• Title/Summary/Keyword: input motion

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CNN-based Gesture Recognition using Motion History Image

  • Koh, Youjin;Kim, Taewon;Hong, Min;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.67-73
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    • 2020
  • In this paper, we present a CNN-based gesture recognition approach which reduces the memory burden of input data. Most of the neural network-based gesture recognition methods have used a sequence of frame images as input data, which cause a memory burden problem. We use a motion history image in order to define a meaningful gesture. The motion history image is a grayscale image into which the temporal motion information is collapsed by synthesizing silhouette images of a user during the period of one meaningful gesture. In this paper, we first summarize the previous traditional approaches and neural network-based approaches for gesture recognition. Then we explain the data preprocessing procedure for making the motion history image and the neural network architecture with three convolution layers for recognizing the meaningful gestures. In the experiments, we trained five types of gestures, namely those for charging power, shooting left, shooting right, kicking left, and kicking right. The accuracy of gesture recognition was measured by adjusting the number of filters in each layer in the proposed network. We use a grayscale image with 240 × 320 resolution which defines one meaningful gesture and achieved a gesture recognition accuracy of 98.24%.

A mathematical approach to motion planning for time-varying obstacle avoidance (시변 장애물 회피 동작 계획을 위한 수학적 접근 방법)

  • 고낙용;이범희;고명삼
    • 제어로봇시스템학회:학술대회논문집
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    • 1990.10a
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    • pp.388-393
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    • 1990
  • A robot manipulator and an obstacle are described mathematically in joint space, with the mathematical representation for the collision between the robot manipulator and the obstacle. Using these descriptions, the robot motion planning problem is formulated which can be used to avoide a time varying obstacle. To solve the problem, the constraints on motion planning are discretized in joint space. An analytical method is proposed for planning the motion in joint space from a given starting point to the goal point. It is found that solving the inverse kinematics problem is not necessary to get the control input to the joint motion controller for collision avoidance.

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A Study of an MEMS-based finger wearable computer input devices (MEMS 기반 손가락 착용형 컴퓨터 입력장치에 관한 연구)

  • Kim, Chang-su;Jung, Se-hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.791-793
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    • 2016
  • In the development of various types of sensor technology, the general users smartphone, the environment is increased, which can be seen in contact with the movement recognition device, such as a console game machine (Nintendo Wii), an increase in the user needs of the action recognition-based input device there is a tendency to have. Mouse existing behavior recognition, attached to the outside, is mounted in the form of mouse button is deformed, the left mouse was the role of the right button and a wheel, an acceleration sensor (or a gyro sensor) inside to, plays the role of a mouse cursor, is to manufacture a compact, there is a difficulty in operating the button, to apply a motion recognition technology is used to operate recognition technology only pointing cursor is limited. Therefore, in this paper, using a MEMS-based motion-les Koguni tion sensor (Motion Recognition Sensor), to recognize the behavior of the two points of the human body (thumb and forefinger), to generate the motion data, and this to the foundation, compared to the pre-determined matching table (moving and mouse button events cursor), and generates a control signal by determining, were studied the generated control signal input device of the computer wirelessly transmitting.

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Deep Learning-Based Human Motion Denoising (딥 러닝 기반 휴먼 모션 디노이징)

  • Kim, Seong Uk;Im, Hyeonseung;Kim, Jongmin
    • Journal of IKEEE
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    • v.23 no.4
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    • pp.1295-1301
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    • 2019
  • In this paper, we propose a novel method of denoising human motion using a bidirectional recurrent neural network (BRNN) with an attention mechanism. The corrupted motion captured from a single 3D depth sensor camera is automatically fixed in the well-established smooth motion manifold. Incorporating an attention mechanism into BRNN achieves better optimization results and higher accuracy than other deep learning frameworks because a higher weight value is selectively given to a more important input pose at a specific frame for encoding the input motion. Experimental results show that our approach effectively handles various types of motion and noise, and we believe that our method can sufficiently be used in motion capture applications as a post-processing step after capturing human motion.

Multiple Dimension User Motion Detection System base on Wireless Sensors (무선센서 기반 다차원 사용자 움직임 탐지 시스템)

  • Kim, Jeong-Rae;Jeong, In-Bum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.3
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    • pp.700-712
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    • 2011
  • Due to recently advanced electrical devices, human can access computer network regardless of working location or time restriction. However, currently widely used mouse, joystick, and trackball input system are not easy to carry and they bound user hands exclusively within working space. Those make user inconvenient in Ubiquitous environments.. In this paper, we propose multiple dimension human motion detection system based on wireless sensor networks. It is a portable input device and provides easy installation process and unbinds user hands during input processing stages. Our implemented system is comprised of three components. One is input unit that senses user motions and transmits collected data to receiver. Second is receiver that conveys the received data to application, which runs on server computer. Third is application that performs command operations according to received data. Experiments shows that proposed system accurately detect the characteristics of user arm motions and fully support corresponding input requests.

