• Title/Summary/Keyword: 3D Environment Recognition

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Recognition method of small-obstacles using a camera for a mobile robot (이동로봇을 위한 카메라 1대를 이용한 소형 장애물 인식방법에 관한 연구)

  • Kim Gab-Soon
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.9 s.174
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    • pp.85-92
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    • 2005
  • This paper describes the recognition method of small-obstacles using a camera for a mobile robot in indoor environment. The technique of image processing using a camera has been widely used for an automaton of industrial system, an inspection of inferior goods, a lookout of an invader, and a vision sensor of intelligent robot. Mobile robot could meet small-obstacles such as a small plastic bottle of about 0.5 l in quantity, a small box of $7{\times}7{\times}7cm^3$ in volume, and so on in its designated path, and could be disturbed by them in the locomotion of a mobile robot. So, it is necessary to research on the recognition of small-obstacles using a camera and program. In this paper, 2-D image processing algorism and method fur recognition of small-obstacles using a camera for a mobile robot in indoor environment was developed. The characteristic test of the developed program to confirm the recognition of small-obstacles was performed. It is shown that the developed program could judge the size and the position of small-obstacles accurately.

A Frequency Weighted HMM with Spectral Compensation for Noisy Speech Recognition (잡음하의 음성인식을 위한 스펙트럴 보상과 주파수 가중 HMM)

  • 이광석
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.3
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    • pp.443-449
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    • 2001
  • This paper is simulation research to improve speech recognition rates under the noisy environment. We examines recognition ratio based on frequency-weighted HMM together with spectral subtraction. As results, frequency-weighted HMM with scaling coefficients is trained as a minimum error classification criterion, and is presents a higher recognition rates in noisy condition than a conventional method. Furthermore, spectral subtraction method gives 11 to 28% improvements for this frequency-weighted HMM in low SNR, and gives recognition rates of 81.7% at 6dB SNR of noisy speech.

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Collaborative Place and Object Recognition in Video using Bidirectional Context Information (비디오에서 양방향 문맥 정보를 이용한 상호 협력적인 위치 및 물체 인식)

  • Kim, Sung-Ho;Kweon, In-So
    • The Journal of Korea Robotics Society
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    • v.1 no.2
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    • pp.172-179
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    • 2006
  • In this paper, we present a practical place and object recognition method for guiding visitors in building environments. Recognizing places or objects in real world can be a difficult problem due to motion blur and camera noise. In this work, we present a modeling method based on the bidirectional interaction between places and objects for simultaneous reinforcement for the robust recognition. The unification of visual context including scene context, object context, and temporal context is also. The proposed system has been tested to guide visitors in a large scale building environment (10 topological places, 80 3D objects).

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Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Study on Virtual Reality (VR) Operating System Prototype (가상환경(VR) 운영체제 프로토타입 연구)

  • Kim, Eunsol;Kim, Jiyeon;Yoo, Eunjin;Park, Taejung
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.87-94
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    • 2017
  • This paper presents a prototype for virtual reality operating system (VR OS) concept with head mount display (HMD) and hand gesture recognition technology based on game engine (Unity3D). We have designed and implemented simple multitasking thread mechanism constructed on the realtime environment provided by Unity3D game engine. Our virtual reality operating system receives user input from the hand gesture recognition device (Leap Motion) to simulate mouse and keyboard and provides output via head mount display (Oculus Rift DK2). As a result, our system provides users with more broad and immersive work environment by implementing 360 degree work space.

Design of Three-dimensional Face Recognition System Using Optimized PRBFNNs and PCA : Comparative Analysis of Evolutionary Algorithms (최적화된 PRBFNNs 패턴분류기와 PCA알고리즘을 이용한 3차원 얼굴인식 알고리즘 설계 : 진화 알고리즘의 비교 해석)

  • Oh, Sung-Kwun;Oh, Seung-Hun;Kim, Hyun-Ki
    • Journal of the Korean Institute of Intelligent Systems
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    • v.23 no.6
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    • pp.539-544
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    • 2013
  • In this paper, we was designed three-dimensional face recognition algorithm using polynomial based RBFNNs and proposed method to calculate the recognition performance. In case of two-dimensional face recognition, the recognition performance is reduced by the external environment like facial pose and lighting. In order to compensate for these shortcomings, we perform face recognition by obtaining three-dimensional images. obtain face image using three-dimension scanner before the face recognition and obtain the front facial form using pose-compensation. And the depth value of the face is extracting using Point Signature method. The extracted data as high-dimensional data may cause problems in accompany the training and recognition. so use dimension reduction data using PCA algorithm. accompany parameter optimization using optimization algorithm for effective training. Each recognition performance confirm using PSO, DE, GA algorithm.

