• Title/Summary/Keyword: Space Object Tracking

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Development of Augmented Reality Character System based on Markerless Tracking (마커리스 트래킹 기반 증강현실 캐릭터 시스템 개발)

  • Hyun, Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1275-1282
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    • 2022
  • In this study, real-time character navigation using AR lens developed by Nreal is developed. Real-time character navigation is not possible with general marker-based AR because NPC characters must guide while moving in an unspecified space. To replace this, a markerless AR system was developed using Digital Twin technology. Existing markerless AR is operated based on hardware such as GPS, gyroscope, and magnetic sensor, so location accuracy is low and processing time in the system is long, resulting in low reliability in real-time AR environment. In order to solve this problem, using the SLAM technique to construct a space into a 3D object and to construct a markerless AR based on point location, AR can be implemented without any hardware intervention in a real-time AR environment. This real-time AR environment configuration made it possible to implement a navigation system using characters in tourist attractions such as Suncheon Bay Garden and Suncheon Drama Filming Site.

AR-Based Character Tracking Navigation System Development (AR기반 캐릭터 트래킹 네비게이션 시스템 개발)

  • Lee, SeokHwan;Lee, JungKeum;Sim, Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.2
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    • pp.325-332
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    • 2022
  • In this study, real-time character navigation using AR lens developed by Nreal is developed. Real-time character navigation is not possible with general marker-based AR because NPC characters must guide while moving in an unspecified space. To replace this, a markerless AR system was developed using Digital Twin technology. Existing markerless AR is operated based on hardware such as GPS, gyroscope, and magnetic sensor, so location accuracy is low and processing time in the system is long, which results low reliability in real-time AR environment. In order to solve this problem, using the SLAM technique to construct a space into a 3D object and to construct a markerless AR based on point location, AR can be implemented without any hardware intervention in a real-time AR environment. This real-time AR environment configuration made it possible to implement a navigation system using characters in tourist attractions such as Suncheon Bay Garden and Suncheon Drama Filming Site.

Method Extracting Observation Data by Spatial Factor for Analysis of Selective Attention of Vision (시각의 선택적 주의집중 분석을 위한 공간요소별 주시데이터 추출방법)

  • Kim, Jong-Ha;Kim, Ju-Yeon
    • Science of Emotion and Sensibility
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    • v.18 no.4
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    • pp.3-14
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    • 2015
  • This study has extracted observation data by spatial factor for the analysis of subjects' selective attention with the objects of public space at the entrance of subway stations. The methods extracting observation data can be summarized as the following. First, the frequency analysis by lattice was prevalent for those methods, but there is a limitation to the analysis of the observation data. On the contrary, the method extracting observation data by factor applied in this study can make it clear if any sight is concentrated on any particular factors in a space. Second, the results from the extracted data corresponding to the observation area can be objectified while the method setting up the observation area by applying the radius of fovea. Third, time-sequential trace of observation results of relevant factors was possible through hourly analysis of spatial factors. The consideration of the results of "corresponding spatial scope" which is the object of this study will reveal that the more the observation time, the less the degree of attention it receives. Fourth, the frequency of observation superiority was applied for the analysis of the sections with selective attention by time scope; this revealed that men and women had intensive observation in time scope I (52.4 %) and in time scope IV (24.0 %), respectively.

Hand Tracking Based Projection Mapping System and Applications (손 위치 트래킹 기반의 프로젝션 매핑 시스템 및 응용)

  • Lee, Cheongun;Park, Sanghun
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.4
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    • pp.1-9
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    • 2016
  • In this paper we present a projection mapping system onto human's moving hand by a projector as information delivery media and Kinect to recognize hand motion. Most traditional projection mapping techniques project a variety of images onto stationary objects, however, our system provides new user experience by projecting images onto the center of the moving palm. We explain development process of the system, and production of content as applications on our system. We propose hardware organization and development process of open software architecture based on object oriented programming approach. For stable image projection, we describe a device calibration method between the projector and Kinect in three dimensional space, and a denoising technique to minimize artifacts from Kinect coordinates vibration and unstable hand tremor.

