• Title/Summary/Keyword: Hand tracking

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The PV MPPT & Charge and Discharge Algorithm for the Battery Included Solar Cell Applications (배터리 내장형 초소형 태양광 장치용 PV MPPT 및 충방전 제어 알고리즘)

  • Kim, Seung-Min;Park, Bong-Hee;Choi, Ju-Yeop;Choy, Ick;Lee, Sang-Chul;Lae, Dong-Ha
    • Journal of the Korean Solar Energy Society
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    • v.33 no.5
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    • pp.69-75
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    • 2013
  • To increase the efficiency of the photovoltaic, almost photovoltaic appliances are controlled by Maximum Power Point Tracking(MPPT). Existing most of the PV MPPT techniques have used power which multiplies sensed output current and voltage of the solar cell. However, these algorithms are unnecessarily complicated and too expensive for small and compact system. The other hand, the proposed MPPT technique is only one sensing of the MPPT converter's output current, so there is no need to insert another sensors of battery side. Therefore, this algorithm is simpler compared to the traditional approach and is suitable for low power solar system. Further, the novel proper charge/discharge algorithm for the battery with PV MPPT is developed. In this algorithm, there is CC battery charge mode and load discharge mode of the PV cell & battery dual. Also we design current control to regulate allowable current during the battery charging. The proposed algorithm will be applicable to battery included solar cell applications like solar lantern and solar remote control car. Finally, the proposed method has been verified with computer simulation.

3D First Person Shooting Game by Using Eye Gaze Tracking (눈동자 시선 추적에 의한 3차원 1인칭 슈팅 게임)

  • Lee, Eui-Chul;Park, Kang-Ryoung
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.465-472
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMB. The proposed method is composed of 3 parts. At first, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, when the user gaze on the monitor plane, the geometric relationship between the gazing position of monitor and the detected position of pupil center is determined. In the last part, the final gaze position on the HMD monitor is tracked and the 3D view in game is controlled by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his(or her) hand. Also, it can Increase the interest and the immersion by synchronizing the gaze direction of game player and the view direction of game character.

Home Range Analysis of Great Tit (Parus major) before and after Fledging in an Urban Park (도시공원에 번식하는 박새의 이소 전후 어미 행동권 분석)

  • Song, Won-Kyong
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.23 no.1
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    • pp.97-106
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    • 2020
  • Urban parks provide a variety of ecosystem services and are an important means of providing positive functions to urban ecosystems. Recently, various studies on wildlifes in urban parks have been conducted. However, there is a lack of research on habitat use in urban parks at important times such as before and after fledging in bird ecology. This study analyzed habitat use and home-range before and after fledging on Cheongsa park, a neighborhood park located in Cheonan city. An artificial nest was set up to check and capture great tit in fledging time. One female was captured and attached to the NTQB-2 (0.4g) radio transmitter, the location was tracked using SIKA Radio Tracking Receiver, hand-held three element Yagi antenna and GPS. Location information was recorded for 10 minutes for 3 hours each morning and afternoon for 12 days from May 17 to May 31, 2019. As a result, the home-range of the target species was 1.776 ha (MCP) and the core area was 499 ㎡ (KD 50%). The average daily home-range was 0.513 ha for the entire period, 0.688 ha before fledging, 0.339 ha after fledging based on MCP. The bird moved about 29.9 m on average and moved up to 131.7 m. For the most of the time, the great tit stayed inside the park, but the bird also used small green spaces such as street trees, tree flower beds, and green areas of unused lands. The results of this study could be applied to the study of habitat use and the greenery management policy of the urban park considering wild birds.

Numerical Simulation far the Non-Spherical Aggregation of Charged Particles (하전 입자의 비구형 응집 성장에 대한 수치적 연구)

