• Title/Summary/Keyword: video object

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Moving Target Detection based on Frame Subtraction and Morphological filter with Drone Imaging (프레임 감산과 형태학적 필터를 이용한 드론 영상의 이동표적의 검출)

  • Lee, Min-Hyuck;Yeom, SeokWon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.4
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    • pp.192-198
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    • 2018
  • Recently, the use of drone has been increasing rapidly in many ways. A drone can capture remote objects efficiently so it is suitable for surveillance and security systems. This paper discusses three methods for detecting moving vehicles using a drone. We compare three target detection methods using a background frame, preceding frames, or moving average frames. They are subtracted from a current frame. After the frame subtraction, morphological filters are applied to increase the detection rate and reduce the false alarm rate. In addition, the false alarm region is removed based on the true size of targets. In the experiments, three moving vehicles were captured by a drone, and the detection rate and the false alarm rate were obtained by three different methods and the results are compared.

Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

A climbing movement detection system through efficient cow behavior recognition based on YOLOX and OC-SORT (YOLOX와 OC-SORT 기반의 효율적인 소 행동 인식을 통한 승가 운동 감지시스템)

  • LI YU;NamHo Kim
    • Smart Media Journal
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    • v.12 no.7
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    • pp.18-26
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    • 2023
  • In this study, we propose a cow behavior recognition system based on YOLOX and OC-SORT. YOLO X detects targets in real-time and provides information on cow location and behavior. The OC-SORT module tracks cows in the video and assigns unique IDs. The quantitative analysis module analyzes the behavior and location information of cows. Experimental results show that our system demonstrates high accuracy and precision in target detection and tracking. The average precision (AP) of YOLOX was 82.2%, the average recall (AR) was 85.5%, the number of parameters was 54.15M, and the computation was 194.16GFLOPs. OC-SORT was able to maintain high-precision real-time target tracking in complex environments and occlusion situations. By analyzing changes in cow movement and frequency of mounting behavior, our system can help more accurately discern the estrus behavior of cows.

Analysis of Manual 3D Projection Mapping Processes Using 3D Mesh Models (3D 메쉬 모델을 이용한 수동 3D 프로젝션 맵핑 과정 분석)

  • Mina Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.1-12
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    • 2023
  • Software tools for manual 3D projection mapping have been widely used in theme parks and exhibitions. However, no research has been conducted on detailed utilization methods and usability of those tools yet. This study organizes the entire process of manual 3D projection mapping step by step and analyzes the problems that occurred at each step to identify potential improvements of 3D projection mapping tools. First, we introduce the process, which includes: two methods for creating virtual-physical object pairs to construct a virtual environment that is identical to the real-world target of the 3D projection mapping, the production of video textures for special effects, and mapping methods that use semi-automatic projector calibration. In addition, through experiments comparing and analyzing two widely used tools under various conditions for 3D mapping, we identified the technical limitations, performance differences between tools, and issues that impede usability. Finally, we suggest improvements and future research directions to enhance the usability of the 3D projection mapping technology.

Design and Implementation of Early Warning Monitoring System for Cross-border Mining in Open-pit Mines (노천광산의 월경 채굴 조기경보 모니터링시스템의 설계 및 구현)

  • Li Ke;Byung-Won Min
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.25-41
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    • 2024
  • For the scenario of open pit mining, at present, manual periodic verification is mainly carried out in China with the help of video surveillance, which requires continuous investment in labor cost and has poor timeliness. In order to solve this difficult problem of early warning and monitoring, this paper researches a spatialized algorithmic model and designs an early warning system for open-pit mine transboundary mining, which is realized by calculating the coordinate information of the mining and extracting equipments and comparing it with the layer coordinates of the approval range of the mines in real time, so as to realize the determination of the transboundary mining behavior of the mines. By taking the Pingxiang area of Jiangxi Province as the research object, after the field experiment, it shows that the system runs stably and reliably, and verifies that the target tracking accuracy of the system is high, which can effectively improve the early warning capability of the open-pit mines' overstepping the boundary, improve the timeliness and accuracy of mine supervision, and reduce the supervision cost.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.359-383
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    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

A Study on the Medium Designator In Non-book Materials (비도서자료의 매체표시에 관한 연구)

