• Title/Summary/Keyword: hand tracking

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Investigation of tracking method for a manuevering target using IMM with OTSKE (OTSKE를 적용한 IMM 기동표적 추적방법 연구)

  • 이호준;홍우영;고한석
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.167-170
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    • 2002
  • In this paper, we propose a new tracking algorithm that achieves good tracking performance in manuevering targets while capping the computation load to“low”Kalman Filter (KF) is generally known to be poor in tracking manuevering targets. IMM, on the other hand, compensates the weakness inherent in the mundane KF and is considered as a promising alternative for tracking maneuvering targets. However, IMM suffers from substantially increased computational load as the number of models increases. To remedy this problem, we propose a new method focused to reducing the computational load and attaining the desirable tracking performance at least as good that of IMM. It is achieved by essentially adopting the structure of IMM and injecting Optimal Two-Stage Kalman Estimator (OTSKE). The representative simulation shows a reduction in computational load with the proposed OTSKE but further reduction is shown achieved (by about 58%) with the Interacting Acceleration Compenstation(IAC)-OTSKE approach.

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Study of Target Tracking Algorithm using iterative Joint Integrated Probabilistic Data Association in Low SNR Multi-Target Environments (낮은 SNR 다중 표적 환경에서의 iterative Joint Integrated Probabilistic Data Association을 이용한 표적추적 알고리즘 연구)

  • Kim, Hyung-June;Song, Taek-Lyul
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.3
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    • pp.204-212
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    • 2020
  • For general target tracking works by receiving a set of measurements from sensor. However, if the SNR(Signal to Noise Ratio) is low due to small RCS(Radar Cross Section), caused by remote small targets, the target's information can be lost during signal processing. TBD(Track Before Detect) is an algorithm that performs target tracking without threshold for detection. That is, all sensor data is sent to the tracking system, which prevents the loss of the target's information by thresholding the signal intensity. On the other hand, using all sensor data inevitably leads to computational problems that can severely limit the application. In this paper, we propose an iterative Joint Integrated Probabilistic Data Association as a practical target tracking technique suitable for a low SNR multi-target environment with real time operation capability, and verify its performance through simulation studies.

Intelligent control of visual tracking system based on artificial brain

  • Sugisaka, M.;Tonoya, N.;Furuta, Toshiyuki
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10a
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    • pp.201-206
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    • 1996
  • This paper presents a new information processing machine which is called artificial brain(ABrain) and considers the structure of artificial neural networks constructed in a RICOH neurocomputer RN-2000 in the ABrain, in order to track given trajectories which are produced in a micro-computer or a moving light by hand in a recognition and tracking system.

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Target Motion Analysis for Active/Passive Mixed-Mode Sonar Systems

  • Taek, Lim-Young;Lyul, Song-Taek
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.172.5-172
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    • 2001
  • Target Motion Analysis(TMA) for Passive Sonar Systems with bearing-only measurements needs to enhance system observability to improve target tracking performance by ownship maneuvering. However, tracking problem incurred by weak observaility result in slow convergence of the target estimates. On the other hand, active sonar systems do not have problem associated with system observaility. However, it drawback related to system survivability. In this paper, the algorithm that could be used in Active/passive Mixed-Mode Sonar Systems is proposed to analyze maneuvering target motion and to improve TMA performance. The proposed TMA algorithm is tested by a series of computer simulation runs and the results ...

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Investigating Key User Experience Factors for Virtual Reality Interactions

  • Ahn, Junyoung;Choi, Seungho;Lee, Minjae;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.267-280
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    • 2017
  • Objective: The aim of this study is to investigate key user experience factors of interactions for Head Mounted Display (HMD) devices in the Virtual Reality Environment (VRE). Background: Virtual reality interaction research has been conducted steadily, while interaction methods and virtual reality devices have improved. Recently, all of the virtual reality devices are head mounted display based ones. Also, HMD-based interaction types include Remote Controller, Head Tracking, and Hand Gesture. However, there is few study on usability evaluation of virtual reality. Especially, the usability of HMD-based virtual reality was not investigated. Therefore, it is necessary to study the usability of HMD-based virtual reality. Method: HMD-based VR devices released recently have only three interaction types, 'Remote Controller', 'Head Tracking', and 'Hand Gesture'. We search 113 types of research to check the user experience factors or evaluation scales by interaction type. Finally, the key user experience factors or relevant evaluation scales are summarized considering the frequency used in the studies. Results: There are various key user experience factors by each interaction type. First, Remote controller's key user experience factors are 'Ease of learning', 'Ease of use', 'Satisfaction', 'Effectiveness', and 'Efficiency'. Also, Head tracking's key user experience factors are 'Sickness', 'Immersion', 'Intuitiveness', 'Stress', 'Fatigue', and 'Ease of learning'. Finally, Hand gesture's key user experience factors are 'Ease of learning', 'Ease of use', 'Feedback', 'Consistent', 'Simple', 'Natural', 'Efficiency', 'Responsiveness', 'Usefulness', 'Intuitiveness', and 'Adaptability'. Conclusion: We identified key user experience factors for each interaction type through literature review. However, we did not consider objective measures because each study adopted different performance factors. Application: The results of this study can be used when evaluating HMD-based interactions in virtual reality in terms of usability.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

