• 제목/요약/키워드: Movement Recognition

검색결과 495건 처리시간 0.029초

Dynamic gesture recognition using a model-based temporal self-similarity and its application to taebo gesture recognition

  • Lee, Kyoung-Mi;Won, Hey-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제7권11호
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    • pp.2824-2838
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    • 2013
  • There has been a lot of attention paid recently to analyze dynamic human gestures that vary over time. Most attention to dynamic gestures concerns with spatio-temporal features, as compared to analyzing each frame of gestures separately. For accurate dynamic gesture recognition, motion feature extraction algorithms need to find representative features that uniquely identify time-varying gestures. This paper proposes a new feature-extraction algorithm using temporal self-similarity based on a hierarchical human model. Because a conventional temporal self-similarity method computes a whole movement among the continuous frames, the conventional temporal self-similarity method cannot recognize different gestures with the same amount of movement. The proposed model-based temporal self-similarity method groups body parts of a hierarchical model into several sets and calculates movements for each set. While recognition results can depend on how the sets are made, the best way to find optimal sets is to separate frequently used body parts from less-used body parts. Then, we apply a multiclass support vector machine whose optimization algorithm is based on structural support vector machines. In this paper, the effectiveness of the proposed feature extraction algorithm is demonstrated in an application for taebo gesture recognition. We show that the model-based temporal self-similarity method can overcome the shortcomings of the conventional temporal self-similarity method and the recognition results of the model-based method are superior to that of the conventional method.

인정투쟁: 한국노동운동과 경계에 선 사람들 (Struggle for Social Recognition in Labour Movement)

  • 유범상
    • 산업노동연구
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    • 제23권1호
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    • pp.165-195
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    • 2017
  • 본 논문은 부조리한 삶의 경계에 선 사람들을 인정투쟁의 관점에서 다룬다. 경계인은 1970년대부터 노동운동에 뛰어 든 사람들이다. 그리고 인정투쟁은 사랑, 권리, 가치부여의 측면에서 사회구성원으로부터 인정받기 위한 투쟁이다. 본 논문은 이들이 인정을 위한 열정으로부터 좌절된 과정을 분석한다. 경계인들은 인정을 위해 민주노조를 건설했고, 진보정당으로 결실을 맺었다. 그런데 부조리한 세상에 맞섰던 사람들은 개혁과 혁명의 경계인에서 무기력과 우울증이라는 갈림길에 있다. 열정이 식고 우울증의 현상이 심화되고 있는 이유는 무엇인가? 본 논문은 혁명을 꿈꾸면서 의인이었던 이들이 인정되지 못하고 여전히 밖에서 경계인이 되고 좌절과 무기력에 있는 핵심적인 이유로 내부와 외부와의 다양한 측면에서 균열을 지적했고 이를 극복하기 위해 균열을 극복하기 위한 소통을 대안으로 제시했다.

Real-Time Locomotion Mode Recognition Employing Correlation Feature Analysis Using EMG Pattern

  • Kim, Deok-Hwan;Cho, Chi-Young;Ryu, Jaehwan
    • ETRI Journal
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    • 제36권1호
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    • pp.99-105
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    • 2014
  • This paper presents a new locomotion mode recognition method based on a transformed correlation feature analysis using an electromyography (EMG) pattern. Each movement is recognized using six weighted subcorrelation filters, which are applied to the correlation feature analysis through the use of six time-domain features. The proposed method has a high recognition rate because it reflects the importance of the different features according to the movements and thereby enables one to recognize real-time EMG patterns, owing to the rapid execution of the correlation feature analysis. The experiment results show that the discriminating power of the proposed method is 85.89% (${\pm}2.5$) when walking on a level surface, 96.47% (${\pm}0.9$) when going up stairs, and 96.37% (${\pm}1.3$) when going down stairs for given normal movement data. This makes its accuracy and stability better than that found for the principal component analysis and linear discriminant analysis methods.