Seismic Performance of Bridge with Pile Bent Structures in Soft Ground against Near-Fault Ground Motions (연약지반에 건설된 단일형 현장타설말뚝 교량의 근단층지반운동에 대한 내진성능)

  • Sun, Chang-Ho;An, Sung-Min;Kim, Jung-Han;Kim, Ick-Hyun
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.23 no.7
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    • pp.137-144
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    • 2019
  • For the structures near the seismogenic fault, the evaluation of seismic performance against near-fault ground motions is important as well as for design ground motions. In this study, characteristics of seismic behaviors and seismic performance of the pile-bent bridge constructed on the thick soft soil site with various weak soil layers were analyzed. The input ground motions were synthesized by the directivity pulse parameters for intra-plate regions. The ground motion acceleration histories of each layer were obtained by one-dimensional site response analysis. Each soil layer was modeled by equivalent linear springs, and multi-support excitations with different input ground motions at each soil spring were applied for nonlinear seismic analyses. The analysis result by the near-fault ground motions and ground motions matched to design spectra were compared. In case of the near fault ground motion input, the bridge behaved within the elastic range but the location of the maximum moment occurred was different from the result of design ground motion input.

Wearable Input Device for Incorporating Real-World into Virtual Reality (가상현실과 실세계 정합을 위한 웨어러블 입력장치)

  • Park, Ki-Hong;Lee, Hyun-Jik;Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
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    • v.15 no.2
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    • pp.319-325
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    • 2011
  • In this paper, we propose the matching model between virtual reality and the real-world for peoples with limited mobility. The proposed matching model is consist of four parts: wearable input device-based PC control, hand-motion pattern recognition, application software, and matching between virtual reality and the real-world. To recognition mouse functions and hand-motion patterns from six-axis coordinate of wearable input device, RF communication is used. In addition, to easily control the real-world, virtual reality has been implemented with realism of the real-world. Some experiments are conducted so as to verify the proposed model, and as a result, hand-motion recognition as well as virtual reality control are well performed.

A motion-adaptive de-interlacing method using an efficient spatial and temporal interpolation (효율적인 시공간 보간을 통한 움직임 기반의 디인터레이싱 기법)

  • Lee, Seong-Gyu;Lee, Dong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.38 no.5
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    • pp.556-566
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    • 2001
  • This paper proposes a motion-adaptive de-interlacing algorithm based on EBMF(Edge Based Median Filter) and AMPDF(Adaptive Minimum Pixel Difference Fillet). To compensate 'motion missing'error, which is an important factor in motion-adaptive methods, we used AMPDF which estimates an accurate value using different thresholds after classifying the input image to 4 classes. To efficiently interpolate the moving diagonal edge, we also used EBMF which selects a candidate pixel according to the edge information. Finally, we, to increase the performance, adopted an adaptive interpolation after classifying the input image to moving region, stationary region, and boundary region. Simulation results showed that the proposed method provides better performance than the existing methods.

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Motion-Recognizing Game Controller with Tactile Feedback (동작인식 및 촉감제공 게임 컨트롤러)

  • Jeon, Seok-Hee;Kim, Sang-Ki;Park, Gun-Hyuk;Han, Gab-Jong;Lee, Sung-Kil;Choi, Seung-Moon;Choi, Seung-Jin;Eoh, Hong-Jun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.1-6
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    • 2008
  • This paper proposes a game controller that provides user motion input and tactile feedback display, in addition to the traditional button-type input. The device utilizes both an accelerometer and an infrared camera in order to estimate 3D position and to recognize user motion. The information from the accelerometer and the camera are integrated for better performance. Various tactile sensations are presented using a voice-coil type vibrator. We apply the proposed controller to a motion-based game and validate its usability.

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Seismic fragility assessments of fill slopes in South Korea using finite element simulations

  • Dung T.P. Tran;Youngkyu Cho;Hwanwoo Seo;Byungmin Kim
    • Geomechanics and Engineering
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    • v.34 no.4
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    • pp.341-380
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    • 2023
  • This study evaluates the seismic fragilities in fill slopes in South Korea through parametric finite element analyses that have been barely investigated thus far. We consider three slope geometries for a slope of height 10 m and three slope angles, and two soil types, namely frictional and frictionless, associated with two soil states, loose and dense for frictional soils and soft and stiff for frictionless soils. The input ground motions accounting for four site conditions in South Korea are obtained from one-dimensional site response analyses. By comparing the numerical modeling of slopes using PLAXIS2D against the previous studies, we compiled suites of the maximum permanent slope displacement (Dmax) against two ground motion parameters, namely, peak ground acceleration (PGA) and Arias Intensity (IA). A probabilistic seismic demand model is adopted to compute the probabilities of exceeding three limit states (minor, moderate, and extensive). We propose multiple seismic fragility curves as functions of a single ground motion parameter and numerous seismic fragility surfaces as functions of two ground motion parameters. The results show that soil type, slope angle, and input ground motion influence these probabilities, and are expected to help regional authorities and engineers assess the seismic fragility of fill slopes in the road systems in South Korea.