• Title/Summary/Keyword: 회전된 물체

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Multi-Level Image Retrieval Technique for Feature-Based Image Retrieval System (특징기반 영상 검색 시스템을 위한 다단계 영상 검색 기법)

  • 김봉기;신창둔;오해석
    • The Journal of Information Technology and Database
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    • v.5 no.1
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    • pp.85-96
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    • 1998
  • 최근 멀티미디어 기술의 발전으로 인해 영상을 효율적으로 검색할 수 있는 영상 데이터베이스 시스템이 정보화 사회의 중요한 핵심 기술로 대두되고 있다. 본 논문에서는 내용기반 영상 데이터 검색을 위한 영상 특징 추출 방법으로 색상 정보와 모양 정보를 고려하는 다단계 영상 검색 시스템을 제안하였다. 제안된 시스템에서는 2단계로 이루어진다. 1단계에서는 색상 정보를 위해서 Striker 등이 제시한 색상 분포 특성을 이용한 색인 방법의 문제점을 보완하고 확장하여 지역 색상 분포 특성을 고려한 색인 방법을 사용하여 1차로 영상을 대 분류한다. 2단계에서는 1단계에서 대 분류된 집단 영상들에 대하여 2차로 모양 정보를 이용하여 사용자가 질의한 영상과 유사한 영상을 최종적으로 검색한다. 모양 정보를 위해서는 기존 불변 모멘트의 문제점인 많은 연산량과, Jain 등이 제시한 방향 히스토그램 인터섹션 방법에서 제기된 회전에 민감하다는 문제점을 해결하기 위해 물체의 윤곽선에 해당하는 화소들만을 대상으로 연산을 수행하는 향상된 불변 모멘트(Improved Moment Invariants: IMI)를 이용한다. 실험 영상으로 300개의 상표 영상을 사용하여 기존 방법들과의 비교 실험을 통해 향상된 검색 결과를 얻을 수 있었다.

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3-D Object Recognition and Restoration Independent of the Translation and Rotation Using an Ultrasonic Sensor Array (초음파센서 배열을 이용한 이동과 회전에 무관한 3차원 물체인식과 복원)

  • Cho, Hyun-Chul;Lee, Kee-Seong;SaGong, Geon
    • Proceedings of the KIEE Conference
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    • 1996.07b
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    • pp.1237-1239
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    • 1996
  • 3-D object recognition and restoration independent of the translation and rotation using an ultrasonic sensor array, neural networks and invariant moment are presented. Using invariant moment vectors on the acquired $16{\times}8$ pixel data, 3-D objects can be classified by SOFM(Self Organizing Feature Map) neural networks. Invariant moment vectors kept constant independent of the translation and rotation. The experiment result shows the suggested method can be applied to the environment recognition.

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Generation Method of Bezier Curves and Surfaces on Lie Groups (Lie-군상에서의 Bezier 곡선과 Bezier곡면의 생성방법)

  • Im, Jang-Hwan;Kim, Tae-Eun
    • The KIPS Transactions:PartA
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    • v.9A no.1
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    • pp.99-104
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    • 2002
  • The goal of this paper is to generalize the concept of Bezier curves and surfaces defined on the vector space $R_n$ to Lie groups, which is a new generation method of curves (called Bezier curves) on Lie groups. The defined Bezier curves and surfaces are alsways smooth because of the properties of Lie groups. We apply this method to smooth motion interpolation or smooth trajectory generation for moving rigid body in space.

