• Title/Summary/Keyword: Z축

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Displacement Measurement of a Floating Structure Model Using a Video Data (동영상을 이용한 부유구조물 모형의 변위 관측)

  • Han, Dong Yeob;Kim, Hyun Woo;Kim, Jae Min
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.2
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    • pp.159-164
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    • 2013
  • It is well known that a single moving camera video is capable of extracting the 3-dimensional position of an object. With this in mind, current research performed image-based monitoring to establish a floating structure model using a camcorder system. Following this, the present study extracted frame images from digital camcorder video clips and matched the interest points to obtain relative 3D coordinates for both regular and irregular wave conditions. Then, the researchers evaluated the transformation accuracy of the modified SURF-based matching and image-based displacement estimation of the floating structure model in regular wave condition. For the regular wave condition, the wave generator's setting value was 3.0 sec and the cycle of the image-based displacement result was 2.993 sec. Taking into account mechanical error, these values can be considered as very similar. In terms of visual inspection, the researchers observed the shape of a regular wave in the 3-dimensional and 1-dimensional figures through the projection on X Y Z axis. In conclusion, it was possible to calculate the displacement of a floating structure module in near real-time using an average digital camcorder with 30fps video.

Feature Extraction of the 3-Dimensional Objects with Circular Cross Sections (단면이 원인 3차원 물체의 특징 추출)

  • Cho, Dong-Uk
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.4
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    • pp.866-876
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    • 1996
  • A feature extraction method for the objects that have a circular cross section is proposed.To implement a robust recognition system which can effectively deal with various types of 2-dimensional image and 3-dimensional image, both 2- dimensional information and 3-dimensional information should be collectively extracted and combined for the optimum. For this, this paper presents a feature extraction method for 3-dimensional objects, particularly for the objects with a circular cross section which most objects in the real world are known to have. Firstly, the Z gradient is proposed to extract the shape information from those objects. Using this information, normal vectors are derived from the surface patches. The intersection points between the vectors are applied to the geometric feature extraction.Also, for more accurate recognition, a feature extraction method for between surface regions is proposed.Finally, the extraction method of function information is investigated for the final recognition process.The usefulness of the proposed method is proved through the experimentation.

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The Study for the Reconstruction of two objects using the Stereo X-ray Inspection System (스테레오 X-선 검색장치를 이용한 이중물체 형상복원 연구)

  • Hwang, Young-Gwan;Lee, Nam-Ho;Park, Jong-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4152-4158
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    • 2012
  • The Stereo X-ray inspection system is designed for effectively providing the additional information of objects than the conventional inspection system that offers only 2D cross-section of objects. We studied the geometric improvement of the stereo X-ray inspection system, the stereo matching algorithm of the single object using the edge and the volume reconstruction method for the inspected object. In this paper, we conduct a matching algorithm to find the correspondences between the images and reconstruct 3-D shapes of real objects using the stereo X-ray images. Also, we apply a new 3D reconstruction algorithm for the discrimination of two objects. For the separation of the overlapping objects, we calculate the vector of the object and divide inner and outer voxel of objects. And for the elimination of the overlapping area, we study the reconstruct 3D shapes using the threshold based Z-axis. The experimental results show that the proposed technique can enhance the accuracy of stereo matching and give more efficient visualization for overlap objects in the restricted environment.

Real-Time Step Count Detection Algorithm Using a Tri-Axial Accelerometer (3축 가속도 센서를 이용한 실시간 걸음 수 검출 알고리즘)

  • Kim, Yun-Kyung;Kim, Sung-Mok;Lho, Hyung-Suk;Cho, We-Duke
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.17-26
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    • 2011
  • We have developed a wearable device that can convert sensor data into real-time step counts. Sensor data on gait were acquired using a triaxial accelerometer. A test was performed according to a test protocol for different walking speeds, e.g., slow walking, walking, fast walking, slow running, running, and fast running. Each test was carried out for 36 min on a treadmill with the participant wearing an Actical device, and the device developed in this study. The signal vector magnitude (SVM) was used to process the X, Y, and Z values output by the triaxial accelerometer into one representative value. In addition, for accurate step-count detection, we used three algorithms: an heuristic algorithm (HA), the adaptive threshold algorithm (ATA), and the adaptive locking period algorithm (ALPA). The recognition rate of our algorithm was 97.34% better than that of the Actical device(91.74%) by 5.6%.

