• Title/Summary/Keyword: Skeleton Matching

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Human Pose Matching Using Skeleton-type Active Shape Models (뼈대-구조 능동형태모델을 이용한 사람의 자세 정합)

  • Jang, Chang-Hyuk
    • Journal of KIISE:Software and Applications
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    • v.36 no.12
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    • pp.996-1008
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    • 2009
  • This paper proposes a novel approach for the model-based pose matching of a human body using Active Shape Models. To improve the processing time of model creation and registration, we use a skeleton-type model instead of the conventional silhouette-based models. The skeleton model defines feature information that is used to match the human pose. Images used to make the model are for 600 human bodies, and the model has 17 landmarks which indicate the body junction and key features of a human pose. When applying primary Active Shape Models to the skeleton-type model in the matching process, a problem may occur in the proximal joints of the arm and leg due to the color variations on a human body and the insufficient information for the fore-rear directions of profile normals. This problem is solved by using the background subtraction information of a body region in the input image and adding a 4-directions feature of the profile normal in the proximal parts of the arm and leg. In the matching process, the maximum iteration is less than 30 times. As a result, the execution time is quite fast, and was observed to be less than 0.03 sec in an experiment.

2-D object recognition using distance transform on morphological skeleton (형태학적 골격에서의 거리 변환을 이용한 2차원 물체 인식)

  • 권준식;최종수
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.7
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    • pp.138-146
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    • 1996
  • In this paper, w epropose a new mehtod to represent the shape and to recognize the object. The shape description and the matching is implemented by using the distance transform on the morphological skeleton. The employed distance transform is the chamfer (3,4) distance transform, because the chamfer distance transform (CDT) has an approximate value to the euclidean distance. The 2-D object can be represented by means of the distribution of the distance transform on the morphological skeleton, the number of skeletons, the sum of the CDT, and the other features are employed as the mtching parameters. The matching method has the invariant features (rotation, translation, and scaling), and then the method is used effectively for recognizing the differently-posed objects and/or marks of the different shape and size.

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A Study on the Gesture Matching Method for the Development of Gesture Contents (체감형 콘텐츠 개발을 위한 연속동작 매칭 방법에 관한 연구)

  • Lee, HyoungGu
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.75-84
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    • 2013
  • The recording and matching method of pose and gesture based on PC-window platform is introduced in this paper. The method uses the gesture detection camera, Xtion which is for the Windows PC. To develop the method, the API is first developed which processes and compares the depth data, RGB image data, and skeleton data obtained using the camera. The pose matching method which selectively compares only valid joints is developed. For the gesture matching, the recognition method which can differentiate the wrong pose between poses is developed. The tool which records and tests the sample data to extract the specified pose and gesture is developed. 6 different pose and gesture were captured and tested. Pose was recognized 100% and gesture was recognized 99%, so the proposed method was validated.

Skeleton Tree for Shape-Based Image Retrieval (모양 기반 영상검색을 위한 골격 나무 구조)

  • Park, Jong-Seung
    • The KIPS Transactions:PartB
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    • v.14B no.4
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    • pp.263-272
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    • 2007
  • This paper proposes a skeleton-based hierarchical shape description scheme, called a skeleton tree, for accurate shape-based image retrieval. A skeleton tree represents an object shape as a hierarchical tree where high-level nodes describe parts of coarse trunk regions and low-level nodes describe fine details of boundary regions. Each node refines the shape of its parent node. Most of the noise disturbances are limited to bottom level nodes and the boundary noise is reduced by decreasing weights on the bottom levels. The similarity of two skeleton trees is computed by considering the best match of a skeleton tree to a sub-tree of another skeleton tree. The proposed method uses a hybrid similarity measure by employing both Fourier descriptors and moment invariants in computing the similarity of two skeleton trees. Several experimental results are presented demonstrating the validity of the skeleton tree scheme for the shape description and indexing.

Movement Detection Algorithm Using Virtual Skeleton Model (가상 모델을 이용한 움직임 추출 알고리즘)

  • Joo, Young-Hoon;Kim, Se-Jin
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.6
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    • pp.731-736
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    • 2008
  • In this paper, we propose the movement detection algorithm by using virtual skeleton model. To do this, first, we eliminate error values by using conventioanl method based on RGB color model and eliminate unnecessary values by using the HSI color model. Second, we construct the virtual skeleton model with skeleton information of 10 peoples. After matching this virtual model to original image, we extract the real head silhouette by using the proposed circle searching method. Third, we extract the object by using the mean-shift algorithm and this head information. Finally, we validate the applicability of the proposed method through the various experiments in a complex environments.