  • Nam Tae Woo
    • Journal of the Korean Society for Library and Information Science
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    • v.15
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    • pp.119-140
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    • 1988
  • This paper is the study on the Medium Designator in Non-book materials. Main contents of this study were as follows; 1. The medium designator serves to indicate the class of material to which an item belongs. This is used to give an 'early warning' ;to the catalogue user. 2. This medium designator may be further divided into two elements ; a general material designation (GMD), for example video-recording, and a specific material designation (SMD), for example, videodisc. 3. GMD: In cataloging, a term indicating the broad class of material to which a bibliographic item belongs, such as 'motion picture', and SMD : In descriptive cataloging, a term indicating the special class of material (usually the class of physical object) to which a biblographic item belongs, such as videocassette. 4. Locating the medium designator after the title proper was not prescribed until ISBD(G) and AACR2. In pre-ISBD(G) codes, the ,early, warning type of medium designator was placed after all title information. But in AACR2, the medium designator is placed after the title proper, but before parellel title and other title information. 5. In Terminology, Two separate lists of designations are given in AACR2, l.1C1, one for British and one for North American use. The British list contains fewer terms, and uses generic categories to group together some of the North American list. 6. The problem of where to place the medium designator might be circumvented by using some kind of early alerting device other than a formal element of biblliographic description. Various alternatives have been suggested. A more popular device is the provision of symbols or 'media code' which are part of the call number and indicate the porticular medium type. 'Colour-coding' the use of used by some libraries but is now longly discouraged. 7. According to Frost. The medium designatorhas been generally reeognized as serving three functions; 1) as a statement of the nature or basic format of the item cataloged and thus as a meant of informing the user as to the type of material at hand; 2) as a description of the physical charaetistics of medium and as a means of alerting the user to equipment needed to make use of the item. 3) as a device to distinguish different physical formats which share the same title. 8. AACR2 raises some problems which decision makers have neet had to face preriously It provides a GMD for every item in the collection including books and it makes the application of any or all GMD's optional.

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Implementation of Motion Detection based on Extracting Reflected Light using 3-Successive Video Frames (3개의 연속된 프레임을 이용한 반사된 빛 영역추출 기반의 동작검출 알고리즘 구현)

  • Kim, Chang Min;Lee, Kyu Woong
    • KIISE Transactions on Computing Practices
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    • v.22 no.3
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    • pp.133-138
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    • 2016
  • Motion detection algorithms based on difference image are classified into background subtraction and previous frame subtraction. 1) Background subtraction is a convenient and effective method for detecting foreground objects in a stationary background. However in real world scenarios, especially outdoors, this restriction, (i.e., stationary background) often turns out to be impractical since the background may not be stable. 2) Previous frame subtraction is a simple technique for detecting motion in an image. The difference between two frames depends upon the amount of motion that occurs from one frame to the next. Both these straightforward methods fail when the object moves very "slightly and slowly". In order to efficiently deal with the problem, in this paper we present an algorithm for motion detection that incorporates "reflected light area" and "difference image". This reflected light area is generated during the frame production process. It processes multiplex difference image and AND-arithmetic of bitwise. This process incorporates the accuracy of background subtraction and environmental adaptability of previous frame subtraction and reduces noise generation. Also, the performance of the proposed method is demonstrated by the performance assessment of each method using Gait database sample of CASIA.

Multi-view Generation using High Resolution Stereoscopic Cameras and a Low Resolution Time-of-Flight Camera (고해상도 스테레오 카메라와 저해상도 깊이 카메라를 이용한 다시점 영상 생성)

  • Lee, Cheon;Song, Hyok;Choi, Byeong-Ho;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.4A
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    • pp.239-249
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    • 2012
  • Recently, the virtual view generation method using depth data is employed to support the advanced stereoscopic and auto-stereoscopic displays. Although depth data is invisible to user at 3D video rendering, its accuracy is very important since it determines the quality of generated virtual view image. Many works are related to such depth enhancement exploiting a time-of-flight (TOF) camera. In this paper, we propose a fast 3D scene capturing system using one TOF camera at center and two high-resolution cameras at both sides. Since we need two depth data for both color cameras, we obtain two views' depth data from the center using the 3D warping technique. Holes in warped depth maps are filled by referring to the surrounded background depth values. In order to reduce mismatches of object boundaries between the depth and color images, we used the joint bilateral filter on the warped depth data. Finally, using two color images and depth maps, we generated 10 additional intermediate images. To realize fast capturing system, we implemented the proposed system using multi-threading technique. Experimental results show that the proposed capturing system captured two viewpoints' color and depth videos in real-time and generated 10 additional views at 7 fps.