• 제목/요약/키워드: 3D Environment Recognition

검색결과 154건 처리시간 0.029초

The Individual Discrimination Location Tracking Technology for Multimodal Interaction at the Exhibition (전시 공간에서 다중 인터랙션을 위한 개인식별 위치 측위 기술 연구)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • 제18권2호
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    • pp.19-28
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    • 2012
  • After the internet era, we are moving to the ubiquitous society. Nowadays the people are interested in the multimodal interaction technology, which enables audience to naturally interact with the computing environment at the exhibitions such as gallery, museum, and park. Also, there are other attempts to provide additional service based on the location information of the audience, or to improve and deploy interaction between subjects and audience by analyzing the using pattern of the people. In order to provide multimodal interaction service to the audience at the exhibition, it is important to distinguish the individuals and trace their location and route. For the location tracking on the outside, GPS is widely used nowadays. GPS is able to get the real time location of the subjects moving fast, so this is one of the important technologies in the field requiring location tracking service. However, as GPS uses the location tracking method using satellites, the service cannot be used on the inside, because it cannot catch the satellite signal. For this reason, the studies about inside location tracking are going on using very short range communication service such as ZigBee, UWB, RFID, as well as using mobile communication network and wireless lan service. However these technologies have shortcomings in that the audience needs to use additional sensor device and it becomes difficult and expensive as the density of the target area gets higher. In addition, the usual exhibition environment has many obstacles for the network, which makes the performance of the system to fall. Above all these things, the biggest problem is that the interaction method using the devices based on the old technologies cannot provide natural service to the users. Plus the system uses sensor recognition method, so multiple users should equip the devices. Therefore, there is the limitation in the number of the users that can use the system simultaneously. In order to make up for these shortcomings, in this study we suggest a technology that gets the exact location information of the users through the location mapping technology using Wi-Fi and 3d camera of the smartphones. We applied the signal amplitude of access point using wireless lan, to develop inside location tracking system with lower price. AP is cheaper than other devices used in other tracking techniques, and by installing the software to the user's mobile device it can be directly used as the tracking system device. We used the Microsoft Kinect sensor for the 3D Camera. Kinect is equippedwith the function discriminating the depth and human information inside the shooting area. Therefore it is appropriate to extract user's body, vector, and acceleration information with low price. We confirm the location of the audience using the cell ID obtained from the Wi-Fi signal. By using smartphones as the basic device for the location service, we solve the problems of additional tagging device and provide environment that multiple users can get the interaction service simultaneously. 3d cameras located at each cell areas get the exact location and status information of the users. The 3d cameras are connected to the Camera Client, calculate the mapping information aligned to each cells, get the exact information of the users, and get the status and pattern information of the audience. The location mapping technique of Camera Client decreases the error rate that occurs on the inside location service, increases accuracy of individual discrimination in the area through the individual discrimination based on body information, and establishes the foundation of the multimodal interaction technology at the exhibition. Calculated data and information enables the users to get the appropriate interaction service through the main server.

FPGA Design of a SURF-based Feature Extractor (SURF 알고리즘 기반 특징점 추출기의 FPGA 설계)

  • Ryu, Jae-Kyung;Lee, Su-Hyun;Jeong, Yong-Jin
    • Journal of Korea Multimedia Society
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    • 제14권3호
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    • pp.368-377
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    • 2011
  • This paper explains the hardware structure of SURF(Speeded Up Robust Feature) based feature point extractor and its FPGA verification result. SURF algorithm produces novel scale- and rotation-invariant feature point and descriptor which can be used for object recognition, creation of panorama image, 3D Image restoration. But the feature point extraction processing takes approximately 7,200msec for VGA-resolution in embedded environment using ARM11(667Mhz) processor and 128Mbytes DDR memory, hence its real-time operation is not guaranteed. We analyzed integral image memory access pattern which is a key component of SURF algorithm to reduce memory access and memory usage to operate in c real-time. We assure feature extraction that using a Vertex-5 FPGA gives 60frame/sec of VGA image at 100Mhz.

