• Title/Summary/Keyword: Human action recognition

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Human Action Recognition in Various Viewpoints with a Key-Pose Distribution (핵심-포즈 분포 기반 다중 시점에서의 휴먼 행동 인식)

  • Kim, Sun-Woo;Suk, Heung-Il;Lee, Seong-Whan
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06c
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    • pp.507-511
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    • 2010
  • 휴먼 행동 인식은 크게 3D 모델 기반 방법과 템플릿 기반 방법으로 나눌 수 있다. 3D 모델 기반 방법은 휴먼의 포즈를 3D로 재구성한 뒤 특징을 추출하는 것으로 인식 정확도는 높으나 연산량이 많아 매우 비효율적이다. 반면 템플릿 기반의 방법은 간단하고 수행 시간이 빠르기 때문에 여러 논문들에서 채택되고 있다. 그러나 템플릿을 이용한다는 특성 때문에 시점, 행동 스타일의 변화 등에 따라 실루엣의 변화가 심해 인식 성능에 한계점을 가진다. 본 논문에서는 핵심-포즈들의 히스토그램으로 표현되는 핵심-포즈 분포와 광류의 변화를 이용하여 다중 시점에서의 휴먼 행동 인식 방법을 제안한다. 제안하는 방법은 IXMAS 데이터 셋을 이용한 실험에서 적은 수의 템플릿을 이용하면서도 평균 87.9%의 높은 인식률을 보였다.

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Human Action Recognition Model using Feature Engineering (특징 추출 기법을 이용한 사용자 행동 인식 모델)

  • Kim, Dahye;Han, Yechan;Jeong, Young-Seob;Kim, Jae-yun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.47-48
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    • 2021
  • 사용자 행동 인식(HAR)은 사용자의 행동을 분석하여 사용자의 현재 행동을 추측하는 것이며, 센서 데이터에서 특성을 추출하는 것이 중요하다. 본 연구에서는 다양한 특징 추출 기법을 사용하여 기계학습 모델을 비교한다. 변수마다 특성에 맞는 기법을 사용했으며, 정확도와 Kappa 통계량, F1 score 모두 SVM 모델에서 95.2%, 94.2%, 95.1%로 가장 높았다. 이는 기계학습 모델에서 특징 추출 기법을 사용하여 우수한 정확도를 달성할 수 있음을 보인다.

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Goal-oriented Geometric Model Based Intelligent System Architecture for Adaptive Robotic Motion Generation in Dynamic Environment

  • Lee, Dong-Hun;Hwang, Kyung-Hun;Chung, Chae-Wook;Kuc, Tae-Yong
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2568-2574
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    • 2005
  • Control architecture of the action based robot engineering can be divided into two types of deliberate type - and reactive type- controller. Typical deliberate type, slow in reaction speed, is well suited for the realization of the higher intelligence with its capability to forecast on the basis of environmental model according to time flow, while reactive type is suitable for the lower intelligence as it fits to the realization of speedy reactive action by inputting the sensor without a complete environmental model. Looking at the environments in the application areas in which robots are actually used, we can see that they have been mostly covered by the uncertain and unknown dynamic changes depending on time and place, the previously known knowledge being existed though. It may cause, therefore, any deterioration of the robot performance as well as further happen such cases as the robots can not carry out their desired performances, when any one of these two types is solely engaged. Accordingly this paper aims at suggesting Goal-oriented Geometric Model(GGM) Based Intelligent System Architecture which leads the actions of the robots to perform their jobs under variously changing environment and applying the suggested system structure to the navigation issues of the robots. When the robots do perform navigation in human life changing in a various manner with time, they can appropriately respond to the changing environment by doing the action with the recognition of the state. Extending this concept to cover the highest hierarchy without sticking only to the actions of the robots can lead us to apply to the algorithm to perform various small jobs required for the carrying-out of a large main job.

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Development of FACS-based Android Head for Emotional Expressions (감정표현을 위한 FACS 기반의 안드로이드 헤드의 개발)

  • Choi, Dongwoon;Lee, Duk-Yeon;Lee, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.537-544
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    • 2020
  • This paper proposes the creation of an android robot head based on the facial action coding system(FACS), and the generation of emotional expressions by FACS. The term android robot refers to robots with human-like appearance. These robots have artificial skin and muscles. To make the expression of emotions, the location and number of artificial muscles had to be determined. Therefore, it was necessary to anatomically analyze the motions of the human face by FACS. In FACS, expressions are composed of action units(AUs), which work as the basis of determining the location and number of artificial muscles in the robots. The android head developed in this study had servo motors and wires, which corresponded to 30 artificial muscles. Moreover, the android head was equipped with artificial skin in order to make the facial expressions. Spherical joints and springs were used to develop micro-eyeball structures, and the arrangement of the 30 servo motors was based on the efficient design of wire routing. The developed android head had 30-DOFs and could express 13 basic emotions. The recognition rate of these basic emotional expressions was evaluated at an exhibition by spectators.

