• Title/Summary/Keyword: 3-dimension image processing

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Automatic analysis of golf swing from single-camera video sequences (단일 카메라 영상으로부터 골프 스윙의 자동 분석)

  • Kim, Pyeoung-Kee
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.139-148
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    • 2009
  • In this paper, I propose an automatic analysis method of golf swine from single-camera video sequences. I define necessary swing features for automatic swing analysis in 2-dimensional environment and present efficient swing analysis methods using various image processing techniques including line and edge detection. The proposed method has two characteristics compared with previous swing analysis systems and related studies. First, the proposed method enables an automatic swing analysis in 2-dimension while previous systems require 3-dimensional environment which is relatively complex and expensive to run. Second, swing analysis is done automatically without human intervention while other 2-dimensional systems necessarily need analysis by a golf expert. I tested the method on 20 swing video sequences and found the proposed method works effective for automatic analysis of golf swing.

Algorithm and Hardware Implementation of Redeye Correction Using the Redeye Features (적목현상 특징을 이용한 적목현상 보정 알고리즘 및 하드웨어 구현)

  • Lee, Song-Jin;Jang, Won-Woo;Choi, Won-Tae;Kim, Suk-Chan;Kang, Bong-Soon
    • Journal of the Institute of Convergence Signal Processing
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    • v.10 no.3
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    • pp.151-157
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    • 2009
  • In this paper, we proposed an algorithm of redeye correction. For naturally redeye correction, we assumed positions of the redeye at an image which produced redeye, and we estimated rate of the redeye to apply the appropriate redeye correction suitably. We extract and label pixels those are possible of generating redeye using red, skin and reflected light color. The each labeled group is decided by rates of length and width, dimension, density, the color of white of the eye and reflected light color of groups for the redeye group. We corrected positions of redeye using blurring effect, naturally. In the case of designing the proposed algorithm, we designed the redeye correction hardware using the minimum of memories for efficiency of hardware.

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Smart Tourism Design: A Semiotic Affordances Approach

  • Chulmo Koo;Jaehyun Park;William C. Hunter
    • Journal of Smart Tourism
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    • v.3 no.2
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    • pp.15-21
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    • 2023
  • This paper presents a conceptual approach to Smart Tourism Design based on semiotic affordances theory. This conceptual approach repositions smart tourism from a techno-centric perspective that frames a seamless connection between the device and its software, to a more human-centric perspective that favors the user's needs, desires as perceived through the senses. An updated Smart Tourism Design emphasizes the aesthetic dimension of smart tourism that presents the objects of the travel experience as destination specific rather than universal, through representations as digital artifacts. This theory is based on an empirical and objective understanding of representations and how they can be identified as useful in the digital augmentation of travel experiences. Using Peirce's sign systems and Gibson's theory of affordances, smart tourism can transcend a prefabricated device-oriented experience to a closer dynamic and direct interaction between the user and the travel destination. Researchers and developers can use semiotics as a structural approach to recognizing objects as sign-types, and they can use affordances to better identify the immediacy of digital artifacts and purpose-driven by users' spontaneous and immediate motives.

Development of a Peeling Machine for Altari Radish(I) - Physical Properties of the Altari Radish - (알타리무의 삭피장치 개발에 관한 연구(I) - 알타리무의 물리적 특성 -)

