• 제목/요약/키워드: Motion Technique

검색결과 2,030건 처리시간 0.036초

움직임 영상 부호화를 위한 가변 블록 크기 움직임 추정 기법 (Variable Block Size Motion Estimation Techniques for The Motion Sequence Coding)

  • 김종원;이상욱
    • 전자공학회논문지B
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    • 제30B권4호
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    • pp.104-115
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    • 1993
  • The motion compensated coding (MCC) technique, which exploits the temporal redundancies in the moving images with the motion estimation technique,is one of the most popular techniques currently used. Recently, a variable block size(VBS) motion estimation scheme has been utilized to improve the performance of the motion compensted coding. This scheme allows large blocks to the used when smaller blocks provide little gain, saving rates for areas containing more complex motion. Hence, a new VBS motion estimation scheme with a hierarchical structure is proposed in this paper, in order to combine the motion vector coding technique efficiently. Topmost level motion vector, which is obtained by the gain/cost motion estimation technique with selective motion prediction method, is always transmitted. Thus, the hierarchical VBS motion estimation scheme can efficiently exploit the redundancies among neighboring motion vectors, providing an efficient motion vector encoding scheme. Also, a restricted search with respect to the topmost level motion vector enables more flexible and efficient motion estimation for the remaining lower level blocks. Computer simulations on the high resolution image sequence show that, the VBS motion estimation scheme provides a performance improvement of 0.6~0.7 dB, in terms of PSNR, compared to the fixed block size motion estimation scheme.

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계층적 평활화 방법을 이용한 움직임 추정 알고리듬 (Hierachically Regularized Motion Estimation Technique)

  • 김용태;임정은;손광훈
    • 한국통신학회논문지
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    • 제26권11A호
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    • pp.1889-1896
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    • 2001
  • 본 논문에서는 보다 효율적이고 정확한 움직임 벡터를 추정하기 위하여 계층적 평활화 방법(hierachical regularization technique)을 이용한 움직임 추정 알고리듬을 제안한다. 계층적 평활화 기법을 이용하여 움직임 벡터들의 신뢰도를 증가시켰고, 주위 벡터와의 평활화를 통해 움직임 벡터들의 비트량을 감소시켰다. 또한 적은 후보 벡터를 이용하여 움직임 벡터를 예측하는 고속 움직임 추정 알고리듬을 적용하여 평활화 과정의 추가로 인해 생기는 많은 연산량을 감소시켰다. 실험 결과 제안한 계층적 평활화 방법을 이용한 고속 움직인 추정 알고리듬은 전방향 탐색(full search) 알고리듬과 비교하여 비슷한 영상 화질에서 많은 연산량 감소를 얻을 수 있었으며 잘못된 벡터의 추정 및 확산을 줄일 수 있음을 확인하였다.

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경부통 증상자에게 Mulligan technique과 TENS 적용 후 관절가동범위에 미치는 영향 (The Effect of Mulligan Technique And TENS on cervical ROM in Persons with Neck Pain)

  • 서현규;공원태
    • 대한정형도수물리치료학회지
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    • 제16권2호
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    • pp.9-17
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    • 2010
  • Purpose : The purpose of this study was to compare Mulligan technique with Transcutaneous electrical nerve stimulation(TENS) in persons with neck pain. Methods : Twenty subjects with neck pain participated in the experiment. All subjects randomly assigned to the Mulligan technique group and TENS group. Both groups receive treatment(Mulligan technique: all areas 8 times once, TENS : 100Hz 15 minute once) 3 times during 2 weeks. And LEX was used to measure range of motion of neck. All measurement of each subject were measured at pre-treatment and post-treatment. Results : 1. All areas of range of motion of neck were significantly increased (p<0.05). 2. These data suggest that Mulligan technique and TENS are beneficial to increase all areas of range of motion of neck. 3. Comparing with two groups, Mulligan technique increases all areas of range of motion of neck more than TENS and appeared significant difference statistically. Conclusion : Mulligan technique is more effective than TENS to increse range of motion in persons with neck pain.

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Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.1625-1628
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    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

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테이핑을 동반한 수정된 멀리건 기법 적용이 뇌졸중 환자의 견갑골 자세와 견관절 가동범위에 미치는 영향 (Effects of Modified Mulligan Technique accompanied by Taping on the Scapular Posture and Shoulder Range of Motion of Stroke Patients)

  • 김태근;신승제;전영길
    • 대한정형도수물리치료학회지
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    • 제22권2호
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    • pp.1-7
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    • 2016
  • Background: The purpose of this study was to investigate the effects of between modified mulligan technique and modified mulligan technique with taping on the active range of motion & passive range of motion, scapula index into the stroke patients. Methods: The subjects with stroke were randomly divided into two groups. Group 1 (n=9) was conducted modified mulligan technique and Group 2 (n=9) was conducted modified mulligan technique with taping week three times for 4weeks. Active range of motion (AROM), passive range of motion (PROM) and scapula index (SI) were measured by goniometer and tape measure. Wilcoxon signed-rank tests were used to compare differences before and after intervention. Mann-Whitney U-test were conducted to compare before to after intervention in the two groups. Results: AROM was significantly different both groups (p<.05) and between groups were not significantly different into pre and post intervention (p>.05). PROM was significantly different both groups (p<.05) however, between groups were not significantly different into pre and post intervention (p>.05). SI was significantly different only group 2 and between groups were not significantly different (p>.05). Conclusions: This study demonstrated effective bo-th modified mulligan technique and modified mulligan technique with taping on the active range of motion and passive range of motion. Because only modified mulligan technique with taping are effective on the scapula index we recommend modified mulligan technique with taping than modified mulligan technique.