A Study on Hand-signal Recognition System in 37dimensional Space (3차원 공간상의 수신호 인식 시스템에 대한 연구)

  • 장효영;김대진;김정배;변증남
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.215-218
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    • 2002
  • Gesture recognitions needed for various applications and is now gaining in importance as one method of enabling natural and intuitive human machine communication. In this paper, we propose a real time hand-signal recognition system in 3-dimensional space performs robust, real-time tracking under varying illumination. As compared with the existing method using classical pattern matching, this system is efficient with respect to speed and also presents more systematic way of defining hand-signals and developing a hand-signal recognition system. In order to verify the proposed method, we developed a virtual driving system operated by hand-signals.

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An Application of AdaBoost Learning Algorithm and Kalman Filter to Hand Detection and Tracking (AdaBoost 학습 알고리즘과 칼만 필터를 이용한 손 영역 탐지 및 추적)

  • Kim, Byeong-Man;Kim, Jun-Woo;Lee, Kwang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.47-56
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    • 2005
  • With the development of wearable(ubiquitous) computers, those traditional interfaces between human and computers gradually become uncomfortable to use, which directly leads to a requirement for new one. In this paper, we study on a new interface in which computers try to recognize the gesture of human through a digital camera. Because the method of recognizing hand gesture through camera is affected by the surrounding environment such as lighting and so on, the detector should be a little sensitive. Recently, Viola's detector shows a favorable result in face detection. where Adaboost learning algorithm is used with the Haar features from the integral image. We apply this method to hand area detection and carry out comparative experiments with the classic method using skin color. Experimental results show Viola's detector is more robust than the detection method using skin color in the environment that degradation may occur by surroundings like effect of lighting.

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Face and Hand Tracking using MAWUPC algorithm in Complex background (복잡한 배경에서 MAWUPC 알고리즘을 이용한 얼굴과 손의 추적)

  • Lee, Sang-Hwan;An, Sang-Cheol;Kim, Hyeong-Gon;Kim, Jae-Hui
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.2
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    • pp.39-49
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    • 2002
  • This paper proposes the MAWUPC (Motion Adaptive Weighted Unmatched Pixel Count) algorithm to track multiple objects of similar color The MAWUPC algorithm has the new method that combines color and motion effectively. We apply the MAWUPC algorithm to face and hand tracking against complex background in an image sequence captured by using single camera. The MAWUPC algorithm is an improvement of previously proposed AWUPC (Adaptive weighted Unmatched Pixel Count) algorithm based on the concept of the Moving Color that combines effectively color and motion information. The proposed algorithm incorporates a color transform for enhancing a specific color, the UPC(Unmatched Pixel Count) operation for detecting motion, and the discrete Kalman filter for reflecting motion. The proposed algorithm has advantages in reducing the bad effect of occlusion among target objects and, at the same time, in rejecting static background objects that have a similar color to tracking objects's color. This paper shows the efficiency of the proposed MAWUPC algorithm by face and hands tracking experiments for several image sequences that have complex backgrounds, face-hand occlusion, and hands crossing.

Real-time monitoring of net setting and hauling process in fishing operations of Danish seine vessel using ECDIS (ECDIS에 의한 외끌이 기선저인망 어선의 투양망 조업 과정의 실시간 모니터링)

  • Lee, Dae-Jae;Byun, Duck-Soo
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.43 no.4
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    • pp.347-354
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    • 2007
  • This paper describes on the real-time monitoring of net setting and hauling process for fishing operations of Danish seine vessels in the southern waters of Korea as an application of a PC based ECDIS system. Tracking of fishing process was performed for the large scale Danish seine vessel of G/T 90 and 350 PS class using the fishing gear which the length of net, ground rope, head rope and sweep line including warp in both sides were 86m, 104m, 118m and 3,200m, respectively. Tracking information for net setting and hauling process was continuously recorded for 23 fishing operations performed on November and December, 2003. All measurement data, such as trawl position, heading, towing course and past track which was individually time stamped during data acquisition, was processed in real time on the ECDIS and displayed simultaneously on the ENC chart. The results indicated that after the separation of a marker buoy from Danish seiner, the averaged running speed of vessel and the averaged setting period while shooting the seine on the course of diamond shape to surround the fish school in the 23 fishing operations were 8.3 knots and 13.1 minutes, respectively. And with the maker buoy taken on board, the averaged running speed of vessel and the averaged towing period while closing the seine on the straight route was 1.0 knots and 47.0 minutes, respectively. After the closing stage of hand rope, the hand rope was towed by the averaged speed of 2.2 knots during the 13.0 minutes. The average area for route of diamond shape swept by sweep lines of the seine in 23 fishing grounds was $709,951.6m^2$. Further investigation is also planed to provide more quantitative tracking information and to achieve more effective surveillance and control of Danish seine vessels in EEZ fishing grounds.