  • 김성태;민영봉;정효석
    • Journal of Biosystems Engineering
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    • v.29 no.1
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    • pp.29-36
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    • 2004
  • The geometric characteristics of the Altari radish were measured for the purpose of mechanization of the kimchi processing. In this study, geometric characteristics such as the sectional area and volume of the radishes(pyeong-gang and sa-chul) were calculated using the image processing method, and physical properties such as the compressive strength, the cutting force of the radish and the torsional moment of the radish leaf-stems were measured by using a universal testing machine. In case of the radish(pyeong-gang), the weight was ranged 215.0∼465.0 g, the length of the radishes(body) was 86.3∼129.2 mm, the diameters were 43.3∼58.1 mm, and the length of the leaves was 261.3-368.2 mm. And the vertical compressive strengths were ranged 83.8∼171.7 N/$\textrm{cm}^2$, the horizontal compressive strengths were 113.0∼176.3 N/$\textrm{cm}^2$, the shearing forces were 86.0∼114.6 N, and the surface hardness was ranged 51.1∼52.1 N/$\textrm{cm}^2$. In case of the radish(sa-chul), the weight was ranged 203.5∼412.2 g, the length of the bodies was 67.5∼127.0 mm, the diameters were 22.3∼59.8 mm and the length of the leaves was 245.6∼312.6 mm respectively. And the vertical compressive strengths were ranged 91.3∼168.3 N/mm, the horizontal compressive strengths were 132.6∼186.9 N/$\textrm{cm}^2$, the shearing forces were 89.4∼116.5 N, and the surface hardness was ranged 52.4∼67.8 N/$\textrm{cm}^2$, respectively.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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Face Recognitions Using Centroid Shift and Neural Network-based Principal Component Analysis (중심이동과 신경망 기반 주요성분분석을 이용한 얼굴인식)

  • Cho Yong-Hyun
    • The KIPS Transactions:PartB
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    • v.12B no.6 s.102
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    • pp.715-720
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    • 2005
  • This paper presents a hybrid recognition method of first moment of face image and principal component analysis(PCA). First moment is applied to reduce the dimension by shifting to the centroid of image, which is to exclude the needless backgrounds in the face recognitions. PCA is implemented by single layer neural network which has a teaming rule of Foldiak algorithm. It has been used as an alternative method for numerical PCA. PCA is to derive an orthonormal basis which directly leads to dimensionality reduction and possibly to feature extraction of face image. The proposed method has been applied to the problems for recognizing the 48 face images(12 Persons $\ast$ 4 scenes) of 64$\ast$64 pixels. The 3 distances such as city-block, Euclidean, negative angle are used as measures when match the probe images to the nearest gallery images. The experimental results show that the proposed method has a superior recognition performances(speed, rate). The negative angle has been relatively achieved more an accurate similarity than city-block or Euclidean.

Application of Smartphone Camera Calibration for Close-Range Digital Photogrammetry (근접수치사진측량을 위한 스마트폰 카메라 검보정)

  • Yun, MyungHyun;Yu, Yeon;Choi, Chuluong;Park, Jinwoo
    • Korean Journal of Remote Sensing
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    • v.30 no.1
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    • pp.149-160
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    • 2014
  • Recently studies on application development and utilization using sensors and devices embedded in smartphones have flourished at home and abroad. This study aimed to analyze the accuracy of the images of smartphone to determine three-dimension position of close objects prior to the development of photogrammetric system applying smartphone and evaluate the feasibility to use. First of all, camera calibration was conducted on autofocus and infinite focus. Regarding camera calibration distortion model with balance system and unbalance system was used for the decision of lens distortion coefficient, the results of calibration on 16 types of projects showed that all cases were in RMS error by less than 1 mm from bundle adjustment. Also in terms of autofocus and infinite focus on S and S2 model, the pattern of distorted curve was almost the same, so it could be judged that change in distortion pattern according to focus mode is very little. The result comparison according to autofocus and infinite focus and the result comparison according to a software used for multi-image processing showed that all cases were in standard deviation less than ${\pm}3$ mm. It is judged that there is little result difference between focus mode and determination of three-dimension position by distortion model. Lastly the checkpoint performance by total station was fixed as most probable value and the checkpoint performance determined by each project was fixed as observed value to calculate statistics on residual of individual methods. The result showed that all projects had relatively large errors in the direction of Y, the direction of object distance compared to the direction of X and Z. Like above, in terms of accuracy for determination of three-dimension position for a close object, the feasibility to use smartphone camera would be enough.