Object Interaction Animation Using Imitation Learning and Motion Blending (모방학습과 모션 블렌딩을 이용한 객체 상호작용 애니메이션)

  • Jeong-Min-Shin;Sang-Won Han;Byeong-Seok Shin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.571-574
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    • 2023
  • 애니메이션은 주어진 키프레임(key frame)에 맞추어 움직이기 때문에, 다른 객체와 상호작용할 때 상대편 물체의 위치나 방향을 애니메이션에 맞추어 변환해야 한다. 이 논문에서는 모방학습으로 애니메이션을 학습하고, 모션 블렌딩(motion blending) 기법으로 객체 간 상호작용을 학습하여 새로운 애니메이션을 생성하는 방법을 제안한다. 에이전트(agent)는 오브젝트의 상태를 관측하고 주어진 모션들을 블렌딩하는 방법으로 다양한 행동을 취하고 목적에 대한 보상을 받는다. 에이전트가 행동하는 과정에서 모션 블렌딩 비율에 대한 가중치를 계산하는 함수를 설계하고, 생성되는 애니메이션이 사람이 취할 수 있는 동작에 가깝도록 회전 각도 clamping 함수와 보상 시스템을 설계하여 반영한다. 모방학습 기반 모션 블렌딩 기법은 객체의 변화에 상호작용하는 애니메이션을 기존 강화학습 기반 애니메이션 생성 기법보다 적은 학습량으로 생성할 수 있음을 확인했다.

Robust 3-D Motion Estimation Based on Stereo Vision and Kalman Filtering (스테레오 시각과 Kalman 필터링을 이용한 강인한 3차원 운동추정)

  • 계영철
    • Journal of Broadcast Engineering
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    • v.1 no.2
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    • pp.176-187
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    • 1996
  • This paper deals with the accurate estimation of 3- D pose (position and orientation) of a moving object with reference to the world frame (or robot base frame), based on a sequence of stereo images taken by cameras mounted on the end - effector of a robot manipulator. This work is an extension of the previous work[1]. Emphasis is given to the 3-D pose estimation relative to the world (or robot base) frame under the presence of not only the measurement noise in 2 - D images[ 1] but also the camera position errors due to the random noise involved in joint angles of a robot manipulator. To this end, a new set of discrete linear Kalman filter equations is derived, based on the following: 1) the orientation error of the object frame due to measurement noise in 2 - D images is modeled with reference to the camera frame by analyzing the noise propagation through 3- D reconstruction; 2) an extended Jacobian matrix is formulated by combining the result of 1) and the orientation error of the end-effector frame due to joint angle errors through robot differential kinematics; and 3) the rotational motion of an object, which is nonlinear in nature, is linearized based on quaternions. Motion parameters are computed from the estimated quaternions based on the iterated least-squares method. Simulation results show the significant reduction of estimation errors and also demonstrate an accurate convergence of the actual motion parameters to the true values.

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Development of Variable Stiffness Soft Robot Hand for Improving Gripping Performance (그리핑 성능 향상을 위한 가변강성 소프트 로봇 핸드 개발)

  • Ham, KiBeom;Jeon, JongKyun;Park, Yong-Jai
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.47-53
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    • 2018
  • Various types of robotic arms are being used for industrial purposes, particularly with the small production of multi-products, and the importance of the gripper, which can be used in industrial fields, is increasing. This study evaluated a variable stiffness mechanism gripper that can change the stiffness using the nonlinearity of a flexible material. A prototype of the gripper was fabricated and examined to confirm the change in stiffness. The previous gripper was unable to grip objects in some situations with three variable stiffness mechanism. In addition, these mechanisms were not balanced and rarely rotated when the object was gripped. Therefore, a new type of gripper was needed to solve this problem. Inspired by the movements of the human palm and Venus Flytrap, a new type of a variable stiffness soft robot hand was designed. The possibility of grasping could be increased by interlocking the palm folding mechanism by pulling the tendon attached to the variable stiffness mechanism. The soft robotic hand was used to grasp objects of various shapes and weights more stably than the previous variable stiffness mechanism gripper. This new variable stiffness soft robot hand can be used selectively depending on the application and environment to be used.