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An Adaptive Motion Estimation Technique Using Temporal Continuity of Motion

  • Park, Jung-Hyun;Lee, Kyeong-Hwan;Kim, Duk-Gyoo
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 ITC-CSCC -1
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    • pp.7-10
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    • 2000
  • Fast block motion estimation technique is proposed to reduce the computational complexity in video coding. In the conventional methods the size of search region is fixed. For small motion regions like background the small size of sea of search region is enough to find a block motion. But for active motion regions the large size of search region is preferred to figure out the accurate motion vector. Therefore, it is reasonable that a block motion is estimated in the variable search region (both the size and the position of it). That is to say, the search region varies according to the predicted motion characteristics of a block. The block motion in video frames has temporal continuity and then the search region of a current block is predicted using the block motion of previous blocks. The computational complexity of the proposed technique is significantly reduced with a good picture quality compared to the conventional methods.

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Producing a Virtual Object with Realistic Motion for a Mixed Reality Space

  • Daisuke Hirohashi;Tan, Joo-Kooi;Kim, Hyoung-Seop;Seiji Ishikawa
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.153.2-153
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    • 2001
  • A technique is described for producing a virtual object with realistic motion. A 3-D human motion model is obtained by applying a developed motion capturing technique to a real human in motion. Factorization method is a technique for recovering 3-D shape of a rigid object from a single video image stream without using camera parameters. The technique is extended for recovering 3-D human motions. The proposed system is composed of three fixed cameras which take video images of a human motion. Three obtained image sequences are analyzed to yield measurement matrices at individual sampling times, and they are merged into a single measurement matrix to which the factorization is applied and the 3-D human motion is recovered ...

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A Motion Editing System for Handling Autonomous Creation of Character Animation

  • Lee, Ji-Hong;Kim, In-Sik
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.117.1-117
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    • 2001
  • A motion handling technique that transforms existing animation motion data to a mathematically well-defined form. The transformed data can be utilized in any kind of autonomous motion creation process that handles such cases as changed environment, structure (kinematic / dynamic) modification, or changed constraints. To overcome the computational burden of traditional spacetime optimization, we divide full motion data frame into several parts, and we applied the transformation technique to each part using an optimizing tool(CFSQP). To show Ire feasibility of the proposed method, a comparison study results with traditional technique is included.

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An Efficient Global Motion Estimation based on Robust Estimator

  • Joo, Jae-Hwan;Choe, Yoon-Sik
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.408-412
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    • 2009
  • In this paper, a new efficient algorithm for global motion estimation is proposed. This algorithm uses a previous 4-parameter model based global motion estimation algorithm and M-estimator for improving the accuracy and robustness of the estimate. The first algorithm uses the block based motion vector fields and which generates a coarse global motion parameters. And second algorithm is M-estimator technique for getting precise global motion parameters. This technique does not increase the computational complexity significantly, while providing good results in terms of estimation accuracy. In this work, an initial estimation for the global motion parameters is obtained using simple 4-parameter global motion estimation approach. The parameters are then refined using M-estimator technique. This combined algorithm shows significant reduction in mean compensation error and shows performance improvement over simple 4-parameter global motion estimation approach.

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쌍방향 움직임 예측을 이용한 움직임 보상 보간 기법에서 효율적인 움직임 벡터 보정 방법 (Efficient Motion Vector Correction Method m Motion Compensated Interpolation Technique Using Bilateral Motion Estimation)

  • 박지윤;이창우
    • 한국통신학회논문지
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    • 제34권7C호
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    • pp.687-696
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    • 2009
  • 동영상 신호의 프레임율 증가를 위해서 움직임 보상 보간(motion compensated interpolation) 기법이 많이 사용 된다. 특히 쌍방향 예측을 이용한 움직임 추정 기법은 움직임 추정 과정에서 빈 공간이나 겹쳐지는 문제를 해결함으로써 중간 삽입 프레임 생성 과정에서 좋은 성능을 보인다. 그러나 이와 같은 움직임 추정 과정에서 잘못된 움직임 벡터를 선택할 경우 왜곡된 블록을 생성할 수 있다. 본 논문에서는 쌍방향 움직임 예측을 기반으혹 하는 움직임 보상 보간 기법의 움직임 추정 과정에서 선택되는 움직임 벡터가 올바른 추정인지를 판별하고 인접한 움직임 벡터와 병함한 블록을 이용하여 1/2 화소 단위로 움직임 벡터를 보정하는 새로운 기법을 제안한다. 또한, 제안하는 기법이 기존의 움직임 벡터 추정 기법에 비해서 우수한 성능을 보이는 것을 모의 실험을 통하여 확인한다.