• Title/Summary/Keyword: 좌표화

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Haptic Data Transmission in Networked Haptic Collaboration (네트워크 햅틱 협업을 위한 햅틱 데이터 전송)

  • You, Yong-Hee;Sung, Mee-Young;Kim, Nam-Joong;Kang, Jin-Suk;Jun, Kyung-Koo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.64-69
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    • 2007
  • 이 논문은 촉각 가상 환경(Haptic Virtual Environment)에서 촉각(haptic) 데이터를 촉각 데이터 특성에 맞추어 네트워크에 적응적이고 효율적으로 전송할 수 있는 전송 알고리즘을 제안한다. 촉감 상호작용 측정을 위해 네트워크 햅틱 협업 응용을 작성하였고 지연, 지터, 손실에 따른 변화를 분석하였다. 이를 바탕으로 네트워크 트래픽에 적응할 수 있는 알고리즘을 구성하였다. 손실되거나 지터의 영향을 받은 패킷에는 간단한 선형예측 방법을 사용하여 보상하여 손실과 지터로 인한 오차를 줄였다. 이는 심각한 손실이나 지터에 의해 떨림 현상이 나타나는 햅틱 장치의 문제점을 개선하게 되었다. 또한 네트워크 협업에서 지연이 발생할 때 나타나는 클라이언트들 사이의 비동시성을 해결하기 위하여 완충시간을 두었다. 지연이 큰 클라이언트는 버퍼를 사용하지 않고 실시간으로 처리하고, 지연이 적은 클라이언트는 버퍼를 사용하여 전송받은 좌표를 완충시킨 후에 처리하는 방법을 사용하여 클라이언트들 사이의 햅틱 렌더링을 동기화 하였다. 제안된 알고리즘은 다양한 네트워크 상황에서의 협업에서 개선된 결과를 보였다. 이를 바탕으로 향후 선형예측 방법을 다양하게 적용시키고 서버와 클라이언트 사이의 동기화를 구현하는 알고리즘을 작성할 것이다. 본 논문은 다양한 네트워크 상황 에서 햅틱 데이터를 전송하고 처리하는 연구의 기초자료가 될 수 있을 것이다.

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Error Quantification of Photogrammetric 6DOF Pose Estimation (사진계측기반 6자유도 포즈 예측의 오차 정량화)

  • Kim, Sang-Jin;You, Heung-Cheol;Reu, Taekyu
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.41 no.5
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    • pp.350-356
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    • 2013
  • Photogrammetry has been widely used for measuring the important physical quantities in aerospace areas because it is a remote and non-contact measurement method. In this study, we analyzed photogrammetric error which can be occur in six degrees of freedom(6DOF) analysis among coordinates systems with single camera. Error analysis program were developed, and validated using geometric problem converted from imaging process. We analogized that the statistic from estimated camera pose which is need to 6DOF analysis is normally distributed, and quantified the photogrammetric error using estimated population standard deviation.

Color space's conversion for the color vision deficiency (적록 색각 이상자를 위한 색 공간 변환)

  • Kim, Yong-Geun
    • Journal of Korean Ophthalmic Optics Society
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    • v.10 no.1
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    • pp.1-8
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    • 2005
  • Color vision of color vision deficiency is possible using Color space's conversion of color image. Color vision of the RG-Color vision deficiency is possible by the case to maximize the G channel(+100), the case to minimize the G channel(-100), the case to maximize the R channel(+100), the case to convert the R channel to the yellow(Y) channel that is the value of $(-)b^*$ coordinate in CIE $L^*a^*b^*$ color space, the case to separate with only the B channel and the G channel and to appear by the light and darkness difference again, and the case to receive the image only by the light and darkness after separation of saturation and conversion of RGB channel.

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Intelligent Video Surveillance System for Video Analysis, Recognition and Tracking (비디오 영상분석, 인식 및 추적을 위한 지능형 비디오 감시시스템)

  • Kim, Tae-Kyung;Paik, Joon-Ki
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06b
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    • pp.498-500
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    • 2012
  • 비디오 해석 및 추적기술은 특정한 시스템에서만 적용되는 것이 아니다. 이것은 비디오 내에서 의미 있는 정보를 능동적으로 감시 대상을 정의, 해석, 모델화, 추정 및 추적 할 수 있는 기반 기술을 의미하다. 일반적으로 감시시스템에서 감시 대상은 사람이나 차량이며, 상황에 따라 출입통제 구역으로 설정하기도 한다. 이는 연속된 영상에서 객체의 형태, 모양, 행동 분석, 움직임, 색상정보를 가지고 데이터 정의, 검출, 모델화를 통하여 인식, 식별 그리고 추적한다. 본 논문에서는 비디오 영상분석을 통해 단일카메라기반의 감시시스템과 PTZ 카메라기반 감시시스템 제안한다. 이때 단일 카메라기반의 감시는 배경생성방법을 이용하여 연속된 영상내의 객체를 지속적으로 관리가 가능하도록 설계하였고, PTZ 카메라기반의 감시는 카메라의 이동에 따른 배경안정화 방법과 카메라의 절대좌표를 활용하여 카메라 이동을 제어함과 동시에 오검출 문제를 해결하였다. 실험 및 결과분석으로는 시나리오 환경에서 배경생성방법을 이용한 검출의 정확성과 PTZ카메라 위치 변화에도 강인한 검출 결과를 비교 분석하였다.

