• Title/Summary/Keyword: Gestures

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A deep learning-based approach for feeding behavior recognition of weanling pigs

  • Kim, MinJu;Choi, YoHan;Lee, Jeong-nam;Sa, SooJin;Cho, Hyun-chong
    • Journal of Animal Science and Technology
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    • v.63 no.6
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    • pp.1453-1463
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    • 2021
  • Feeding is the most important behavior that represents the health and welfare of weanling pigs. The early detection of feed refusal is crucial for the control of disease in the initial stages and the detection of empty feeders for adding feed in a timely manner. This paper proposes a real-time technique for the detection and recognition of small pigs using a deep-leaning-based method. The proposed model focuses on detecting pigs on a feeder in a feeding position. Conventional methods detect pigs and then classify them into different behavior gestures. In contrast, in the proposed method, these two tasks are combined into a single process to detect only feeding behavior to increase the speed of detection. Considering the significant differences between pig behaviors at different sizes, adaptive adjustments are introduced into a you-only-look-once (YOLO) model, including an angle optimization strategy between the head and body for detecting a head in a feeder. According to experimental results, this method can detect the feeding behavior of pigs and screen non-feeding positions with 95.66%, 94.22%, and 96.56% average precision (AP) at an intersection over union (IoU) threshold of 0.5 for YOLOv3, YOLOv4, and an additional layer and with the proposed activation function, respectively. Drinking behavior was detected with 86.86%, 89.16%, and 86.41% AP at a 0.5 IoU threshold for YOLOv3, YOLOv4, and the proposed activation function, respectively. In terms of detection and classification, the results of our study demonstrate that the proposed method yields higher precision and recall compared to conventional methods.

Evaluation of Novel Method of Hand Gesture Input to Define Automatic Scanning Path for UAV SAR Missions (손 제스처를 이용하여 탐색 구조용 무인항공기의 자동 스캐닝 경로를 정의하는 가상현실 입력방법 개발 및 평가)

  • Chang-Geun Oh
    • Journal of Advanced Navigation Technology
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    • v.27 no.4
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    • pp.473-480
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    • 2023
  • This study evaluated a novel method of defining the automatic flight path of unmanned aerial vehicles (UAVs) for search and rescue missions in a VR environment. The developed VR content reserves miniature digital twins of a building in the fire and a steep mountain terrain site. The users drow the UAV's scanning path using hand gestures on the surface of digital twins, and then the UAV make an automatic flight along the defined path. According to human-in-the-loop simulation tests comparing the novel method with a conventional manual flight task with 19 participants, the novel method did not improve the mission performance but participants felt a lower mental workload. The designer may need to consider the automation support on the vulnerable points of the SAR mission environment while maintaining experts' mapping capability.

Multi - Modal Interface Design for Non - Touch Gesture Based 3D Sculpting Task (비접촉식 제스처 기반 3D 조형 태스크를 위한 다중 모달리티 인터페이스 디자인 연구)

  • Son, Minji;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.5
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    • pp.177-190
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    • 2017
  • This research aims to suggest a multimodal non-touch gesture interface design to improve the usability of 3D sculpting task. The task and procedure of design sculpting of users were analyzed across multiple circumstances from the physical sculpting to computer software. The optimal body posture, design process, work environment, gesture-task relationship, the combination of natural hand gesture and arm movement of designers were defined. The preliminary non-touch 3D S/W were also observed and natural gesture interaction, visual metaphor of UI and affordance for behavior guide were also designed. The prototype of gesture based 3D sculpting system were developed for validation of intuitiveness and learnability in comparison to the current S/W. The suggested gestures were proved with higher performance as a result in terms of understandability, memorability and error rate. Result of the research showed that the gesture interface design for productivity system should reflect the natural experience of users in previous work domain and provide appropriate visual - behavioral metaphor.