Neuro-Net Based Automatic Sorting And Grading of A Mushroom (Lentinus Edodes L)

  • Hwang, H.;Lee, C.H.;Han, J.H.
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 1993.10a
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    • pp.1243-1253
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    • 1993
  • Visual features of a mushroom(Lentinus Edodes L) are critical in sorting and grading as most agricultural products are. Because of its complex and various visual features, grading and sorting of mushrooms have been done manually by the human expert. Though actions involved in human grading looks simple, a decision making undereath the simple action comes form the results of the complex neural processing of the visual image. And processing details involved in the visual recognition of the human brain has not been fully investigated yet. Recently, however, an artificial neural network has drawn a great attention because of its functional capability as a partial substitute of the human brain. Since most agricultural products are not uniquely defined in its physical properties and do not have a well defined job structure, a research of the neuro-net based human like information processing toward the agricultural product and processing are widely open and promising. In this pape , neuro-net based grading and sorting system was developed for a mushroom . A computer vision system was utilized for extracting and quantifying the qualitative visual features of sampled mushrooms. The extracted visual features and their corresponding grades were used as input/output pairs for training the neural network and the trained results of the network were presented . The computer vision system used is composed of the IBM PC compatible 386DX, ITEX PFG frame grabber, B/W CCD camera , VGA color graphic monitor , and image output RGB monitor.

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A Study on The Principles and Philosophical Basis of 'Sa Sang Medicine' (사상의학(四象醫學)의 원리(原理)와 철학적(哲學的) 배경(背景)에 대(對)한 고찰(考察))

  • Song, Jeong-Mo
    • Journal of Sasang Constitutional Medicine
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    • v.4 no.1
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    • pp.5-29
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    • 1992
  • In this study, the author researched the process in which the philosophical basis of 'Sa Sang Medicine (四象醫學)' and its methodology build up the principles of Sa Sang Medicine, and then, examined how the principles were applied to the theoretical system of Sa Sang Medicine. The conclusion would be summarized as follows. 1. 'Nae Kyung Medicine (內經醫學)' was developed under the concept that the cosmos's order and its moving rule could be directly applied to that of human body, which corresponded to the 'Theory of Hwang-No (黃老之學)'. On the contrary, Sa Sang Medicine is a thoroughly human-oriented theory formed in the Confucianism system. 2. Lee Jae-Ma's Substantialism can be briefed into 'Mind 心' (Tae Keuk 太極), 'Mind-Body 心身' (Yang Eui 兩儀) and 'Activity-Mind-Body-Matter 事心身物' (Sa Sang 四象), which respectively represents one-elemented substance, two-elemented substance and four-elemented substance. Especially, Sa Sang was used as a basic framework in which he recognized all the objects and phenomena. So, most critical significance of his substantialism consists in the intention of Sa Sang type classifying. 3. By the method of Sa Sang type classifying, Lee Jae-Ma not only redefined the main concepts of confucianism and developed a unique philosophy of his own, but also, in the field of medical science, resystemized and re-explained the structure and function of human body. 4. From the recognition that Activity-Mind-body-Matter (Sa Sang) are four different existence forms of energy 氣 (or four variation types of energy), Yi Jae-Ma thinks that the viscera of human body have a vertical structure of 'four parts 四焦' (upper, mid-upper, mid-lower and lower parts) and its physiological function is operated by the rising and falling action of four energy presentations (sorrow 哀, anger 怒, joy 喜 and pleasure 樂). 5. In "Gyuk Chi Go 格致藁", Lee Jae-Ma understood the concept of joy, anger, sorrow and pleasure on the basis of nature-emotion theory 性情論 from the philosophical viewpoint. But, from the medical viewpoint of "Dong Eui Su Se Bo Won 東醫壽世保元", he understood them on the basis of vital energy theory. That is, sorrow, anger, joy and pleasure are expression of advance or reverse of nature vital-energy 性氣 and emotion vital-energy 情氣. 6. The rising and falling action principle of four energy presentations (sorrow, anger, joy and pleasure) which produces and helps each other is an identical principles of Sa Sang Medicine, distinguished from the Oh-Haeng 五行 circulating principle in Nae Kyung Medicine. Through this principle, Lee Jae-Ma explained the viscera physiology of human body, pathology & diagnosis and pharmacology.

