• 제목/요약/키워드: trajectory recognition

검색결과 96건 처리시간 0.027초

Spatio-Temporal Analysis of Trajectory for Pedestrian Activity Recognition

  • Kim, Young-Nam;Park, Jin-Hee;Kim, Moon-Hyun
    • Journal of Electrical Engineering and Technology
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    • 제13권2호
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    • pp.961-968
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    • 2018
  • Recently, researches on automatic recognition of human activities have been actively carried out with the emergence of various intelligent systems. Since a large amount of visual data can be secured through Closed Circuit Television, it is required to recognize human behavior in a dynamic situation rather than a static situation. In this paper, we propose new intelligent human activity recognition model using the trajectory information extracted from the video sequence. The proposed model consists of three steps: segmentation and partitioning of trajectory step, feature extraction step, and behavioral learning step. First, the entire trajectory is fuzzy partitioned according to the motion characteristics, and then temporal features and spatial features are extracted. Using the extracted features, four pedestrian behaviors were modeled by decision tree learning algorithm and performance evaluation was performed. The experiments in this paper were conducted using Caviar data sets. Experimental results show that trajectory provides good activity recognition accuracy by extracting instantaneous property and distinctive regional property.

궤적의 방향 변화 분석에 의한 제스처 인식 알고리듬 (Gesture Recognition Algorithm by Analyzing Direction Change of Trajectory)

  • 박장현;김민수
    • 한국정밀공학회지
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    • 제22권4호
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    • pp.121-127
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    • 2005
  • There is a necessity for the communication between intelligent robots and human beings because of wide spread use of them. Gesture recognition is currently being studied in regards to better conversing. On the basis of previous research, however, the gesture recognition algorithms appear to require not only complicated algorisms but also separate training process for high recognition rates. This study suggests a gesture recognition algorithm based on computer vision system, which is relatively simple and more efficient in recognizing various human gestures. After tracing the hand gesture using a marker, direction changes of the gesture trajectory were analyzed to determine the simple gesture code that has minimal information to recognize. A map is developed to recognize the gestures that can be expressed with different gesture codes. Through the use of numerical and geometrical trajectory, the advantages and disadvantages of the suggested algorithm was determined.

근전도신호의 패턴인식 및 힘추정을 통한 의수의 지능적 궤적제어에 관한 연구 (A Study on Intelligent Trajectory Control for Prosthetic Arm by Pattern Recognition & Force Estimation Using EMG Signals)

  • 장영건;홍승홍
    • 대한의용생체공학회:의공학회지
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    • 제15권4호
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    • pp.455-464
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    • 1994
  • The intelligent trajectory control method that controls moving direction and average velocity for a prosthetic arm is proposed by pattern recognition and force estimations using EMG signals. Also, we propose the real time trajectory planning method which generates continuous accelleration paths using 3 stage linear filters to minimize the impact to human body induced by arm motions and to reduce the muscle fatigue. We use combination of MLP and fuzzy filter for pattern recognition to estimate the direction of a muscle and Hogan's method for the force estimation. EMG signals are acquired by using a amputation simulator and 2 dimensional joystick motion. The simulation results of proposed prosthetic arm control system using the EMG signals show that the arm is effectively followed the desired trajectory depended on estimated force and direction of muscle movements.

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Dynamic Human Activity Recognition Based on Improved FNN Model

  • Xu, Wenkai;Lee, Eung-Joo
    • 한국멀티미디어학회논문지
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    • 제15권4호
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    • pp.417-424
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    • 2012
  • In this paper, we propose an automatic system that recognizes dynamic human gestures activity, including Arabic numbers from 0 to 9. We assume the gesture trajectory is almost in a plane that called principal gesture plane, then the Least Squares Method is used to estimate the plane and project the 3-D trajectory model onto the principal. An improved FNN model combined with HMM is proposed for dynamic gesture recognition, which combines ability of HMM model for temporal data modeling with that of fuzzy neural network. The proposed algorithm shows that satisfactory performance and high recognition rate.

