• Title/Summary/Keyword: 뷰 포인트

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Anomaly detection performance improvement technique through weight matrix-based optical flow equalization (가중치 행렬 기반 광학 흐름 평활화를 통한 이상 행동 탐지 성능 향상 기법)

  • Lim, Hyun-seok;Kim, In-ki;Kang, Jaeyong;Gwak, Jeong-hwan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.145-146
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    • 2021
  • 본 연구에서는 카메라의 촬영 시점에 의해서 발생되는 원근감이 광학 흐름 생성에 어떠한 영향을 주는지 살펴보고 광학 흐름 기반 이상행동 탐지 솔루션의 성능을 고도화하기 위해 기존 광학 흐름 영상으로부터 소실점 기반 가중치 행렬을 계산하여 원근감에 따른 광학 흐름 정도를 평활하는 기법에 대해서 연구한다. 카메라의 뷰포인트에 따라 원근감의 발생 정도나 객체의 크기 및 움직임의 정도가 달라지게 되며, 이는 원본 영상 프레임을 광학 흐름의 크기와 방향성으로 표현하는 영상 변환 네트워크를 가진 생성적 적대 신경망을 학습할 때 정상적인 행동 패턴의 범위를 결정짓는 데 방해가 될 수 있다. 이러한 문제를 해결하기 위하여 데이터셋의 배경으로부터 소실점을 추출하고 원근감에 따라 결정되는 광학 흐름의 크기를 평활하는 기법을 개발하여 기존 모델의 성능과 비교하였으며, 프레임 단위의 정확도 성능이 5.75% 향상된 것으로 확인되었다.

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A Study on the Usage Behavior of Universities Library Website Before and After COVID-19: Focusing on the Library of C University (COVID-19 전후 대학도서관 홈페이지 이용행태에 관한 연구: C대학교 도서관을 중심으로)

  • Lee, Sun Woo;Chang, Woo Kwon
    • Journal of the Korean Society for information Management
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    • v.38 no.3
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    • pp.141-174
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    • 2021
  • In this study, by examining the actual usage data of the university library website before and after COVID-19 outbreak, the usage behavior of users was analyzed, and the data before and after the virus outbreak was compared, so that university libraries can provide more efficient information services in a pandemic situation. We would like to suggest ways to improve it. In this study, the user traffic made on the website of University C was 'using Google Analytics', from January 2018 to December 2018 before the oneself of the COVID-19 virus and from January 2020 to 2020 after the outbreak of the virus. A comparative analysis was conducted until December. Web traffic variables were analyzed by classifying them into three characteristics: 'User information', 'Path', and 'Site behavior' based on metrics such as session, user, number of pageviews, number of pages per session time, and bounce rate. To summarize the study results, first, when compared with data from January 1 to January 20 before the oneself of COVID-19, users, new visitors, and sessions all increased compared to the previous year, and the number of sessions per user, number of pageviews, and number of pages per session, which showed an upward trend before the virus outbreak in 2020, increased significantly. Second, as social distancing was upgraded to the second stage, there was also a change in the use of university library websites. In 2020 and 2018, when the number os students was the lowest, the number of page views increased by 100,000 more in 2020 compared to 2018, and the number of pages per session also recorded10.46, which was about 2 more pages compared to 2018. The bounce rate also recorded 14.38 in 2018 and 2019, but decreased by 1 percentage point to 13.05 in 2020, which led to more active use of the website at a time when social distancing was raised.

