• Title/Summary/Keyword: Motion recognition

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Drone controller using motion imagery brainwave and voice recognition (동작 상상뇌파와 음성인식을 이용한 드론 컨트롤러)

  • Park, Myeong-Chul;Oh, Dae-Sung;Han, JI-Hun;Oh, Hyo-Jun;Kim, Yu-Sin;Jeong, Jin-Yong;Park, Sang-Uk;Son, Yeong-Woong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.257-258
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    • 2020
  • 기존의 드론 조작은 초보자에게 어려웠다. 초보자의 경우 드론을 조종하다가 드론이 추락하거나 장애물에 걸려 프로펠러 등의 부품들이 손상되는 경우를 빈번하게 마주한다. 본 연구에서는 초보자 또한 드론 파손의 걱정 없이 드론의 조작을 더욱 쉽게 개선시키는 것을 전제로 뇌파와 보조입력인 음성인식을 이용한 드론 컨트롤러 기술을 적용하고자 한다. 현재 대중적으로 출시되어 있는 드론의 경우 호버링 기능을 포함시켜 드론의 추락 위험을 줄여주는 기능을 탑재하고 있다. 하지만 속도가 빠른 드론의 조작에 있어 미숙한 초보자들은 장애물과의 충돌 그리고 드론 착륙 시 기체손상 등의 위험에 대비하기 힘들다. 본 논문은 이러한 문제점들을 개선하기 위해 기존의 드론 컨트롤러 대신 특정한 동작을 상상할 때 발현되는 동작상상뇌파와 음성입력을 적용한 '동작상상뇌파와 음성인식을 이용한 드론 컨트롤러' 기술을 제안한다. 기존의 드론 컨트롤러와는 다르게 빅 데이터 처리기술인 머신러닝을 이용하여 뇌파 데이터를 처리하고 그 데이터들과 입력되는 뇌파 값을 비교하여 드론을 제어한다. 또한 뇌파의 발현이 안정적이지 못하는 상황을 대비한 보조입력인 음성인식을 이용하여 드론의 기체손상을 최소화 시킬 수 있다.

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Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.

Curvature stroke modeling for the recognition of on-line cursive korean characters (온라인 흘림체 한글 인식을 위한 곡률획 모델링 기법)

  • 전병환;김무영;김창수;박강령;김재희
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.11
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    • pp.140-149
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    • 1996
  • Cursive characters are written on an economical principle to reduce the motion of a pen in the limit of distinction between characters. That is, the pen is not lifted up to move for writing a next stroke, the pen is not moved at all, or connected two strokes chance their shapes to a similar and simple shape which is easy to be written. For these reasons, strokes and korean alphabets are not only easy to be changed, but also difficult to be splitted. In this paper, we propose a curvature stroke modeling method for splitting and matching by using a structural primitive. A curvature stroke is defined as a substroke which does not change its curvanture. Input strokes handwritten in a cursive style are splitted into a sequence of curvature strokes by segmenting the points which change the direction of rotation, which occur a sudden change of direction, and which occur an excessive rotation Each reference of korean alphabets is handwritten in a printed style and is saved as a sequence of curvature strikes which is generated by splitting process. And merging process is used to generate various sequences of curvature strikes for matching. Here, it is also considered that imaginary strokes can be written or omitted. By using a curvature stroke as a unit of recognition, redundant splitting points in input characters are effectively reduced and exact matching is possible by generating a reference curvature stroke, which consists of the parts of adjacent two korean alphasbets, even when the connecting points between korean alphabets are not splitted. The results showed 83.6% as recognition rate of the first candidate and 0.99sec./character (CPU clock:66MHz) as processing time.

