• Title/Summary/Keyword: feature-based tracking

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A Real-time Face Recognition System using Fast Face Detection (빠른 얼굴 검출을 이용한 실시간 얼굴 인식 시스템)

  • Lee Ho-Geun;Jung Sung-Tae
    • Journal of KIISE:Software and Applications
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    • v.32 no.12
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    • pp.1247-1259
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    • 2005
  • This paper proposes a real-time face recognition system which detects multiple faces from low resolution video such as web-camera video. Face recognition system consists of the face detection step and the face classification step. At First, it finds face region candidates by using AdaBoost based object detection method which have fast speed and robust performance. It generates reduced feature vector for each face region candidate by using principle component analysis. At Second, Face classification used Principle Component Analysis and multi-SVM. Experimental result shows that the proposed method achieves real-time face detection and face recognition from low resolution video. Additionally, We implement the auto-tracking face recognition system using the Pan-Tilt Web-camera and radio On/Off digital door-lock system with face recognition system.

Moving Mass Actuated Reentry Vehicle Control Based on Trajectory Linearization

  • Su, Xiao-Long;Yu, Jian-Qiao;Wang, Ya-Fei;Wang, Lin-lin
    • International Journal of Aeronautical and Space Sciences
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    • v.14 no.3
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    • pp.247-255
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    • 2013
  • The flight control of re-entry vehicles poses a challenge to conventional gain-scheduled flight controllers due to the widely spread aerodynamic coefficients. In addition, a wide range of uncertainties in disturbances must be accommodated by the control system. This paper presents the design of a roll channel controller for a non-axisymmetric reentry vehicle model using the trajectory linearization control (TLC) method. The dynamic equations of a moving mass system and roll control model are established using the Lagrange method. Nonlinear tracking and decoupling control by trajectory linearization can be viewed as the ideal gain-scheduling controller designed at every point along the flight trajectory. It provides robust stability and performance at all stages of the flight without adjusting controller gains. It is this "plug-and-play" feature that is highly preferred for developing, testing and routine operating of the re-entry vehicles. Although the controller is designed only for nominal aerodynamic coefficients, excellent performance is verified by simulation for wind disturbances and variations from -30% to +30% of the aerodynamic coefficients.

Computational Fluid Dynamic Simulation of Single Bubble Growth under High-Pressure Pool Boiling Conditions

  • Murallidharan, Janani;Giustini, Giovanni;Sato, Yohei;Niceno, Bojan;Badalassi, Vittorio;Walker, Simon P.
    • Nuclear Engineering and Technology
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    • v.48 no.4
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    • pp.859-869
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    • 2016
  • Component-scale modeling of boiling is predominantly based on the Eulerian-Eulerian two-fluid approach. Within this framework, wall boiling is accounted for via the Rensselaer Polytechnic Institute (RPI) model and, within this model, the bubble is characterized using three main parameters: departure diameter (D), nucleation site density (N), and departure frequency (f). Typically, the magnitudes of these three parameters are obtained from empirical correlations. However, in recent years, efforts have been directed toward mechanistic modeling of the boiling process. Of the three parameters mentioned above, the departure diameter (D) is least affected by the intrinsic uncertainties of the nucleate boiling process. This feature, along with its prominence within the RPI boiling model, has made it the primary candidate for mechanistic modeling ventures. Mechanistic modeling of D is mostly carried out through solving of force balance equations on the bubble. Forces incorporated in these equations are formulated as functions of the radius of the bubble and have been developed for, and applied to, low-pressure conditions only. Conversely, for high-pressure conditions, no mechanistic information is available regarding the growth rates of bubbles and the forces acting on them. In this study, we use direct numerical simulation coupled with an interface tracking method to simulate bubble growth under high (up to 45 bar) pressure, to obtain the kind of mechanistic information required for an RPI-type approach. In this study, we compare the resulting bubble growth rate curves with predictions made with existing experimental data.

Analysis of Camera Operation in MPEG2 Compressed Domain Using Generalized Hough Transform Technique (일반화된 Hough 변환기법을 이용한 MPEG2 압축영역에서의 카메라의 움직임 해석)

  • Yoo, Won-Young;Choi, Jeong-Il;Lee, Joon-Whoan
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11
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    • pp.3566-3575
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    • 2000
  • In this paper, we propose an simple and efficient method to estunate the camera operation by using compressed information, which is extracted diracily from MPEG2 stream without complete decoding. In the method, the motion vector is converted into approximate optical flow by using the feature of predicted frame, because the motion vector in MPEG2 video stream is not regular sequene. And they are used to estimate the camera operation, which consist of pan, and zoom by Hough transform technique. The method provided better results than the least square method for video stream of basketball and socer games. The proposed method can have a reduced computational complexity because the information is directiv abtained in compressed domain. Additionally it can be a useful technology in content-based searching and analysis of video information. Also, the estimatd cameral operationis applicable in searching or tracking objects in MPEG2 video stream without decoding.