Camera Extrinsic Parameter Estimation using 2D Homography and Nonlinear Minimizing Method based on Geometric Invariance Vector (기하학적 불변벡터 기탄 2D 호모그래피와 비선형 최소화기법을 이용한 카메라 외부인수 측정)

  • Cha, Jeong-Hee
    • Journal of Internet Computing and Services
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    • v.6 no.6
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    • pp.187-197
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    • 2005
  • In this paper, we propose a method to estimate camera motion parameter based on invariant point features, Typically, feature information of image has drawbacks, it is variable to camera viewpoint, and therefore information quantity increases after time, The LM(Levenberg-Marquardt) method using nonlinear minimum square evaluation for camera extrinsic parameter estimation also has a weak point, which has different iteration number for approaching the minimal point according to the initial values and convergence time increases if the process run into a local minimum, In order to complement these shortfalls, we, first proposed constructing feature models using invariant vector of geometry, Secondly, we proposed a two-stage calculation method to improve accuracy and convergence by using 2D homography and LM method, In the experiment, we compared and analyzed the proposed method with existing method to demonstrate the superiority of the proposed algorithms.

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A Study on History-Tourism Information Service Using Mobile Augmented Reality Technology (모바일 증강현실 기술을 이용한 역사관광정보 서비스에 관한 연구)

  • Jung, Da-Woon;Kang, Young-Ok
    • Spatial Information Research
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    • v.20 no.2
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    • pp.59-70
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    • 2012
  • Advances in science and technology, especially the increasing popularity of smart phone has opened up infinite possibilities for the information retrieval. And the augmented reality technology which has started getting attention to various fields has allowed us to get an information in an innovative way by providing additional information to a real world before our eyes. The purpose of this study is to suggest and to construct mobile application service which give history-tourism information efficiently based on augmented reality technology. As a result of study, we suggest that it is needed to find the view point that the most accurate information can be provided to the users according to each contents such as maps, pictures, drawings etc. and to provide the function to the users which shows the view points information efficiently. The purpose of this study is to investigate the possibility whether the technology studied in private sector by using augmented reality based on smart phone can also be applied in public sector for the service of history tourism information. We expect that this study can be the basis for providing the more advanced augmented reality service in the near future.

Using Skeleton Vector Information and RNN Learning Behavior Recognition Algorithm (스켈레톤 벡터 정보와 RNN 학습을 이용한 행동인식 알고리즘)

  • Kim, Mi-Kyung;Cha, Eui-Young
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.598-605
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    • 2018
  • Behavior awareness is a technology that recognizes human behavior through data and can be used in applications such as risk behavior through video surveillance systems. Conventional behavior recognition algorithms have been performed using the 2D camera image device or multi-mode sensor or multi-view or 3D equipment. When two-dimensional data was used, the recognition rate was low in the behavior recognition of the three-dimensional space, and other methods were difficult due to the complicated equipment configuration and the expensive additional equipment. In this paper, we propose a method of recognizing human behavior using only CCTV images without additional equipment using only RGB and depth information. First, the skeleton extraction algorithm is applied to extract points of joints and body parts. We apply the equations to transform the vector including the displacement vector and the relational vector, and study the continuous vector data through the RNN model. As a result of applying the learned model to various data sets and confirming the accuracy of the behavior recognition, the performance similar to that of the existing algorithm using the 3D information can be verified only by the 2D information.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Sensor-Based Path Planning for Planar Two-identical-Link Robots by Generalized Voronoi Graph (일반화된 보로노이 그래프를 이용한 동일 두 링크 로봇의 센서 기반 경로계획)

  • Shao, Ming-Lei;Shin, Kyoo-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.12
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    • pp.6986-6992
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    • 2014
  • The generalized Voronoi graph (GVG) is a topological map of a constrained environment. This is defined in terms of workspace distance measurements using only sensor-provided information, with a robot having a maximum distance from obstacles, and is the optimum for exploration and obstacle avoidance. This is the safest path for the robot, and is very significant when studying the GVG edges of highly articulated robots. In previous work, the point-GVG edge and Rod-GVG were built with point robot and rod robot using sensor-based control. An attempt was made to use a higher degree of freedom robot to build GVG edges. This paper presents GVG-based a new local roadmap for the two-link robot in the constrained two-dimensional environment. This new local roadmap is called the two-identical-link generalized Voronoi graph (L2-GVG). This is used to explore an unknown planar workspace and build a local roadmap in an unknown configuration space $R^2{\times}T^2$ for a planar two-identical-link robot. The two-identical-link GVG also can be constructed using only sensor-provided information. These results show the more complex properties of two-link-GVG, which are very different from point-GVG and rod-GVG. Furthermore, this approach draws on the experience of other highly articulated robots.