Travel mode classification method based on travel track information

  • Kim, Hye-jin
    • 한국컴퓨터정보학회논문지
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    • 제26권12호
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    • pp.133-142
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    • 2021
  • 이동 패턴 인식은 사용자 궤적 질의, 사용자 행동 예측, 사용자 위치에 기초한 흥미요소 추천, 사용자 개인 정보 보호 및 지자체 교통 계획과 같은 여러 측면에서 널리 사용된다. 현재 인식 정확도는 응용 요건을 충족할 수 없기 때문에 이동 패턴 인식 연구는 궤적 데이터 연구의 초점이라 할 수 있다. GPS 내비게이션 기술과 지능형 모바일 기기의 대중화로 많은 사용자 모바일 데이터 정보를 얻을 수 있고, 이를 바탕으로 많은 의미 있는 연구가 이루어질 수 있다. 현재의 이동 패턴 연구 방법에서 궤적의 특징 추출은 궤도의 기본 속성(속도, 각도, 가속도 등)으로 제한된다. 본 논문에서 순열 엔트로피는 궤적 분류 연구에 참여하기 위한 궤적의 고유값으로 사용되었으며 시계열의 복잡성을 측정하기 위한 속성으로도 사용되었다. 속도 순열 엔트로피와 각도 순열 엔트로피가 이동 패턴 분류에 참여하기 위한 궤적의 특성으로 사용되었으며, 본 논문에서 사용된 순열 엔트로피를 기반으로 한 속성 분류의 정확도는 81.47%에 달했다.

Condensation 알고리즘과 퍼지 추론을 이용한 이동물체의 궤적인식 및 추적 (Trajectory Recognition and Tracking for Condensation Algorithm and Fuzzy Inference)

  • 강석범;양태규
    • 한국정보통신학회논문지
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    • 제11권2호
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    • pp.402-409
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    • 2007
  • 본 논문에서는 이동물체의 궤적을 인식하기 위하여 Condensation 알고리즘을 이용하였고, 인식된 궤적을 추적하기 위해서 퍼지추론을 이용한 퍼지제어기를 사용하였다. Condensation 알고리즘은 사전분포(prior distributions)를 통해서 사후분포(posterior distributions)를 얻는 베이지안 조건확률(Bayesian conditional probabilities)을 기반으로 한다. 추적시스템은 요(raw)운동과 롤(roll)운동을 통해 3차원 공간을 추적한다. 추적 시스템으로는 2링크 매니플레이터를 사용하였고, 매니플레이터의 관절각 ${\theta}_1$$0^{\circ}$ 에서 $360^{\circ}$ 까지 회전할 수 있으며, 관절각 ${\theta}_2$$0^{\circ}$ 에서 $180^{\circ}$ 까지 회전할 수 있다. 속도를 가진 움직이는 물체 궤적을 Condensation 알고리즘을 이용하여 거의 에러 없이 인식함을 보였고, 추적 시스템으로 하여, 공간상에서 주어진 궤적에 대해 시뮬레이션를 통해 제안한 알고리즘의 타당성을 입증하였다.

체감형 배드민턴 게임을 위한 스윙 인식과 셔틀콕 궤적 계산 방법 (Methods for Swing Recognition and Shuttle Cock's Trajectory Calculation in a Tangible Badminton Game)

  • 김상철
    • 한국게임학회 논문지
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    • 제14권2호
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    • pp.67-76
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    • 2014
  • 최근 다양한 모션 센서를 이용해서 실제 사용자의 동작을 인식하는 체감형 스포츠 게임에 대한 관심이 높다. 본 논문에서는 체감형 게임 플레이를 지원하는 배드민턴 게임의 구현에 필요한 핵심 요소 기술인 스윙 모션의 인식과 셔틀콕의 궤적 계산 방법을 제안한다. 사용자가 스마트폰을 손에 쥐고 배드민턴 스윙을 하면, 스마트폰에 내장된 가속도 센서가 발생시키는 모션신호를 다우비시 필터를 이용해서 특징벡터로 변환하고, 이를 k-NN 기반의 인식을 통해서 스윙 타입을 알아낸다. 본 논문에서 제안한 스윙 모션 인식 방법을 이용하면, 상용 모션 콘트롤러를 구입하지 않아도 체감형 배드민턴 게임을 즐길 수 있는 장점이 있다. 배드민턴 셔틀콕은 그 모양의 특징으로 인해 독특한 비행 궤적을 가지고 있기에, 단순한 힘과 속도에 관한 물리 법칙으로는 그 궤적을 표현하기 쉽지 않다. 본 논문에서 우리는 바람의 영향을 고려한 배드민턴 셔틀콕의 비행 궤적 계산 방법을 제안한다.

