• Title/Summary/Keyword: Kinect Sensor

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A Design and Implementation of Connecting Dots Game Based on Kinect Sensor (Kinect 센서 기반의 점선 잇기 게임 설계 및 구현)

  • Lee, Won Joo;Kwon, Yoon Ji;Ho, Ahn Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.33-34
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    • 2017
  • 본 논문에서는 Kinect 센서 기반의 Connecting Dots 게임을 설계하고 구현한다. 이 게임은 유아용 게임으로 3개 스테이지로 구성되며 각 스테이지는 난이도에 따라 벨, 꽃, 사자 점선 그림으로 구성한다. 각 스테이지에서는 그림 내의 점선을 연결하여 하나의 그림을 완성한다. 각 스테이지 마다 그림 하단에 힌트로 영어 단어가 제시되어 사용자가 그 힌트를 이용하여 그림을 유추 할 수 있다. 또한, Kinect 센서로 얻은 플레이어의 스켈레톤 정보와 점선 좌표를을 이용하여 플레이어를 연동시킨다.

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A Design and Implementation of Bubble Pang Game Based on Kinect Sensor (Kinect 센서 기반의 Bubble Pang 게임 설계 및 구현)

  • Lee, Won Joo;Lee, Hwa Young;Moon, Bo Ra;Kim, Su Ji;Lee, Jae Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.97-98
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    • 2016
  • 본 논문에서는 XNA Game Studio를 이용하여 Kinect 기반의 Bubble Pang 게임을 설계하고 구현한다. 이 게임은 유아용 게임으로 3개 스테이지 과일마을, 숫자학교, 영어하우스로 구성되어 있다. 게임 캐릭터와 각 스테이지는 유아용에 적합하도록 부드러운 느낌을 주기 위해 전체적으로 둥근 곡선을 이용하여 구현한다. 각 스테이지에서는 게임 캐릭터가 플레이어에게 힌트를 주고, 그 힌트를 참고하여 해답을 찾는다. 또한, Kinect 센서로 얻은 플레이어의 뎁스 정보와 스켈레톤 정보를 이용하여 플레이어의 동작과 게임 캐릭터 동작을 연동시킨다.

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A Design and Implementation of Fitness Application Based on Kinect Sensor

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.3
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    • pp.43-50
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    • 2021
  • In this paper, we design and implement KITNESS, a windows application that feeds back the accuracy of fitness motions based on Kinect sensors. The feature of this application is to use Kinect's camera and joint recognition sensor to give feedback to the user to exercise in the correct fitness position. At this time, the distance between the user and the Kinect is measured using Kinect's IR Emitter and IR Depth Sensor, and the joint, which is the user's joint position, and the Skeleton data of each joint are measured. Using this data, a certain distance is calculated for each joint position and posture of the user, and the accuracy of the posture is determined. And it is implemented so that users can check their posture through Kinect's RGB camera. That is, if the user's posture is correct, the skeleton information is displayed as a green line, and if it is not correct, the inaccurate part is displayed as a red line to inform intuitively. Through this application, the user receives feedback on the accuracy of the exercise position, so he can exercise himself in the correct position. This application classifies the exercise area into three areas: neck, waist, and leg, and increases the recognition rate of Kinect by excluding positions that Kinect does not recognize due to overlapping joints in the position of each exercise area. And at the end of the application, the last exercise is shown as an image for 5 seconds to inspire a sense of accomplishment and to continuously exercise.

People Tracking and Accompanying Algorithm for Mobile Robot Using Kinect Sensor and Extended Kalman Filter (키넥트센서와 확장칼만필터를 이용한 이동로봇의 사람추적 및 사람과의 동반주행)

  • Park, Kyoung Jae;Won, Mooncheol
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.38 no.4
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    • pp.345-354
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    • 2014
  • In this paper, we propose a real-time algorithm for estimating the relative position and velocity of a person with respect to a robot using a Kinect sensor and an extended Kalman filter (EKF). Additionally, we propose an algorithm for controlling the robot in the proximity of a person in a variety of modes. The algorithm detects the head and shoulder regions of the person using a histogram of oriented gradients (HOG) and a support vector machine (SVM). The EKF algorithm estimates the relative positions and velocities of the person with respect to the robot using data acquired by a Kinect sensor. We tested the various modes of proximity movement for a human in indoor situations. The accuracy of the algorithm was verified using a motion capture system.

A Landmark Based Localization System using a Kinect Sensor (키넥트 센서를 이용한 인공표식 기반의 위치결정 시스템)

  • Park, Kwiwoo;Chae, JeongGeun;Moon, Sang-Ho;Park, Chansik
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.1
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    • pp.99-107
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    • 2014
  • In this paper, a landmark based localization system using a Kinect sensor is proposed and evaluated with the implemented system for precise and autonomous navigation of low cost robots. The proposed localization method finds the positions of landmark on the image plane and the depth value using color and depth images. The coordinates transforms are defined using the depth value. Using coordinate transformation, the position in the image plane is transformed to the position in the body frame. The ranges between the landmarks and the Kinect sensor are the norm of the landmark positions in body frame. The Kinect sensor position is computed using the tri-lateral whose inputs are the ranges and the known landmark positions. In addition, a new matching method using the pin hole model is proposed to reduce the mismatch between depth and color images. Furthermore, a height error compensation method using the relationship between the body frame and real world coordinates is proposed to reduce the effect of wrong leveling. The error analysis are also given to find out the effect of focal length, principal point and depth value to the range. The experiments using 2D bar code with the implemented system show that the position with less than 3cm error is obtained in enclosed space($3,500mm{\times}3,000mm{\times}2,500mm$).