Customized Estimating Algorithm of Physical Activities Energy Expenditure using a Tri-axial Accelerometer (3축 가속도 센서를 이용한 신체활동에 따른 맞춤형 에너지 측정 알고리즘)

  • Kim, Do-Yoon;Jeon, So-Hye;Kang, Seung-Yong;Kim, Nam-Hyun
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.103-111
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    • 2011
  • The research has increased the role of physical activity in promoting health and preventing chronic disease. Estimating algorithm of physical activity energy expenditure was implemented by using a tri-axial accelerometer motion detector of the SVM(Signal Vector Magnitude) of 3-axis(x, y, z). COUNT method has been proven through experiments of validity Freedson, Hendelman, Leenders, Yngve was implemented by applying the SVM method. A total of 10 participants(5 males and 5 females aged between 20 and 30 years). The activity protocol consisted of three types on treadmill; participants performed three treadmill activity at three speeds(3, 5, 8 km/h). These activities were repeated four weeks. Customized estimating algorithm for energy expenditure of physical activities were implemented with COUNT and SVM correlation between the data.

Comparative analysis of high-clear motion of female middle school student using COM and COP parameter (질량중심 및 압력중심을 이용한 여자 중학생의 하이클리어 동작 비교 분석)

  • Han, KiHoon;Park, JoonSung;Kwon, WooMoon;Kim, JaeWoong
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.4
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    • pp.786-793
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    • 2020
  • The purpose of this study is to analysis the horizontal distance of COM and COP and the movement patterns of COM and COP during the badminton high-clear of woman middle school student. The select variables used in the statistical analyses(independent sample T-test) were the horizontal distance of COM and COP at (E4), and the maximum COM displacement of the back-, forward-, whole-swing phases between expert and novice groups. Based on the results in this study, it was concluded that: First, expert group showed the shorter horizontal distance between COM and COP in anteroposterior axis (X-axis) at Event 4 compared to the novice group. Second, expert group dominantly used COM vertical movement while novice group actively used COM horizontal movement during the badminton high-clear stroke.

Estimating Algorithm of Physical Activity Energy Expenditure and Physical Activity Intensity using a Tri-axial Accelerometer (3축 가속도 센서를 이용한 신체활동 에너지 소비량과 신체활동 강도 예측 알고리즘)

  • Kim, D.Y.;Hwang, I.H.;Jeon, S.H.;Bae, Y.H.;Kim, N.H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.5 no.1
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    • pp.27-33
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    • 2011
  • Estimating algorithm of physical activity energy expenditure and physical activity intensity was implemented by using a tri-axial accelerometer motion detector of the SVM(Signal Vector Magnitude) of 3-axis(x, y, z). A total of 10 participants(5 males and 5 females aged between 20 and 30 years). The ActiGraph(LLC, USA) and Fitmeter(Fit.life, korea) was positioned anterior superior iliac spine on the body. The activity protocol consisted of three types on treadmill; participants performed three treadmill activity at three speeds(3, 5, 8 km/h). Each activity was performed for 7 minutes with 4 minutes rest between each activity for the steady state. These activities were repeated four weeks. Algorithm for METs, kcal and intensity of activities were implemented with ActiGraph and Fitmeter correlation between the data.

