• Title/Summary/Keyword: 움직임 제어

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신체 장애우를 위한 얼굴 특징 추적을 이용한 실감형 게임 시스템 구현

  • Ju, Jin-Sun;Shin, Yun-Hee;Kim, Eun-Yi
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.475-478
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    • 2006
  • 실감형 게임은 사람의 신체 움직임 및 오감을 최대한 반영한 리얼리티를 추구하는 전문적인 게임이다. 현재 개발된 실감형 게임들은 비 장애우를 대상으로 만들어 졌기 때문에 많은 움직임을 필요로 한다. 하지만 신체적 불편함을 가진 장애우들은 이러한 게임들을 이용하는데 어려움이 있다. 따라서 본 논문에서는 PC상에서 최소의 얼굴 움직임을 사용하여 수행할 수 있는 실감형 게임 시스템을 제안한다. 제안된 실감형 게임 시스템은 웹 카메라로부터 얻어진 영상에서 신경망 기반의 텍스쳐 분류기를 이용하여 눈 영역을 추출한다. 추출된 눈 영역은 Mean-shift 알고리즘을 이용하여 실시간으로 추적되어지고, 그 결과로 마우스의 움직임이 제어된다. 구현된 flash게임과 연동하여 게임을 눈의 움직임으로 제어 할 수 있다. 제안된 시스템의 효율성을 검증하기 위하여 장애우와 비 장애우로 분류하여 성능을 평가 하였다. 그 결과 제안된 시스템이 보다 편리하고 친숙하게 신체 장애우 에게 활용 될 수 있으며 복잡한 환경에서도 확실한 얼굴 추적을 통하여 실감형 게임 시스템을 실행 할 수 있음이 증명되었다.

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A Study on the Problem and Improvement of VR Content Using Motion Platform and VR HMD (모션플랫폼과 VR HMD를 사용하는 VR콘텐츠의 제작환경에 따른 문제점과 개선 방안)

  • Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.15-24
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    • 2019
  • Many limitations arise when using washout algorithms to calibrate input values in VR content-making environments using VR HMD and motion platforms. Thus, in this study, we designed a new fabrication method using a control object that turns acceleration into a rotational motion. A total of 30 people were tested to see if the improved method was better than the existing one. The results showed significant differences that the improved method is better for realism, immersion and ride comfort.

A Real-Time Pigsty Thermal Control System Based on a Video Sensor (비디오 센서 기반의 실시간 돈사 온도제어 시스템)

  • Choi, Dongwhee;Kim, Haelyeon;Kim, Heegon;Chung, Yongwha;Park, Daihee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.223-225
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    • 2013
  • 어미로부터 생후 21일령 또는 28일령에 젖을 때는 어린 자돈들은 면역력이 약하여 통상 폐사율이 30~40%까지 치솟는 등 자돈 관리가 국내 양돈 농가의 가장 큰 문제 중 하나로 인식되고 있다. 본 논문에서는 이러한 양돈 농가의 문제를 해결하기 위하여 자돈사에 비디오 카메라를 설치하고 획득된 영상 정보를 이용하여 자돈들을 관리하는 시스템을 제안한다. 특히 제안된 시스템은 실시간으로 유입되는 영상 스트림 데이터로부터 움직임 여부를 신속히 판단하고, 움직임이 없는 경우(수면 또는 휴식)에 바닥면적 중 자돈들이 차지하지 않은 부분의 면적을 추출하여 수면 또는 휴식 중 자돈들의 밀집 여부를 판단한다. 즉, 카메라를 이용하여 과도하게 밀집된 경우 온도를 올려주고 반대의 경우 온도를 낮춰주는 온도제어 시스템을 설계할 수 있다. 실제, 경상남도 함양군의 한 돼지 농장에 비디오 센서 기반의 실험 환경을 구축하고 자돈사 감시 데이터 셋을 취득하였고, 이를 이용하여 제안된 자돈사 관리 시스템의 프로토타입을 개발하였다.

Controlling Particle Motion and Attribute Change by Fuzzy Control (퍼지제어에 의한 파티클 움직임 및 속성변화 제어)

  • Kang, Hwa-Seok;Choi, Seung-Hak;Eo, Kil-Su;Lee, Hong-Youl
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.7-14
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    • 1996
  • A particle system is defined as a collection of primitive particles that together represent irregular and ever-changing objects such as smoke, clouds, waterfalls, and explosions. A particle system can be a powerful tool for modeling a deformable object's motion and change of form since it has dynamic properties with time. As an object becomes more complicated and shows more chaotic behavior, however, we need much more parameters for describing its characteristics completely. Consequently, the conventional particle system leads to difficulty in managing all of the parameters properly since one parameter can affect the others. Moreover, motion equations for representing particles' behavior are usually approximated to gain speed-ups. The inevitable errors in calculating the equations can cause an unexpected outcome. In this paper, we present a new approach of applying fuzzy contol to mage particles' motion and attributes changes over time. We also give an implementation result of a fuzzy particle system to show the feasibility of the proposed method. Applications of the system to explosions, nebulae, volcanos, and grass are presented.