Selection of features and hidden Markov model parameters for English word recognition from Leap Motion air-writing trajectories

  • Deval Verma;Himanshu Agarwal;Amrish Kumar Aggarwal
    • ETRI Journal
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    • 제46권2호
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    • pp.250-262
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    • 2024
  • Air-writing recognition is relevant in areas such as natural human-computer interaction, augmented reality, and virtual reality. A trajectory is the most natural way to represent air writing. We analyze the recognition accuracy of words written in air considering five features, namely, writing direction, curvature, trajectory, orthocenter, and ellipsoid, as well as different parameters of a hidden Markov model classifier. Experiments were performed on two representative datasets, whose sample trajectories were collected using a Leap Motion Controller from a fingertip performing air writing. Dataset D1 contains 840 English words from 21 classes, and dataset D2 contains 1600 English words from 40 classes. A genetic algorithm was combined with a hidden Markov model classifier to obtain the best subset of features. Combination ftrajectory, orthocenter, writing direction, curvatureg provided the best feature set, achieving recognition accuracies on datasets D1 and D2 of 98.81% and 83.58%, respectively.

시간지연 회귀 신경회로망을 이용한 피치 악센트 인식 (Automatic Recognition of Pitch Accents Using Time-Delay Recurrent Neural Network)

  • Kim, Sung-Suk;Kim, Chul;Lee, Wan-Joo
    • The Journal of the Acoustical Society of Korea
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    • 제23권4E호
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    • pp.112-119
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    • 2004
  • This paper presents a method for the automatic recognition of pitch accents with no prior knowledge about the phonetic content of the signal (no knowledge of word or phoneme boundaries or of phoneme labels). The recognition algorithm used in this paper is a time-delay recurrent neural network (TDRNN). A TDRNN is a neural network classier with two different representations of dynamic context: delayed input nodes allow the representation of an explicit trajectory F0(t), while recurrent nodes provide long-term context information that can be used to normalize the input F0 trajectory. Performance of the TDRNN is compared to the performance of a MLP (multi-layer perceptron) and an HMM (Hidden Markov Model) on the same task. The TDRNN shows the correct recognition of $91.9{\%}\;of\;pitch\;events\;and\;91.0{\%}$ of pitch non-events, for an average accuracy of $91.5{\%}$ over both pitch events and non-events. The MLP with contextual input exhibits $85.8{\%},\;85.5{\%},\;and\;85.6{\%}$ recognition accuracy respectively, while the HMM shows the correct recognition of $36.8{\%}\;of\;pitch\;events\;and\;87.3{\%}$ of pitch non-events, for an average accuracy of $62.2{\%}$ over both pitch events and non-events. These results suggest that the TDRNN architecture is useful for the automatic recognition of pitch accents.

우주로봇 자율제어 테스트 베드 (Test bed for autonomous controlled space robot)

  • 최종현;백윤수;박종오
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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    • pp.1828-1831
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    • 1997
  • this paper, to represent the robot motion approximately in space, delas with algorithm for position recognition of space robot, target and obstacle with vision system in 2-D. And also there are algorithms for precise distance-measuring and calibration usign laser displacement system, and for trajectory selection for optimizing moving to object, and for robot locomtion with air-thrust valve. And the software synthesizing of these algorithms hleps operator to realize the situation certainly and perform the job without any difficulty.

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