A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • 제15권6호
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

FTFM: An Object Linkage Model for Virtual Reality (가상현실을 위한 객체 연결 모델)

  • Ju, U-Seok;Choe, Seong-Un;Park, Gyeong-Hui;Lee, Hui-Seung
    • The Transactions of the Korea Information Processing Society
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    • 제3권1호
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    • pp.95-106
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    • 1996
  • The most fundamental difference between general three dimensional computer graphics technology and virtual reality technology lies in the degree of realism as we feel, and thus the virtual reality method heavily relies on such tolls as data gloves, 3D auditory system to enhance human perception and recognition. Although these tolls are valid for such purpose, more essential ingredient. This paper provides further realism by modeling active interactions between the objects inside scenes. For this purpose, this paper proposes and implements a field model where the virtual reality space is treated as a physical field defined on the characteristic radius of stimulus and sense corresponding to the individual object. In the field model, the rule of cause and effect as an essential feature of the realism can be interpreted simply as an energy exchange between objects and consequently, variation on the radius information together with behavioral logic alone can build the virtual environment where each object can react to other objects actively and controllably.

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Study on Changes of Street Furniture in Digital Environment (디지털 환경에서 가로시설물의 변화에 관한 연구)

  • In, Chiho;Kim, Hyunsoo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • 제28권1D호
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    • pp.129-136
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    • 2008
  • Along with the development in cutting-edge digital technology, the street space is also being changed. Mobile telecommunication units and internet give a big change in a human being's lifestyle. And the ubiquitous computing is proceeding with expanding its application range from the indoor space to the street space. As the street furniture is the convenient facility that allows a human being's life in street space to be abundant, it is getting advanced. First of all, in terms of such phenomenon, this study analyzed the cases of a research on application of street space and the actual condition of a change in the number of individuals for the street furniture, through a literature research of ubiquitous. Also, it researched into the realities of using the street furniture of the walking-desired streets at Daehac-ro and Hongdae district, where are two representative places related to digital generation. The next was carried out FGI (Focus Group Interview) with users of the street space in front of Hongik University and managers of the street furniture, and was researched into the use & management behavior, and recognition level on the street furniture. Thus, the key elements were extracted such as interchange of information for cultural activities, automation for interaction variability in function. Finally the core elements for future vision of street furniture in this digital era were extracted in 3I, namely, Information, Intellectualization, and Integration. This is considered to be applied to the establishment of direction in the process of high-tech digitalization in street furniture related to information hereafter.

Development of System for Real-Time Object Recognition and Matching using Deep Learning at Simulated Lunar Surface Environment (딥러닝 기반 달 표면 모사 환경 실시간 객체 인식 및 매칭 시스템 개발)

  • Jong-Ho Na;Jun-Ho Gong;Su-Deuk Lee;Hyu-Soung Shin
    • Tunnel and Underground Space
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    • 제33권4호
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    • pp.281-298
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    • 2023
  • Continuous research efforts are being devoted to unmanned mobile platforms for lunar exploration. There is an ongoing demand for real-time information processing to accurately determine the positioning and mapping of areas of interest on the lunar surface. To apply deep learning processing and analysis techniques to practical rovers, research on software integration and optimization is imperative. In this study, a foundational investigation has been conducted on real-time analysis of virtual lunar base construction site images, aimed at automatically quantifying spatial information of key objects. This study involved transitioning from an existing region-based object recognition algorithm to a boundary box-based algorithm, thus enhancing object recognition accuracy and inference speed. To facilitate extensive data-based object matching training, the Batch Hard Triplet Mining technique was introduced, and research was conducted to optimize both training and inference processes. Furthermore, an improved software system for object recognition and identical object matching was integrated, accompanied by the development of visualization software for the automatic matching of identical objects within input images. Leveraging satellite simulative captured video data for training objects and moving object-captured video data for inference, training and inference for identical object matching were successfully executed. The outcomes of this research suggest the feasibility of implementing 3D spatial information based on continuous-capture video data of mobile platforms and utilizing it for positioning objects within regions of interest. As a result, these findings are expected to contribute to the integration of an automated on-site system for video-based construction monitoring and control of significant target objects within future lunar base construction sites.

Speech Recognition Using Linear Discriminant Analysis and Common Vector Extraction (선형 판별분석과 공통벡터 추출방법을 이용한 음성인식)

  • 남명우;노승용
    • The Journal of the Acoustical Society of Korea
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    • 제20권4호
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    • pp.35-41
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    • 2001
  • This paper describes Linear Discriminant Analysis and common vector extraction for speech recognition. Voice signal contains psychological and physiological properties of the speaker as well as dialect differences, acoustical environment effects, and phase differences. For these reasons, the same word spelled out by different speakers can be very different heard. This property of speech signal make it very difficult to extract common properties in the same speech class (word or phoneme). Linear algebra method like BT (Karhunen-Loeve Transformation) is generally used for common properties extraction In the speech signals, but common vector extraction which is suggested by M. Bilginer et at. is used in this paper. The method of M. Bilginer et al. extracts the optimized common vector from the speech signals used for training. And it has 100% recognition accuracy in the trained data which is used for common vector extraction. In spite of these characteristics, the method has some drawback-we cannot use numbers of speech signal for training and the discriminant information among common vectors is not defined. This paper suggests advanced method which can reduce error rate by maximizing the discriminant information among common vectors. And novel method to normalize the size of common vector also added. The result shows improved performance of algorithm and better recognition accuracy of 2% than conventional method.