Georeferencing of GPR image data using HD map construction method (정밀 도로 지도 구축 방법을 이용한 GPR 영상 데이터 지오레퍼런싱)

  • Shin, Jinsoo;Won, Jonghyun;Lee, Seeyoung
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.39 no.6
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    • pp.507-513
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    • 2021
  • GPR (Ground Penetrating RADAR) is a sensor that inspects the pavement state of roads, sinkholes, and underground pipes. It is widely used in road management. MMS (Mobile Mapping System) creates a detailed and accurate road map of the road surface and its surroundings. If both types of data are built in the same area, it is efficient to construct both ground and underground spatial information at the same time. In addition, since it is possible to grasp the road and important facilities around the road, the location of underground pipelines, etc. without special technology, an intuitive understanding of the site is also possible, which is a useful tool in managing the road or facilities. However, overseas equipment to which this latest technology is applied is expensive and does not fit the domestic situation. LiDAR (Light Detection And Raging) and GNSS/INS (Global Navigation Satellite System / Inertial Navigation System) were synchronized in order to replace overseas developed equipment and to secure original technology to develop domestic equipment in the future, and GPR data was also synchronized to the same GNSS/INS. We developed software that performs georeferencing using the location and attitude information from GNSS/INS at the time of acquiring synchronized GPR data. The experiments were conducted on the road site by dividing the open sky and the non-open sky. The road and surrounding facilities on the ground could be easily checked through the 3D point cloud data acquired through LiDAR. Georeferenced GPR data could also be viewed with a 3D viewer along with point cloud data, and the location of underground facilities could be easily and quickly confirmed through GPR data.

Evaluation of Preference by Bukhansan Dulegil Course Using Sentiment Analysis of Blog Data (블로그 데이터 감성분석을 통한 북한산둘레길 구간별 선호도 평가)

  • Lee, Sung-Hee;Son, Yong-Hoon
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.3
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    • pp.1-10
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    • 2021
  • This study aimed to evaluate preferences of Bukhansan dulegil using sentiment analysis, a natural language processing technique, to derive preferred and non-preferred factors. Therefore, we collected blog articles written in 2019 and produced sentimental scores by the derivation of positive and negative words in the texts for 21 dulegil courses. Then, content analysis was conducted to determine which factors led visitors to prefer or dislike each course. In blogs written about Bukhansan dulegil, positive words appeared in approximately 73% of the content, and the percentage of positive documents was significantly higher than that of negative documents for each course. Through this, it can be seen that visitors generally had positive sentiments toward Bukhansan dulegil. Nevertheless, according to the sentiment score analysis, all 21 dulegil courses belonged to both the preferred and non-preferred courses. Among courses, visitors preferred less difficult courses, in which they could walk without a burden, and in which various landscape elements (visual, auditory, olfactory, etc.) were harmonious yet distinct. Furthermore, they preferred courses with various landscapes and landscape sequences. Additionally, visitors appreciated the presence of viewpoints, such as observation decks, as a significant factor and preferred courses with excellent accessibility and information provisions, such as information boards. Conversely, the dissatisfaction with the dulegil courses was due to noise caused by adjacent roads, excessive urban areas, and the inequality or difficulty of the course which was primarily attributed to insufficient information on the landscape or section of the course. The results of this study can serve not only serve as a guide in national parks but also in the management of nearby forest green areas to formulate a plan to repair and improve dulegil. Further, the sentiment analysis used in this study is meaningful in that it can continuously monitor actual users' responses towards natural areas. However, since it was evaluated based on a predefined sentiment dictionary, continuous updates are needed. Additionally, since there is a tendency to share positive content rather than negative views due to the nature of social media, it is necessary to compare and review the results of analysis, such as with on-site surveys.