• Title/Summary/Keyword: human pose data

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Model-based Body Motion Tracking of a Walking Human (모델 기반의 보행자 신체 추적 기법)

  • Lee, Woo-Ram;Ko, Han-Seok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.6
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    • pp.75-83
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    • 2007
  • A model based approach of tracking the limbs of a walking human subject is proposed in this paper. The tracking process begins by building a data base composed of conditional probabilities of motions between the limbs of a walking subject. With a suitable amount of video footage from various human subjects included in the database, a probabilistic model characterizing the relationships between motions of limbs is developed. The motion tracking of a test subject begins with identifying and tracking limbs from the surveillance video image using the edge and silhouette detection methods. When occlusion occurs in any of the limbs being tracked, the approach uses the probabilistic motion model in conjunction with the minimum cost based edge and silhouette tracking model to determine the motion of the limb occluded in the image. The method has shown promising results of tracking occluded limbs in the validation tests.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

Cationic Dye (Methylene Blue) Removal from Aqueous Solution by Montmorillonite

  • Fil, Baybars Ali;Ozmetin, Cengiz;Korkmaz, Mustafa
    • Bulletin of the Korean Chemical Society
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    • v.33 no.10
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    • pp.3184-3190
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    • 2012
  • Color impurity in industrial effluents pose a significant risk to human health and the environment, so much effort has been expended to degrade them using various methods, including the use of clay minerals as adsorbent. The purpose of this study was to advance understanding of the mechanisms for the removal of methylene blue (MB) from aqueous solutions onto montmorillonite as an adsorbent. Preliminary experiments showed that montmorillonite was effective for this purpose and adsorption equilibrium could be reached in about 24 h. Adsorption capacity of the clay decreased with increase in temperature and ionic strength, and increased with in pH. The fitness of equilibrium data to common isotherm equations such as the Langmuir, Freundlich, Elovich, Temkin and Dubinin-Radushkevich were tested. The Langmuir equation fitted to equilibrium data better than all tested isotherm models. Thermodynamic activation parameters such as ${\Delta}G^0$, ${\Delta}S^0$ and ${\Delta}H^0$ were also calculated and results were evaluated. As result montmorillonite clay was found as effective low cost adsorbent for removal of cationic dyes from waste waters.

Cooperative Query Answering Based on Abstraction Database (추상화 정보 데이터베이스 기반 협력적 질의 응답)

  • 허순영;이정환
    • Journal of the Korean Operations Research and Management Science Society
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    • v.24 no.1
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    • pp.99-117
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    • 1999
  • Since query language is used as a handy tool to obtain information from a database, a more intelligent query answering system is needed to provide user-friendly and fault-tolerant human-machine Interface. Frequently, database users prefer less rigid querying structure, one which allows for vagueness in composing queries, and want the system to understand the intent behind a query. When there is no matching data available, users would rather receive approximate answers than a null information response. This paper presents a knowledge abstraction database that facilitates the development of such a fault-tolerant and intelligent database system. The proposed knowledge abstraction database adepts a multilevel knowledge representation scheme called the knowledge abstraction hierarchy(KAH), extracts semantic data relationships from the underlying database, and provides query transformation mechanisms using query generalization and specialization steps. In cooperation with the underlying database, the knowledge abstraction database accepts vague queries and allows users to pose approximate queries as well as conceptually abstract queries. Specifically. four types of vague queries are discussed, including approximate selection, approximate join, conceptual selection, and conceptual Join. A prototype system has been implemented at KAIST and is being tested with a personnel database system to demonstrate the usefulness and practicality of the knowledge abstraction database in ordinary database application systems.

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Inexpensive Visual Motion Data Glove for Human-Computer Interface Via Hand Gesture Recognition (손 동작 인식을 통한 인간 - 컴퓨터 인터페이스용 저가형 비주얼 모션 데이터 글러브)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.16B no.5
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    • pp.341-346
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    • 2009
  • The motion data glove is a representative human-computer interaction tool that inputs human hand gestures to computers by measuring their motions. The motion data glove is essential equipment used for new computer technologiesincluding home automation, virtual reality, biometrics, motion capture. For its popular usage, this paper attempts to develop an inexpensive visual.type motion data glove that can be used without any special equipment. The proposed approach has the special feature; it can be developed as a low-cost one becauseof not using high-cost motion-sensing fibers that were used in the conventional approaches. That makes its easy production and popular use possible. This approach adopts a visual method that is obtained by improving conventional optic motion capture technology, instead of mechanical method using motion-sensing fibers. Compared to conventional visual methods, the proposed method has the following advantages and originalities Firstly, conventional visual methods use many cameras and equipments to reconstruct 3D pose with eliminating occlusions But the proposed method adopts a mono vision approachthat makes simple and low cost equipments possible. Secondly, conventional mono vision methods have difficulty in reconstructing 3D pose of occluded parts in images because they have weak points about occlusions. But the proposed approach can reconstruct occluded parts in images by using originally designed thin-bar-shaped optic indicators. Thirdly, many cases of conventional methods use nonlinear numerical computation image analysis algorithm, so they have inconvenience about their initialization and computation times. But the proposed method improves these inconveniences by using a closed-form image analysis algorithm that is obtained from original formulation. Fourthly, many cases of conventional closed-form algorithms use approximations in their formulations processes, so they have disadvantages of low accuracy and confined applications due to singularities. But the proposed method improves these disadvantages by original formulation techniques where a closed-form algorithm is derived by using exponential-form twist coordinates, instead of using approximations or local parameterizations such as Euler angels.