Recognition of hand gestures with different prior postures using EMG signals (사전 자세에 따른 근전도 기반 손 제스처 인식)

  • Hyun-Tae Choi;Deok-Hwa Kim;Won-Du Chang
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.51-56
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    • 2023
  • Hand gesture recognition is an essential technology for the people who have difficulties using spoken language to communicate. Electromyogram (EMG), which is often utilized for hand gesture recognition, is expected to have difficulties in hand gesture recognition because its people's movements varies depending on prior postures, but the study on this subject is rare. In this study, we conducted tests to confirm if the prior postures affect on the accuracy of gesture recognition. Data were recorded from 20 subjects with different prior postures. We achieved average accuracies of 89.6% and 52.65% when the prior states between the training and test data were unique and different, respectively. The accuracy was increased when both prior states were considered, which confirmed the need to consider a variety of prior states in hand gesture recognition with EMG.

A Study on AR-based Interface Technique for efficient UAV Operation using a See-through HMD (투시형 HMD를 이용한 효율적인 UAV 운용을 위한 증강현실 기반의 인터페이스 기법에 대한 연구)

  • Wan Joo Cho;Hyun Joon Chang;Yong Ho Moon
    • Journal of Aerospace System Engineering
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    • v.17 no.6
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    • pp.9-15
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    • 2023
  • In order to effectively prevent and respond to disasters, several techniques have been developed in which the pilot wearing a see-through Head Mounted Display (HMD) performs disaster-related rescue activities using images transmitted from an Unmanned Aerial Vehicle (UAV). However, these techniques have limitations in quickly determining and executing tasks appropriate to the on-site situation because the pilot cannot recognize the entire field in an integrated manner. In order to overcome these problems, we propose an AR based-interface technique that allows the rescuer wearing a see-through HMD to operate a UAV efficiently. Simulation results show that the proposed interface technique allows the rescuer wearing a see-through HMD to control the gimbal and flight of the UAV at a high speed based on finger gestures in a visibility situation.

The Study on Effect of sEMG Sampling Frequency on Learning Performance in CNN based Finger Number Recognition (CNN 기반 한국 숫자지화 인식 응용에서 표면근전도 샘플링 주파수가 학습 성능에 미치는 영향에 관한 연구)

  • Gerelbat BatGerel;Chun-Ki Kwon
    • Journal of the Institute of Convergence Signal Processing
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    • v.24 no.1
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    • pp.51-56
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    • 2023
  • This study investigates the effect of sEMG sampling frequency on CNN learning performance at Korean finger number recognition application. Since the bigger sampling frequency of sEMG signals generates bigger size of input data and takes longer CNN's learning time. It makes making real-time system implementation more difficult and more costly. Thus, there might be appropriate sampling frequency when collecting sEMG signals. To this end, this work choose five different sampling frequencies which are 1,024Hz, 512Hz, 256Hz, 128Hz and 64Hz and investigates CNN learning performance with sEMG data taken at each sampling frequency. The comparative study shows that all CNN recognized Korean finger number one to five at the accuracy of 100% and CNN with sEMG signals collected at 256Hz sampling frequency takes the shortest learning time to reach the epoch at which korean finger number gestures are recognized at the accuracy of 100%.

A Study on the Motion and Voice Recognition Smart Mirror Using Grove Gesture Sensor (그로브 제스처 센서를 활용한 모션 및 음성 인식 스마트 미러에 관한 연구)

  • Hui-Tae Choi;Chang-Hoon Go;Ji-Min Jeong;Ye-Seul Shin;Hyoung-Keun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1313-1320
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    • 2023
  • This paper presents the development of a smart mirror that allows control of its display through glove gestures and integrates voice recognition functionality. The hardware configuration of the smart mirror consists of an LCD monitor combined with an acrylic panel, onto which a semi-mirror film with a reflectance of 37% and transmittance of 36% is attached, enabling it to function as both a mirror and a display. The proposed smart mirror eliminates the need for users to physically touch the mirror or operate a keyboard, as it implements gesture control through glove gesture sensors. Additionally, it incorporates voice recognition capabilities and integrates Google Assistant to display results on the screen corresponding to voice commands issued by the user.