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HEVC Encoder Optimization using Depth Information (깊이정보를 이용한 HEVC의 인코더 고속화 방법)

  • Lee, Yoon Jin;Bae, Dong In;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.640-655
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    • 2014
  • Many of today's video systems have additional depth camera to provide extra features such as 3D support. Thanks to these changes made in multimedia system, it is now much easier to obtain depth information of the video. Depth information can be used in various areas such as object classification, background area recognition, and so on. With depth information, we can achieve even higher coding efficiency compared to only using conventional method. Thus, in this paper, we propose the 2D video coding algorithm which uses depth information on top of the next generation 2D video codec HEVC. Background area can be recognized with depth information and by performing HEVC with it, coding complexity can be reduced. If current CU is background area, we propose the following three methods, 1) Earlier stop split structure of CU with PU SKIP mode, 2) Limiting split structure of CU with CU information in temporal position, 3) Limiting the range of motion searching. We implement our proposal using HEVC HM 12.0 reference software. With these methods results shows that encoding complexity is reduced more than 40% with only 0.5% BD-Bitrate loss. Especially, in case of video acquired through the Kinect developed by Microsoft Corp., encoding complexity is reduced by max 53% without a loss of quality. So, it is expected that these techniques can apply real-time online communication, mobile or handheld video service and so on.

3D Physical User Interface System using a Dominant Eye and an Index Fingertip (주시안과 검지 끝 점을 이용한 3차원 물리 사용자 인터페이스 시스템)

  • Kim, Kyung-Ho;Ahn, Jeeyun;Lee, Jongbae;Kwon, Heeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.138-146
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    • 2013
  • In this paper, we propose a new 3D PUI(Physical User Interface) system in which the index fingertip points and moves a mouse position on a given monitor screen. There are two 3D PUI schemes to control smart devices like smart TVs remotely, the relative pointing one and the absolute pointing one. The former has a problem in that it does not match the human perception process, and the latter requires excessive movement of the body. We combined the relative one and the absolute one, and develop a new intuitive and user-friendly pointing method, 3D PUI. It requires an establishment of a pyramid shape visible area (view volume) to point a mouse position on a screen with the dominant eye. In order to maintain the real-time view volume, however, it requires large computation depending on the movement of the dominant eye. We optimized the computation of the view volume in which it determines the internal and external position on the screen. In addition, Kalman filter is applied with tracing of the mouse pointer position to stabilize the trembling of the pointer and offers the user ease of use.

Secondary camera position optimization for observing the close space between objects (근접한 물체 사이의 공간 관찰을 위한 보조 카메라 위치 최적화)

  • Lee, Ji Hye;Han, Yun Ha;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.33-41
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    • 2018
  • We present a secondary camera optimization method that helps the user exploring 3D virtual environment to precisely observe possible collisions between objects. The first role of our secondary camera is to automatically detect the area with the greatest possible collision. The second role is to show the detected area from a new angle of view that the current main camera cannot show. However, as the shapes of target objects are complex, the shape of the empty space between objects is also complex and narrow. It means that the space for the secondary camera position is highly constrained and its optimization can be very difficult. To avoid this difficulty and increase the efficiency of the optimization, we first compute a bisector surface between two target objects. Then, we limit the domain of the secondary camera's position on the bisector surface in the optimization process. To verify the utility of our method, we built a demonstration program in which the user can explore in a 3D virtual world and interact with objects by using a hand motion recognition device and conducted a user study.

Variable Block-size Motion Estimation based on Merging Procedure (병합 방법에 의한 가변 블록 움직임 예측)