3D Visualization using Face Position and Direction Tracking (얼굴 위치와 방향 추적을 이용한 3차원 시각화)

  • Kim, Min-Ha;Kim, Ji-Hyun;Kim, Cheol-Ki;Cha, Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.173-175
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    • 2011
  • In this paper, we present an user interface which can show some 3D objects at various angles using tracked 3d head position and orientation. In implemented user interface, First, when user's head moves left/right (X-Axis) and up/down(Y-Axis), displayed objects are moved towards user's eyes using 3d head position. Second, when user's head rotate upon an X-Axis(pitch) or an Y-Axis(yaw), displayed objects are rotated by the same value as user's. The results of experiment from a variety of user's position and orientation show good accuracy and reactivity for 3d visualization.

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3D techniques of for flood simulation (3차원 홍수 시뮬레이션 기법)

  • Hwang, Eui-Ho;Lee, Eul-Rae
    • Proceedings of the Korea Water Resources Association Conference
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    • 2012.05a
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    • pp.980-980
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    • 2012
  • 기존 홍수시각화 기법은 홍수위 분석 결과를 지형자료 기초로 단순히 침수위를 표현하는 방식으로 홍수 분석결과를 시각적으로 표출하는 일차원적 기법으로 홍수상황 대응을 위한 의사결정을 지원하기에는 다소 부족한 실정이다. 이를 개선하기 위해서는 정밀지형 자료를 근간으로 하도내에서 유체의 흐름 특성을 사실적으로 시뮬레이션 할 수 있는 기술 개발이 필요하다. 홍수 시뮬레이션 기술은 고성능 컴퓨터를 활용하여 실좌표계를 기반으로 정밀 하천지형, 하도구성, 홍수시 유체흐름 표현 등에 필요한 데이터 필터링 및 융합처리, 하상생성 기법, 지형자료의 변환 및 가공 등의 처리 가능한 기법을 적용한다. 본 연구에서는 침수영향에 대해 정밀지형을 근간으로 홍수 시뮬레이션을 통해 의사결정을 지원할 수 있는 기반을 제공하고자 하였으며, 홍수시뮬레이터에는 하상지형 처리 및 생성 모듈, 홍수 시뮬레이션 모듈 등으로 구성된다. 또한, 하천 상황의 3차원 표현을 위한 지형 및 시뮬레이션 처리 기법 개발으로 랜더링 처리 기법, 유체 표현 기법을 개발하였다. 이에 따라, 본 연구에서 개발 적용된 홍수 시각화 기법은 홍수분석 결과에 대해 유체의 흐름, 유량, 유량의 전파 속도 등 유체 역학적인 흐름 특성을 사실적으로 표현하는 기법이다. 본 연구의 성과물 도출을 통해 물관리시스템에 반영하여 홍수관리에 활용할 수 있을 것으로 기대된다.

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Volume Measurement Method for Object on Pixel Area Basis through Depth Image (깊이 영상을 통한 화소 단위 물체 부피 측정 방법)

  • Ji-hwan Kim;Soon-kak Kwon
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.1
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    • pp.125-133
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    • 2024
  • In this paper, we propose a volume measurement method for an object based on depth image. The object volume is measured by calculating the object height and width in actual units through the depth image. The object area is detected through differences between the captured and background depth images. The volume of the 2×2 pixel area, formed by four adjacent pixels using the depth information associated with each pixel, is measured. The object volume is measured as the sum of the volumes for whole 2×2 areas in the object area. In simulation results, the average measurement error for the object volume is 2.1% when the distance from the camera is 60cm.

The Clinical Effect and Construction of a Stereotactic Whole Body Immobilization Device (전신 정위 고정장치 제작과 임상효과에 대한 연구)

