• 제목/요약/키워드: 모션

Search Result 1,587, Processing Time 0.035 seconds

Motion Field Estimation Using U-disparity Map and Forward-Backward Error Removal in Vehicle Environment (U-시차 지도와 정/역방향 에러 제거를 통한 자동차 환경에서의 모션 필드 예측)

  • Seo, Seungwoo;Lee, Gyucheol;Lee, Sangyong;Yoo, Jisang
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.40 no.12
    • /
    • pp.2343-2352
    • /
    • 2015
  • In this paper, we propose novel motion field estimation method using U-disparity map and forward-backward error removal in vehicles environment. Generally, in an image obtained from a camera attached in a vehicle, a motion vector occurs according to the movement of the vehicle. but this motion vector is less accurate by effect of surrounding environment. In particular, it is difficult to extract an accurate motion vector because of adjacent pixels which are similar each other on the road surface. Therefore, proposed method removes road surface by using U-disparity map and performs optical flow about remaining portion. forward-backward error removal method is used to improve the accuracy of the motion vector. Finally, we predict motion of the vehicle by applying RANSAC(RANdom SAmple Consensus) from acquired motion vector and then generate motion field. Through experimental results, we show that the proposed algorithm performs better than old schemes.

An Efficient Algorithm for Sparse Code Motion (희소코드모션을 위한 효율적인 알고리즘)

  • Shin Hyun-Deok;Yu Heui-Jong;Ahn Heui-Hak
    • The KIPS Transactions:PartA
    • /
    • v.12A no.1 s.91
    • /
    • pp.79-86
    • /
    • 2005
  • This paper suggests that sparse code motion algorithm should be used to make the code optimal in the respect of computation and lifetime. This algorithm Is SpCM algorithm, which expand BCM and LCM algorithm. BCM algorithm carries out the optimal code motion computationally and LCM algorithm reduces the register pressure in SpCM algorithm. Generally, code motion algorithm accomplishes the run-time optimal connected with the optimum of computation and the register pressure. Computational cost and consideration of the code size in the register pressure are also added in the paper. The optimum of code motion could be obtained through SpCM algorithm, which considers the code size, in audition to computational optimal and lifetime optimal. The algorithm presented in this paper is the most optimal algorithm in the respect of computation and lifetime, as all the unnecessary code motions are restrained.

Development of the High Efficient 2-axis Step Motion Control System using NI PXI-7352 (NI PXI-7352를 활용한 PC 기반의 고성능 2축 스텝 모션 제어시스템 개발)

  • Lee, Un-Seon;Park, Man-Gon
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.2
    • /
    • pp.179-184
    • /
    • 2010
  • The automatic control and motion control technology including the sensor network technology are important in the ubiquitous environment to make human life easy. In the industrial site and living environment, the demand for the motion control technology and position control technology which are faster and more precise is increasing. Especially, demand for the PC based motion control system is mounting in order to keep up with the improved GUI environment and ever-changing industrial site. This research is focused to develop the Highly Efficient 2-axis Step Motion Control System which can be variously applied in the industrial site on the basis of the LabVIEW - graphic code programming language - with user interface, using the NI PXI-7352 controller and the NI step motor in which it provides the high reliability and the precise motion control.

Measuring Tensions of Character Motions based on LMA (LMA를 기반으로 한 캐릭터 동작의 긴장도 측정)

  • Kwak, Chang-Sub;Kwon, Ji-Yong;Lee, In-Kwon
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.14 no.5
    • /
    • pp.532-536
    • /
    • 2008
  • In this paper, we propose the method to measure tensions of character motions, using LMA (Laban Movement Analysis). Using tension values, we tan take advantage of them as a standard for synchronization of motion and BGM(Back Ground Music). In LMA, a motion is divided into 4 space-time factors which are called Efforts, and each Effort has two bases opposed to each other. We can analyze the motion by justifying which basis is stronger than the other in each Effort of motion. To measure quantitatively tension values, we propose some equations based on kinematics and dynamics. Then we can measure the tension value by the weighted sum of values calculated from those equations. Each weight can be determined by the optimization process which tries to minimize the difference between the calculated tension value and human's decision. The experimental result shows that the in creasing order of the motion tension value is similar to that of the tension score given by human.

The Identification of Blur Extent from Space-variant Motion Blurred Image (지역적으로 다양한 모션 블러가 발생된 이미지로부터 블러의 크기를 추출하는 기법)

  • Yang, Hong-Taek;Hwang, Joo-Youn;Paik, Doo-Won
    • Journal of Internet Computing and Services
    • /
    • v.8 no.6
    • /
    • pp.169-180
    • /
    • 2007
  • When an image is captured, motion blurs are caused by relative motion between the camera and the scene, In the case of the camera is moving, the extents of the motion blur are spatially variant according to distances from the camera to the objects. Although the camera is fixed, the extents of the motion blur are spatially variant according to various speeds of the moving objects. Unexpected blur effect very often degrades the quality of the image and it needs to be restored, To restore the spatially variant blurred image, each of the point spread function (PSF) should be identified, In this paper, we propose a new method for the identification of blur extent locally from the image in which the spatially variant motion blur is caused. Experiment shows that the proposed method identifies blur extent well.