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Investigating Smart TV Gesture Interaction Based on Gesture Types and Styles

  • Ahn, Junyoung;Kim, Kyungdoh
    • Journal of the Ergonomics Society of Korea
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    • 제36권2호
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    • pp.109-121
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    • 2017
  • Objective: This study aims to find suitable types and styles for gesture interaction as remote control on smart TVs. Background: Smart TV is being developed rapidly in the world, and gesture interaction has a wide range of research areas, especially based on vision techniques. However, most studies are focused on the gesture recognition technology. Also, not many previous studies of gestures types and styles on smart TVs were carried out. Therefore, it is necessary to check what users prefer in terms of gesture types and styles for each operation command. Method: We conducted an experiment to extract the target user manipulation commands required for smart TVs and select the corresponding gestures. To do this, we looked at gesture styles people use for every operation command, and checked whether there are any gesture styles they prefer over others. Through these results, this study was carried out with a process selecting smart TV operation commands and gestures. Results: Eighteen TV commands have been used in this study. With agreement level as a basis, we compared the six types of gestures and five styles of gestures for each command. As for gesture type, participants generally preferred a gesture of Path-Moving type. In the case of Pan and Scroll commands, the highest agreement level (1.00) of 18 commands was shown. As for gesture styles, the participants preferred a manipulative style in 11 commands (Next, Previous, Volume up, Volume down, Play, Stop, Zoom in, Zoom out, Pan, Rotate, Scroll). Conclusion: By conducting an analysis on user-preferred gestures, nine gesture commands are proposed for gesture control on smart TVs. Most participants preferred Path-Moving type and Manipulative style gestures based on the actual operations. Application: The results can be applied to a more advanced form of the gestures in the 3D environment, such as a study on VR. The method used in this study will be utilized in various domains.

On Motion Planning for Human-Following of Mobile Robot in a Predictable Intelligent Space

  • Jin, Tae-Seok;Hashimoto, Hideki
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제4권1호
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    • pp.101-110
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    • 2004
  • The robots that will be needed in the near future are human-friendly robots that are able to coexist with humans and support humans effectively. To realize this, humans and robots need to be in close proximity to each other as much as possible. Moreover, it is necessary for their interactions to occur naturally. It is desirable for a robot to carry out human following, as one of the human-affinitive movements. The human-following robot requires several techniques: the recognition of the moving objects, the feature extraction and visual tracking, and the trajectory generation for following a human stably. In this research, a predictable intelligent space is used in order to achieve these goals. An intelligent space is a 3-D environment in which many sensors and intelligent devices are distributed. Mobile robots exist in this space as physical agents providing humans with services. A mobile robot is controlled to follow a walking human using distributed intelligent sensors as stably and precisely as possible. The moving objects is assumed to be a point-object and projected onto an image plane to form a geometrical constraint equation that provides position data of the object based on the kinematics of the intelligent space. Uncertainties in the position estimation caused by the point-object assumption are compensated using the Kalman filter. To generate the shortest time trajectory to follow the walking human, the linear and angular velocities are estimated and utilized. The computer simulation and experimental results of estimating and following of the walking human with the mobile robot are presented.

Jewelry case design study with fusion of cultural contents (문화콘텐츠가 융합된 주얼리케이스 디자인연구)

  • Hwang, Sun Wook
    • Journal of Digital Convergence
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    • 제16권4호
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    • pp.335-342
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    • 2018
  • I do not think that the role of jewel case in modern society is simply to perform the role of storing and storing contents. Depending on the circumstance and environment, it may show some special performance with its contents. In order to obtain such a result, So I came to think about a new type of case design and wanted to find the starting point in the cultural contents which is the mainstream of modern society. I have focused on 'story' of many cultural prototypes. and adopted 'Heungbujeon', a classical literature which can share case and image, and popular recognition. After the design process, I made sample. so the research on the fusion of cultural contents can be both creative and popular. I think it can be another development direction of modern craft.