• Title/Summary/Keyword: Skeleton Stream

Search Result 7, Processing Time 0.02 seconds

Dual-Stream Fusion and Graph Convolutional Network for Skeleton-Based Action Recognition

  • Hu, Zeyuan;Feng, Yiran;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.3
    • /
    • pp.423-430
    • /
    • 2021
  • Aiming Graph convolutional networks (GCNs) have achieved outstanding performances on skeleton-based action recognition. However, several problems remain in existing GCN-based methods, and the problem of low recognition rate caused by single input data information has not been effectively solved. In this article, we propose a Dual-stream fusion method that combines video data and skeleton data. The two networks respectively identify skeleton data and video data and fuse the probabilities of the two outputs to achieve the effect of information fusion. Experiments on two large dataset, Kinetics and NTU-RGBC+D Human Action Dataset, illustrate that our proposed method achieves state-of-the-art. Compared with the traditional method, the recognition accuracy is improved better.

A Design and Implementation Mobile Game Based on Kinect Sensor

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.9
    • /
    • pp.73-80
    • /
    • 2017
  • In this paper, we design and implement a mobile game based on Kinect sensor. This game is a motion recognition maze game based on Kinect sensor using XNA Game Studio. The game consists of three stages. Each maze has different size and clear time limit. A player can move to the next stage only if the player finds the exit within a limited time. However, if the exit is not found within the time limit, the game ends. In addition, two kinds of mini games are included in the game. The first game is a fruit catch game using motion recognition tracking of the Kinect sensor, and player have to pick up a certain number of randomly falling fruits. If a player acquire a certain number of fruits at this time, the movement speed of the player is increased. However, if a player takes a skeleton that appears randomly, the movement speed will decrease. The second game is a Quiz game using the speech recognition function of the Kinect sensor, and a question from random genres of common sense, nonsense, ancient creature, capital, constellation, etc. are issued. If a player correctly answers more than 7 of 10 questions, the player gets useful items to use in finding the maze. This item is a navigator fairy that helps the player to escape the forest.

A Design and Implementation of Fitness Application Based on Kinect Sensor

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.3
    • /
    • pp.43-50
    • /
    • 2021
  • In this paper, we design and implement KITNESS, a windows application that feeds back the accuracy of fitness motions based on Kinect sensors. The feature of this application is to use Kinect's camera and joint recognition sensor to give feedback to the user to exercise in the correct fitness position. At this time, the distance between the user and the Kinect is measured using Kinect's IR Emitter and IR Depth Sensor, and the joint, which is the user's joint position, and the Skeleton data of each joint are measured. Using this data, a certain distance is calculated for each joint position and posture of the user, and the accuracy of the posture is determined. And it is implemented so that users can check their posture through Kinect's RGB camera. That is, if the user's posture is correct, the skeleton information is displayed as a green line, and if it is not correct, the inaccurate part is displayed as a red line to inform intuitively. Through this application, the user receives feedback on the accuracy of the exercise position, so he can exercise himself in the correct position. This application classifies the exercise area into three areas: neck, waist, and leg, and increases the recognition rate of Kinect by excluding positions that Kinect does not recognize due to overlapping joints in the position of each exercise area. And at the end of the application, the last exercise is shown as an image for 5 seconds to inspire a sense of accomplishment and to continuously exercise.

Aiming at "All Soils All States All Round Geo-Analysis Integration"

  • Asaoka, Akira;Noda, Toshihiro
    • Proceedings of the Korean Geotechical Society Conference
    • /
    • 2009.09a
    • /
    • pp.3-26
    • /
    • 2009
  • Superloading yield surface concept is newly introduced together with subloading yield surface conception in order to describe full gradation continuously of the mechanical behavior of soils from typical sand through intermediate soil to typical clay (All Soils). Finite deformation theory has been applied to the soil skeleton-pore water coupled continuum mechanics, which enables us to discuss things in a perpetual stream from stable state to unstable state like from deformation to failure and vice versa like from liquefaction to post liquefaction consolidation of sand (All States). Incremental form of the equation of motion has been employed in the continuum mechanics in order to incorporate a rate type constitutive equation, which is "All Round" enough to predict ground behavior under both static and dynamic conditions. The present paper is the shortened version of the lecture note delivered in 2008 Theoretical and Applied Mechanics Conference, Science Council Japan, but with newly developed application examples.

  • PDF

Isoflavone Daidzein: Chemistry and Bacterial Metabolism

  • Kim, Mi-Hyang;Han, Jae-Hong;Kim, Soo-Un
    • Journal of Applied Biological Chemistry
    • /
    • v.51 no.6
    • /
    • pp.253-261
    • /
    • 2008
  • Isoflavone daidzein is a phytoestrogen widely distributed in Leguminosae and is especially rich in the soybean. The C6-C3 (rings B and C) unit of isoflavones is derived from the phenylpropanoid pathway and the remaining C6 (ring A) unit is from the polyketide pathway. This unique carbon skeleton is the result of isomerization of the flavone catalyzed by the isoflavone synthase, a cytochrome P450 enzyme. The isoflavones daidzein and genistein are present in the plant mostly in the glucosylated forms. However, in the human intestine, the glycosidic linkage is broken, and the free form is uptaked into blood stream. The free form is further metabolized into various reduction products to end up at the equol, which is known to have the most potent estrogenic effect among the metabolites. Several human intestinal bacteria that can convert daidzein into equol have been described, and the study into the chemistry and biochemistry of the daizein reduction would be rewarding to the improvement of the human health.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.10
    • /
    • pp.37-43
    • /
    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

Prodigiosin Production From Serratia sp. PDGS120915 Isolated From Daeyeon Stream Water in Busan (하천에서 분리한 Serratia sp. PDGS120915의 프로디지오신 생산)

  • Keunho Ji;Young Tae Kim
    • Journal of Life Science
    • /
    • v.34 no.6
    • /
    • pp.377-384
    • /
    • 2024
  • Prodigiosin is a red pigment characterized by a common pyrrolylpyrromethane skeleton. It is produced by Serratia marcescens, Vibrio psychroerythrus, Hahella chejuensis, etc. Prodigiosin has been reported to possess anticancer, immunosuppressant, antifungal antimalarial, and algicidal activities. However, despite prodigiosin's diverse range of activities, its production rate is significantly low and biosynthesis conditions are difficult. Consequently, the selling price is high, and its usability is limited. This study aimed to increase the efficiency of prodigiosin production according to the culture conditions of Serratia. In this study, a bacterial strain PDGS120915 producing prodigiosin was isolated from lightly contaminated stream water in Busan and identified as a strain of Serratia sp. based on 16S rDNA gene sequence analysis and physiological characteristics. The reddish pigment from PDGS120915 was directly extracted using acidified ethanol, and a characterization analysis confirmed that it was a prodigiosin compound. The optimal conditions for pigment production were 25℃, pH 7, and 0% NaCl concentration for a duration of 14 hr. Furthermore, by treating carbon and nitrogen sources, such as fructose and beef extract, respectively, prodigiosin production increased approximately six-fold and four-fold. Among the minerals tested, 0.1% KCl was found to be the most effective for prodigiosin production. Moreover, casein was identified as the most suitable source for prodigiosin production.