Spatio-Temporal Index Structure based on KDB-Tree for Tracking Positions of Moving Objects (이동 객체의 위치 추적을 위한 KDB-트리 기반의 시공간 색인구조)

  • Seo Dong-Min;Bok Kyoung-Soo;Yoo Jae Soo;Lee Byoung-Yup
    • Journal of Internet Computing and Services
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    • v.5 no.4
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    • pp.77-94
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    • 2004
  • Recently, the needs of index structure which manages moving objects efficiently have been increased because of the rapid development of location-based techniques. Existing index structures frequently need updates because moving objects change continuatively their positions. That caused entire performance loss of the index structures. In this paper, we propose a new index structure called the TPKDB-tree that is a spatio-temporal index structure based on KDB-tree. Our technique optimizes update costs and reduces a search time for moving objects and reduces unnecessary updates by expressing moving objects as linear functions. Thus, the TPKDB-tree efficiently supports the searches of future positions of moving objects by considering the changes of moving objects included in the node as time-parameter. To maximize space utilization, we propose the new update and split methods. Finally, we perform various experiments to show that our approach outperforms others.

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Position Recognition and User Identification System Using Signal Strength Map in Home Healthcare Based on Wireless Sensor Networks (WSNs) (무선 센서네트워크 기반 신호강도 맵을 이용한 재택형 위치인식 및 사용자 식별 시스템)

  • Yang, Yong-Ju;Lee, Jung-Hoon;Song, Sang-Ha;Yoon, Young-Ro
    • Journal of Biomedical Engineering Research
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    • v.28 no.4
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    • pp.494-502
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    • 2007
  • Ubiquitous location based services (u-LBS) will be interested to an important services. They can easily recognize object position at anytime, anywhere. At present, many researchers are making a study of the position recognition and tracking. This paper consists of postion recognition and user identification system. The position recognition is based on location under services (LBS) using a signal strength map, a database is previously made use of empirical measured received signal strength indicator (RSSI). The user identification system automatically controls instruments which is located in home. Moreover users are able to measures body signal freely. We implemented the multi-hop routing method using the Star-Mesh networks. Also, we use the sensor devices which are satisfied with the IEEE 802.15.4 specification. The used devices are the Nano-24 modules in Octacomm Co. Ltd. A RSSI is very important factor in position recognition analysis. It makes use of the way that decides position recognition and user identification in narrow indoor space. In experiments, we can analyze properties of the RSSI, draw the parameter about position recognition. The experimental result is that RSSI value is attenuated according to increasing distances. It also derives property of the radio frequency (RF) signal. Moreover, we express the monitoring program using the Microsoft C#. Finally, the proposed methods are expected to protect a sudden death and an accident in home.

Context Aware Feature Selection Model for Salient Feature Detection from Mobile Video Devices (모바일 비디오기기 위에서의 중요한 객체탐색을 위한 문맥인식 특성벡터 선택 모델)

  • Lee, Jaeho;Shin, Hyunkyung
    • Journal of Internet Computing and Services
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    • v.15 no.6
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    • pp.117-124
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    • 2014
  • Cluttered background is a major obstacle in developing salient object detection and tracking system for mobile device captured natural scene video frames. In this paper we propose a context aware feature vector selection model to provide an efficient noise filtering by machine learning based classifiers. Since the context awareness for feature selection is achieved by searching nearest neighborhoods, known as NP hard problem, we apply a fast approximation method with complexity analysis in details. Separability enhancement in feature vector space by adding the context aware feature subsets is studied rigorously using principal component analysis (PCA). Overall performance enhancement is quantified by the statistical measures in terms of the various machine learning models including MLP, SVM, Naïve Bayesian, CART. Summary of computational costs and performance enhancement is also presented.

