid and spherical geometry, a new type of master device is developed and integrated with a virtual environment of MIS such as a surgical tool and human organ. The virtual object is then mathematically formulated by adopting the shape retaining chain linked(S-chain) model. After evaluating reflection force, computational time, and compatibility with real time control, the virtual environment of MIS is formulated by interactivity with the ER haptic device in real space. Tracking control performances for virtual force trajectory are presented in time domain.

동작 분석기 개발을 위한 Mark의 위치 검출 알고리즘 개발 (A Detection Algorithm of the Position of Marks for the Development of Motion Analyzer)

  • 김성호;이성희;김민기
    • 대한의용생체공학회:학술대회논문집
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    • 대한의용생체공학회 1994년도 춘계학술대회
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    • pp.32-34
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    • 1994
  • An automatic multiframe procedure for tracking signalized points on multiple, differently moving discontinuous surface is described. The position of markers which attached on human body give us some important information such as velocity, acceleration, angular velocity and angular acceleration, etc, of the rigid objects. Generally, the detected objects occufying some area in images rather than a point because of the generic size of the marks or the smeared effects of the camera. To solve the problem we used a modified clustering algorithm.

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핸드 제스처를 인식하는 손동작 추적 (Hand Movement Tracking and Recognizing Hand Gestures)

  • 박광채;배철수
    • 한국산학기술학회논문지
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    • 제14권8호
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    • pp.3971-3975
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    • 2013
  • 본 논문은 핸드 제스쳐에 의해 증강현실 내의 가상 객체 제어기술로, HOG기반의 핸드 제스쳐 인식을 제안하고 있다. 인식을 위한 특징점들은 HOG불럭들에 의하여 결정되며, 크기가 다른 여러 불럭들을 시험하여 가장 적절한 불럭구성을 결정하며, AdaBoostSVM기법을 사용하여 분류 목적에 가장 적절한 불럭들을 추출한다. 실험 결과 핸드 제스쳐 인식률은 94% 이었다.

Posture Symmetry based Motion Capture System for Analysis of Lower -limbs Rehabilitation Training

  • Lee, Seok-Jun;Jung, Soon-Ki
    • 한국멀티미디어학회논문지
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    • 제14권12호
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    • pp.1517-1527
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    • 2011
  • This paper presents a motion capture based rehabilitation training system for a lower-limb paretic patient. The system evaluates the rehabilitation status of the patient by using the bend posture of the knees and the weight balance of the body. The posture of both legs is captured with a single camera using the planar mirror. The weight distribution is obtained by the Wii Balance Board. Self-occlusion problem in the tracking of the legs is resolved by using k-nearest neighbor based clustering with body symmetry and local-linearity of the posture data. To do this, we present data normalization and its symmetric property in the normalized vector space.

캠시프트와 KLT특징 추적 알고리즘을 융합한 모바일 로봇의 영상기반 사람추적 및 추종 (A vision based people tracking and following for mobile robots using CAMSHIFT and KLT feature tracker)

  • 이상진;원문철
    • 한국멀티미디어학회논문지
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    • 제17권7호
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    • pp.787-796
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    • 2014
  • Many mobile robot navigation methods utilize laser scanners, ultrasonic sensors, vision camera, and so on for detecting obstacles and path following. However, human utilizes only vision(e.g. eye) information for navigation. In this paper, we study a mobile robot control method based on only the camera vision. The Gaussian Mixture Model and a shadow removal technology are used to divide the foreground and the background from the camera image. The mobile robot uses a combined CAMSHIFT and KLT feature tracker algorithms based on the information of the foreground to follow a person. The algorithm is verified by experiments where a person is tracked and followed by a robot in a hallway.