A 3D graphic pipelines with an efficient clipping algorithm (효율적인 클리핑 기능을 갖는 3차원 그래픽 파이프라인 구조)

  • Lee, Chan-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.45 no.8
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    • pp.61-66
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    • 2008
  • Recently, portable devices which require small area and low power consumption employ applications using 3D graphics such as 3D games and 3D graphical user interfaces. We propose an efficient clipping engine algorithm which is suitable in 3D graphics pipeline. The clipping operation is divided into two steps: one is the selection process in the transformation engine and the other is the pixel clipping process in the scan conversion unit. The clipping operation is possible with addition of simple comparator. The clipping for the Y-axis is achieved in the edge walk stage and that for the X and Z-axis is performed in the span processing. The proposed clipping algorithm reduces the operation cycles and the area of of 3D graphics pipelines. We designed a 3D graphics pipeline with the proposed clipping algorithm using Verilog-HDL and verifies the operation using an FPGA.

Haptic and Sound Grid for Enhanced Positioning in 3-D Virtual Environment (햅틱 / 사운드 그리드를 이용한 3차원 가상 환경 내의 위치 정보 인식 향상)

  • Kim, Seung-Chan;Yang, Tae-Heon;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.447-454
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    • 2007
  • 본 논문에서는 사용자의 가상환경 내의 위치 정보에 대한 감각을 향상시키는 방법론으로서 햅틱 피드백(haptic feedback)과 사운드 피드백(sound feedback)의 모달리티를 활용한 그리드(grid)를 제안한다. 제안된 그리드는 사용자의 3차원 공간 내의 움직임(explorative procedure)에 추가적인 비 시각적인(non-visual) 위치정보 피드백을 부여하는데 그 목적을 두고 있다. 햅틱 모달리티를 활용한 3차원 그리드는 SensAble사의 PHANTOM(R) Omni$^{TM}$ 를 활용하여 설계되었으며, 사운드 모달리티를 활용한 경우 저주파 배경음의 주파수 특성(frequency characteristics of sound source)을 사용자 손의 공간 좌표값에 근거하여 재생 시의 표본 추출 비율(sampling rate)를 연속적으로 바꾸는 방식으로 설계되었다. 이러한 공간 그리드는 두 모달리티 각각의 독립적인 제시 및 동시 제시/제거를 통해 평가되었으며, 동시 제시의 경우 두 모달리티간의 어긋남(cross-modal asynchrony)이 없도록 설계되어 사용자의 공간 작업 시 모달리티간의 조화 (manipulating congruency)를 확보할 수 있도록 하였다. 실험을 통해 얻어진 결과는 그것의 통계적 유의미성을 분석하기 위해 다원변량분석과 사후검증(Turkey. HSD)을 거쳐 해석이 되었다. 공간 내 특정 좌표 선택을 기준으로 하는 그리드의 사용자 평과 결과, 3차원 내의 움직임에 대해 햅틱 및 사운드 피드백의 비 시각적 피드백은 사용자의 공간 작업의 오차를 줄여 주고 있음이 확인되었다. 특히 시각적인 정보만으로 확인하기 어려운 Z축 상의 움직임은 그리드의 도움으로 그 오차정도가 50% 이상 줄어 드는 것으로 확인되었다(F=19.82, p<0.01). 이러한 시각적 정보를 보존하는 햅틱, 사운드 피드백 방식을 HCI의 중요한 요소인 사용성과 유용성과 연관시켜 MMHCI(multimodal human-computer interaction) 방법론으로의 적용 가능성을 검토해 본다.

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A Study on the Implementation of Multi-touch model using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 멀티터치 모델 구현에 관한 연구)

  • Kang, Im-Chul;Kim, Beom-Seok;Hur, Gi-Taek;Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.83-90
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    • 2010
  • In this paper, we use VR technologies including touch processing technologies and haptic devices to offer touch of fish objects to users. The Omni, a kind of haptic device and made by Sensable Inc., is used to implement multi touch model in VR space. In addition, Matlab/Simulink and proSENSE Virtual Touch Toolbox of Handshake Inc., are used as programing tools. Functions needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of fish objects modeled with 3D. Such movements offer realistic physical interactions to two users controlling multi point respectively. In experiment, to perceive the appearance of 3D object by touch and to feel the respiration by touch are well conducted. We also verify that it is possible to develop games or contents through multi participation in VR Space by using multi point.