Usability Test on Haptic Interaction With Real Object in Virtual Reality (실제 사물을 이용한 VR 햅틱 인터랙션 사용성 테스트)

  • Yang, Han Ul;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.197-203
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    • 2018
  • As people's interest in Virtual Reality has recently increased, peripherals have also made many progress. There is a lot of research being done from VR environment to VR configuration through scanning at room level with various interface devices that can interact with objects in the environment. According to current VR research Home VR uses multiple haptic interfaces to interact with objects configured in the VR environment, the method uses room scanning to some extent is beyond the spatial constraints and may use tracking equipment to interact with real objects. And advances in 3D printers have enabled the distribution of commercial 3D printers and home 3D printers, and made it easy for 3D printers to create models of their choice at home or at home. Considering the above two factors, We think it is necessary to study the difference between a model's object that people feel when interacting directly with an easy-to-create model in a VR environment. Therefore, in this paper, we are going to implement objects produced by 3D printers in VR space and study the differences between using real objects and other general interaction equipment through user testing with those that are actually implemented.

Time Synchronization Algorithm using the Clock Drift Rate and Reference Signals Between Two Sensor Nodes (클럭 표류율과 기준 신호를 이용한 두 센서 노드간 시간 동기 알고리즘)

  • Kim, Hyoun-Soo;Jeon, Joong-Nam
    • The KIPS Transactions:PartC
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    • v.16C no.1
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    • pp.51-56
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    • 2009
  • Time synchronization algorithm in wireless sensor networks is essential to various applications such as object tracking, data encryption, duplicate detection, and precise TDMA scheduling. This paper describes CDRS that is a time synchronization algorithm using the Clock Drift rate and Reference Signals between two sensor nodes. CDRS is composed of two steps. At first step, the time correction is calculated using offset and the clock drift rate between the two nodes based on the LTS method. Two nodes become a synchronized state and the time variance can be compensated by the clock drift rate. At second step, the synchronization node transmits reference signals periodically. This reference signals are used to calculate the time difference between nodes. When this value exceeds the maximum error tolerance, the first step is performed again for resynchronization. The simulation results on the performance analysis show that the time accuracy of the proposed algorithm is improved, and the energy consumption is reduced 2.5 times compared to the time synchronization algorithm with only LTS, because CDRS reduces the number of message about 50% compared to LTS and reference signals do not use the data space for timestamp.

A Store Recommendation Procedure in Ubiquitous Market for User Privacy (U-마켓에서의 사용자 정보보호를 위한 매장 추천방법)

