• Title/Summary/Keyword: Real-Time Object

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Development of a Multi-disciplinary Video Identification System for Autonomous Driving (자율주행을 위한 융복합 영상 식별 시스템 개발)

  • Sung-Youn Cho;Jeong-Joon Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.65-74
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    • 2024
  • In recent years, image processing technology has played a critical role in the field of autonomous driving. Among them, image recognition technology is essential for the safety and performance of autonomous vehicles. Therefore, this paper aims to develop a hybrid image recognition system to enhance the safety and performance of autonomous vehicles. In this paper, various image recognition technologies are utilized to construct a system that recognizes and tracks objects in the vehicle's surroundings. Machine learning and deep learning algorithms are employed for this purpose, and objects are identified and classified in real-time through image processing and analysis. Furthermore, this study aims to fuse image processing technology with vehicle control systems to improve the safety and performance of autonomous vehicles. To achieve this, the identified object's information is transmitted to the vehicle control system to enable appropriate autonomous driving responses. The developed hybrid image recognition system in this paper is expected to significantly improve the safety and performance of autonomous vehicles. This is expected to accelerate the commercialization of autonomous vehicles.

Research on Ocular Data Analysis and Eye Tracking in Divers

  • Ye Jun Lee;Yong Kuk Kim;Da Young Kim;Jeongtack Min;Min-Kyu Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.43-51
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    • 2024
  • This paper proposes a method for acquiring and analyzing ocular data using a special-purpose diver mask targeted at divers who primarily engage in underwater activities. This involves tracking the user's gaze with the help of a custom-built ocular dataset and a YOLOv8-nano model developed for this purpose. The model achieved an average processing time of 45.52ms per frame and successfully recognized states of eyes being open or closed with 99% accuracy. Based on the analysis of the ocular data, a gaze tracking algorithm was developed that can map to real-world coordinates. The validation of this algorithm showed an average error rate of about 1% on the x-axis and about 6% on the y-axis.

Analysis on Attraction Power and Holding Power of Exhibition Areas at Science Museum - Focused on Analysis on Exhibition Method of Exhibition Spaces at Gwacheon National Science Museum - (과학계 박물관 전시공간의 흡입력과 지속력 분석 - 국립과천과학관 전시영역의 연출매체 분석을 중심으로 -)

  • Lim, Che-Zinn;Choo, Sung-Won;Park, Moo-Ho
    • Korean Institute of Interior Design Journal
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    • v.20 no.1
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    • pp.165-172
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    • 2011
  • Visitors' behaviors within an exhibition space are a substantial means to grant spatial arrangement and validity of exhibits. Therefore, the study analyzed visitors' behaviors in the viewpoint of attraction power and holding power of exhibits on the basis of exhibition layout of real science museums. Through the analysis, the study grasped efficiency of analysis index and exhibition environment elements which might have an effect on planning the exhibition space of a large-scale museum and producing detailed ranges of exhibition. The main indicators used are: 1. Attraction power: it indicates the relative incidence of people who have stopped in front of an object/exhibit during the exhibition tour. It is calculated by dividing the number of people who stop by the total number of people who have visited the museum or gallery. 2. Holding power: it measures the average time spent in front of an information/communication element. It is calculated by dividing the average time of stay by the time "necessary" to read an element. As a result, It was expected that attraction power and holding power of exhibit would be increased when moving line of seeing was inductive. However, when the traffic movements of seeing was inductive, repetitive seeing of exhibit was almost never realized and visitors had a strong tendency which viewed on their way of moving without viewing on their way of stopping. On the other hand, it may mean that density of exhibit is low or size of exhibition space is small that most of exhibits within exhibition space have high attraction power and holding power. As Gwacheon National Science Museum, when a museum is composed of many large-scale exhibit halls, it should be formed by separating the main moving line of seeing from the optional moving line of seeing through visitors' natural choice of exhibit and proper inducement of moving line of seeing. In such structure, exhibition environment of the main moving line has an effect on attraction of exhibit and the use of optional moving line acts as a factor to increase attraction. In addition, it is thought that attribute of exhibit and proper arrangement of rest space within exhibition space will increase holding power of exhibit.

A Study on Integrated Information System for Marine Leisure Industry (해양레저 산업의 통합 정보 시스템 구축에 관한 연구)

  • Kim, Y.S.;Kim, D.J.
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.16 no.1
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    • pp.17-24
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    • 2013
  • In order to have market competitiveness in local and global areas, Domestic Marine Leisure Industry business, which is a latecomer in the Marine Leisure industry, should retain a strong market adaptability by reducing time and cost that are required for work of planning, designing, and preparation for product development. To meet above requirements, it is essential that integrated system control extensive marine leisure industry. After ensuring integrated information by figuring out the systematic link between related-industries, the core of this research is to secure information classifications that are not just in the flow of simple serial order, but in that of integration and object-oriented information classifications. For this end, we examine other similar cases in industries using real information system applied to industrial production and Product Lifecycle Management (PLM), Product Data Management (PDM), Digital Manufacturing (DM) and applying the same methodology to review practical application in order to construct the information system, and Work Breakdown Structure (WBS), compared with the case studies. Through this basic task for the marine leisure industry classification system configuration (Work Breakdown Structure, WBS) and utilizing information of driving real companies of marine leisure industry, a unique area of MLWBS (Marine Leisure Work Breakdown Structure, MLWBS) is configured. This Marine Leisure Work Breakdown Structure can be used in various areas of applications like products, design information, engineering, production, purchasing, sales, marketing, AS, utilizing various forms of customer support.

