• 제목/요약/키워드: Visual Tracking

검색결과 528건 처리시간 0.023초

Learning a Single Joint Perception-Action Coupling: A Pilot Study

  • Ryu, Young-Uk
    • The Journal of Korean Physical Therapy
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    • 제22권6호
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    • pp.43-51
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    • 2010
  • Purpose: This study examined the influence of visuomotor congruency on learning a relative phase relationship between a single joint movement and an external signal. Methods: Participants (N=5) were required to rhythmically coordinate elbow flexion-extension movements with a continuous sinusoidal wave (0.375 Hz) at a $90^{\circ}$ relative phase relationship. The congruent group was provided online feedback in which the elbow angle decreased (corresponding to elbow flexion) as the angle trajectory was movingup, and vice versa. The incongruent group was provided online feedback in which the elbow angle decreased as the angle trajectory was moving down, and vice versa. There were two practice sessions (day 1 and 2) and each session consisted of 6 trials per block (5 blocks per session). Retention tests were performed 24 hours after session 2, and only the external sinusoidal wave was provided. Repeated ANOVAs were used for statistical analysis. Results: During practice, the congruent group was significantly less variable than the incongruent group. Phase variability in the incongruent group did not significantly change across blocks, while variability decreased significantly in the congruent group. In retention, the congruent group produced the required $90^{\circ}$ relative phase pattern with significantly less phase variability than the incongruent group. Conclusions: Congruent visual feedback facilitates learning. Moreover, the deprivation of online feedback does not affect the congruent group but does affect the incongruent group in retention.

센서 퓨전을 통한 인공지능 4족 보행 애완용 로봇 (An Intelligence Embedding Quadruped Pet Robot with Sensor Fusion)

  • 이래경;박수민;김형철;권용관;강석희;최병욱
    • 제어로봇시스템학회논문지
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    • 제11권4호
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    • pp.314-321
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    • 2005
  • In this paper an intelligence embedding quadruped pet robot is described. It has 15 degrees of freedom and consists of various sensors such as CMOS image, voice recognition and sound localization, inclinometer, thermistor, real-time clock, tactile touch, PIR and IR to allows owners to interact with pet robot according to human's intention as well as the original features of pet animals. The architecture is flexible and adopts various embedded processors for handling sensors to provide modular structure. The pet robot is also used for additional purpose such like security, gaming visual tracking, and research platform. It is possible to generate various actions and behaviors and to download voice or music files to maintain a close relation of users. With cost-effective sensor, the pet robot is able to find its recharge station and recharge itself when its battery runs low. To facilitate programming of the robot, we support several development environments. Therefore, the developed system is a low-cost programmable entertainment robot platform.

차량모델을 고려한 햅틱 큐 기어변속보조 시스템의 성능평가 (Performance Evaluation of Driver Supportive System with Haptic Cue Gear-shifting Function Considering Vehicle Model)

  • 한영민;성락훈
    • 한국소음진동공학회논문집
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    • 제24권1호
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    • pp.54-61
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    • 2014
  • This paper proposes a driver supportive device with haptic cue function which can transmit optimal gear shifting timing to a driver without requiring the driver's visual attention. Its performance is evaluated under vehicle model considering automotive engine, transmission and vehicle body. In order to achieve this goal, a torque feedback device is devised and manufactured by adopting the MR (magnetorheological) fluid and clutch mechanism. The manufactured MR clutch is then integrated with the accelerator pedal to construct the proposed haptic cue device. A virtual vehicle emulating a four-cylinder four-stroke engine, manual transmission system of a passenger vehicle and vehicle body is constructed and communicated with the manufactured haptic cue device. Control performances including torque tracking and fuel efficiency are experimentally evaluated via a simple feed-forward control algorithm.