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A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.278-281
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    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

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High-speed Integer Fuzzy Operations Without Multiplications and Divisions (곱셈, 나눗셈이 필요 없는 고속 정수 퍼지 연산)

  • Kim Jin-Il;Lee Sang-Gu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.9
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    • pp.1727-1736
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    • 2006
  • In a fuzzy control system to vocess fuzzy data in high-speed for intelligent systems, one of the important problems is the improvement of the execution speed in the fuzzy inference and defuzzification stages. Especially, it is more important to have high-speed operations in the consequent Pan and defuzzification stage. Therefore, in this paper, to improve the speedup of the fuzzy controllers for intelligent systems, we propose novel integer fuzzy operation method without mulitplications and divisions by only integer addition to convert real values in the fuzzy membership functions in the consequent part to integer grid pixels $(400{\times}30)$ without [0, 1] real operations. Also we apply the proposed system to the truck backer-upper control system. As a result, this system shows a real-time very high speed fuzzy control as compared as the conventional methods. This system will be applied to the real-time high-speed intelligent systems such as robot arm control.

High-speed Integer Operations in the Fuzzy Consequent Part and the Defuzzification Stage for Intelligent Systems (지능 시스템을 위한 퍼지 후건부 및 비퍼지화 단계의 고속 정수연산)

  • Lee Sang-Gu;Chae Sang-Won
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.2 s.308
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    • pp.52-62
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    • 2006
  • In a fuzzy control system to process fuzzy data in high-speed for intelligent systems, one of the important problems is the improvement of the execution speed in the fuzzy inference and defuzzification stages. Especially, it is more important to have high-speed operations in the consequent part and defuzzification stage. Therefore, in this paper, to improve the speedup of the fuzzy controllers for intelligent systems, we propose an integer line mapping algorithm using only integer addition to convert [0,1] real values in the fuzzy membership functions in the consequent part to integer grid pixels $(400{\times}30)$. This paper also shows a novel defuzzification algorithm without multiplications. Also we apply the proposed system to the truck backer-upper control system. As a result, this system shows a real-time very high speed fuzzy control as compared as the conventional methods. This system will be applied to the real-time high-speed intelligent systems such as robot arm control.

An Camera Information Detection Method for Dynamic Scene (Dynamic scene에 대한 카메라 정보 추출 기법)

  • Ko, Jung-Hwan
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.5
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    • pp.275-280
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    • 2013
  • In this paper, a new stereo object extraction algorithm using a block-based MSE (mean square error) algorithm and the configuration parameters of a stereo camera is proposed. That is, by applying the SSD algorithm between the initial reference image and the next stereo input image, location coordinates of a target object in the right and left images are acquired and then with these values, the pan/tilt system is controlled. And using the moving angle of this pan/tilt system and the configulation parameters of the stereo camera system, the mask window size of a target object is adaptively determined. The newly segmented target image is used as a reference image in the next stage and it is automatically updated in the course of target tracking basing on the same procedure. Meanwhile, a target object is under tracking through continuously controlling the convergence and FOV by using the sequentiall extracted location coordinates of a moving target.

Content-based Rate control for Hybrid Video Transmission (혼합영상 전송을 위한 내용기반 율제어)

  • 황재정;정동수
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.8B
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    • pp.1424-1435
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    • 2000
  • A bit-rate controller that can achieve a constant bit rate when coding object-based video sequences is an important part to achieve an adaptation to bit-rate constraints, desired video quality, distribution of bits among objects, relationship between texture and shape coding, and determination of frame skip or not. Therefore we design content-based bit rate controller which will be used for relevant bit-rate control. The implementation is an extension of MPEG-4 rate control algorithm which employs a quadratic rate-quantizer model. The importance of different objects in a video is analyzed and segmented into a number of VOPs which are adaptively bit-allocated using the object-based modelling. Some test sequences are observed by a number of non-experts and interests in each object are analysed. The initial total target bit-rate for all objects is obtained by using the proposed technique. Then the total target bits are jointly analyzed for preventing from overflow or underflow of the buffer fullness. The target bits are distributed to each object in view of its importance, not only of statistical analysis such as motion vector magnitude, size of object shape, and coding distortion of previous frame. The scheme is compared with the rate controller adopted by the MPEG-4 VM8 video coder by representing their statistics and performance.

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Design and Implementation of Smart LED Bicycle Helmet using Arduino (아두이노를 이용한 스마트 LED 자전거 헬멧의 설계 및 구현)

  • Ahn, Sung-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1148-1153
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    • 2016
  • The number of cyclists is on the steady growing for leisure and transportation with the increasing interest in health and environment. However, the number of cycling accidents is also increasing steadily due to the lack of safety awareness and regulations. Focusing on this issue, we propose and develop a smart LED bicycle helmet in order to reduce a risk of cycling accident. The main idea is to change status of the LED on the helmet based on the bicycle's movement and provide motion information of the bicycle for others. To control the LED lights on the helmet, we use the Arduino board which communicates with the LED module through serial connection. We decide motion information by using the values from acceleration and GPS sensors of the smartphone. To receive this information from the smartphone, the control board and the smartphone are connected by Bluetooth.