• Title/Summary/Keyword: Motion Recognition Technology

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Hybrid Model-Based Motion Recognition for Smartphone Users

  • Shin, Beomju;Kim, Chulki;Kim, Jae Hun;Lee, Seok;Kee, Changdon;Lee, Taikjin
    • ETRI Journal
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    • v.36 no.6
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    • pp.1016-1022
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    • 2014
  • This paper presents a hybrid model solution for user motion recognition. The use of a single classifier in motion recognition models does not guarantee a high recognition rate. To enhance the motion recognition rate, a hybrid model consisting of decision trees and artificial neural networks is proposed. We define six user motions commonly performed in an indoor environment. To demonstrate the performance of the proposed model, we conduct a real field test with ten subjects (five males and five females). Experimental results show that the proposed model provides a more accurate recognition rate compared to that of other single classifiers.

Kinect Sensor- based LMA Motion Recognition Model Development

  • Hong, Sung Hee
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.367-372
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    • 2021
  • The purpose of this study is to suggest that the movement expression activity of intellectually disabled people is effective in the learning process of LMA motion recognition based on Kinect sensor. We performed an ICT motion recognition games for intellectually disabled based on movement learning of LMA. The characteristics of the movement through Laban's LMA include the change of time in which movement occurs through the human body that recognizes space and the tension or relaxation of emotion expression. The design and implementation of the motion recognition model will be described, and the possibility of using the proposed motion recognition model is verified through a simple experiment. As a result of the experiment, 24 movement expression activities conducted through 10 learning sessions of 5 participants showed a concordance rate of 53.4% or more of the total average. Learning motion games that appear in response to changes in motion had a good effect on positive learning emotions. As a result of study, learning motion games that appear in response to changes in motion had a good effect on positive learning emotions

The analysis of the characteristic types of motion recognition smart clothing products (동작인식 스마트 의류제품의 특징적 유형 분석)

  • Im, Hyobin;Ko, Hyun Zin
    • The Research Journal of the Costume Culture
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    • v.25 no.4
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    • pp.529-542
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    • 2017
  • The purpose of this study is to utilize technology as basic data for smart clothing product research and development. This technology can recognize user's motion according to characteristics types and functions of wearable smart clothing products. In order to analyze the case of motion recognition products, we searched for previous research data and cases referred to as major keywords in leading search engines, Google and Naver. Among the searched cases, information on the characteristics and major functions of the 42 final products selected on the market are examined in detail. Motion recognition for smart clothing products is classified into four body types: head & face, body, arms & hands, and legs & feet. Smart clothing products was developed with various items, such as hats, glasses, bras, shirts, pants, bracelets, rings, socks, shoes, etc., It was divided into four functions health care type for prevention of injuries, health monitor, posture correction, sports type for heartbeat and exercise monitor, exercise coaching, posture correction, convenience for smart controller and security and entertainment type for pleasure. The function of the motion recognition smart clothing product discussed in this study will be a useful reference when designing a motion recognition smart clothing product that is blended with IT technology.

CNN-based Gesture Recognition using Motion History Image

  • Koh, Youjin;Kim, Taewon;Hong, Min;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.67-73
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    • 2020
  • In this paper, we present a CNN-based gesture recognition approach which reduces the memory burden of input data. Most of the neural network-based gesture recognition methods have used a sequence of frame images as input data, which cause a memory burden problem. We use a motion history image in order to define a meaningful gesture. The motion history image is a grayscale image into which the temporal motion information is collapsed by synthesizing silhouette images of a user during the period of one meaningful gesture. In this paper, we first summarize the previous traditional approaches and neural network-based approaches for gesture recognition. Then we explain the data preprocessing procedure for making the motion history image and the neural network architecture with three convolution layers for recognizing the meaningful gestures. In the experiments, we trained five types of gestures, namely those for charging power, shooting left, shooting right, kicking left, and kicking right. The accuracy of gesture recognition was measured by adjusting the number of filters in each layer in the proposed network. We use a grayscale image with 240 × 320 resolution which defines one meaningful gesture and achieved a gesture recognition accuracy of 98.24%.

A MEMS-Based Finger Wearable Computer Input Devices (MEMS 기반 손가락 착용형 컴퓨터 입력장치)

  • Kim, Chang-su;Jung, Se-hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1103-1108
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    • 2016
  • The development of a variety of sensor technology, users smart phone, the use of motion recognition apparatus such as a console game machines is increasing. It tends to user needs motion recognition-based input device are increasing. Existing motion recognition mouse is equipped with a modified form of the mouse button on the outside and serves as a wheel mouse left and right buttons. Existing motion recognition mouse is to manufacture a small, there is a difficulty to operate the button. It is to apply the motion recognition technology the motion recognition technology is used only pointing the cursor there is a limit. In this paper, use of MEMS-based motion recognition sensor, the body of the two-point operation data by recognizing the operation of the (thumb and forefinger) and generating a control signal, followed by studies on the generated control signal to a wireless transmitting computer input device.

