• Title/Summary/Keyword: motion tracking

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Construction of Virtual Public Speaking Simulator for Treatment of Social Phobia (대인공포증의 치료를 위한 가상 연설 시뮬레이터의 실험적 제작)

  • 구정훈;장동표;신민보;조항준;안희범;조백환;김인영;김선일
    • Journal of Biomedical Engineering Research
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    • v.21 no.6
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    • pp.615-621
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    • 2000
  • A social phobia is an anxiety disorder characterized by extreme fear and phobic avoidance of social and performance situations. Medications or cognitive-behavior methods have been mainly used in treating it. These methods have some shortcomings such as being inefficient and difficult to apply to treatment. Lately the virtual rcality technology has been applied to dcal with the anxiety disorders in order to compcnsate for these defects. A virtual environment provides a patient with stimuli which cvokes a phobia. and the patient's exposure to the virtual phobic situation make him be able to overcome it. In this study, we suggested the public speaking simulator based on a personal computer for the treatment of social phobia. The public speaking simulator was composed of a position sensor. head mount display and audio system. And a virtual environment for the treatment was suggested to be a seminar room where 8 avatars are sitting. The virtual environment includes a tracking system the trace a participant's head-movement using a HMD with position sensor and 3D sound is added to the virtual environment so that he might fcel it realistic. We also made avatars' motion and facial expression change in reaction to a participant's speech. The goal of developing public speaking simulator is to apply to treat fear of public speaking efficiently and economically. In a future study. we should get more information about immergence and treatment efficiency by clinical test and apply it to this simulator.

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Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.

Study on Hand Gestures Recognition Algorithm of Millimeter Wave (밀리미터파의 손동작 인식 알고리즘에 관한 연구)

  • Nam, Myung Woo;Hong, Soon Kwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.7
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    • pp.685-691
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    • 2020
  • In this study, an algorithm that recognizes numbers from 0 to 9 was developed using the data obtained after tracking hand movements using the echo signal of a millimeter-wave radar sensor at 77 GHz. The echo signals obtained from the radar sensor by detecting the motion of a hand gesture revealed a cluster of irregular dots due to the difference in scattering cross-sectional area. A valid center point was obtained from them by applying a K-Means algorithm using 3D coordinate values. In addition, the obtained center points were connected to produce a numeric image. The recognition rate was compared by inputting the obtained image and an image similar to human handwriting by applying the smoothing technique to a CNN (Convolutional Neural Network) model trained with MNIST (Modified National Institute of Standards and Technology database). The experiment was conducted in two ways. First, in the recognition experiments using images with and without smoothing, average recognition rates of 77.0% and 81.0% were obtained, respectively. In the experiment of the CNN model with augmentation of learning data, a recognition rate of 97.5% and 99.0% on average was obtained in the recognition experiment using the image with and without smoothing technique, respectively. This study can be applied to various non-contact recognition technologies using radar sensors.

Effects of Hip Internal Rotation on Knee Extensor and Hip Abductor Electromyographic Activity During Stair Up and Down (계단 오르고 내리기시 엉덩관절 내회전이 무릎관절 폄근과 엉덩관절 벌림근 근활성도에 미치는 영향)

  • Oh, Jae-Seap;Kwan, Oh-Yun;Yi, Chung-Hwi;Jean, Hye-Sean
    • Physical Therapy Korea
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    • v.15 no.2
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    • pp.54-63
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    • 2008
  • The purpose of this study was to examine the effect of the hip internal rotation on knee extensor and hip abductor electromyographic (EMG) activity during stair up and stair down mobility. Eighteen healthy subjects were recruited. All subjects performed stair up and down movements on a step of 30cm height while maintaining the hip in neutral (condition 1) and hip in internal rotation (condition 2). Surface EMG activity was recorded from five muscles (gluteus maximus, vastus lateralis (VL), vastus medialis oblique (VMO), posterior gluteus medius (Gmed), and tensor fascia latae (TFU)) and hip internal rotation angle was measured using a three dimensional motion analysis system The time period for stair up and down was normalized using the MatLab 6.5 program, and EMG activity was normalized to the value of maximal voluntary isometric contraction (%MVIC). The EMG activities according to the hip rotation (neutral or internal rotation) during the entire time period of stair up and down in each phase were compared using a paired t-test. During the entire period of stair up, the EMG activities of VL and TFL in condition 2 were significantly greater than in condition 1 (p<.05). During the entire period of stair down, the EMG activities of VL and TFL in condition 2 were significantly greater than in condition 1 (p<.05). However, the EMG activities of the other muscles were not significantly different between the conditions (p>.05). These results suggest that the stair up and down maintaining hip internal rotation was could be a contributing factor on patellar lateral tracking.