An Analysis on the Suicide Concept, its Religious Circuit and Construction Way: Focused on the cases of the Korean Catholic and Protestant Churches (자살 관념의 종교적 회로와 구성 방식에 관한 분석: 한국 가톨릭교회와 개신교를 중심으로)

  • Park, Sang Un
    • The Critical Review of Religion and Culture
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    • no.31
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    • pp.255-287
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    • 2017
  • This paper analyzes the religious circuit of suicidal concept based on verbal expression and ritual acts, which are found in the suicide discourse of Korean Catholic Church and Protestant Church. In the relationship of suicide and religion, it is easily overlooked the religious circuit and its construction that forms the concept of suicide among the religious laymen. It is assumed that the belief system of traditional religions prohibits suicide and the laymen accordingly construct a perception or concept of suicide along with this belief system. Various studies on this subject have proved it. However, in order to understand the religious way of constructing the concept of suicide on a personal level, it is necessary to pay attention to the religious environment in which the concepts and emotions of suicide circulate. The laymen do not passively and perfectly accept the finely established suicide concept provided by the doctrine or the theology. Rather, the laymen tend to collect the pieces of concept over the suicide that are drifting in the religious environment of his/her daily routine life and to make an concept of suicide in an incomplete form. We can find the unstable and imperfect traits of such a suicide concept through the experience of suicide survivors who have a religious background. For the suicide survivors with religious beliefs, they resist the formal doctrinal and theological provisions to suicide, or try to understand the notion of suicide in their own contexts. In terms of linguistic expressions and ritual acts relating to suicide, the attentions are differently directed in the public and the private domain among the religious groups. Considering on the high rates of suicide in Korean society, the Korean Catholic Churches are increasingly tolerant over the suicide and accept it in the public sphere. It is unlikely when comparing to the negative attitudes of the suicide in the past. However, such tolerance does not go beyond the doctrinal and ethical judgment that defines suicide as a serious sin. The once-committed lay believer's speech and gestures usually contain the various emotions, such as sadness, grief, anxiety, regretfulness, eagerness, and pain in the private spheres. The language and gestures with these emotions have been activated in the religious circuits of suicide, being extended to the religious apparatus for the person who died of suicide. In case of Protestantism, the institutional organizations, such as the particular denominations and the individual-churchism of the Korean Protestant Churches, and their own interpretations of the Bible have in the private sphere strongly effected on the linguistic expressions and the rituals related to the suicide. The religious-ethical judgment of the suicide is varied how the suicide is interpreted by the theologians and the pastors. And the ritual acts for healing the complex feelings and the psychological wounds of the suicide survivors are not actively explored and adopted yet. It makes harder to approach and heal the protestant followers since they emphasize the innermost belief and the salvation assurance faith.

Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
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    • v.39
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    • pp.351-378
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    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.

Tabletop Collaborative Game Design based on Inclusive Education Methodology (통합 교육 방법론에 기반한 테이블탑 협업 게임 디자인)

  • Im, Seunghyen;Kim, Hyoungnyoun;Park, Ji-Hyung
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 2014
  • Tabletop games have been applied to improve the ability of social collaboration based on the characteristics that more than two people simultaneously interact on the tabletop. Especially, the tabletop games can be used as an educational tool for children with autism when it is implemented by considering educational and psychological models for children's behavioral characteristics. However, the previous collaborative games were designed for only disabled children so that it is hard to reflect cognitive and humanistic effects in inclusive education, where disabled children and non-disabled children interact in a same spatiotemporal environment. In this paper, therefore, we design a collaborative game on a multi-touch tabletop to enable spontaneous communication between disabled children and non-disabled children. Through user study, we evaluate the improvement in terms of the positive interaction and the degree of attention by comparing with a conventional collaborative game(e.g., a board game). We found that negative interaction including disabled children's abnormal behavior decreased and positive interaction such as body gestures and verbal communications increased. In addition, the tabletop game supported high immersiveness to all children by deriving equal level of attention time including individual and joint attention. We anticipate that the proposed game design can be utilized to develop collaborative contents for people with differences on sociality and cognitive ability.