Two-way Interactive Algorithms Based on Speech and Motion Recognition with Generative AI Technology (생성형 AI 기술을 적용한 음성 및 모션 인식 기반 양방향 대화형 알고리즘)

  • Dae-Sung Jang;Jong-Chan Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.2
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    • pp.397-402
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    • 2024
  • Speech recognition and motion recognition technologies are applied and used in various smart devices, but they are composed of simple command recognition forms and are used as simple functions. Apart from simple functions for recognition data, professional command execution capabilities are required based on data learned in various fields. Research is being conducted on a system platform that provides optimal data to users using Generative AI, which is currently competing around the world, and can interact through voice recognition and motion recognition. The main technical processes designed for this study were designed using technologies such as voice and motion recognition functions, application of AI technology, and two-way communication. In this paper, two-way communication between a device and a user can be achieved by various input methods through voice recognition and motion recognition technology applied with AI technology.

Robot System Design Capable of Motion Recognition and Tracking the Operator's Motion (사용자의 동작인식 및 모사를 구현하는 로봇시스템 설계)

  • Choi, Yonguk;Yoon, Sanghyun;Kim, Junsik;Ahn, YoungSeok;Kim, Dong Hwan
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.24 no.6
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    • pp.605-612
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    • 2015
  • Three dimensional (3D) position determination and motion recognition using a 3D depth sensor camera are applied to a developed penguin-shaped robot, and its validity and closeness are investigated. The robot is equipped with an Asus Xtion Pro Live as a 3D depth camera, and a sound module. Using the skeleton information from the motion recognition data extracted from the camera, the robot is controlled so as to follow the typical three mode-reactions formed by the operator's gestures. In this study, the extraction of skeleton joint information using the 3D depth camera is introduced, and the tracking performance of the operator's motions is explained.

Recognition of Fighting Motion using a 3D-Chain Code and HMM (3차원 체인코드와 은닉마르코프 모델을 이용한 권투모션 인식)

  • Han, Chang-Ho;Oh, Choon-Suk;Choi, Byung-Wook
    • Journal of Institute of Control, Robotics and Systems
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    • v.16 no.8
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    • pp.756-760
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    • 2010
  • In this paper, a new method to recognize various motions of fighting with an aid of HMM is proposed. There are four kinds of fighting motion such as hook, jab, uppercut, and straight as the fighting motion. The motion graph is generalized to define each motion in motion data and the new 3D-chain code is used to convert motion data to motion graphs. The recognition experiment has been performed with HMM algorithm on motion graphs. The motion data is captured by a motion capture system developed in this study and by five actors. Experimental results are given with relatively high recognition rate of at least 85%.

Video Representation via Fusion of Static and Motion Features Applied to Human Activity Recognition

  • Arif, Sheeraz;Wang, Jing;Fei, Zesong;Hussain, Fida
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3599-3619
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    • 2019
  • In human activity recognition system both static and motion information play crucial role for efficient and competitive results. Most of the existing methods are insufficient to extract video features and unable to investigate the level of contribution of both (Static and Motion) components. Our work highlights this problem and proposes Static-Motion fused features descriptor (SMFD), which intelligently leverages both static and motion features in the form of descriptor. First, static features are learned by two-stream 3D convolutional neural network. Second, trajectories are extracted by tracking key points and only those trajectories have been selected which are located in central region of the original video frame in order to to reduce irrelevant background trajectories as well computational complexity. Then, shape and motion descriptors are obtained along with key points by using SIFT flow. Next, cholesky transformation is introduced to fuse static and motion feature vectors to guarantee the equal contribution of all descriptors. Finally, Long Short-Term Memory (LSTM) network is utilized to discover long-term temporal dependencies and final prediction. To confirm the effectiveness of the proposed approach, extensive experiments have been conducted on three well-known datasets i.e. UCF101, HMDB51 and YouTube. Findings shows that the resulting recognition system is on par with state-of-the-art methods.

Motion recognition LED lamp technology using infrared ray sensor

  • Zouhaier, Muhamud
    • Korean Journal of Artificial Intelligence
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    • v.4 no.1
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    • pp.1-3
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    • 2016
  • These days, citizens are interested in the energy. IT technology needs to develop and to make use of energy effectively and to save energy. In this study, motion recognition LED lamp was used to have good energy efficiency and to be made of environment friendly material. The purpose of development of the lamp was to add motion recognition to LED lamp. In this study, infrared ray sensor's distance measurement was used to develop LED lamp. Most of the lamps were used under dark environment, so that infrared ray sensor was used to perceive movement under dark environment. And, LED lamp with good efficiency and less power consumption was used to increase efficiency. Citizens were interested in perception of the movement to distinguish from conventional type of the lamps.