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Analysis of 3D Motion Recognition using Meta-analysis for Interaction (기존 3차원 인터랙션 동작인식 기술 현황 파악을 위한 메타분석)

  • Kim, Yong-Woo;Whang, Min-Cheol;Kim, Jong-Hwa;Woo, Jin-Cheol;Kim, Chi-Jung;Kim, Ji-Hye
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.925-932
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    • 2010
  • Most of the research on three-dimensional interaction field have showed different accuracy in terms of sensing, mode and method. Furthermore, implementation of interaction has been a lack of consistency in application field. Therefore, this study is to suggest research trends of three-dimensional interaction using meta-analysis. Searching relative keyword in database provided with 153 domestic papers and 188 international papers covering three-dimensional interaction. Analytical coding tables determined 18 domestic papers and 28 international papers for analysis. Frequency analysis was carried out on method of action, element, number, accuracy and then verified accuracy by effect size of the meta-analysis. As the results, the effect size of sensor-based was higher than vision-based, but the effect size was extracted to small as 0.02. The effect size of vision-based using hand motion was higher than sensor-based using hand motion. Therefore, implementation of three-dimensional sensor-based interaction and vision-based using hand motions more efficient. This study was significant to comprehensive analysis of three-dimensional motion recognition for interaction and suggest to application directions of three-dimensional interaction.

Visual Verb and ActionNet Database for Semantic Visual Understanding (동영상 시맨틱 이해를 위한 시각 동사 도출 및 액션넷 데이터베이스 구축)

  • Bae, Changseok;Kim, Bo Kyeong
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.5
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    • pp.19-30
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    • 2018
  • Visual information understanding is known as one of the most difficult and challenging problems in the realization of machine intelligence. This paper proposes deriving visual verb and construction of ActionNet database as a video database for video semantic understanding. Even though development AI (artificial intelligence) algorithms have contributed to the large part of modern advances in AI technologies, huge amount of database for algorithm development and test plays a great role as well. As the performance of object recognition algorithms in still images are surpassing human's ability, research interests shifting to semantic understanding of video contents. This paper proposes candidates of visual verb requiring in the construction of ActionNet as a learning and test database for video understanding. In order to this, we first investigate verb taxonomy in linguistics, and then propose candidates of visual verb from video description database and frequency of verbs. Based on the derived visual verb candidates, we have defined and constructed ActionNet schema and database. According to expanding usability of ActionNet database on open environment, we expect to contribute in the development of video understanding technologies.

Psychosocial Factors Related with the Intake of Vegetables and Fruits by Stage of Change of Elementary School Children in Chungnam Province (행동변화 단계에 따른 충남지역 초등학생의 채소와 과일 섭취 관련 사회 심리적 요인)

  • Suh, Yoon-Suk;Choi, Ae-Sook;Chung, Young-Jin
    • Journal of Nutrition and Health
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    • v.42 no.7
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    • pp.639-649
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    • 2009
  • This study aims at investigating the psychosocial factors that influence on the intake of fruits and vegetables according to stage of change in rural children. Total 256 elementary school children, located in Yeongi-Gun, Chungnam-Do were surveyed from May 14 2007 to May 30 2007. Stage of change on the intake of fruits and vegetables of the students was categorized into three stages: precontemplation (PC), contemplation & preparation (CO&PR) and action (AC). Psychosocial factors consist of decisional balance based on pros and cons, process of change of cognitive and behavioral processes, and self-efficacy. The recognition of cons out of decisional balance showed the highest score in the subjects at the stage of PC and lowest score in those action stage. While, no difference was shown in the score of recognition of pros among the stages. Both levels of cognitive and behavioral process of change showed no difference between two pre-action stages, PC and CO&PR. However, the subjects of action stages got higher scores in more number of the variables in both of cognitive and behavioral process of change compared to those of pre-action stages with more remarkable in results vegetables than in fruits. The results of self-efficacy on fruits and vegetables intake showed that the higher stages of change, the higher the self-efficacy score. From the result, it is suggested that the items and level of psychosocial factors are different according to the stage of change and between fruits and vegetables in rural children.

Survey: Tabletop Display Techniques for Multi-Touch Recognition (멀티터치를 위한 테이블-탑 디스플레이 기술 동향)

  • Kim, Song-Gook;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.84-91
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    • 2007
  • Recently, the researches based on vision about user attention and action awareness are being pushed actively for human computer interaction. Among them, various applications of tabletop display system are developed more in accordance with touch sensing technique, co-located and collaborative work. Formerly, although supported only one user, support multi-user at present. Therefore, collaborative work and interaction of four elements (human, computer, displayed objects, physical objects) that is ultimate goal of tabletop display are realizable. Generally, tabletop display system designs according to four key aspects. 1)multi-touch interaction using bare hands. 2)implementation of collaborative work, simultaneous user interaction. 3)direct touch interaction. 4)use of physical objects as an interaction tool. In this paper, we describe a critical analysis of the state-of-the-art in advanced multi-touch sensing techniques for tabletop display system according to the four methods: vision based method, non-vision based method, top-down projection system and rear projection system. And we also discuss some problems and practical applications in the research field.