• Title/Summary/Keyword: Motion time

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Combining Dynamic Time Warping and Single Hidden Layer Feedforward Neural Networks for Temporal Sign Language Recognition

  • Thi, Ngoc Anh Nguyen;Yang, Hyung-Jeong;Kim, Sun-Hee;Kim, Soo-Hyung
    • International Journal of Contents
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    • v.7 no.1
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    • pp.14-22
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    • 2011
  • Temporal Sign Language Recognition (TSLR) from hand motion is an active area of gesture recognition research in facilitating efficient communication with deaf people. TSLR systems consist of two stages: a motion sensing step which extracts useful features from signers' motion and a classification process which classifies these features as a performed sign. This work focuses on two of the research problems, namely unknown time varying signal of sign languages in feature extraction stage and computing complexity and time consumption in classification stage due to a very large sign sequences database. In this paper, we propose a combination of Dynamic Time Warping (DTW) and application of the Single hidden Layer Feedforward Neural networks (SLFNs) trained by Extreme Learning Machine (ELM) to cope the limitations. DTW has several advantages over other approaches in that it can align the length of the time series data to a same prior size, while ELM is a useful technique for classifying these warped features. Our experiment demonstrates the efficiency of the proposed method with the recognition accuracy up to 98.67%. The proposed approach can be generalized to more detailed measurements so as to recognize hand gestures, body motion and facial expression.

The method to reduce the travel time of the gentry in (sLb-Camera-pRc) type ((sLb-Camera-pRc)타입의 겐트리 이동시간 단축 방법)

  • Kim, Soon-Ho;Kim, Chi-Su
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.17-22
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    • 2019
  • Gentry, an SMT equipment, is a device that absorbs electronic components from the feeder and mounts them correctly on the PCB. At this time, the gantry stops in front of the camera to check whether the parts are correctly adsorbed. In this paper, we propose a method to shorten the moving time by moving the gantry without stopping in front of the camera. This method shows that the moving time is shorter than that of the conventional method by finding a path that can be moved in the fastest time among the various moving paths. The proposed method (moving-motion) reduces the gantry travel time by 20% compared to the conventional method (stop-motion).

The method to reduce the travel time of the gentry in (sLb-Camera-pLb) type ((sLb-Camera-pLb)타입의 겐트리 이동시간 단축 방법)

  • Kim, Soon-Ho;Kim, Chi-Su
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.39-43
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    • 2019
  • The gantry of surface mount equipment (SMD) is responsible for transferring parts from the feeder to the PCB. At this time, the moving time of the gantry affects the yield. Therefore, in this paper, we propose the fastest path from the suction to the mounting to reduce the gantry travel time. This path is a case where the velocity in front of the camera is 2m/sec due to the nature of the gantry. Therefore, the trajectory graph of this case was created through simulation and the travel time was calculated. As a result, we can see that the moving time of the moving-motion method proposed in this paper is 20% shorter than the current stop-motion method.

Statistical evaluation of drift demands of rc frames using code-compatible real ground motion record sets

  • Kayhan, Ali Haydar;Demira, Ahmet
    • Structural Engineering and Mechanics
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    • v.60 no.6
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    • pp.953-977
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    • 2016
  • Modern performance-based design methods require ways to determine the factual behavior of structures subjected to earthquakes. Drift ratio demands are important measures of structural and/or nonstructural damage of the structures in performance-based design. In this study, global drift ratio and interstory drift ratio demands, obtained by nonlinear time history analysis of three generic RC frames using code-compatible ground motion record sets, are statistically evaluated. Several ground motion record sets compatible with elastic design spectra defined for the local soil classes in Turkish Earthquake Code are used for the analyses. Variation of the drift ratio demands obtained from ground motion records in the sets and difference between the mean of drift ratio demands calculated for ground motion sets are evaluated. The results of the study indicate that i) variation of maximum drift ratio demands in the sets were high; ii) different drift ratio demands are calculated using different ground motion record sets although they are compatible with the same design spectra; iii) the effect of variability due to random causes on the total variability of drift ratio demands is much larger than the effect of variability due to differences between the mean of ground motion record sets; iv) global and interstory drift ratio demands obtained for different ground motion record sets can be accepted as simply random samples of the same population at %95 confidence level. The results are valid for all the generic frames and local soil classes considered in this study.

A study on Improvement of the performance of Block Motion Estimation Using Neighboring Search Point (인접 탐색점을 이용한 블록 움직임 추정의 성능 향상을 위한 연구)

  • 김태주;진화훈;김용욱;허도근
    • Proceedings of the IEEK Conference
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    • 2000.06d
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    • pp.143-146
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    • 2000
  • Motion Estimation/compensation(ME/MC) is one of the efficient interframe ceding techniques for its ability to reduce the high redundancy between successive frames of an image sequence. Calculating the blocking matching takes most of the encoding time. In this paper a new fast block matching algorithm(BMA) is developed for motion estimation and for reduction of the computation time to search motion vectors. The feature of the new algorithm comes from the center-biased checking concept and the trend of pixel movements. At first, Motion Vector(MV) is searched in ${\pm}$1 of search area and then the motion estimation is exploited in the rest block. The ASP and MSE of the proposed search algorithm show good performance.