초등학생의 창의적 과학문제해결과정 분석 (Analysis of Creative Science Problem Solving Process of Elementary School Students)

  • 이슬기;신원섭;임채성
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권3호
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    • pp.395-405
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    • 2019
  • The purpose of this study is to analyze the process of creative science problem solving (CSPS) in elementary school students. To do this, 6 graders (n=9) at a elementary school in Seoul were participated. In this study, fixed eye-tracker with 250 Hz sampling and observation camera were used. The results of this study, the students with higher ability to solve creative science problems had a slower saccade, and had more visual attention on core clues and a greater number of eye changes. Therefore, students with higher ability to solve creative science problems showed more effective eye movement and faster information processing to solve problems. The CSPS types of elementary students were classified as 'declarative knowledge type', 'procedural knowledge type', 'conditional knowledge type', 'knowledge lack type'. Because each type appears to be complementary, CSPS process for elementary students who have integrated the four types was devised. The results of this study can be used as basic data for understanding elementary school students' CSPS and will help to develop and guide creative science teaching and learning programs useful to elementary school students and science gifted students.

Development of Optical Sighting System for Moving Target Tracking

  • Jeung, Bo-Sun;Lim, Sung-Soo;Lee, Dong-Hee
    • Current Optics and Photonics
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    • 제3권2호
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    • pp.154-163
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    • 2019
  • In this study, we developed an optical sighting system capable of shooting at a long-distance target by operating a digital gyro mirror composed of a gyro sensor and an FSM. The optical sighting system consists of a reticle part, a digital gyro mirror (FSM), a parallax correction lens, a reticle-ray reflection mirror, and a partial reflection window. In order to obtain the optimal volume and to calculate the leading angle range according to the driving angle of the FSM, a calculation program using Euler rotation angles and a three-dimensional reflection matrix was developed. With this program we have confirmed that the horizontal leading angle of the developed optical sighting system can be implemented under about ${\pm}8^{\circ}$ for the maximum horizontal driving angle (${\beta}={\pm}12.5^{\circ}$) of the current FSM. Also, if the ${\beta}$ horizontal driving angle of the FSM is under about ${\pm}15.5^{\circ}$, it can be confirmed that the horizontal direction leading angle can be under ${\pm}10.0^{\circ}$. If diagonal leading angles are allowed, we confirmed that we can achieve a diagonal leading angle of ${\pm}10.0^{\circ}$ with a vertical driving angle ${\alpha}$ of ${\pm}7.1^{\circ}$ and horizontal driving angle ${\beta}$ of ${\pm}12.5^{\circ}$.

물리 기반 그래픽 시뮬레이션을 이용한 비강체 추적 오픈소스 프레임워크 (An Open Source Framework for Visual Tracking of Non-rigid Body with Physics-based Graphical Simulation)

  • 김창섭;김형민;구태홍;권태수;박종일
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2018년도 하계학술대회
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    • pp.292-293
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    • 2018
  • 최근 증강현실 산업 분야가 많은 각광을 받고, 시장이 성장함에 따라 보다 쉽게 증강현실을 구현 할 수 있도록 많은 SDK(Software Development Kit)들이 발표되었다. 기존에 발표 된 SDK들이 대부분 강체 추적만을 제공한다. 이는 현재 추적 알고리즘의 기반이 되는 이론이 강체에 한정되어 있기 때문이다. 그러나 제안하는 프레임워크는 강체 추적뿐만 아니라 비강체 추적 또한 가능하다. 이를 위하여, 제안하는 프레임워크는 증강현실의 핵심 기술인 추적 엔진과 보다 넓은 확장성을 가지도록 추적하고자 하는 물체를 사전에 분석하고 실시간으로 모델 변형 정보를 추정하는 시뮬레이션 엔진으로 구성된다. 추적 엔진은 기본적으로 물체의 표면에 존재하는 특징점 정보를 이용하여 추적을 진행 하되, 비강체 추적을 위하여 시뮬레이션 엔진의 도움을 받는 형태로 구성된다. 시뮬레이션 엔진에서는 물체의 역학 파라미터를 추정하여 이를 추적을 진행 할 때, 추적 엔진의 물체 표면 특징점 정보를 이용하여 물체의 변형 정보를 추정한다. 또한 제안하는 프레임워크는 성능 상의 장점 외에도 오픈소스로 공개되기에 국내 증강현실 시장 성장에 발판이 될 것으로 기대된다.

