• Title/Summary/Keyword: Mobile object

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Location Estimation Technique Based on TOA and TDOA Using Repeater (중계기를 이용한 TOA 및 TDOA 기반의 위치추정 기법)

  • Jeon, Seul-Bi;Hwang, Suk-Seung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.4
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    • pp.571-576
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    • 2022
  • Due to the epochal development of the unmanned technology, the importance of LDT(: Location Detection Technology), which accurately estimates the location of a user or object, is dramatically increased. TOA(: Time of Arrival), which calculates a location by measuring the arrival time of signals, and TDOA(: Time Difference of Arrival) which calculates it by measuring the difference between two arrival times, are representative LDT methods. Based on the signals received from three or more base stations, TOA calculates an intersection point by drawing circles and TDOA calculates it by drawing hyperbolas. In order to improve the radio shadow area problem, a huge number of repeaters have been installed in the urban area, but the signals received through these repeaters may cause the serious error for estimating a location. In this paper, we propose an efficient location estimation technique using the signal received through the repeater. The proposed approach estimates the location of MS(: Mobile Station) employing TOA and TDOA methods, based on signals received from one repeater and two BS(: Base Station)s.

Verification of Modified Flocking Algorithm for Group Robot Control (집단 로봇 제어를 위한 수정된 플로킹 알고리즘의 시뮬레이션 검증)

  • Lee, Eun-Bok;Shin, Suk-Hoon;You, Yong-Jun;Chi, Sung-Do;Kim, Jae-Ick
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.49-58
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    • 2009
  • Top-down approach in the intelligent robot research has focused on the single object intelligence however, it has two weaknesses. One is that has a high cost and a long spending time of sensing, calculating and communications. The other is the difficulty of responding to react changes in the unpredictable environment. we propose the collective intelligence algorithm based on Bottom-up approach for improving these weaknesses and the applied agent model and verify by simulation. The Modified Flocking Algorithm proposed in this research is the algorithm which is modified version of the concept of the Flocking (Craig Reynolds) which is used to model the flocks, herds, and schools in the graphics or games, and simplified the operation of conventional Flocking algorithm to make it easy to apply for the number of group robots. We modeled the Boid agent and verified possibility collectivization of the Modified Flocking Algorithm by simulation. And We validated by the actual multiple mobile robot experiment.

A Study on the Processing Method for Improving Accuracy of Deep Learning Image Segmentation (딥러닝 영상 분할의 정확도 향상을 위한 처리방법 연구)

  • Choi, Donggyu;Kim, Minyoung;Jang, Jongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.169-171
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    • 2021
  • Image processing through cameras such as self-driving, CCTV, mobile phone security, and parking facilities is being used to solve many real-life problems. Simple classification is solved through image processing, but it is difficult to find images or in-image features of complexly mixed objects. To solve this feature point, we utilize deep learning techniques in classification, detection, and segmentation of image data so that we can think and judge closely. Of course, the results are better than just image processing, but we confirm that the results judged by the method of image segmentation using deep learning have deviations from the real object. In this paper, we study how to perform accuracy improvement through simple image processing just before outputting the output of deep learning image segmentation to increase the precision of image segmentation.

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"Where can I buy this?" - Fashion Item Searcher using Instance Segmentation with Mask R-CNN ("이거 어디서 사?" - Mask R-CNN 기반 객체 분할을 활용한 패션 아이템 검색 시스템)

  • Jung, Kyunghee;Choi, Ha nl;Sammy, Y.X.B.;Kim, Hyunsung;Toan, N.D.;Choo, Hyunseung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.465-467
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    • 2022
  • Mobile phones have become an essential item nowadays since it provides access to online platform and service fast and easy. Coming to these platforms such as Social Network Service (SNS) for shopping have been a go-to option for many people. However, searching for a specific fashion item in the picture is challenging, where users need to try multiple searches by combining appropriate search keywords. To tackle this problem, we propose a system that could provide immediate access to websites related to fashion items. In the framework, we also propose a deep learning model for an automatic analysis of image contexts using instance segmentation. We use transfer learning by utilizing Deep fashion 2 to maximize our model accuracy. After segmenting all the fashion item objects in the image, the related search information is retrieved when the object is clicked. Furthermore, we successfully deploy our system so that it could be assessable using any web browser. We prove that deep learning could be a promising tool not only for scientific purpose but also applicable to commercial shopping.