Automatic Conversion of Machining Data by the Feature Recognition of Press Mold (프레스 금형의 특징형상 인식에 의한 가공데이타 자동변환)

  • Choi, Hong-Tae;Bahn, Kab-Soo;Lee, Seok-Hee
    • IE interfaces
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    • v.7 no.3
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    • pp.181-191
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    • 1994
  • This paper presents an automatic conversion of machining data from the orthographic views of press mold by feature recognition rule. The system includes following 6 modules : separation of views, function support, dimension text check and feature processing modules. The characteristic of this system is that with minimum user intervention, it recognizes basic features such as holes, slots, pockets and clamping parts and thus automatically converts CAD drawing details of press mold into machining data using 2D CAD system instead of using an expensive 3D Modeler. The system is developed by using IBM-PC in the environment of AutoCAD R12, AutoLISP and MetaWare High C. Performance of the system is verified as a good interfacing of CAD and CAM when applied to a lot of sample drawing.

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3D Virtual Reality Game with Deep Learning-based Hand Gesture Recognition (딥러닝 기반 손 제스처 인식을 통한 3D 가상현실 게임)

  • Lee, Byeong-Hee;Oh, Dong-Han;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.5
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    • pp.41-48
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    • 2018
  • The most natural way to increase immersion and provide free interaction in a virtual environment is to provide a gesture interface using the user's hand. However, most studies about hand gesture recognition require specialized sensors or equipment, or show low recognition rates. This paper proposes a three-dimensional DenseNet Convolutional Neural Network that enables recognition of hand gestures with no sensors or equipment other than an RGB camera for hand gesture input and introduces a virtual reality game based on it. Experimental results on 4 static hand gestures and 6 dynamic hand gestures showed that they could be used as real-time user interfaces for virtual reality games with an average recognition rate of 94.2% at 50ms. Results of this research can be used as a hand gesture interface not only for games but also for education, medicine, and shopping.

Integrated Visual and Speech Parameters in Korean Numeral Speech Recognition

  • Lee, Sang-won;Park, In-Jung;Lee, Chun-Woo;Kim, Hyung-Bae
    • Proceedings of the IEEK Conference
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    • 2000.07b
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    • pp.685-688
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    • 2000
  • In this paper, we used image information for the enhancement of Korean numeral speech recognition. First, a noisy environment was made by Gaussian generator at each 10 dB level and the generated signal was added to original Korean numeral speech. And then, the speech was analyzed to recognize Korean numeral speech. Speech through microphone was pre-emphasized with 0.95, Hamming window, autocorrelation and LPC analysis was used. Second, the image obtained by camera, was converted to gray level, autocorrelated, and analyzed using LPC algorithm, to which was applied in speech analysis, Finally, the Korean numerial speech recognition with image information was more ehnanced than speech-only, especially in ‘3’, ‘5’and ‘9’. As the same LPC algorithm and simple image management was used, additional computation a1gorithm like a filtering was not used, a total speech recognition algorithm was made simple.

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A Study on Design and Analysis of Method for MR-based 3D Biological Object Recognition and Matching (MR 기반 3차원 생체 객체 인식 및 정합을 위한 방법 설계와 해석 연구)

  • Jin-Pyo Jo;Yong-Bae Jeong
    • Journal of Platform Technology
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    • v.12 no.2
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    • pp.23-33
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    • 2024
  • The development of mixed reality (MR) technology has a great influence on the research and development of medical support equipment. In particular, it supports to respond effectively to emergencies occurring in the field. MR technology enables access to first aid and field support by combining virtual information with the real world so that users can see virtual objects in the real world. However, due to the nature of the equipment, there is a limitation in accurately matching virtual objects based on user vision. To improve these limitations, this paper proposes a 3D biometric object recognition and matching algorithm in the MR environment. As a result of the experiment, when a virtual object is rendered and visualized while equipped with an optical-based HMD from the user's side, it was possible to reduce the user's field of view error and eliminate the joint-loss phenomenon during skeleton recognition. The proposed method can reduce errors between the real user's field of view and the virtual image and provide a basis for reducing errors that occur in the process of virtual object recognition and matching. It is expected that this study will contribute to improving the accuracy of the telemedicine support system for first aid.

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