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User Detection and Main Body Parts Estimation using Inaccurate Depth Information and 2D Motion Information (정밀하지 않은 깊이정보와 2D움직임 정보를 이용한 사용자 검출과 주요 신체부위 추정)

  • Lee, Jae-Won;Hong, Sung-Hoon
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.611-624
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    • 2012
  • 'Gesture' is the most intuitive means of communication except the voice. Therefore, there are many researches for method that controls computer using gesture input to replace the keyboard or mouse. In these researches, the method of user detection and main body parts estimation is one of the very important process. in this paper, we propose user objects detection and main body parts estimation method on inaccurate depth information for pose estimation. we present user detection method using 2D and 3D depth information, so this method robust to changes in lighting and noise and 2D signal processing 1D signals, so mainly suitable for real-time and using the previous object information, so more accurate and robust. Also, we present main body parts estimation method using 2D contour information, 3D depth information, and tracking. The result of an experiment, proposed user detection method is more robust than only using 2D information method and exactly detect object on inaccurate depth information. Also, proposed main body parts estimation method overcome the disadvantage that can't detect main body parts in occlusion area only using 2D contour information and sensitive to changes in illumination or environment using color information.

Technical-note : Real-time Evaluation System for Quantitative Dynamic Fitting during Pedaling (단신 : 페달링 시 정량적인 동적 피팅을 위한 실시간 평가 시스템)

  • Lee, Joo-Hack;Kang, Dong-Won;Bae, Jae-Hyuk;Shin, Yoon-Ho;Choi, Jin-Seung;Tack, Gye-Rae
    • Korean Journal of Applied Biomechanics
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    • v.24 no.2
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    • pp.181-187
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    • 2014
  • In this study, a real-time evaluation system for quantitative dynamic fitting during pedaling was developed. The system is consisted of LED markers, a digital camera connected to a computer and a marker detecting program. LED markers are attached to hip, knee, ankle joint and fifth metatarsal in the sagittal plane. Playstation3 eye which is selected as a main digital camera in this paper has many merits for using motion capture, such as high FPS (Frame per second) about 180FPS, $320{\times}240$ resolution, and low-cost with easy to use. The maker detecting program was made by using Labview2010 with Vision builder. The program was made up of three parts, image acquisition & processing, marker detection & joint angle calculation, and output section. The digital camera's image was acquired in 95FPS, and the program was set-up to measure the lower-joint angle in real-time, providing the user as a graph, and allowing to save it as a test file. The system was verified by pedalling at three saddle heights (knee angle: 25, 35, $45^{\circ}$) and three cadences (30, 60, 90 rpm) at each saddle heights by using Holmes method, a method of measuring lower limbs angle, to determine the saddle height. The result has shown low average error and strong correlation of the system, respectively, $1.18{\pm}0.44^{\circ}$, $0.99{\pm}0.01^{\circ}$. There was little error due to the changes in the saddle height but absolute error occurred by cadence. Considering the average error is approximately $1^{\circ}$, it is a suitable system for quantitative dynamic fitting evaluation. It is necessary to decrease error by using two digital camera with frontal and sagittal plane in future study.

