• Title/Summary/Keyword: Moving objects

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ALGORITHMS FOR MOVING OBJECT DETECTION: YSTAR-NEOPAT SURVEY PROGRAM (이동천체 후보 검출을 위한 알고리즘 개발: YSTAR-NEOPAT 탐사프로그램)

  • Bae, Young-Ho;Byun, Yong-Ik;Kang, Yong-Woo;Park, Sun-Youp;Oh, Se-Heon;Yu, Seoung-Yeol;Han, Won-Young;Yim, Hong-Suh;Moon, Hong-Kyu
    • Journal of Astronomy and Space Sciences
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    • v.22 no.4
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    • pp.393-408
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    • 2005
  • We developed and compared two automatic algorithms for moving object detections in the YSTAR-NEOPAT sky survey program. One method, called starlist comparison method, is to identify moving object candidates by comparing the photometry data tables from successive images. Another method, called image subtraction method, is to identify the candidates by subtracting one image from another which isolates sources moving against background stars. The efficiency and accuracy of these algorithms have been tested using actual survey data from the YSTAR-NEOPAT telescope system. For the detected candidates, we performed eyeball inspection of animated images to confirm validity of asteroid detections. Main conclusions include followings. First, the optical distortion in the YSTAR-NEOPAT wide-field images can be properly corrected by comparison with USNO-B1.0 catalog and the astrometric accuracy can be preserved at around 1.5 arcsec. Secondly, image subtraction provides more robust and accurate detection of moving objects. For two different thresholds of 2.0 and $4.0\sigma$, image subtraction method uncovered 34 and 12 candidates and most of them are confirmed to be real. Starlist comparison method detected many more candidates, 60 and 6 for each threshold level, but nearly half of them turned out to be false detections.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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The Effect of Retinal and Perceived Motion Trajectory of Visual Motion Stimulus on Estimated Speed of Motion (운동자극의 망막상 운동거리와 지각된 운동거리가 운동속도 추정에 미치는 영향)

  • Park Jong-Jin;Hyng-Chul O. Li;ShinWoo Kim
    • Korean Journal of Cognitive Science
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    • v.34 no.3
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    • pp.181-196
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    • 2023
  • Size, velocity, and time equivalence are mechanisms that allow us to perceive objects in three-dimensional space consistently, despite errors on the two-dimensional retinal image. These mechanisms work on common cues, suggesting that the perception of motion distance, motion speed, and motion time may share common processing. This can lead to the hypothesis that, despite the spatial nature of visual stimuli distorting temporal perception, the perception of motion speed and the perception of motion duration will tend to oppose each other, as observed for objects moving in the environment. To test this hypothesis, the present study measured perceived speed using Müller-Lyer illusion stimulus to determine the relationship between the time-perception consequences of motion stimuli observed in previous studies and the speed perception measured in the present study. Experiment 1 manipulated the perceived motion trajectory while controlling for the retinal motion trajectory, and Experiment 2 manipulated the retinal motion trajectory while controlling for the perceived motion trajectory. The result is that the speed of the inward stimulus, which is perceived to be shorter, is estimated to be higher than that of the outward stimulus, which is perceived to be longer than the actual distance traveled. Taken together with previous time perception findings, namely that time perception is expanded for outward stimuli and contracted for inward stimuli, this suggests that when the perceived trajectory of a stimulus manipulated by the Müller-Lyer illusion is controlled for, perceived speed decreases with increasing duration and increases with decreasing duration when the perceived distance of the stimulus is constant. This relationship suggests that the relationship between time and speed perceived by spatial cues corresponds to the properties of objects moving in the environment, i.e, an increase in time decreases speed and a decrease in time increases speed when distance remains the same.

A Study on the Dépaysement of the Animation (애니메이션에 있어서 데페이즈망에 관한 연구)

The aspect of the revelation of profound secrets of nature in the Poetry of Jo Gyeong[趙璥] and its meaning (조경(趙璥) 시(詩)의 천기유로양상(天機流露樣相)과 그 의미(意味))

  • Ryu, Ho-jin
    • (The)Study of the Eastern Classic
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    • no.49
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    • pp.225-260
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    • 2012
  • The poetry of Haseo Jo Gyeong is first characterized by its fantasy content with mysterious and strange beings such as mountain wizards, gods of flowers, ghosts, Jujos and dragons. Such works imply the huge gap between his political ideal of Neo-Confucianism and the reality of society and are expressions of his resulting sorrow. Of course, he did not just look at reality pessimistically. Like other Neo-Confucianism scholars, he used the symbol of "spring" in his poems, which indicates that he did have optimistic belief in the world in spite of despair. In his poems, the symbol of "spring" implies the political world where the noble man grabbed the power and the sinister groups were extracted or the world where the political ethics of Neo-Confucianism was implemented. His works depicting the essence of natural objects, mountains, and rivers exhibit the characteristics of his poetry more clearly. He described the law of the universe behind natural objects and the vibrant aspects of natural objects by depicting their movements in a clear and sharp manner. Unlike the old Neo-Confucianism scholars that often created poems on the topic of acquirement of natural law and nature, he expanded his poetic world in a direction of revealing the secrets of objects. His works describing the spirit of mountains and rivers are especially noteworthy in that they implied a life attitude of moving forward in an deteriorating world bravely by manifesting strong and dynamic power. Paying attention to the secrets of natural objects, Haseo displayed his life ideal in richer ways by painting the new forms of ume flowers. Unlike the old ume flowers poems in the past, his ume flowers poems present ume flowers as ascetics that obtained truth, men of virtue that inspired contemporary people, or retired gentlemen that revealed the profound secrets of nature. While it is unique that he manifested the forms of ume flowers in ascetics and men of virtue while perceiving the dark reality of society, it is more noteworthy that he described ume flowers as the beings revealing the profound secrets of nature. It was the expression of his yearning for an innocent personality and his fear for losing the personality, clearly depicting a human form of his ego. He created a more human and realistic personality ideal by embracing the contemporary thinking based on the profound secrets of nature in his Dohak poetry[道學詩], which is a significant achievement in that it showed new changes to Dohak poetry in the 18th century.

