• Title/Summary/Keyword: body pose

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Cloth Product Recognition based on Siamese Network with Body Region Extraction method

  • Budiman, Sutanto Edward;Kurniawan, Edwin;Lee, Seung Heon;Lee, Jae Seung;Lee, Suk-Ho
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.128-134
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    • 2022
  • Nowadays, people consume a lot of content such as web dramas or K-pop videos through mobile devices such as smartphones, and the market for indirect advertisements through these web dramas or K-pop videos is also increasing every year. In order to lead to the immediate purchase of indirect products in web dramas, a system that allows consumers to purchase immediately at the time the products appear in the drama is needed. In this paper, we propose a system to allow viewers to purchase products worn by celebrities immediately when viewers see and click on them. When a user clicks on a video, it recognizes the product worn by the celebrity, and displays information on the screen on the most similar product corresponding to the recognized product, allowing them to go to the seller's site where they can purchase it. In order for such a system to operate stably, a pose estimation and siamese network-based system is proposed. The proposed system will primarily be released as a streaming service in the form of an app or web page that connects the products in web dramas or other K-pop video contents screened on the mobile with e-commerce. Furthermore, in the future, the technology is expected to be used globally in various industries such as smart mobility and display kiosks.

Generating Augmented Lifting Player using Pose Tracking

  • Choi, Jong-In;Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.5
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    • pp.19-26
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    • 2020
  • This paper proposes a framework for creating acrobatic scenes such as soccer ball lifting using various users' videos. The proposed method can generate a desired result within a few seconds using a general video of user recorded with a mobile phone. The framework of this paper is largely divided into three parts. The first is to analyze the posture by receiving the user's video. To do this, the user can calculate the pose of the user by analyzing the video using a deep learning technique, and track the movement of a selected body part. The second is to analyze the movement trajectory of the selected body part and calculate the location and time of hitting the object. Finally, the trajectory of the object is generated using the analyzed hitting information. Then, a natural object lifting scenes synchronized with the input user's video can be generated. Physical-based optimization was used to generate a realistic moving object. Using the method of this paper, we can produce various augmented reality applications.

Virtual Reality Contents for Rehabilitation Training Utilizing Skeletal Data and Foot Pressure Mat (골격 데이터와 발 압력매트를 활용한 재활 훈련용 가상 현실 콘텐츠)

  • Jongwook Si;Hyeri Jeong;Sangjin Lee;Sungyoung Kim
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.17 no.5
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    • pp.330-338
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    • 2024
  • With the growing interest in rehabilitation therapy and exercise programs, there is an increasing need for smart content that simultaneously addresses both health and engagement. Particularly, exercises performed in a state of physical imbalance carry a high risk of injury, making it essential to detect and integrate balance into the training process. This paper proposes Rehabilitation Training program that combines a pressure platform with virtual reality (VR) technology to address this issue. The program enables users to perform exercises such as squats, stationary walking, and forward-backward walking in a VR environment, utilizing real-time foot pressure data captured through a pressure mat. Additionally, an algorithm based on YOLOv8-pose extracted skeletal coordinates is proposed to assess body balance and automatically count squat repetitions. The experimental results showed an average accuracy of 87.9% for each posture, confirming that users can be provided with a safer, more efficient, and immersive training experience through this approach.

Dynamics of Extra-Vehicular Activities in Low-Gravity Surface Environments

  • Spencer, David A.;Gast, Matthew A.
    • International Journal of Aeronautical and Space Sciences
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    • v.14 no.1
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    • pp.11-18
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    • 2013
  • Human spaceflight experience in extra-vehicular activity (EVA) is limited to two regimes: the micro-gravity environment of Earth orbit, and the lunar surface environment at one-sixth of Earth's gravity. Future human missions to low-gravity bodies, including asteroids, comets, and the moons of Mars, will require EVA techniques that are beyond the current experience base. In order to develop robust approaches for exploring these small bodies, the dynamics associated with human exploration on low-gravity surface must be characterized. This paper examines the translational and rotational motion of an astronaut on the surface of a small body, and it is shown that the low-gravity environment will pose challenges to the surface mobility of an astronaut, unless new tools and EVA techniques are developed. Possibilities for addressing these challenges are explored, and utilization of the International Space Station to test operational concepts and hardware in preparation for a low-gravity surface EVA is discussed.

Extraction of Human Body Using Hybrid Silhouette Extraction Method in Intelligent Robot System (지능형 로봇 시스템에서 하이브리드 실루엣 추출 방법을 이용한 인간의 몸 추출)

  • Kim Moon Hwan;Joo Young Hoon;Park Jin Bae;Cho Young Jo;Chi Su Young;Kim Hye Jin
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2005.11a
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    • pp.257-260
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    • 2005
  • This paper discusses a human body extraction method for mobile robot system. The skeleton features are used to analyze human motion and pose estimation. The intelligent robot system requires more robust silhouette extraction method because it has internal vibration and low resolution. The new hybrid silhouette extraction method is proposed to overcome this constrained environment. Finally, the experimental results show the superiority of the Proposed method.

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Analysis of Dynamic Behavior of Spiral Grooved Air-Dynamic Bearings (나선홈을 가진 공기 동압베어링의 동역학적 거동 해석)

  • 신용호;최우천
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.11a
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    • pp.498-501
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    • 2000
  • Air dynamic bearings are inherently unstable in dynamic behavior due to the varying angle of a force produced and the nonlinear characteristics of stiffness. In this study, such dynamic behavior is obtained and compared with experimental results. A body axis coordinate system is employed to avoid the change of a moment of inertia. FDM is used to calculate the pressure distribution on the bearing surface and then the force acting on the rotor was calculated by integrating the pressure distribution. By integrating accelerations which are calculated from the equations of motion using the 4th order Runge-Kutta method, the pose of the bearing at each time step is obtained.