Design and Strength Analysis of a Mast and Mounting Part of Dummy Gun for Multi-Mission Unmanned Surface Vehicle (복합임무 무인수상정의 마스트 및 특수임무장비 장착부 설계 및 강도해석)

  • Son, Juwon;Kim, Donghee;Choi, Byungwoong;Lee, Youngjin
    • The Journal of Korean Institute of Information Technology
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    • v.16 no.11
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    • pp.51-59
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    • 2018
  • The Multi-Mission Unmanned Surface Vehicle(MMUSV), which is manufactured using glass Fiber Reinforced Plastic(FRP) material, is designed to perform a surveillance and reconnaissance on the sea. Various navigation sensors, such as RADAR, RIDAR, camera, are mounted on a mast to perform an autonomous navigation. And a dummy gun is mounted on the deck of the MMUSV for a target tracking and disposal. It is necessary to analyze a strength for structures mounted on the deck because the MMUSV performs missions under a severe sea state. In this paper, a strength analysis of the mast structure is performed on static loads and lateral external loads to verify an adequacy of the designed mast through a series of simulations. Based on the results of captive model tests, a strength analysis for a heave motion of the mast structure is conducted using a simulation tool. Also a simulation and fatigue test for a mounting part between the MMUSV and the dummy gun are performed using a specimen. The simulation and test results are represented that a structure of the mast and mounting part of the dummy gun are appropriately designed.he impact amount are performed through simulation and experiments.

A study on the design of an efficient hardware and software mixed-mode image processing system for detecting patient movement (환자움직임 감지를 위한 효율적인 하드웨어 및 소프트웨어 혼성 모드 영상처리시스템설계에 관한 연구)

  • Seungmin Jung;Euisung Jung;Myeonghwan Kim
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.29-37
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    • 2024
  • In this paper, we propose an efficient image processing system to detect and track the movement of specific objects such as patients. The proposed system extracts the outline area of an object from a binarized difference image by applying a thinning algorithm that enables more precise detection compared to previous algorithms and is advantageous for mixed-mode design. The binarization and thinning steps, which require a lot of computation, are designed based on RTL (Register Transfer Level) and replaced with optimized hardware blocks through logic circuit synthesis. The designed binarization and thinning block was synthesized into a logic circuit using the standard 180n CMOS library and its operation was verified through simulation. To compare software-based performance, performance analysis of binary and thinning operations was also performed by applying sample images with 640 × 360 resolution in a 32-bit FPGA embedded system environment. As a result of verification, it was confirmed that the mixed-mode design can improve the processing speed by 93.8% in the binary and thinning stages compared to the previous software-only processing speed. The proposed mixed-mode system for object recognition is expected to be able to efficiently monitor patient movements even in an edge computing environment where artificial intelligence networks are not applied.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Sediment Particulate Motions Over a Ripple Under Different Wave Amplitude Conditions (파랑에 의한 해저 사련 위에서의 유사입자의 거동 특성)

  • Chang, Yeon S.;Ahn, Kyungmo;Hwang, Jin H.;Park, Young-Gyu
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.25 no.6
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    • pp.374-385
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    • 2013
  • Sediment particle motions have been numerically simulated over a sinusoidal ripple. Turbulent boundary layer flows are generated by Large Eddy Simulation, and the sediment particle motions are simulated using Lagrangian particle tracking method. Two unsteady flow conditions are used in the experiment by employing two different wave amplitudes while keeping other conditions such as wave period same. As expected, the amount of suspended sediment particles is clearly dependent on the wave amplitude as it is increasing with increasing flow intensity. However, it is also observed that the pattern of suspension may be different as well due to the only different condition caused by wave amplitude. Specially, the time of maximum sediment suspension within the wave period is not coincident between the two cases because sediment suspension is strongly affected by the existence of turbulent eddies that are formed at different times over the ripple between the two cases as well. The role of these turbulent eddies on sediment suspension is important as it is also confirmed in previous researches. However, it is also found the time of these eddies' formation may also dependent on the wave amplitude over rippled beds. Therefore, it has been proved that various flow as well as geometric conditions under waves has to be considered in order to have better understanding on the sediment suspension process over ripples. In addition, it is found that high turbulent energy and strong upward flow velocities occur during the time of eddy formation, which also supports high suspension rate at these time steps. The results indicate that the relationship between the structure of flows and bedforms has to be carefully examined in studying sediment suspension at coastal regions.