뉴로-퍼지 알고리듬을 이용한 얼굴인식 (Face Recognition Using a Neuro-Fuzzy Algorithm)

  • 이상영;함영국;박래홍
    • 전자공학회논문지B
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    • 제32B권1호
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    • pp.50-63
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    • 1995
  • In this paper, we propose a face recognition method using a neuro-fuzzy algorithm. In the preprocessing step, we extract the face part from the background image by tracking face boundaries. Then based on the a priori knowledge of human faces we extract the features such as widths of eyes and mouth, and distances from eye to nose and nose to mouth. In the recognition step. We use a neuro-fuzzy algorithm that employs a fuzzy membership function and modified error backpropagation algorithm. The former absorbs the variation of feature values and the latter shows good learning efficiency. Computer simulation results with 20 persons show that the proposed method gives higher recognition rate than the conventional ones.

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Tangible AR interaction based on fingertip touch using small-sized non-square markers

  • Park, Hyungjun;Jung, Ho-Kyun;Park, Sang-Jin
    • Journal of Computational Design and Engineering
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    • 제1권4호
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    • pp.289-297
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    • 2014
  • Although big-sized markers are good for accurate marker recognition and tracking, they are easily occluded by other objects and deteriorate natural visualization and level of immersion during user interaction in AR environments. In this paper, we propose an approach to exploiting the use of rectangular markers to support tangible AR interaction based on fingertip touch using small-sized markers. It basically adjusts the length, width, and interior area of rectangular markers to make them more suitably fit to longish objects like fingers. It also utilizes convex polygons to resolve the partial occlusion of a marker and properly enlarges the pattern area of a marker while adjusting its size without deteriorating the quality of marker detection. We obtained encouraging results from users that the approach can provide better natural visualization and higher level of immersion, and be accurate and tangible enough to support a pseudo feeling of touching virtual products with human hands or fingertips during design evaluation of digital handheld products.

3차원 시선기반 입체영상 인터랙션 기법 (3D Gaze-based Stereo Image Interaction Technique)

  • Ki, Jeong-Seok;Jeon, Kyeong-Won;Jo, Sang-Woo;Kwon, Yong-Moo;Kim, Sung-Kyu
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2007년도 학술대회 1부
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    • pp.512-517
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    • 2007
  • There are several researches on 2D gaze tracking techniques for the 2D screen for the Human-Computer Interaction. However, the researches for the gaze-based interaction to the stereo images or contents are not reported. The 3D display techniques are emerging now for the reality service. Moreover, the 3D interaction techniques are much more needed in the 3D contents service environments. This paper addresses gaze-based 3D interaction techniques on stereo display, such as parallax barrier or lenticular stereo display. This paper presents our researches on 3D gaze estimation and gaze-based interaction to stereo display.

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이족 보행 로봇의 초기 자세에 따른 걸음새 해석에 관한 연구 (A Study on the Gait Analysis for Initial Posture of a Biped Robot)

  • 노경곤;정진걸
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2001년도 합동 추계학술대회 논문집 정보 및 제어부문
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    • pp.301-303
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    • 2001
  • This paper deals with the biped robot gait on changing the initial postures. Gait of a biped robot depends on the constraints of mechanical kinematics and initial posture. Also biped robot's dynamic walking stability is investigated by ZMP(Zero Moment Point). The path trajectory. with the knee joint bent like a human, is generated and applied with the above considerations. To decrease trajectory tracking error, in this paper, a new initial posture similar to bird's case is proposed and realized with the real robot.

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도립 진자의 궤적 제어를 위한 적응 제어기의 설계 (Design of Adaptive Fuzzy Controller to Inverted Pendulum Tracking)

  • 민현기;유창완;심재철;임화영
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1999년도 하계학술대회 논문집 B
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    • pp.519-521
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    • 1999
  • An adaptive fuzzy controller is constructed from a set of fuzzy IF-THEN rules whose parameters are adjusted on-line according to some adaptation law for the purpose of controlling the plant to track a given trajectory. Adaptive fuzzy controller of this paper is designed based on the Lyapunov synthesis approach The adaptive fuzzy controller is designed through the following steps: first, construct an initial controller based on linguistic descriptions(in the form of fuzzy IF-THEN rules) about the unknown plant from human experts; then, develop an adaptation law to adjust the parameters of the fuzzy controller on-line, the adaptive fuzzy controllers are used to control the inverted pendulum to track a given trajectory.

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