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Hierarchical 3D Sgmentation of Image Sequence Using Motion Information Based on Mathematical Morphology (수리 형태학 기반의 움직임 정보를 이용한 연속영상의 계층적 3차원 분할)

  • 여영준;송근원;박영식;김기석;하영호
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.34S no.7
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    • pp.78-88
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    • 1997
  • A three dimensional-two spatical dimensions plus time-image segmentation is widely used in a very low bit rate image sequence coding because it can solve the region correspondence problem. Mathematical morphology is a very efficient tool for the segmentation because it deals well with geometric features such as size, shape, contrast and connectivity. But if the motion in the image sequence is large in time axis, the conventional 3D morphological segmentation algorithm have difficulty in solving region correspondence problem. To alleviate this problem, we propose the hierarchical image sequence segmentation algorithm that uses the region motion information. Since the motion of a region in previous level affects that in current level uses the previous motion information to increase region correspondence. Simulation result shows improved performance for sequence frames with large motion.

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Development of a Real-time Vehicle Driving Simulator

  • Kim, Hyun-Ju;Park, Min-Kyu;Lee, Min-Cheoul;You, Wan-Suk
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.51.2-51
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    • 2001
  • A vehicle driving simulator is a virtual reality device which makes a human being feel as if the one drives a vehicle actually. The driving simulator is effectively used for studying interaction of a driver-vehicle and developing the vehicle system of new concepts. The driving simulator consists of a motion platform, a motion controller, a visual and audio system, a vehicle dynamic analysis system, a vehicle operation system and etc. The vehicle dynamic analysis system supervises overall operation of the simulator and also simulates dynamic motion of a multi-body vehicle model in real-time. In this paper, the main procedures to develop the driving simulator are classified by 4 parts. First, a vehicle motion platform and a motion controller, which generates realistic motion using a six degree of freedom Stewart platform driven hydraulically. Secondly, a visual system generates high fidelity visual scenes which are displayed on a screen ...

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A Study on MTL Device Design and Motion Tracking in Virtual Reality Environments

  • Oh, Am-Suk
    • Journal of information and communication convergence engineering
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    • v.17 no.3
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    • pp.205-212
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    • 2019
  • Motion tracking and localization devices are an important building block of motion tracking systems in a virtual reality (VR) environment. This study is about improving the accuracy of motion and location for enhancing user immersion in experience type VR environment to position tracking technique. In this study, we propose and test a design of such a device. The module data test of the attitude and heading reference system shows that the implementation with the MPU-9250 sensor is successful and adequate to be used with short operation time. We consider various sensor hardware dependencies of VR, and compare various correction methods and filtering methods to lower the motion to photon (MTP) time that user movement is fully reflected on the display using sensor devices. The Kalman filter is used to combine the accelerometer with the gyroscope in the sensing unit.

Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.19-26
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    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.

Kinematical Analysis of Pitching wedge swing motion in University Golfer (대학 골프 선수의 Pitching wedge 스윙동작의 운동학적 특성 분석)

  • Back, Jin-Ho;Yoon, Dong-Seob;Kim, Jae-Phil
    • Korean Journal of Applied Biomechanics
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    • v.13 no.3
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    • pp.133-149
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    • 2003
  • The purposes of present study were to determine the major check-points of golf swing from the review of previous studies, and to suggest additional information on the teaching theory of golf. The golf swing motion of 6 male and female elite university golf players were filmed with 16mm Locam II high speed cameras at the speed of 200f/s, and variables such as time, displacement, angle, velocity were calculated and analyzed by 3D Cinematography using DLT method. The results were: 1. Differences were shown in the ratio of weight distribution on the feet, cocking angle, take-back velocity, club-head velocity at impact depending upon the physical characteristics and club used for swing. 2. Time for the down-swing and impact were $0.27{\sim}0.29s$ in men and $0.29{\sim}0.32s$ in women, which was 1/3 of the time for the back-swing. Women showed longer total swing time than men because of longer time in back-swing, follow-through and finish. 3. Men showed larger range of motion in shoulder and knee joints than women, on the other hand women showed larger range of motion in hip joint than men. 4. Cocking motion and right elbow flexion were occurred at the top of back-swing and cocking release was occurred at the moment of impact. Maximum rotations of shoulder and hip joints were found between the top of back-swing and down-swing phase. 5. Women showed lower back-swing velocity than men, and men showed higher club velocity(men: $38.2{\sim}38.6m/s$, women: $35.1{\sim}36.4m/s$) than women.