  • Park, Hyeong-Ho;Kim, Sang-Su;Jang, Hyeok-Sang
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.26 no.2
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    • pp.227-237
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    • 2002
  • A numerical technique for simulating the aggregation of charged particles was presented with a Brownian dynamic simulation in the free molecular regime. The Langevin equation was used for tracking each particle making up an aggregate. A periodic boundary condition was used for calculation of the aggregation process in each cell with 500 primary particles of 16 nm in diameter. We considered the thermal force and the electrostatic force for the calculation of the particle motion. The electrostatic force on a particle in the simulation cell was considered as a sum of electrostatic forces from other particles in the original cell and its replicate cells. We assumed that the electric charges accumulated on an aggregate were located on its center of mass, and aggregates were only charged with pre-charged primary particles. The morphological shape of aggregates was described in terms of the fractal dimension. In the simulation, the fractal dimension for the uncharged aggregate was D$\_$f/ = 1.761. The fractal dimension changed slightly for the various amounts of bipolar charge. However, in case of unipolar charge, the fractal dimension decreased from 1.641 to 1.537 with the increase of the average number of charges on the particles from 0.2 to 0.3 in initial states. In the bipolar charge state, the average sizes of aggregates were larger than that of the uncharged state in the early and middle stages of aggregation process, but were almost the same as the case of the uncharged state in the final stage. On the other hand, in the unipolar charge state, the average size of aggregates and the dispersion of particle volume decreased with the increasing of the charge quantities.

A Convergence Research for Development of VR Education Contents for Core Fundamental Nursing Skills (핵심기본간호술 VR 교육 콘텐츠 개발을 위한 융복합 연구)

  • Kim, Jungki;Yu, Hye-Yon;Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.714-722
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    • 2021
  • In this study, intends to propose virtual reality education contents for fundamental nursing skills to develop various teaching methods in nursing education. Blood sugar test & insulin subcutaneous injection among the 20 core fundamental nursing skills is one of that frequently performed and can be used for self-management education for diabetic patients. This study designed a core fundamental nursing skill on immersive VR contents by dividing the learner's experience into three stages: guide, mission, and feedback with these skills. And it is designed by tracking the movement of the hand through finger joint recognition without using a controller for immerse in training. This study will help develop VR nursing education contents that can improve clinical practice competency and the effect of the nursing education.

A Systematic Review of the Attributes of Interior Design Affecting User's Positive Emotions Measured via Bio-Signals (생체신호 기반 사용자의 긍정적인 감정에 영향을 미치는 실내디자인 특성에 관한 문헌고찰)

  • Kim, Sieun;Ha, Mikyoung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.5
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    • pp.83-91
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    • 2020
  • Environmental conditions are known to impact human health and behavior, emotions such as pleasure, anxiety, and depression, and reduce stress. Interior design that elevates emotional comfort and satisfaction can help improve mental health and well-being. This study is a systematic review that analyzed previous empirical studies that explored the effect of interior design elements on the user's emotional response which is quantitatively evaluated by bio-signal and qualitatively evaluated through self-reported questionnaire surveys. This paper aims to derive the attributes of interior design and biometric indicators that affect the user's positive emotion through the synthesis of previous studies and to confirm the feasibility of measuring bio-signals as an objective evaluation tool for architectural design and as a quantitative research method. As a result of the review, the biometric data from EEG, fMRI, ECG, EMG, GSR, and eye-tracking were used to measure the participants' emotional responses, which were manifested as positive or negative depending on certain attributes of interior design such as the form, color, lighting, material and furniture. The attributes of interior design related to the positive emotional response were the curved shape, high ceiling, openness of space, and subdued tone colors. Standard lighting conditions and wooden spaces were related to stress reduction in terms of comfort and relaxation. The free arrangement of furniture was related to the user's positive emotions. On the other hand, consistent experimental protocols could not be found, and although the sample sizes of the studies were small, the studies have demonstrated the feasibility of the emotional response measurement by using the biometric data. Therefore this method can be a useful objective tool in the measurement of human-centric data in architectural design, and to develop the evidence-based design to induce positive emotions and minimize stress.

Implementation of Smart Shoes for Dementia Patients using Embedded Board and Low Power Wide Area Technology (저전력장거리 기술과 임베디드 보드를 이용한 치매 돌봄 스마트 신발 구현)

  • Lee, Sung-Jin;Choi, Jun-Hyeong;Seo, Chang-Sung;Park, Byung-Kwon;Choi, Byeong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.1
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    • pp.100-106
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    • 2020
  • In this paper smart shoes for dementia care using embedded boards and Low Power Wide Area technology and their application software are implemented. The communication board composed of Cortex-M3 board and LoRa module is embedded into groove made in outsole of smart shoes. Including the mold, the shoe outsole was manufactured by hand. By using application software and embedded board, caregiver can track the position of dementia patient using GPS and LoRa network. The location tracking and data transmission operations of smart shoes have been successfully verified in the outdoor environment. The smart shoes of this paper are applicable to a safety device to prevent the disappearance of demented patients through results of experiments and if bigdata is collected and analyzed by deep-learning, it may be helpful to analyze the predictive path of dementia patients or the pattern of dementia.