Implicit Surface Representation of Three-Dimensional Face from Kinect Sensor

  • Wibowo, Suryo Adhi;Kim, Eun-Kyeong;Kim, Sungshin
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.4
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    • pp.412-417
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    • 2015
  • Kinect sensor has two output data which are produced from red green blue (RGB) sensor and depth sensor, it is called color image and depth map, respectively. Although this device's prices are cheapest than the other devices for three-dimensional (3D) reconstruction, we need extra work for reconstruct a smooth 3D data and also have semantic meaning. It happened because the depth map, which has been produced from depth sensor usually have a coarse and empty value. Consequently, it can be make artifact and holes on the surface, when we reconstruct it to 3D directly. In this paper, we present a method for solving this problem by using implicit surface representation. The key idea for represent implicit surface is by using radial basis function (RBF) and to avoid the trivial solution that the implicit function is zero everywhere, we need to defined on-surface point and off-surface point. Based on our simulation results using captured face as an input, we can produce smooth 3D face and fill the holes on the 3D face surface, since RBF is good for interpolation and holes filling. Modified anisotropic diffusion is used to produced smoothed surface.

Discrete Wavelet Transform for Watermarking Three-Dimensional Triangular Meshes from a Kinect Sensor

  • Wibowo, Suryo Adhi;Kim, Eun Kyeong;Kim, Sungshin
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.14 no.4
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    • pp.249-255
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    • 2014
  • We present a simple method to watermark three-dimensional (3D) triangular meshes that have been generated from the depth data of the Kinect sensor. In contrast to previous methods, which maintain the shape of 3D triangular meshes and decide the embedding place, requiring calculations of vertices and their neighbors, our method is based on selecting one of the coordinate axes. To maintain shape, we use discrete wavelet transform and constant regularization. We know that the watermarking system needs the information to be embedded; we used a text to provide that information. We used geometry attacks such as rotation, scales, and translation, to test the performance of this watermarking system. Performance parameters in this paper include the vertices error rate (VER) and bit error rate (BER). The results from the VER and BER indicate that using a correction term before the extraction process makes our system robust to geometry attacks.

Design of Virtual Reality Contents for Upper-limbs Rehabilitation Using Kinect Sensor

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kang, Hyun-Syug
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.10
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    • pp.85-90
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    • 2015
  • The purpose of this study is to establish the contents of virtual reality for a patient who suffers from various diseases and needs Upper-limbs Rehabilitation. First, the system provides the movement content to remote patient. Then system is tracking information in the joints by using Kinect Sensor. And similarity comparison of a given content to diagnose the movement of the patient. The tracked movement information is stored in the database with similarity and is delivered to the rehabilitation therapist. The result of this study will enhance the effectiveness and concentration of the rehabilitation therapy and be used as basic data evaluating the function of the Upper-limbs Rehabilitation.

Design and Implementation of Dementia Prevention Application Based on Kinect Sensor (Kinect Sensor 기반의 치매 예방 애플리케이션 설계 및 구현)

  • Lee, Won Joo;Song, Chan;Kim, Su Jin;You, Kwang Hyeon;Jung, Soo Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.55-56
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    • 2020
  • 본 논문에서는 키넥트 센서 기반의 노인 건강 관리 애플리케이션을 설계하고 구현한다. 이 애플리케이션은 체조하기 모드와 두뇌 게임 모드로 구성한다. 체조하기 모드는 모션 인식 기능을 활용하여 스트레칭을 비롯한 다양한 체조 동작을 반복적으로 따라 함으로써 사용자의 건강을 관리할 수 있는 기능을 제공한다. 두뇌게임 모드는 사용자의 기억력을 증진함으로써 치매를 예방할 수 있는 기능을 제공한다. 또한, Unity의 핸드트래킹 기술을 이용하여 두뇌 게임을 하는 동시에 자연스레 팔과 어깨의 운동을 할 수 있도록 게임 화면을 구성한다.

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A Design and Implementation of Dementia Prevention Application Based on Kinect Sensor (Kinect Sensor 기반의 치매 예방 애플리케이션 설계 및 구현)

  • Lee, Won Joo;Ko, Won Yeong;Kim, Gyu Jun;Lee, Areum Byeol;Lim, Byeong Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.151-152
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    • 2022
  • 본 논문에서는 키넥트 센서 기반의 치매 예방 애플리케이션을 설계하고 구현한다. 이 애플리케이션은 치매 예방을 위해 노년층의 인지기능을 높이고, 팔 동작을 활성화할 수 있는 청기 백기 게임의 기능을 구현한다. 청기 백기 게임은 키넥트 센서 기반으로 모션 인식 기능을 활용하여 화면의 텍스트와 음성에 따른 행동을 취함으로써 점수를 획득할 수 있다. 청기 백기 게임은 사용자들이 애플리케이션의 지시에 집중하고, 기억하는 능력과 자기 조절력을 향상함으로써 치매를 예방할 수 있는 기능을 제공한다.

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