Evaluation of Virtual Grid Software (VGS) Image Quality for Variation of kVp and mAs (관전압과 관전류량 변화에 대한 가상 그리드 소프트웨어(VGS) 화질평가)

  • Chang-gi Kong
    • Journal of the Korean Society of Radiology
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    • v.17 no.5
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    • pp.725-733
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    • 2023
  • The purpose of this study is to evaluate the effectiveness of virtual grid software (VGS). The purpose of this study is to evaluate the changes in energy and object thickness by dividing the use of VGS into two cases (Without-VGS) without using a movable grid. We attempted to determine the effectiveness of VGS by acquiring images using a chest phantom and a thigh phantom and analyzing SNR and CNR. In the chest phantom and femoral phantom, the tube flow was fixed at 2.5 mAs, and the tube voltage was changed by 10 kVp from 60 to 100 kVp to measure SNR and CNR, and SNR was about 1.09 to 8.86% higher in the chest phantom than in Without-VGS, and CNR was 4.18 to 14.56% higher in the VGS than in Without-VGS. And in the femoral phantom, SNR was about 9.78 to 18.05% higher in VGS than in Without-VGS, and CNR was 21.07 to 44.44% higher in VGS than in Without-VGS. The tube voltage was fixed at 70 kVp in the chest phantom and the femoral phantom, and the amount of tube current was changed at 2.5 to 16 mAs, respectively, and after X-ray irradiation, SNR and CNR were measured in the chest phantom, which was about 1.49 to 11.11% higher in VGS than in Without-VGS, and CNR was 4.76 to 13.40% higher in VGS than in Without-VGS. And in the femoral phantom, SNR was about 2.22 to 17.38% higher in VGS than in Without-VGS, and CNR was 13.85 to 40.46% higher in VGS than in Without-VGS. Therefore, if an inspection is required with a mobile X-ray imaging device, it is believed that good image quality can be obtained by using VGS in an environment where it is difficult to use a mobile grid, and it is believed that the use of mobile X-ray devices can be increased.

HEVC Encoder Optimization using Depth Information (깊이정보를 이용한 HEVC의 인코더 고속화 방법)

  • Lee, Yoon Jin;Bae, Dong In;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.640-655
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    • 2014
  • Many of today's video systems have additional depth camera to provide extra features such as 3D support. Thanks to these changes made in multimedia system, it is now much easier to obtain depth information of the video. Depth information can be used in various areas such as object classification, background area recognition, and so on. With depth information, we can achieve even higher coding efficiency compared to only using conventional method. Thus, in this paper, we propose the 2D video coding algorithm which uses depth information on top of the next generation 2D video codec HEVC. Background area can be recognized with depth information and by performing HEVC with it, coding complexity can be reduced. If current CU is background area, we propose the following three methods, 1) Earlier stop split structure of CU with PU SKIP mode, 2) Limiting split structure of CU with CU information in temporal position, 3) Limiting the range of motion searching. We implement our proposal using HEVC HM 12.0 reference software. With these methods results shows that encoding complexity is reduced more than 40% with only 0.5% BD-Bitrate loss. Especially, in case of video acquired through the Kinect developed by Microsoft Corp., encoding complexity is reduced by max 53% without a loss of quality. So, it is expected that these techniques can apply real-time online communication, mobile or handheld video service and so on.