Realtime Theft Detection of Registered and Unregistered Objects in Surveillance Video (감시 비디오에서 등록 및 미등록 물체의 실시간 도난 탐지)

  • Park, Hyeseung;Park, Seungchul;Joo, Youngbok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.10
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    • pp.1262-1270
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    • 2020
  • Recently, the smart video surveillance research, which has been receiving increasing attention, has mainly focused on the intruder detection and tracking, and abandoned object detection. On the other hand, research on real-time detection of stolen objects is relatively insufficient compared to its importance. Considering various smart surveillance video application environments, this paper presents two different types of stolen object detection algorithms. We first propose an algorithm that detects theft of statically and dynamically registered surveillance objects using a dual background subtraction model. In addition, we propose another algorithm that detects theft of general surveillance objects by applying the dual background subtraction model and Mask R-CNN-based object segmentation technology. The former algorithm can provide economical theft detection service for pre-registered surveillance objects in low computational power environments, and the latter algorithm can be applied to the theft detection of a wider range of general surveillance objects in environments capable of providing sufficient computational power.

A Study on the Gesture Based Virtual Object Manipulation Method in Multi-Mixed Reality

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.125-132
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    • 2021
  • In this paper, We propose a study on the construction of an environment for collaboration in mixed reality and a method for working with wearable IoT devices. Mixed reality is a mixed form of virtual reality and augmented reality. We can view objects in the real and virtual world at the same time. And unlike VR, MR HMD does not occur the motion sickness. It is using a wireless and attracting attention as a technology to be applied in industrial fields. Myo wearable device is a device that enables arm rotation tracking and hand gesture recognition by using a triaxial sensor, an EMG sensor, and an acceleration sensor. Although various studies related to MR are being progressed, discussions on developing an environment in which multiple people can participate in mixed reality and manipulating virtual objects with their own hands are insufficient. In this paper, We propose a method of constructing an environment where collaboration is possible and an interaction method for smooth interaction in order to apply mixed reality in real industrial fields. As a result, two people could participate in the mixed reality environment at the same time to share a unified object for the object, and created an environment where each person could interact with the Myo wearable interface equipment.

Effect of Listening Biographies on Frequency Following Response Responses of Vocalists, Violinists, and Non-Musicians to Indian Carnatic Music Stimuli

  • J, Prajna Bhat;Krishna, Rajalakshmi
    • Korean Journal of Audiology
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    • v.25 no.3
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    • pp.131-137
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    • 2021
  • Background and Objectives: The current study investigates pitch coding using frequency following response (FFR) among vocalists, violinists, and non-musicians for Indian Carnatic transition music stimuli and assesses whether their listening biographies strengthen their F0 neural encoding for these stimuli. Subjects and Methods: Three participant groups in the age range of 18-45 years were included in the study. The first group of participants consisted of 20 trained Carnatic vocalists, the second group consisted of 13 trained violinists, and the third group consisted of 22 non-musicians. The stimuli consisted of three Indian Carnatic raga notes (/S-R2-G3/), which was sung by a trained vocalist and played by a trained violinist. For the purposes of this study, the two transitions between the notes T1=/S-R2/ and T2=/R2-G3/ were analyzed, and FFRs were recorded binaurally at 80 dB SPL using neuroscan equipment. Results: Overall average responses of the participants were generated. To assess the participants' pitch tracking to the Carnatic music stimuli, stimulus to response correlation (CC), pitch strength (PS), and pitch error (PE) were measured. Results revealed that both the vocalists and violinists had better CC and PS values with lower PE values, as compared to non-musicians, for both vocal and violin T1 and T2 transition stimuli. Between the musician groups, the vocalists were found to perform superiorly to the violinists for both vocal and violin T1 and T2 transition stimuli. Conclusions: Listening biographies strengthened F0 neural coding, with respect to the vocalists for vocal stimulus at the brainstem level. The violinists, on the other hand, did not show such preference.