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소프트웨어 요구사항 추적 및 변경 관리를 위한 시각화 모델 (Visualization models for tracking software requirements and managing their changes)

  • 송유리;김현수
    • 인터넷정보학회논문지
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    • 제22권3호
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    • pp.59-66
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    • 2021
  • 이 연구에서는 소프트웨어 개발 과정에서 소프트웨어 시스템의 품질을 높이기 위해 요구사항에 대한 추적성 관리 및 변경 관리를 체계적으로 수행하는 요구사항 모니터링 방법을 제안한다. 이를 위해 산출물 간 연관 관계를 정의하기 위한 추적 매트릭스와 개별산출물들에 대한 변경 관리를 체계적으로 수행하기 위한 산출물 변경 이력 관리 모델을 제시한다. 또한 특정 산출물이 변경될 때 연관된 산출물에 변경이 파급되는 상황을 쉽게 파악할 수 있도록 하는 시각적 대시보드도 제안한다.

어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이 (Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game)

  • 최규혁;김미진
    • 한국게임학회 논문지
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    • 제20권6호
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    • pp.3-12
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    • 2020
  • 플레이어 경험연구는 게임콘텐츠에 대한 플레이어의 행동과 심리적 반응을 포함하며, 포괄적인 게임경험보다는 특정 게임요소에 대한 플레이어의 미적경험에 집중하고 있다. 본 논문은 게임플레이 과정에서 도출되는 플레이어의 미적경험 데이터를 코드로 제시하고 어드벤처 게임을 대상으로 플레이어 경험수준별 미적경험 데이터를 분석하였다. 이러한 연구결과는 기존 게임분석 연구의 한계를 보완할 수 있으며, 창작자가 게임디자인 단계에서 적용할 수 있는 실질적인 정보를 제공할 수 있을 것이다.

Use of gaze entropy to evaluate situation awareness in emergency accident situations of nuclear power plant

  • Lee, Yejin;Jung, Kwang-Tae;Lee, Hyun-Chul
    • Nuclear Engineering and Technology
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    • 제54권4호
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    • pp.1261-1270
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    • 2022
  • This study was conducted to investigate the possibility of using gaze entropy to evaluate an operator's situation awareness in an emergency accident situation of a nuclear power plant. Gaze entropy can be an effective measure for evaluating an operator's situation awareness at a nuclear power plant because it can express gaze movement as a single comprehensive number. In order to determine the relationship between situation awareness and gaze entropy for an emergency accident situation of a nuclear power plant, an experiment was conducted to measure situation awareness and gaze entropy using simulators created for emergency accident situations LOCA, SGTR, SLB, and LOV. The experiment was to judge the accident situation of nuclear power plants presented in the simulator. The results showed that situation awareness and Shannon, dwell time, and Markov entropy had a significant negative correlation, while visual attention entropy (VAE) did not show any significant correlation with situation awareness. The results determined that Shannon entropy, dwell time entropy, and Markov entropy could be used as measures to evaluate situation awareness.

게임플레이어의 미적경험 데이터 측정방법 (Measurement Method on Aesthetic Experience of Game Player)

  • 최규혁;김미진
    • 한국엔터테인먼트산업학회논문지
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    • 제14권5호
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    • pp.207-215
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    • 2020
  • 게임의 미적경험 연구는 플레이경험의 예술적 담론 형태의 인문·사회적 접근과 게임 내 특정 대상의 구조적 판별 위주의 공학적 접근에 편중되어 있다. 본 논문은 게임플레이 과정에서 플레이어의 경험적 측면을 분석할 수 있는 미적경험 과정에 대한 이론적 틀을 마련하였다. 이를 바탕으로 미적경험에 대한 인지적 데이터(시선추적, 플레이행동, 얼굴표정)의 유형을 분류하고 그 측정방법을 제시하였다. 파일럿 테스트를 통해 측정방법의 오류 및 고려사항을 도출함으로써 플레이어 관점의 실증적 연구를 수행하는데 기여할 것이다.