RFID Based Mobile Robot Docking Using Estimated DOA (방향 측정 RFID를 이용한 로봇 이동 시스템)

  • Kim, Myungsik;Kim, Kwangsoo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.9
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    • pp.802-810
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    • 2012
  • This paper describes RFID(Radio Frequency Identification) based target acquisition and docking system. RFID is non-contact identification system, which can send relatively large amount of information using RF signal. Robot employing RFID reader can identify neighboring tag attached objects without any other sensing or supporting systems such as vision sensor. However, the current RFID does not provide spatial information of the identified object, the target docking problem remains in order to execute a task in a real environment. For the problem, the direction sensing RFID reader is developed using a dual-directional antenna. The dual-directional antenna is an antenna set, which is composed of perpendicularly positioned two identical directional antennas. By comparing the received signal strength in each antenna, the robot can know the DOA (Direction of Arrival) of transmitted RF signal. In practice, the DOA estimation poses a significant technical challenge, since the RF signal is easily distorted by the surrounded environmental conditions. Therefore, the robot loses its way to the target in an electromagnetically disturbed environment. For the problem, the g-filter based error correction algorithm is developed in this paper. The algorithm reduces the error using the difference of variances between current estimated and the previously filtered directions. The simulation and experiment results clearly demonstrate that the robot equipped with the developed system can successfully dock to a target tag in obstacles-cluttered environment.

A 2D / 3D Map Modeling of Indoor Environment (실내환경에서의 2 차원/ 3 차원 Map Modeling 제작기법)

  • Jo, Sang-Woo;Park, Jin-Woo;Kwon, Yong-Moo;Ahn, Sang-Chul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.355-361
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    • 2006
  • In large scale environments like airport, museum, large warehouse and department store, autonomous mobile robots will play an important role in security and surveillance tasks. Robotic security guards will give the surveyed information of large scale environments and communicate with human operator with that kind of data such as if there is an object or not and a window is open. Both for visualization of information and as human machine interface for remote control, a 3D model can give much more useful information than the typical 2D maps used in many robotic applications today. It is easier to understandable and makes user feel like being in a location of robot so that user could interact with robot more naturally in a remote circumstance and see structures such as windows and doors that cannot be seen in a 2D model. In this paper we present our simple and easy to use method to obtain a 3D textured model. For expression of reality, we need to integrate the 3D models and real scenes. Most of other cases of 3D modeling method consist of two data acquisition devices. One for getting a 3D model and another for obtaining realistic textures. In this case, the former device would be 2D laser range-finder and the latter device would be common camera. Our algorithm consists of building a measurement-based 2D metric map which is acquired by laser range-finder, texture acquisition/stitching and texture-mapping to corresponding 3D model. The algorithm is implemented with laser sensor for obtaining 2D/3D metric map and two cameras for gathering texture. Our geometric 3D model consists of planes that model the floor and walls. The geometry of the planes is extracted from the 2D metric map data. Textures for the floor and walls are generated from the images captured by two 1394 cameras which have wide Field of View angle. Image stitching and image cutting process is used to generate textured images for corresponding with a 3D model. The algorithm is applied to 2 cases which are corridor and space that has the four wall like room of building. The generated 3D map model of indoor environment is shown with VRML format and can be viewed in a web browser with a VRML plug-in. The proposed algorithm can be applied to 3D model-based remote surveillance system through WWW.

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A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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An Improved Location Polling Algorithm for Location-Based Alert Services (위치기반 경보서비스를 위한 향상된 위치획득 알고리즘)

  • Song, Jin-Woo;Ahn, Byung-Ik;Lee, Kwang-Jo;Han, Jung-Suk;Yang, Sung-Bong
    • Journal of KIISE:Databases
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    • v.37 no.1
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    • pp.22-32
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    • 2010
  • Location-based services have been expanded rapidly in local and overseas markets due to technological advances and increasing applications of wireless internet. Various researches have been made to manage efficiently the location information of moving objects. A basic location-based alert service provides alerting messages automatically when either entering or leaving a specific location and it is expected to become one of the most important location-based services. Location-based alert services require a location polling method to acquire current locations for a large number of moving objects. However, a simple periodical location polling method causes severe system overload because a system should keep updating location information of the moving objects ceaselessly. Most location polling algorithms for location-based alerting services are not suitable for mobile users with dynamic and unsteady moving patterns. In this paper, we propose an improved location polling algorithm for location-based alerting services to reduce the amount of location information acquisition and therefore, to decrease the system load. Various experiments show that the proposed algorithm outperforms other algorithms.