  • PDF

로켓 모션테이블 실시간 모의시험

  • Sun, Byung-Chan;Park, Yong-Kyu;Choi, Hyung-Don;Cho, Gwang-Rae
    • Aerospace Engineering and Technology
    • /
    • v.3 no.1
    • /
    • pp.170-178
    • /
    • 2004
  • This paper deals with six degree-of-freedom HILS(hardware-in-the-loop-simulation) of KSR-III rocket using a TAFMS(three axis flight motion simulator). This TAFMS HILS test is accomplished before main HILS tests in order to verify the control stability in the presence of TAFMS dynamic effects. The TAFMS HILS test includes initial attitude holding tests for INS initial alignment procedures, timer synchronization tests with an auxiliary lift-off signal, real-time calibration tests using an external thermal recorder, open-loop TAFMS operating tests, and final closed-loop TAFMS HILS tests using the TAFMS attitude measurements as inputs to the closed control loop. The HILS tests are accomplished for several flight conditions composed with nominal flight condition, TWD effect added condition, slosh modes and/or bending modes existing condition, and windy condition, etc.

  • PDF

Implementation of Game Interface using Human Head Motion Recognition (사람의 머리 모션 인식을 이용한 게임 인터페이스 구현)

  • Lee, Samual;Lee, Chang Woo
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.19 no.5
    • /
    • pp.9-14
    • /
    • 2014
  • Recently, various contents using human motion are developed in computer vision and game industries. If we try to apply human motion to application programs and contents, users can experience a sense of immersion getting into it so that the users feel a high level of satisfaction from the contents. In this research, we analyze human head motion using images captured from an webcam and then we apply the result of motion recognition to a game without special devices as an interface. The proposed method, first, segments human head region using an image composed of MHI(Motion History Image) and the result of skin color detection, and then we calculate the direction and distance by the MHI sequence. In experiments, the proposed method for human head motion recognition was tested for controlling a game player. From the experimental results we proved that the proposed method can make a gammer feel more immersed into the game. Furthermore, we expect the proposed method can be an interface of a serious game for medical or rehabilitation purposes.

Performance Enhancement of Embedded Software Using Register Promotion (레지스터 프로모션을 이용한 내장형 소프트웨어의 성능 향상)

  • Lee Jong-Yeol
    • The KIPS Transactions:PartA
    • /
    • v.11A no.5
    • /
    • pp.373-382
    • /
    • 2004
  • In this paper, a register promotion technique that translates memory accesses to register accesses is presented to enhance embedded software performance. In the proposed method, a source code is profiled to generate a memory trace. From the profiling results, target functions with high dynamic call counts are selected, and the proposed register promotion technique is applied only to the target functions to save the compilation time. The memory trace of the target functions is searched for the memory accesses that result in cycle count reduction when replaced by register accesses, and they are translated to register accesses by modifying the intermediate code and allocating promotion registers. The experiments on MediaBench and DSPstone benchmark programs show that the proposed method increases the performance by 14% and 18% on the average for ARM and MCORE, respectively.

Business Intelligence Design for Strategic Decision Making for Small and Midium-size E-Commerce Sellers: Focusing on Promotion Strategy (중소 전자상거래 판매상의 전략적 의사결정을 위한 비즈니스 인텔리전스 설계: 프로모션 전략을 중심으로)

  • Seung-Joo Lee;Young-Hyun Lee;Jin-Hyun Lee;Kang-Hyun Lee;Kwang-Sup Shin
    • The Journal of Bigdata
    • /
    • v.8 no.2
    • /
    • pp.201-222
    • /
    • 2023
  • As the e-Commerce gets increased based on the platform, a lot of small and medium sized sellers have tried to develop the more effective strategies to maximize the profit. In order to increase the profitability, it is quite important to make the strategic decisions based on the range of promotion, discount rate and categories of products. This research aims to develop the business intelligence application which can help sellers of e-Commerce platform make better decisions. To decide whether or not to promote, it is needed to predict the level of increase in sales after promotion. I n this research, we have applied the various machine learning algorithm such as MLP(Multi Layer Perceptron), Gradient Boosting Regression, Random Forest, and Linear Regression. Because of the complexity of data structure and distinctive characteristics of product categories, Random Forest and MLP showed the best performance. It seems possible to apply the proposed approach in this research in support the small and medium sized sellers to react on the market changes and to make the reasonable decisions based on the data, not their own experience.

어도비 CC 2014 신기능 1> 추가된 새로운 모션 효과

  • 대한인쇄문화협회
    • 프린팅코리아
    • /
    • v.13 no.8
    • /
    • pp.114-116
    • /
    • 2014
  • 어도비는 최근 크리에이티브 클라우드의 14개 데스크톱 애플리케이션의 새 버전을 발표했다. 이번 대규모 업데이트는 CS6 이래 가장 큰 규모로, 4가지 새로운 모바일 앱 및 크리에이티브 클라우드 서비스의 업데이트가 포함돼 있다. 포토샵 CC에는 더욱 똑똑해진 스마트 가이드, 향상된 레이어 구성요소, 사실적인 모션 블러 효과 등이 추가됐다. 추가된 새로운 모션 효과에 대해 알아본다.

  • PDF