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Metaverse Interaction Technology Trends and Development Prospects (메타버스 상호작용 기술 동향 및 발전 전망)

  • S.M. Baek;Y.H. Lee;J.Y. Kim;S.H. Park;Y.-H. Gil
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.12-23
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    • 2024
  • The Metaverse industry is developing rapidly, and related technologies are being actively improved. Tools such as controllers, keyboards, and mouses are used to interact in the Metaverse, but they are not natural and intuitive interfaces to resemble real-world interactions. Immersive interaction in a Metaverse space requires the engagement of various senses such as vision, touch, and proprioception. Moreover, in terms of body senses, it requires a sense of body ownership and agency. In addition, eliciting cognitive and emotional empathy based on non-verbal expression, which cannot be suitably conveyed to the digital world, requires higher-level technologies than existing emotion measurement solutions. This diversity of technologies can converge to build an immersive realistic Metaverse environment. We review the latest research trends in technologies related to immersive interactions and analyze future development prospects.

Relationships of High School Girls Menstrual Disorders with the Inbody Test Results by Sasang Constitutions (사상체질(四象體質)에 따른 여고생의 월경장애와 Inbody 검사결과와의 관계)

  • Cho, Hye-Sook;Kim, Soo-Hyun;Kim, Jong-Won;Lee, In-Seon
    • The Journal of Korean Obstetrics and Gynecology
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    • v.26 no.4
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    • pp.150-168
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    • 2013
  • Purpose: The purpose of this study is to find out the patterns of teenage girls who is easy to suffer from dysmenorrhea with the Inbody test results by Sasang constitutions. Methods: The data from the 1681 participants were collected using a structured menstrual history questionnaire. Based on the survey responses, we had 97 adolescents with menstrual disorder as the test group and 97 adolescents without menstrual disorder as the control group. The clinical trials subjects were asked to respond to another questionnaire for identifying their constitutional types and undergo Inbody test. Results: The result of a comparison of the test and control groups showed that there' no relevance to the body fat mass and body fat percentage with menstrual irregularities. The lesser yang person with menstrual irregularities was no relevance to the body fat percentage. The greater yin person with menstrual irregularities was especially lacking in body fat mass and body fat percentage. The lesser yin person with menstrual irregularities was poor in body fat mass. Conclusions: As for study, female high school students with menstrual disorders have nothing to do with muscle mass. Body fats shortage could pose problems. According to the study, Taeumin female high school students usually needed to higher body fat than a general standard. It seems to be needed more body fat and weight than modern standards in period of poor sexuality for having a normal menorrhea especially Taeumin. It will take some continuing study that BMI standards should be changed or not on the Sasang constitutions.

A Study on the Blurring of Boundary Reflected in Contemporary Fashion Jewelry Design -Focused on the relationship between fashion jewelry and costume or fashion jewelry and body- (현대 패션 주얼리 디자인에 나타난 '경계 흐려짐' 현상 - 복식 및 신체와의 관계를 중심으로 -)

  • Hwang, You Jung;Choi, Jung Hwa
    • Fashion & Textile Research Journal
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    • v.17 no.1
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    • pp.11-21
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    • 2015
  • This study analyzed the expressive phenomenon of a blurred boundary in fashion jewelry focused on the relationship between fashion jewelry and costume or fashion jewelry and body. The method of this study was to analyze recent documentaries about jewelry theories in regards to 607 cases of fashion jewelry design in fashion books, fashion magazines, fashion internet sites from 2000 to 2014. The results were: First, phenomenon of blurred boundary between fashion jewelry and costume was expressed in a see-through wear form made of luxury material (gold and diamond) or paste material, a similar form (like fashion accessories made of crystal, bids, and gold chain), an integration of fashion accessories and jewelry, and an attached jewelry on fashion accessories. It reflected a rearrangement of conventional relationships, a blurred relation of function and meaning, dissolution of jewelry form stereotypes, jewelry styling, a harmony of function and decoration, and an alteration to the central role of a fashion image. Second, the phenomenon of a blurred boundary between fashion jewelry and body was expressed in a body organ wrapping, body surface adhesion and sculptural jewelry based on body pose. It reflected a separation from conventional space of jewelry expression, a realization of mystery and fantastic, an expression of new body surface and a blurred boundaries of fashion jewelry and body art. Aesthetic characteristics were analyzed into metaphor and integration by separation from the conventional relationship of fashion jewelry and costume or fashion jewelry and body.

Detecting the screw-assembly state of a valve-body using the AR method (AR 방식을 이용한 밸브바디의 나사 조립 상태 검지)

  • Kang, Moon-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.24-30
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    • 2021
  • In this study, an augmented reality (AR) app that detects the screw-assembly state of a car valve-body and assists the assembly work is developed and the effectiveness of the app is shown through testing. The app creates the contents indicating the screw-assembly position and order, and the screw-assembly state. Then, the contents are registrated onto the valve-body image on a smart-phone screen to be shown to the worker during assembly. To this end, the features are extracted from the 2D image of the valve-body and the location of the valve-body is tracked. By extracting the areas where the screws are to be assembled, and periodically determining the luminance of these areas, it is checked whether the screws are assembled in order at the predetermined position of the valve-body. When an error is detected during assembly, a warning sound is notified to the worker, and the worker can check the assembly state on the smart-phone screen and handle the error, immediately. Study results found that it takes about 65 ms to detect the assembly state of the five screws, and the assembly state is detected without error for 1 hour.