  • Lee, Kyu-Ho;Son, Nam-Rye;Lee, Guee-Sang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11a
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    • pp.65-68
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    • 2003
  • 본 논문에서는 가장 최근의 동영상 표준인 H.264에서 가변 블록 움직임 예측 시 인접한 블록과의 상관성을 분석하여 병합 절차를 추가함으로써 매크로블록의 최종 모드를 결정하는 시간을 줄이기 위한 알고리즘을 제안한다. H.264에서는 매크로블록의 모드를 결정하기 위하여 총 7가지 모드를 사용하여 움직임 예측은 실시함으로써 부호화 효율을 극대화시킨 반면 이러한 움직임 예측이 부호화기의 복잡도를 높이는 주요 요인으로 현재 커다란 단점으로 지적되고 있다. 본 논문에서는 $8{\times}8$ 움직임 예측이 끝난 후 인접한 두 블록 사이의 거리론 임계값(Threshold)과 비교하여 다음 모드의 움직임 예측의 실시 여부를 먼저 절정함으로써 필요한 움직임 예측에 소비되는 시간을 단축시켰다. 여기서 실험 조건으로 명시하고 있는 것은 대표적인 단일모드 중에서 수행 성능이 가장 좋은 $8{\times}8$ 모드를 기본모드로 사용하고 병합 시 $16{\times}16$ 모드 쪽으로 상향식(bottom-up) 방법의 병합을 수행해 나아간다 모의실험을 통해 수행 성능과 전체 부호화 시간 측면을 본 논문에서 제안한 방법과 4가지 모드인 $16{\times}16,\;16{\times}8,\;8{\times}16,\;8{\times}8$ 모드를 모두 사용한 경우, $8{\times}8$ 단일모드를 사용한 경우를 비교하였다. 실험 결과 $8{\times}8$ 단일모드보다 수행 성능이 향상되었으며, 시간 단축 면에서 제안한 방법이 4가지 모드인 $16{\times}16,\;16{\times}8,\;8{\times}16,\;8{\times}8$ 모드를 모두 사용한 경우와 $8{\times}8$ 단일모드를 사용한 경우보다 계산 시간이 감소하였음을 확인하였다.행중인 MoIM-Messge서버의 네트워크 모듈로 다중 쓰레드 소켓폴링 모델을 적용하였다.n rate compared with conventional face recognition algorithms. 아니라 실내에서도 발생하고 있었다. 정량한 8개 화합물 각각과 총 휘발성 유기화합물의 스피어만 상관계수는 벤젠을 제외하고는 모두 유의하였다. 이중 톨루엔과 크실렌은 총 휘발성 유기화합물과 좋은 상관성 (톨루엔 0.76, 크실렌, 0.87)을 나타내었다. 이 연구는 톨루엔과 크실렌이 총 휘발성 유기화합물의 좋은 지표를 사용될 있고, 톨루엔, 에틸벤젠, 크실렌 등 많은 휘발성 유기화합물의 발생원은 실외뿐 아니라 실내에도 있음을 나타내고 있다.>10)의 $[^{18}F]F_2$를 얻었다. 결론: $^{18}O(p,n)^{18}F$ 핵반응을 이용하여 친전자성 방사성동위원소 $[^{18}F]F_2$를 생산하였다. 표적 챔버는 알루미늄으로 제작하였으며 본 연구에서 연구된 $[^{18}F]F_2$가스는 친핵성 치환반응으로 방사성동위원소를 도입하기 어려운 다양한 방사성의 약품개발에 유용하게 이용될 수 있을 것이다.었으나 움직임 보정 후 영상을 이용하여 비교한 경우, 결합능 변화가 선조체 영역에서 국한되어 나타나며 그 유의성이 움직임 보정 전에 비하여 낮음을 알 수 있었다. 결론: 뇌활성화 과제 수행시에 동반되는 피험자의 머리 움직임에 의하여 도파민 유리가 과대평가되었으며 이는 이 연구에서 제안한 영상정합을 이용한 움직임 보정기법에 의해서 개선되었다. 답이 없는 문제, 문제 만들기, 일반화가 가능한 문제 등으로 보고, 수학적 창의성 중 특히 확산적 사고에 초점을 맞추어 개방형 문제가 확산적 사고의 요소인 유창성, 독창성, 유연성 등에 각각 어떤 영향을 미치는지 20주의 프로그램을 개발, 진행하여 그 효과를 검증하고자 한다. 개방형 문

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Hand Gesture Segmentation Method using a Wrist-Worn Wearable Device

  • Lee, Dong-Woo;Son, Yong-Ki;Kim, Bae-Sun;Kim, Minkyu;Jeong, Hyun-Tae;Cho, Il-Yeon
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.541-548
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    • 2015
  • Objective: We introduce a hand gesture segmentation method using a wrist-worn wearable device which can recognize simple gestures of clenching and unclenching ones' fist. Background: There are many types of smart watches and fitness bands in the markets. And most of them already adopt a gesture interaction to provide ease of use. However, there are many cases in which the malfunction is difficult to distinguish between the user's gesture commands and user's daily life motion. It is needed to develop a simple and clear gesture segmentation method to improve the gesture interaction performance. Method: At first, we defined the gestures of making a fist (start of gesture command) and opening one's fist (end of gesture command) as segmentation gestures to distinguish a gesture. The gestures of clenching and unclenching one's fist are simple and intuitive. And we also designed a single gesture consisting of a set of making a fist, a command gesture, and opening one's fist in order. To detect segmentation gestures at the bottom of the wrist, we used a wrist strap on which an array of infrared sensors (emitters and receivers) were mounted. When a user takes gestures of making a fist and opening one's a fist, this changes the shape of the bottom of the wrist, and simultaneously changes the reflected amount of the infrared light detected by the receiver sensor. Results: An experiment was conducted in order to evaluate gesture segmentation performance. 12 participants took part in the experiment: 10 males, and 2 females with an average age of 38. The recognition rates of the segmentation gestures, clenching and unclenching one's fist, are 99.58% and 100%, respectively. Conclusion: Through the experiment, we have evaluated gesture segmentation performance and its usability. The experimental results show a potential for our suggested segmentation method in the future. Application: The results of this study can be used to develop guidelines to prevent injury in auto workers at mission assembly plants.