  • Kim, Jae-Kyeong;Chae, Kyung-Hee;Gu, Ja-Chul
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.123-145
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    • 2008
  • Recently, as the information communication technology develops, the discussion regarding the ubiquitous environment is occurring in diverse perspectives. Ubiquitous environment is an environment that could transfer data through networks regardless of the physical space, virtual space, time or location. In order to realize the ubiquitous environment, the Pervasive Sensing technology that enables the recognition of users' data without the border between physical and virtual space is required. In addition, the latest and diversified technologies such as Context-Awareness technology are necessary to construct the context around the user by sharing the data accessed through the Pervasive Sensing technology and linkage technology that is to prevent information loss through the wired, wireless networking and database. Especially, Pervasive Sensing technology is taken as an essential technology that enables user oriented services by recognizing the needs of the users even before the users inquire. There are lots of characteristics of ubiquitous environment through the technologies mentioned above such as ubiquity, abundance of data, mutuality, high information density, individualization and customization. Among them, information density directs the accessible amount and quality of the information and it is stored in bulk with ensured quality through Pervasive Sensing technology. Using this, in the companies, the personalized contents(or information) providing became possible for a target customer. Most of all, there are an increasing number of researches with respect to recommender systems that provide what customers need even when the customers do not explicitly ask something for their needs. Recommender systems are well renowned for its affirmative effect that enlarges the selling opportunities and reduces the searching cost of customers since it finds and provides information according to the customers' traits and preference in advance, in a commerce environment. Recommender systems have proved its usability through several methodologies and experiments conducted upon many different fields from the mid-1990s. Most of the researches related with the recommender systems until now take the products or information of internet or mobile context as its object, but there is not enough research concerned with recommending adequate store to customers in a ubiquitous environment. It is possible to track customers' behaviors in a ubiquitous environment, the same way it is implemented in an online market space even when customers are purchasing in an offline marketplace. Unlike existing internet space, in ubiquitous environment, the interest toward the stores is increasing that provides information according to the traffic line of the customers. In other words, the same product can be purchased in several different stores and the preferred store can be different from the customers by personal preference such as traffic line between stores, location, atmosphere, quality, and price. Krulwich(1997) has developed Lifestyle Finder which recommends a product and a store by using the demographical information and purchasing information generated in the internet commerce. Also, Fano(1998) has created a Shopper's Eye which is an information proving system. The information regarding the closest store from the customers' present location is shown when the customer has sent a to-buy list, Sadeh(2003) developed MyCampus that recommends appropriate information and a store in accordance with the schedule saved in a customers' mobile. Moreover, Keegan and O'Hare(2004) came up with EasiShop that provides the suitable tore information including price, after service, and accessibility after analyzing the to-buy list and the current location of customers. However, Krulwich(1997) does not indicate the characteristics of physical space based on the online commerce context and Keegan and O'Hare(2004) only provides information about store related to a product, while Fano(1998) does not fully consider the relationship between the preference toward the stores and the store itself. The most recent research by Sedah(2003), experimented on campus by suggesting recommender systems that reflect situation and preference information besides the characteristics of the physical space. Yet, there is a potential problem since the researches are based on location and preference information of customers which is connected to the invasion of privacy. The primary beginning point of controversy is an invasion of privacy and individual information in a ubiquitous environment according to researches conducted by Al-Muhtadi(2002), Beresford and Stajano(2003), and Ren(2006). Additionally, individuals want to be left anonymous to protect their own personal information, mentioned in Srivastava(2000). Therefore, in this paper, we suggest a methodology to recommend stores in U-market on the basis of ubiquitous environment not using personal information in order to protect individual information and privacy. The main idea behind our suggested methodology is based on Feature Matrices model (FM model, Shahabi and Banaei-Kashani, 2003) that uses clusters of customers' similar transaction data, which is similar to the Collaborative Filtering. However unlike Collaborative Filtering, this methodology overcomes the problems of personal information and privacy since it is not aware of the customer, exactly who they are, The methodology is compared with single trait model(vector model) such as visitor logs, while looking at the actual improvements of the recommendation when the context information is used. It is not easy to find real U-market data, so we experimented with factual data from a real department store with context information. The recommendation procedure of U-market proposed in this paper is divided into four major phases. First phase is collecting and preprocessing data for analysis of shopping patterns of customers. The traits of shopping patterns are expressed as feature matrices of N dimension. On second phase, the similar shopping patterns are grouped into clusters and the representative pattern of each cluster is derived. The distance between shopping patterns is calculated by Projected Pure Euclidean Distance (Shahabi and Banaei-Kashani, 2003). Third phase finds a representative pattern that is similar to a target customer, and at the same time, the shopping information of the customer is traced and saved dynamically. Fourth, the next store is recommended based on the physical distance between stores of representative patterns and the present location of target customer. In this research, we have evaluated the accuracy of recommendation method based on a factual data derived from a department store. There are technological difficulties of tracking on a real-time basis so we extracted purchasing related information and we added on context information on each transaction. As a result, recommendation based on FM model that applies purchasing and context information is more stable and accurate compared to that of vector model. Additionally, we could find more precise recommendation result as more shopping information is accumulated. Realistically, because of the limitation of ubiquitous environment realization, we were not able to reflect on all different kinds of context but more explicit analysis is expected to be attainable in the future after practical system is embodied.