A Study on the Numerical Modeling of the Fish Behavior to the Model Net - Swimming Characteristics of Rainbow Trout, Salmo Gairdnerii in the Water Tank Without Model Net - (모형 그물에 대한 어군행동의 수직 모델링에 관한 연구 - 모형 그물이 없는 수조에서의 무지개송어의 유영특성 -)

  • 이병기
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.31 no.1
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    • pp.74-83
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    • 1995
  • To estimate the parameters of a mathematical model of fishes' swimming behavior, the behavior in a experimental water tank was observed and analyzed using the video monitoring system. The tank was equipped with vertical circulation system, and measured $3,500L\;{\times}\;1,500B\;{\times}\;1,000H\;mm$ at flow channel and $1,200L\;{\times}\;900B\;{\times}\;500H\;mm$ at observational part. Rainbow trout, salmo gairdnerii were used as experimental fishes. Their swimming behavior in the tank was observed by the monitoring system, and the positions of every individual were checked at 0.5 second intervals by the image processing of recorded pictures for 5 minutes. The mean swimming speed calculated from the time series data of positions of every individual ranged from 2.5BL cm/sec to 2.9BL cm/sec at the stagnated flow. The mean swimming speed of 10 individuals in a school increased according to the flow speed. The mean swimming depth ranged from 17 cm to 38 cm even though it changed irregularly at the stagnated flow and gradually became stable according to the increase of flow speed. In the present study, the mean distance of individuals from wall of the tank varied from 17.6cm to 21.4cm. The mean distance between the nearest individual varied from 0.4BL cm to 0.7BL cm when 10 individuals in a school were observed. The mean dimension of fish schools became enlarged in all directions according to increase in the number of individuals, and as flow speed increased the horizontal dimension of fish schools expanded while their vertical dimension decreased.

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Influence of Ammonium Phosphate on Mycelial Morphology during Submerged Cultivation of Ganoderma lucidum (영지의 액체배양에 있어서 균사체 형태에 미치는 Ammonium Phosphate의 영향)

  • Lee, Kyu-Min;Lee, Shin-Young
    • The Korean Journal of Mycology
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    • v.29 no.2
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    • pp.91-98
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    • 2001
  • The mycelial morphology during submerged cultivation of Ganoderma ludium using by air-lift fermenter system were analyzed by image processing system and the characterization of mycelial morphology were investigated. In submerged culture using medium with different ammonium phosphate concentrations, the various morphological forms of G. lucidum mycelium were observed. The filamentous forms such as non-branched long filamentous mycelium, non-branched short mycelium, branched long filamentous mycelium, branched short mycelium, entangled mycelium and clump were observed, and also, and also, the pelleted forms such as smooth pellet, rough pellet and hollow rough pellet were observed. The mycelial morphology was changed from the filamentous to the pelleted forms by addition of ammonium phosphate. The fractal dimensions of pelleted and filamentous forms were 1.05 and 1.3, respectively, while the fractal dimension of mixtures of pelleted and filamentous forms was 1.16. Therefore, the fractal dimension was found to be more effective index for the detection of the mycelial morphology and morphological change during batch cultivation. The circularity was also found to be useful for evaluating the surface growth of pelleted mycelium.

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Knee Articular Cartilage Segmentation with Priors Based On Gaussian Kernel Level Set Algorithm (사전정보를 이용한 가우시안 커널 레벨 셋 알고리즘 기반 무릎 관절 연골 자기공명영상 분할기법)

  • Ahn, Chunsoo;Bui, Toan;Lee, Yong-Woo;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.6
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    • pp.490-496
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    • 2014
  • The thickness of knee joint cartilage causes most diseases of knee. Therefore, an articular cartilage segmentation of knee magnetic resonance imaging (MRI) is required to diagnose a knee diagnosis correctly. In particular, fully automatic segmentation method of knee joint cartilage enables an effective diagnosis of knee disease. In this paper, we analyze a well-known level-set based segmentation method in brain MRI, and apply that method to knee MRI with solving some problems from different image characteristics. The proposed method, a fully automatic segmentation in whole process, enables to process faster than previous semi-automatic segmentation methods. Also it can make a three-dimension visualization which provides a specialist with an assistance for the diagnosis of knee disease. In addition, the proposed method provides more accurate results than the existing methods of articular cartilage segmentation in knee MRI through experiments.