Current Status of Imaging Physics & Instrumentation In Nuclear Medicine (핵의학 영상 물리 및 기기의 최신 동향)

  • Kim, Hee-Joung
    • Nuclear Medicine and Molecular Imaging
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    • v.42 no.2
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    • pp.83-87
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    • 2008
  • Diagnostic and functional imaging device have been developed independently. The recognition that combining of these two devices can provide better diagnostic outcomes by fusing anatomical and functional images. The representative examples of combining devices would be PET/CT and SPECT/CT. Development and their applications of animal imaging and instrumentation have been very active, as new drug development with advanced imaging device has been increased. The development of advanced imaging device resulted in researching and developing for detector technology and imaging systems. It also contributed to develop a new software, reconstruction algorithm, correction methods for physical factors, image quantitation, computer simulation, kinetic modeling, dosimetry, and correction for motion artifacts. Recently, development of MRI and PET by combining them together was reported. True integration of MRI and PET has been making the progress and their results were reported. The recent status of imaging and instrumentation in nuclear medicine is reported in this paper.

Current Treatment of Tibial Pilon Fractures (경골 천정(pilon) 골절의 최신 치료)

  • Lee, Jun-Young
    • Journal of Korean Foot and Ankle Society
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    • v.15 no.2
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    • pp.51-57
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    • 2011
  • Pilon fractures involving distal tibia remain one of the most difficult therapeutic challenges that confront the orthopedic surgeons because of associated soft tissue injury is common. To introduce and describe the diagnosis, current treatment, results and complications of the pilon fractures. In initial assessment, the correct evaluation of the fracture type through radiographic checkup and examination of the soft tissue envelope is needed to decide appropriate treatment planning of pilon fractures. Even though Ruedi and Allgower reported 74% good and excellent results with primary open reduction and internal fixation, recently the second staged treatment of pilon fractures is preferred to orthopedic traumatologist because of the soft tissue problem is common after primary open reduction and internal fixation. The components of the first stage are focused primarily on stabilization of the soft tissue envelope. If fibula is fractured, fibular open reduction and internal fixation is integral part of initial management for reducing the majority of tibial deformities. Ankle-spanning temporary external fixator is used to restore limb alignment and displaced intraarticular fragments through ligamentotaxis and distraction. And the second stage, definitive open reduction and internal fixation of the tibial component, is undertaken when the soft tissue injury has resolved and no infection sign is seen on pin site of external fixator. The goals of definitive internal fixation should include absolute stability and interfragmentary compression of reduced articular segments, stable fixation of the articular segment to the tibial diaphysis, and restoration of coronal, transverse, and sagittal plane alignments. The location, rigidity, and kinds of the implants are based on each individual fractures. The conventional plate fixation has more advantages in anatomical reduction of intraarticular fractures than locking compression plate. But it has more complications as infection, delayed union and nonunion. The locking compression plate fixation provides greater stability and lesser wound problem than conventional implants. But the locking compression plate remains poorly defined for intraarticular fractures of the distal tibia. Active, active assisted, passive range of motion of the ankle is recommended when postoperative rehabilitation is started. Splinting with the foot in neutral is continued until suture is removed at the 2~3 weeks and weight bearing is delayed for approximately 12 weeks. The recognition of the soft tissue injury has evolved as a critical component of the management of pilon fractures. At this point, the second staged treatment of pilon fractures is good treatment option because of it is designed to promote recovery of the soft tissue envelope in first stage operation and get a good result in definitive reduction and stabilization of the articular surface and axial alignment in second stage operation.