Real-Time Hand Pose Tracking and Finger Action Recognition Based on 3D Hand Modeling (3차원 손 모델링 기반의 실시간 손 포즈 추적 및 손가락 동작 인식)

  • Suk, Heung-Il;Lee, Ji-Hong;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
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    • v.35 no.12
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    • pp.780-788
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    • 2008
  • Modeling hand poses and tracking its movement are one of the challenging problems in computer vision. There are two typical approaches for the reconstruction of hand poses in 3D, depending on the number of cameras from which images are captured. One is to capture images from multiple cameras or a stereo camera. The other is to capture images from a single camera. The former approach is relatively limited, because of the environmental constraints for setting up multiple cameras. In this paper we propose a method of reconstructing 3D hand poses from a 2D input image sequence captured from a single camera by means of Belief Propagation in a graphical model and recognizing a finger clicking motion using a hidden Markov model. We define a graphical model with hidden nodes representing joints of a hand, and observable nodes with the features extracted from a 2D input image sequence. To track hand poses in 3D, we use a Belief Propagation algorithm, which provides a robust and unified framework for inference in a graphical model. From the estimated 3D hand pose we extract the information for each finger's motion, which is then fed into a hidden Markov model. To recognize natural finger actions, we consider the movements of all the fingers to recognize a single finger's action. We applied the proposed method to a virtual keypad system and the result showed a high recognition rate of 94.66% with 300 test data.

Training Network Design Based on Convolution Neural Network for Object Classification in few class problem (소 부류 객체 분류를 위한 CNN기반 학습망 설계)

  • Lim, Su-chang;Kim, Seung-Hyun;Kim, Yeon-Ho;Kim, Do-yeon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.144-150
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    • 2017
  • Recently, deep learning is used for intelligent processing and accuracy improvement of data. It is formed calculation model composed of multi data processing layer that train the data representation through an abstraction of the various levels. A category of deep learning, convolution neural network is utilized in various research fields, which are human pose estimation, face recognition, image classification, speech recognition. When using the deep layer and lots of class, CNN that show a good performance on image classification obtain higher classification rate but occur the overfitting problem, when using a few data. So, we design the training network based on convolution neural network and trained our image data set for object classification in few class problem. The experiment show the higher classification rate of 7.06% in average than the previous networks designed to classify the object in 1000 class problem.

A GAN-based face rotation technique using 3D face model for game characters (3D 얼굴 모델 기반의 GAN을 이용한 게임 캐릭터 회전 기법)

  • Kim, Handong;Han, Jongdae;Yang, Heekyung;Min, Kyungha
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.13-24
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    • 2021
  • This paper shows the face rotation applicable to game character facial illustration. Existing studies limited data to human face data, required a large amount of data, and the synthesized results were not good. In this paper, the following method was introduced to solve the existing problems of existing studies. First, a 3D model with features of the input image was rotated and then rendered as a 2D image to construct a data set. Second, by designing GAN that can learn features of various poses from the data built through the 3D model, the input image can be synthesized at a desired pose. This paper presents the results of synthesizing the game character face illustration. From the synthesized result, it can be confirmed that the proposed method works well.

An Al Approach with Tabu Search to solve Multi-level Knapsack Problems:Using Cycle Detection, Short-term and Long-term Memory

  • Ko, Il-Sang
    • Journal of the Korean Operations Research and Management Science Society
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    • v.22 no.3
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    • pp.37-58
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    • 1997
  • An AI approach with tabu search is designed to solve multi-level knapsack problems. The approach performs intelligent actions with memories of historic data and learning effect. These action are developed ont only by observing the attributes of the optimal solution, the solution space, and its corresponding path to the optimal, but also by applying human intelligence, experience, and intuition with respect to the search strategies. The approach intensifies, or diversifies the search process appropriately in time and space. In order to create a good neighborhood structure, this approach uses two powerful choice rules that emphasize the impact of candidate variables on the current solution with respect to their profit contribution. "Pseudo moves", similar to "aspirations", support these choice rules during the evaluation process. For the purpose of visiting as many relevant points as possible, strategic oscillation between feasible and infeasible solutions around the boundary is applied. To avoid redundant moves, short-term (tabu-lists), intemediate-term (cycle-detection), and long-term (recording frequency and significant solutions for diversfication) memories are used. Test results show that among the 45 generated problems (these problems pose significant or insurmountable challenges to exact methods) the approach produces the optimal solutions in 39 cases.lutions in 39 cases.

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타부탐색, 메모리, 싸이클 탐지를 이용한 배낭문제 풀기

  • 고일상
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.514-517
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    • 1996
  • In solving multi-level knapsack problems, conventional heuristic approaches often assume a short-sighted plan within a static decision enviornment to find a near optimal solution. These conventional approaches are inflexible, and lack the ability to adapt to different problem structures. This research approaches the problem from a totally different viewpoint, and a new method is designed and implemented. This method performs intelligent actions based on memories of historic data and learning. These actions are developed not only by observing the attributes of the optimal solution, the solution space, and its corresponding path to the optimal solution, but also by applying human intelligence, experience, and intuition with respect to the search strategies. The method intensifies, or diversifies the search process appropriately in time and space. In order to create a good neighborhood structure, this method uses two powerful choice rules that emphasize the impact of candidate variables on the current solution with respect to their profit contribution. A side effect of so-called "pseudo moves", similar to "aspirations", supports these choice rules during the evaluation process. For the purpose of visiting as many relevant points as possible, strategic oscillation between feasible and infeasible solutions around the boundary is applied for intensification. To avoid redundant moves, short-term (tabu-lists), intermediate-term (cycle detection), and long-term (recording frequency and significant solutions for diversification) memories are used. Test results show that among the 45 generated problems (these problems pose significant or insurmountable challenges to exact methods) the approach produces the optimal solutions in 39 cases.lutions in 39 cases.

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