Development of System for Real-Time Object Recognition and Matching using Deep Learning at Simulated Lunar Surface Environment (딥러닝 기반 달 표면 모사 환경 실시간 객체 인식 및 매칭 시스템 개발)

  • Jong-Ho Na;Jun-Ho Gong;Su-Deuk Lee;Hyu-Soung Shin
    • Tunnel and Underground Space
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    • v.33 no.4
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    • pp.281-298
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    • 2023
  • Continuous research efforts are being devoted to unmanned mobile platforms for lunar exploration. There is an ongoing demand for real-time information processing to accurately determine the positioning and mapping of areas of interest on the lunar surface. To apply deep learning processing and analysis techniques to practical rovers, research on software integration and optimization is imperative. In this study, a foundational investigation has been conducted on real-time analysis of virtual lunar base construction site images, aimed at automatically quantifying spatial information of key objects. This study involved transitioning from an existing region-based object recognition algorithm to a boundary box-based algorithm, thus enhancing object recognition accuracy and inference speed. To facilitate extensive data-based object matching training, the Batch Hard Triplet Mining technique was introduced, and research was conducted to optimize both training and inference processes. Furthermore, an improved software system for object recognition and identical object matching was integrated, accompanied by the development of visualization software for the automatic matching of identical objects within input images. Leveraging satellite simulative captured video data for training objects and moving object-captured video data for inference, training and inference for identical object matching were successfully executed. The outcomes of this research suggest the feasibility of implementing 3D spatial information based on continuous-capture video data of mobile platforms and utilizing it for positioning objects within regions of interest. As a result, these findings are expected to contribute to the integration of an automated on-site system for video-based construction monitoring and control of significant target objects within future lunar base construction sites.

Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Indoor Positioning Using RFID Technique (RFID 기술을 이용한 실내 위치 추적)

  • Yoon, Chang-sun;Kim, Tae-in;Kim, Hyeon-jin;Hong, Yeon-chan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.1
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    • pp.207-214
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    • 2016
  • RFID technology is a technology perceiving information with the device called reader and tag which is now used in public transportation such as Hi-pass. In this paper, we design a system which tracks indoor location using this technology. GPS, the most frequently used location-tracking system, has a defect that its accuracy decreases when the device is indoor. In suggested experiment, we simulate signals according to the moving of located objects, then compare with the result of the experiment. Based on the extracted data, we inform data which is for the purpose of tracking system based on analysis of the route and errors. Simulations for the tracking were performed with relocation of real objects. In the real experiment, we arrange the readers around the room and move the tagged object that we like to know the location, then analyze the data from the equipment. This paper suggests the analyzed data for the future indoor tag tracking applications. We expect that the RFID based location positioning data will be used for other indoor positioning research and development.

A Robust Object Detection and Tracking Method using RGB-D Model (RGB-D 모델을 이용한 강건한 객체 탐지 및 추적 방법)

  • Park, Seohee;Chun, Junchul
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.61-67
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    • 2017
  • Recently, CCTV has been combined with areas such as big data, artificial intelligence, and image analysis to detect various abnormal behaviors and to detect and analyze the overall situation of objects such as people. Image analysis research for this intelligent video surveillance function is progressing actively. However, CCTV images using 2D information generally have limitations such as object misrecognition due to lack of topological information. This problem can be solved by adding the depth information of the object created by using two cameras to the image. In this paper, we perform background modeling using Mixture of Gaussian technique and detect whether there are moving objects by segmenting the foreground from the modeled background. In order to perform the depth information-based segmentation using the RGB information-based segmentation results, stereo-based depth maps are generated using two cameras. Next, the RGB-based segmented region is set as a domain for extracting depth information, and depth-based segmentation is performed within the domain. In order to detect the center point of a robustly segmented object and to track the direction, the movement of the object is tracked by applying the CAMShift technique, which is the most basic object tracking method. From the experiments, we prove the efficiency of the proposed object detection and tracking method using the RGB-D model.

SLAM Method by Disparity Change and Partial Segmentation of Scene Structure (시차변화(Disparity Change)와 장면의 부분 분할을 이용한 SLAM 방법)

  • Choi, Jaewoo;Lee, Chulhee;Eem, Changkyoung;Hong, Hyunki
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.8
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    • pp.132-139
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    • 2015
  • Visual SLAM(Simultaneous Localization And Mapping) has been used widely to estimate a mobile robot's location. Visual SLAM estimates relative motions with static visual features over image sequence. Because visual SLAM methods assume generally static features in the environment, we cannot obtain precise results in dynamic situation including many moving objects: cars and human beings. This paper presents a stereo vision based SLAM method in dynamic environment. First, we extract disparity map with stereo vision and compute optical flow. We then compute disparity change that is the estimated flow field between stereo views. After examining the disparity change value, we detect ROIs(Region Of Interest) in disparity space to determine dynamic scene objects. In indoor environment, many structural planes like walls may be determined as false dynamic elements. To solve this problem, we segment the scene into planar structure. More specifically, disparity values by the stereo vision are projected to X-Z plane and we employ Hough transform to determine planes. In final step, we remove ROIs nearby the walls and discriminate static scene elements in indoor environment. The experimental results show that the proposed method can obtain stable performance in dynamic environment.