Development of Neuropsychological Model for Spatial Ability and Application to Light & Shadow Problem Solving Process (공간능력에 대한 신경과학적 모델 개발 및 빛과 그림자 문제 해결 과정에의 적용)

  • Shin, Jung-Yun;Yang, Il-Ho;Park, Sang-woo
    • Journal of The Korean Association For Science Education
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    • v.41 no.5
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    • pp.371-390
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    • 2021
  • The purpose of this study is to develop a neuropsychological model for the spatial ability factor and to divide the brain active area involved in the light & shadow problem solving process into the domain-general ability and the domain-specific ability based on the neuropsychological model. Twenty-four male college students participated in the study to measure the synchronized eye movement and electroencephalograms (EEG) while they performed the spatial ability test and the light & shadow tasks. Neuropsychological model for the spatial ability factor and light & shadow problem solving process was developed by integrating the measurements of the participants' eye movements, brain activity areas, and the interview findings regarding their thoughts and strategies. The results of this study are as follows; first, the spatial visualization and mental rotation factors mainly required activation of the parietal lobe, and the spatial orientation factor required activation of the frontal lobe. Second, in the light & shadow problem solving process, participants use both their spatial ability as a domain-general thought, and the application of scientific principles as a domain-specific thought. The brain activity patterns resulting from a participants' inferring the shadow by parallel light source and inferring the shadow when the direction of the light changed were similar to the neuropsychological model for the spatial visualization factor. The brain activity pattern from inferring an object from its shadow by light from multiple directions was similar to the neuropsychological model for the spatial orientation factor. The brain activity pattern from inferring a shadow with a point source of light was similar to the neuropsychological model for the spatial visualization factor. In addition, when solving the light & shadow tasks, the brain's middle temporal gyrus, precentral gyrus, inferior frontal gyrus, middle frontal gyrus were additionally activated, which are responsible for deductive reasoning, working memory, and planning for action.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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Geometrical Analysis on Parts of Load Limit Valve for Static Structural Test of Aerospace Flight Vehicles (항공우주 비행체 정적구조시험용 하중제한밸브 부품 형상 분석)

  • Shim, Jae-Yeul
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.47 no.9
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    • pp.607-616
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    • 2019
  • Free body diagram analysis is done for key parts of pilot stage of LLV (Load Limit Valve) which is used to protect overload for static structural test of aerospace flight vehicle. It is shown through the analysis that diameter ratio($D_2)^{ten}/D_2)^{comp}$) of two poppets in a pilot stage must be equal to piston area ratio($A_{comp}/A_{ten}$) of a hydraulic actuator for making a poppet open consistently at constant force applied by an actuator. The result of the analysis is verified by measuring geometries of the poppets in the four different LLVs which are corresponding to four actuators with different capacity and have been used after being imported in this laboratory. Results of "Adjuster resolution tests" with two different pilot stages show the max. deviation of Fi(actuator force in instant of opening poppet) from average Fi obtained for each turn of adjuster is 0.3KN and max. deviation of the Fi normalized by average Fi of each turn of adjuster is 3.7%. From the results, it is verified that the two pilot stages with same poppet diameter ratio make a poppet consistently open at Fis within ${\pm}3.7%$ deviation from the average Fi. The deviation is shown to be caused from frictional force of O-ring in the poppet. Additionally, design factors for poppet spring and adjuster, which are also key parts of the pilot stage, are distinguished and procedure for deciding the factors are also shown in this study.

Human-Object Interaction Framework Using RGB-D Camera (RGB-D 카메라를 사용한 사용자-실사물 상호작용 프레임워크)

  • Baeka, Yong-Hwan;Lim, Changmin;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.11-23
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    • 2016
  • Recent days, touch interaction interface is the most widely used interaction interface to communicate with digital devices. Because of its usability, touch technology is applied almost everywhere from watch to advertising boards and it is growing much bigger. However, this technology has a critical weakness. Normally, touch input device needs a contact surface with touch sensors embedded in it. Thus, touch interaction through general objects like books or documents are still unavailable. In this paper, a human-object interaction framework based on RGB-D camera is proposed to overcome those limitation. The proposed framework can deal with occluded situations like hovering the hand on top of the object and also moving objects by hand. In such situations object recognition algorithm and hand gesture algorithm may fail to recognize. However, our framework makes it possible to handle complicated circumstances without performance loss. The framework calculates the status of the object with fast and robust object recognition algorithm to determine whether it is an object or a human hand. Then, the hand gesture recognition algorithm controls the context of each object by gestures almost simultaneously.