  • 정진범;정원균;서태석;최경식;진호상;지영훈
    • Progress in Medical Physics
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    • v.15 no.1
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    • pp.30-38
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    • 2004
  • Purpose: To develop a whole body frame for the purpose of reducing patient motion and minimizing setup error for extra-cranial stereotactic radiotherapy, and to evaluate the repositioning setup error of a patient in the frame. Materials and Methods: The developed whole body frame is composed of a base plate, immobilizer, vacuum cushion, ruler and belts. The dimension of the base plate is 130 cm in length, 50 cm in width and 1 cm in thickness. The material used in the base plate of the frame was bakelite and the immobilizer was made of acetal. In addition, Radiopaque angio-catheter wires were engraved on the base plate for a coordinate system to determine the target localization. The measurement for radiation transmission and target localization is peformed in order to test the utilization of the frame. Also, a Matlab program analyzed the patients setup error by using the patient's setup images obtained from a CCTV camera and digital record recorder (DVR). Results: A frame that is useful for CT simulation and radiation treatment was fabricated. The frame structure was designed to minimize collisions from the changes in the rotation angle of the gantry and to maximize the transmission rate of the Incident radiation at the lateral or posterior oblique direction. The lightening belts may be used for the further reduction of the patient motion, and the belts can be adjusted so that they are not in the way of beam direction. The radiation transmission rates of this frame were measured as 95% and 96% at 10 and 21 MV, respectively. The position of a test target on the skin of a volunteer is accurately determined by CT simulation using the coordinate system in the frame. The estimated setup errors by Matlab program are shown 3.69$\pm$1.60, 2.14$\pm$0.78 mm at the lateral and central chest, and 7.11 $\pm$2.10, 6.54$\pm$2.22 mm at lateral and central abdomen, respectively. The setup error due to the lateral motion of breast is shown as 6.33$\pm$ 1.55 mm. Conclusion: The development and test of a whole body frame has proven very useful and practical in the radiosurgery for extra-cranial cancers. It may be used in determining target localization, and it can be used as a patient immobilization tool. More experimental data should be obtained in order to improve and confirm the results of the patient setup error.

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Influence of Detailed Structure and Curvature of Woven Fabric on the Luminescence Effect of Wearable Optical Fiber Fabric (직물의 세부 구조 및 굴곡이 웨어러블 광섬유의 발광 효과에 미치는 영향)

  • Yang, Jin-Hee;Cho, Hyun-Seung;Kwak, Hwy-Kuen;Oh, Yun-Jung;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.21 no.4
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    • pp.55-62
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    • 2018
  • The two main requirements of wearable optical fiber fabrics are that they must presuppose a high degree of flexibility and they must maintain the luminance effect in both flat and bent conformations. Therefore, woven optical fiber fabrics that satisfy the above conditions were developed by both weaving and by using computer embroidery. First, we measured the brightness of the wearable optical fiber fabric in the flat state at a total of 10 measurement points at intervals of 1 cm. Second, the wearable optical fiber fabric was placed horizontally on the forearm, where three-dimensional bending occurs, and the luminance values were recorded at the same 10 measurement points. For the woven fabric in the flat state, the maximum, minimum, average, and standard deviation luminance values were $5.23cd/m^2$, $2.74cd/m^2$, $3.56cd/m^2$, and $1.11cd/m^2$, respectively. The corresponding luminance values from the bent forearm were $7.92cd/m^2$ (maximum), $2.37cd/m^2$ (minimum), $4.42cd/m^2$ (average), and $2.16cd/m^2$ (standard deviation). In the case of the computer-embroidered fabric, the maximum, minimum, average, and standard deviation luminance values in the flat state were $7.56cd/m^2$, $3.84cd/m^2$, $5.13cd/m^2$, and $1.04cd/m^2$, respectively, and in the bent forearm state were $9.6cd/m^2$, $3.63cd/m^2$, $6.13cd/m^2$, and $2.26cd/m^2$, respectively. Therefore, the computer-embroidered fabric exhibited a higher luminous effect than the woven fabric because the detailed structure reduced light-loss due to the backside fabric. In both types of wearable optical fiber fabric the luminance at the forearm was 124% and 119%, respectively, and the light emitting effect of the optical fiber fabric was maintained even when bent by the human body. This is consistent with the principle of Huygens, which defines the wave theory of light, and also the Huygens-Fresnel-Kirchhoff principle, which states that the intensity of light increases according to the magnitude of the angle of propagation of the light wavefront (${\theta}$).

Game-bot detection based on Clustering of asset-varied location coordinates (자산변동 좌표 클러스터링 기반 게임봇 탐지)

  • Song, Hyun Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1131-1141
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    • 2015
  • In this paper, we proposed a new approach of machine learning based method for detecting game-bots from normal players in MMORPG by inspecting the player's action log data especially in-game money increasing/decreasing event log data. DBSCAN (Density Based Spatial Clustering of Applications with Noise), an one of density based clustering algorithms, is used to extract the attributes of spatial characteristics of each players such as a number of clusters, a ratio of core points, member points and noise points. Most of all, even game-bot developers know principles of this detection system, they cannot avoid the system because moving a wide area to hunt the monster is very inefficient and unproductive. As the result, game-bots show definite differences from normal players in spatial characteristics such as very low ratio, less than 5%, of noise points while normal player's ratio of noise points is high. In experiments on real action log data of MMORPG, our game-bot detection system shows a good performance with high game-bot detection accuracy.