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An Establishment of Super Wi-Fi Environment in Ships Based on UHF System of TMS

  • Kim, Jungwoo;Son, Jooyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2103-2123
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    • 2018
  • Ships built today are larger in scale and feature more complex structures. The ever-evolving systems used on board a ship require vast amounts of data processing. In the future, with the advent of smart ships, unmanned ships and other next-generation ships, the volumes of data to be processed will continue to increase. Yet, to date, ship data has been processed using wired networks. Placed at fixed locations, the nodes on wired networks often fail to process data from mobile devices. Despite many attempts made to use Wi-Fi on ships just as on land to create wireless networks, Wi-Fi has hardly been available due to the complex metal structures of ships. Therefore, Wi-Fi on ships has been patchy as the ship-wide total Wi-Fi coverage has not properly implemented. A new ship-wide wireless network environment is part of the technology conducive to the shipbuilding industry. The wireless network environment should not only serve the purpose of communication but also be able to manage and control multiple features in real-time: fault diagnostics, tracking, accident prevention and safety management. To better understand the characteristics of wireless frequencies for ships, this paper tests the widely used TETRA, UHF and Wi-Fi and sheds light on the features, advantages and disadvantages of each technology in ship settings. The proposed deployment of a Super Wi-Fi network leveraging the legacy UHF system of TMS generates a ship-wide wireless network environment. The experimental findings corroborate the feasibility of the proposed ship-wide Super Wi-Fi network environment.

Exploring Optimal Threshold of RGB Pixel Values to Extract Road Features from Google Earth (Google Earth에서 도로 추출을 위한 RGB 화소값 최적구간 추적)

  • Park, Jae-Young;Um, Jung-Sup
    • Journal of Korea Spatial Information System Society
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    • v.12 no.1
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    • pp.66-75
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    • 2010
  • The authors argues that the current road updating system based on traditional aerial photograph or multi-spectral satellite image appears to be non-user friendly due to lack of the frequent cartographic representation for the new construction sites. Google Earth are currently being emerged as one of important places to extract road features since the RGB satellite image with high multi-temporal resolution can be accessed freely over large areas. This paper is primarily intended to evaluate optimal threshold of RGB pixel values to extract road features from Google Earth. An empirical study for five experimental sites was conducted to confirm how a RGB picture provided Google Earth can be used to extact the road feature. The results indicate that optimal threshold of RGB pixel values to extract road features was identified as 126, 125, 127 for manual operation which corresponds to 25%, 30%, 19%. Also, it was found that display scale difference of Google Earth was not very influential in tracking required RGB pixel value. As a result the 61cm resolution of Quickbird RGB data has shown the potential to realistically identified the major type of road feature by large scale spatial precision while the typical algorithm revealed successfully the area-wide optimal threshold of RGB pixel for road appeared in the study area.

Computation ally Efficient Video Object Segmentation using SOM-Based Hierarchical Clustering (SOM 기반의 계층적 군집 방법을 이용한 계산 효율적 비디오 객체 분할)

  • Jung Chan-Ho;Kim Gyeong-Hwan
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.4 s.310
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    • pp.74-86
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    • 2006
  • This paper proposes a robust and computationally efficient algorithm for automatic video object segmentation. For implementing the spatio-temporal segmentation, which aims for efficient combination of the motion segmentation and the color segmentation, an SOM-based hierarchical clustering method in which the segmentation process is regarded as clustering of feature vectors is employed. As results, problems of high computational complexity which required for obtaining exact segmentation results in conventional video object segmentation methods, and the performance degradation due to noise are significantly reduced. A measure of motion vector reliability which employs MRF-based MAP estimation scheme has been introduced to minimize the influence from the motion estimation error. In addition, a noise elimination scheme based on the motion reliability histogram and a clustering validity index for automatically identifying the number of objects in the scene have been applied. A cross projection method for effective object tracking and a dynamic memory to maintain temporal coherency have been introduced as well. A set of experiments has been conducted over several video sequences to evaluate the proposed algorithm, and the efficiency in terms of computational complexity, robustness from noise, and higher segmentation accuracy of the proposed algorithm have been proved.

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.

Online Multi-view Range Image Registration using Geometric and Photometric Feature Tracking (3차원 기하정보 및 특징점 추적을 이용한 다시점 거리영상의 온라인 정합)

  • Baek, Jae-Won;Moon, Jae-Kyoung;Park, Soon-Yong
    • The KIPS Transactions:PartB
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    • v.14B no.7
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    • pp.493-502
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    • 2007
  • An on-line registration technique is presented to register multi-view range images for the 3D reconstruction of real objects. Using a range camera, we first acquire range images and photometric images continuously. In the range images, we divide object and background regions using a predefined threshold value. For the coarse registration of the range images, the centroid of the images are used. After refining the registration of range images using a projection-based technique, we use a modified KLT(Kanade-Lucas-Tomasi) tracker to match photometric features in the object images. Using the modified KLT tracker, we can track image features fast and accurately. If a range image fails to register, we acquire new range images and try to register them continuously until the registration process resumes. After enough range images are registered, they are integrated into a 3D model in offline step. Experimental results and error analysis show that the proposed method can be used to reconstruct 3D model very fast and accurately.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.