• 제목/요약/키워드: CAMShift

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Implementation and Verification of Deep Learning-based Automatic Object Tracking and Handy Motion Control Drone System (심층학습 기반의 자동 객체 추적 및 핸디 모션 제어 드론 시스템 구현 및 검증)

  • Kim, Youngsoo;Lee, Junbeom;Lee, Chanyoung;Jeon, Hyeri;Kim, Seungpil
    • IEMEK Journal of Embedded Systems and Applications
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    • v.16 no.5
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    • pp.163-169
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    • 2021
  • In this paper, we implemented a deep learning-based automatic object tracking and handy motion control drone system and analyzed the performance of the proposed system. The drone system automatically detects and tracks targets by analyzing images obtained from the drone's camera using deep learning algorithms, consisting of the YOLO, the MobileNet, and the deepSORT. Such deep learning-based detection and tracking algorithms have both higher target detection accuracy and processing speed than the conventional color-based algorithm, the CAMShift. In addition, in order to facilitate the drone control by hand from the ground control station, we classified handy motions and generated flight control commands through motion recognition using the YOLO algorithm. It was confirmed that such a deep learning-based target tracking and drone handy motion control system stably track the target and can easily control the drone.

Hand Tracking and Hand Gesture Recognition for Human Computer Interaction

  • Bai, Yu;Park, Sang-Yun;Kim, Yun-Sik;Jeong, In-Gab;Ok, Soo-Yol;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.182-193
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    • 2011
  • The aim of this paper is to present the methodology for hand tracking and hand gesture recognition. The detected hand and gesture can be used to implement the non-contact mouse. We had developed a MP3 player using this technology controlling the computer instead of mouse. In this algorithm, we first do a pre-processing to every frame which including lighting compensation and background filtration to reducing the adverse impact on correctness of hand tracking and hand gesture recognition. Secondly, YCbCr skin-color likelihood algorithm is used to detecting the hand area. Then, we used Continuously Adaptive Mean Shift (CAMSHIFT) algorithm to tracking hand. As the formula-based region of interest is square, the hand is closer to rectangular. We have improved the formula of the search window to get a much suitable search window for hand. And then, Support Vector Machines (SVM) algorithm is used for hand gesture recognition. For training the system, we collected 1500 hand gesture pictures of 5 hand gestures. Finally we have performed extensive experiment on a Windows XP system to evaluate the efficiency of the proposed scheme. The hand tracking correct rate is 96% and the hand gestures average correct rate is 95%.

Real-time Face Tracking Method using Improved CamShift (향상된 캠쉬프트를 사용한 실시간 얼굴추적 방법)

  • Lee, Jun-Hwan;Yoo, Jisang
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.861-877
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    • 2016
  • This paper first discusses the disadvantages of the existing CamShift Algorithm for real time face tracking, and then proposes a new Camshift Algorithm that performs better than the existing algorithm. The existing CamShift Algorithm shows unstable tracking when tracing similar colors in the background of objects. This drawback of the existing CamShift is resolved by using Kinect’s pixel-by-pixel depth information and the Skin Detection algorithm to extract candidate skin regions based on HSV color space. Additionally, even when the tracking object is not found, or when occlusion occurs, the feature point-based matching algorithm makes it robust to occlusion. By applying the improved CamShift algorithm to face tracking, the proposed real-time face tracking algorithm can be applied to various fields. The results from the experiment prove that the proposed algorithm is superior in tracking performance to that of existing TLD tracking algorithm, and offers faster processing speed. Also, while the proposed algorithm has a slower processing speed than CamShift, it overcomes all the existing shortfalls of the existing CamShift.

A Study on Implementation of an Intelligent Video Surveillance System for Effective Education Method of Image Processing (효율적인 영상 처리 교육방법을 위한 지능형 영상 감시 시스템 구현에 관한 연구)

  • Park, Ho-Sik
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.84-88
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    • 2010
  • Recently, it is essential to have the system which can track down and identity the random object in the space in which security is a high priority. Due to the fact that we mentioned above, in this paper. We suggest the intelligent video surveillance system effective image-process-education in this paper. The experiment was conducted to check and track down the entering vehicle. And, Pan-Tilt-Zoom camera was used to obtain the enlarged image of the object while a vehicle was making stop in target area. As a result, the experiment has shown the data as following. When the object is in motion, success rate is 97.4%, while success rate is 91% when the object is motionless. By using the suggested system, effective image-process-education is should be achieved because the students who participate in the class can have simultaneous access to the system for real time image data and camera control.

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PDA-based Text Extraction System using Client/Server Architecture (Client/Server구조를 이용한 PDA기반의 문자 추출 시스템)

  • Park Anjin;Jung Keechul
    • Journal of KIISE:Software and Applications
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    • v.32 no.2
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    • pp.85-98
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    • 2005
  • Recently, a lot of researches about mobile vision using Personal Digital Assistant(PDA) has been attempted. Many CPUs for PDA are integer CPUs, which have no floating-computation component. It results in slow computation of the algorithms peformed by vision system or image processing, which have much floating-computation. In this paper, in order to resolve this weakness, we propose the Client(PDA)/server(PC) architecture which is connected to each other with a wireless LAN, and we construct the system with pipelining processing using two CPUs of the Client(PDA) and the Server(PC) in image sequence. The Client(PDA) extracts tentative text regions using Edge Density(ED). The Server(PC) uses both the Multi-1.aver Perceptron(MLP)-based texture classifier and Connected Component(CC)-based filtering for a definite text extraction based on the Client(PDA)'s tentativel99-y extracted results. The proposed method leads to not only efficient text extraction by using both the MLP and the CC, but also fast running time using Client(PDA)/server(PC) architecture with the pipelining processing.

Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.