Motion recognition LED lamp technology using infrared ray sensor

  • Zouhaier, Muhamud
    • 한국인공지능학회지
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    • 제4권1호
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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.

Movement Pattern Recognition of Medaka for an Insecticide: A Comparison of Decision Tree and Neural Network

  • Kim, Youn-Tae;Park, Dae-Hoon;Kim, Sung-Shin
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제7권1호
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    • pp.58-65
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    • 2007
  • Behavioral sequences of the medaka (Oryzias latipes) were continuously investigated through an automatic image recognition system in response to medaka treated with the insecticide and medaka not treated with the insecticide, diazinon (0.1 mg/l) during a 1 hour period. The observation of behavior through the movement tracking program showed many patterns of the medaka. After much observation, behavioral patterns were divided into four basic patterns: active-smooth, active-shaking, inactive-smooth, and inactive-shaking. The "smooth" and "shaking" patterns were shown as normal movement behavior. However, the "shaking" pattern was more frequently observed than the "smooth" pattern in medaka specimens that were treated with insecticide. Each pattern was classified using classification methods after the feature choice. It provides a natural way to incorporate prior knowledge from human experts in fish behavior and contains the information in a logical expression tree. The main focus of this study was. to determine whether the decision tree could be useful for interpreting and classifying behavior patterns of the medaka.

Three-dimensional human activity recognition by forming a movement polygon using posture skeletal data from depth sensor

  • Vishwakarma, Dinesh Kumar;Jain, Konark
    • ETRI Journal
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    • 제44권2호
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    • pp.286-299
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    • 2022
  • Human activity recognition in real time is a challenging task. Recently, a plethora of studies has been proposed using deep learning architectures. The implementation of these architectures requires the high computing power of the machine and a massive database. However, handcrafted features-based machine learning models need less computing power and very accurate where features are effectively extracted. In this study, we propose a handcrafted model based on three-dimensional sequential skeleton data. The human body skeleton movement over a frame is computed through joint positions in a frame. The joints of these skeletal frames are projected into two-dimensional space, forming a "movement polygon." These polygons are further transformed into a one-dimensional space by computing amplitudes at different angles from the centroid of polygons. The feature vector is formed by the sampling of these amplitudes at different angles. The performance of the algorithm is evaluated using a support vector machine on four public datasets: MSR Action3D, Berkeley MHAD, TST Fall Detection, and NTU-RGB+D, and the highest accuracies achieved on these datasets are 94.13%, 93.34%, 95.7%, and 86.8%, respectively. These accuracies are compared with similar state-of-the-art and show superior performance.

3차원 손 모델을 이용한 비전 기반 손 모양 인식기의 개발 (Development of a Hand~posture Recognition System Using 3D Hand Model)

  • 장효영;변증남
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2007년도 심포지엄 논문집 정보 및 제어부문
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    • pp.219-221
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    • 2007
  • Recent changes to ubiquitous computing requires more natural human-computer(HCI) interfaces that provide high information accessibility. Hand-gesture, i.e., gestures performed by one 'or two hands, is emerging as a viable technology to complement or replace conventional HCI technology. This paper deals with hand-posture recognition. Hand-posture database construction is important in hand-posture recognition. Human hand is composed of 27 bones and the movement of each joint is modeled by 23 degrees of freedom. Even for the same hand-posture,. grabbed images may differ depending on user's characteristic and relative position between the hand and cameras. To solve the difficulty in defining hand-postures and construct database effective in size, we present a method using a 3D hand model. Hand joint angles for each hand-posture and corresponding silhouette images from many viewpoints by projecting the model into image planes are used to construct the ?database. The proposed method does not require additional equations to define movement constraints of each joint. Also using the method, it is easy to get images of one hand-posture from many vi.ewpoints and distances. Hence it is possible to construct database more precisely and concretely. The validity of the method is evaluated by applying it to the hand-posture recognition system.