Design of Corrective Controllers for Model Matching of Switched Asynchronous Sequential Machines (스위칭 비동기 순차 머신을 위한 모델 정합 교정 제어기 설계)

  • Yang, Jung-Min
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.2
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    • pp.139-146
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    • 2015
  • This paper presents the solution to model matching of switched asynchronous sequential machines by corrective control. We propose a model of switched asynchronous sequential machines, in which the system can have different dynamics of asynchronous machines governed by a pre-determined sequence of switching. The control objective is to derive a corrective control law so that the stable state behavior of the closed-loop system can match that of a prescribed model. A new skeleton matrix is defined to represent the reachability of the switched asynchronous machine, and a novel control scheme is presented that interweaves the switching signal and the corrective control procedure. A design algorithm for the proposed controller is illustrated in a case study.

Interactive Typography System using Combined Corner and Contour Detection

  • Lim, Sooyeon;Kim, Sangwook
    • International Journal of Contents
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    • v.13 no.1
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    • pp.68-75
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    • 2017
  • Interactive Typography is a process where a user communicates by interacting with text and a moving factor. This research covers interactive typography using real-time response to a user's gesture. In order to form a language-independent system, preprocessing of entered text data presents image data. This preprocessing is followed by recognizing the image data and the setting interaction points. This is done using computer vision technology such as the Harris corner detector and contour detection. User interaction is achieved using skeleton information tracked by a depth camera. By synchronizing the user's skeleton information acquired by Kinect (a depth camera,) and the typography components (interaction points), all user gestures are linked with the typography in real time. An experiment was conducted, in both English and Korean, where users showed an 81% satisfaction level using an interactive typography system where text components showed discrete movements in accordance with the users' gestures. Through this experiment, it was possible to ascertain that sensibility varied depending on the size and the speed of the text and interactive alteration. The results show that interactive typography can potentially be an accurate communication tool, and not merely a uniform text transmission system.

Tree-inspired Chair Modeling (나무 성장 시뮬레이션을 이용한 의자 모델링 기법)

  • Zhang, Qimeng;Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.29-38
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    • 2017
  • We propose a method for tree-inspired chair modeling that can generate a tree-branch pattern in the skeleton of an arbitrary chair shape. Unlike existing methods that merge multiple-input models, the proposed method requires only one mesh as input, namely the contour mesh of the user's desired part, to model the chair with a branch pattern generated by tree-growth simulation. We propose a new method for the efficient extraction of the contour-mesh region in the tree-branch pattern. First, we extract the contour mesh based on the face area of the input mesh. We then use the front and back mesh information to generate a skeleton mesh that reconstructs the connection information. In addition, to obtain the tree-branch pattern matching the shape of the input model, we propose a three-way tree-growth simulation method that considers the tangent vector of the shape surface. The proposed method reveals a new type of furniture modeling by using an existing furniture model and simple parameter values to model tree branches shaped appropriately for the input model skeleton. Our experiments demonstrate the performance and effectiveness of the proposed method.

Corrective Control of Asynchronous Sequential Machines with Input Disturbance II : Controller Design (입력 외란이 존재하는 비동기 순차 머신의 교정 제어 II : 제어기 설계)

  • Yang, Jung-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.56 no.9
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    • pp.1665-1675
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    • 2007
  • This paper presents the problem of controlling asynchronous sequential machines in the presence of input disturbances, which may be also regarded as an adversary in a game theoretic setting. The main objective is to provide necessary and sufficient condition for the existence of a corrective controller that solves model matching problem of an asynchronous machine suffering from input disturbance. The existence condition can be stated in terms of a simple comparison of two skeleton matrices. The proposed controller eliminates the adversarial effect of input disturbance and makes the controlled machine mimic the behavior of a model in stable-state way. Whenever controller exists, algorithms for their design are outlined and demonstrated in a case study.

A Stroke Matching Method for the Off-line Recognition of Handprinted Hangul (필기체 한글의 오프라인 인식을 위한 획 정합 방법)

  • 김기철;김영식;이성환
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.6
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    • pp.76-85
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    • 1993
  • In this paper, we propose a stroke matching method for the off-line recognition of handprinted Hangul. In this method, the preprocessing steps such as position normalization, contour tracing and thinning are carried out first. Then, after extracting features such as the firection component distribution of contour, the direction component distribution of skeleton, and the distribution of structural feature points, strokes are extracted and matched based on the midpont distribution of the direction and the length of each stroke. In order to reduce the recognition time, a preliminary classification based on the direction component distribution features of the contour is performed. In order to domonstrate the performance of the proposed method, experiments with 520 most frequently used Hangul were performed, and 90.7% of correct recognition rate and 0.46second of recognition time per one character has been obtained. This results reveal that the proposed method can absorb effectively the noise in input character and the variations of stroke slant.

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