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병원안전을 위한 입원실 음향패턴 인식 관한 연구 (A study on Recognition of Inpatient Room Acoustic Pattern for Hospital safety)

  • 류한술;안종영
    • 한국인터넷방송통신학회논문지
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    • 제21권3호
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    • pp.169-173
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    • 2021
  • 현재 병원에서의 안전사고가 꾸준히 발생하고 있다. 특히, 요양병원 등 면역력이 약한 고령환자의 안전사고가 지속적으로 발생하고 있으며 이에 대한 대책이 필요하다. 대부분의 사고는 거동이 불편한 환자의 움직임에 의해 일어나고 있다. 이에 환자의 움직임에 따른 입원실 음향을 분석하고 인식하여 관리자가 사전대처 하여 안전사고를 줄이는 방법으로 본 논문에서는 시계열 패턴인식에 적용 가능한 알고리즘인 DTW (Dynamic Time Warping)을 사용하여 병원 입원실 음향인식을 위한 음향패턴을 분류하여 병원 입원실 환경에 적용하여 분석 하였다.

퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발 (A Study on Tangible Gesture Interface Prototype Development of the Quiz Game)

  • 안정호;고재필
    • 디지털콘텐츠학회 논문지
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    • 제13권2호
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    • pp.235-245
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    • 2012
  • 우리는 본 논문에서 사용자 제스처 인터페이스 기반 퀴즈게임 콘텐츠를 제안한다. 우리는 기존의 아날로그 방식으로 수행해 오던 퀴즈게임의 요소들을 파악하여 디지털화함으로써 퀴즈 진행자의 역할을 콘텐츠 프로그램이 담당할 수 있도록 하였다. 우리는 키넥트 카메라를 사용하여 깊이영상을 획득하고 깊이영상에서 사용자 분할, 머리 위치 검출 및 추적, 손 검출 등의 전처리 작업과 손들기, 손 상하이동, 주먹 모양, 패스, 주먹 쥐고 당김 등의 명령형 손 제스처 인식기술을 개발하였다. 특히 우리는 사람이 일상생활에서 물리적인 객체를 조작하는 동작으로 인터페이스를 위한 제스처를 정의함으로써 사용자가 이동, 선택, 확인 등의 추상적인 개념을 인터페이스 과정에서 체감할 수 있도록 디자인하였다. 앞서 발표되었던 선행 작업과 비교할 때, 우리는 승리 팀에 대한 카드보상 절차를 추가하여 콘텐츠의 완성도를 높였으며, 손 상하이동 인식과 주먹 모양 인식 알고리즘 등을 개선하여 문제 보기선택의 성능을 크게 향상시켰고, 체계적인 실험을 통해 만족할 만한 인식 성능을 입증하였다. 구현된 콘텐츠는 실시간 테스트에서 만족스러운 제스처 인식 결과를 보였으며 원활한 퀴즈게임 진행이 가능하였다.

고개운동에 의한 단순 비언어 의사표현의 비전인식 (Vision-based recognition of a simple non-verbal intent representation by head movements)

  • 유기호;노덕수;이성철
    • 대한인간공학회지
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    • 제19권1호
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    • pp.91-100
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    • 2000
  • In this paper the intent recognition system which recognizes the human's head movements as a simple non-verbal intent representation is presented. The system recognizes five basic intent representations. i.e., strong/weak affirmation. strong/weak negation, and ambiguity by image processing of nodding or shaking movements of head. The vision system for tracking the head movements is composed of CCD camera, image processing board and personal computer. The modified template matching method which replaces the reference image with the searched target image in the previous step is used for the robust tracking of the head movements. For the improvement of the processing speed, the searching is performed in the pyramid representation of the original image. By inspecting the variance of the head movement trajectories. we can recognizes the two basic intent representations - affirmation and negation. Also, by focusing the speed of the head movements, we can see the possibility which recognizes the strength of the intent representation.

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