A study on the development of simulation program for the small naturally aspirated four-stroke diesel engine (소형 4행정사이클 무과급 디이젤 기관의 성능 시뮤레이션 전산프로그램의 개발에 관한 연구)

  • 백태주;전효중
    • Journal of Advanced Marine Engineering and Technology
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    • v.8 no.1
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    • pp.17-36
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    • 1984
  • Since 1973, the competition on the development of fuel saving type internal combustion engines has become severe by the two times oil shock, and new type engines are reported every several months. Whenever these new type engines are developed, new designs are required and they will be offered in the market after performing the endurance test for a long time. But the engine market is faced with a heavy burden of finance, as the developing of a new engine requires tremendous expenses. For this reason, the computer simulation method has been lately developed to cope with it. The computer simulation method can be available to perform the reasonable research works by the theoretical analysis before carrying out practical experiments. With these processes, the developing expenses are cut down and the period of development is curtailed. The object of this study is the development of simulation computer program for the small naturally aspirated four-stroke diesel engine which is intended to product by the original design of our country. The process of simulation is firstly investigated for the ideal engine cycle, and secondly for the real engine cycle. In the ideal engine cycle, each step of the cycle is simulated by the energy balance according to the first law of thermodynamics, and then the engine performance is calculated. In the real cycle imulation program, the injection rate, the preparation rate and the combustion rate of fuel and the heat transfer through the wall of combustion chamber are considered. In this case, the injection rate is supposed as constant through the crank angle interval of injection and the combustion rate is calculated by the Whitehouse-Way equation and the heat transfer is calculated by the Annand's equation. The simulated values are compared with measured values of the YANMAR NS90(C) engine and Mitsubishi 4D30 engine, and the following conclusions are drawn. 1. The heat loss by the exhaust gas is well agree with each other in the lower load, but the measured value is greater than the calculated value in the higher load. The maximum error rate is about 15% in the full load. 2. The calculated quantity of heat transfer to the cooling water is greater than the measured value. The maximum error rate is about 11.8%. 3. The mean effective pressure, the fuel consumption, the power and the torque are well agree with each other. The maximum error is occurred in the fuel consumption, and its error rate is about 7%. From the above remarks, it may be concluded that the prediction of the engine performance is possibly by using the developed program, although the program needs to reform by adding the simulation of intake and exhaust process and assumping more reliable mechanical efficiency, volumetric efficiency, preparation rate and combustion rate.

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Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.69-77
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    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.

A Polarization-based Frequency Scanning Interferometer and the Measurement Processing Acceleration based on Parallel Programing (편광 기반 주파수 스캐닝 간섭 시스템 및 병렬 프로그래밍 기반 측정 고속화)

  • Lee, Seung Hyun;Kim, Min Young
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.8
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    • pp.253-263
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    • 2013
  • Frequency Scanning Interferometry(FSI) system, one of the most promising optical surface measurement techniques, generally results in superior optical performance comparing with other 3-dimensional measuring methods as its hardware structure is fixed in operation and only the light frequency is scanned in a specific spectral band without vertical scanning of the target surface or the objective lens. FSI system collects a set of images of interference fringe by changing the frequency of light source. After that, it transforms intensity data of acquired image into frequency information, and calculates the height profile of target objects with the help of frequency analysis based on Fast Fourier Transform(FFT). However, it still suffers from optical noise on target surfaces and relatively long processing time due to the number of images acquired in frequency scanning phase. 1) a Polarization-based Frequency Scanning Interferometry(PFSI) is proposed for optical noise robustness. It consists of tunable laser for light source, ${\lambda}/4$ plate in front of reference mirror, ${\lambda}/4$ plate in front of target object, polarizing beam splitter, polarizer in front of image sensor, polarizer in front of the fiber coupled light source, ${\lambda}/2$ plate between PBS and polarizer of the light source. Using the proposed system, we can solve the problem of fringe image with low contrast by using polarization technique. Also, we can control light distribution of object beam and reference beam. 2) the signal processing acceleration method is proposed for PFSI, based on parallel processing architecture, which consists of parallel processing hardware and software such as Graphic Processing Unit(GPU) and Compute Unified Device Architecture(CUDA). As a result, the processing time reaches into tact time level of real-time processing. Finally, the proposed system is evaluated in terms of accuracy and processing speed through a series of experiment and the obtained results show the effectiveness of the proposed system and method.

Evaluation of Dose and Position Compensation of Parotid Gland Using CT On-rail System in Head-and-Neck Cancer (두경부 암환자 치료 시 CT On-rail System을 이용한 이하선의 위치 보정 및 선량 평가)

  • Jang, Hyeong-Jun;Im, Chung-Geun;Chun, Geum-Sung;Jeong, Il-Seon;Kim, Hoi-Nam
    • The Journal of Korean Society for Radiation Therapy
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    • v.20 no.2
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    • pp.83-89
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    • 2008
  • Purpose: The checking method of target and normal structure are used by MVCBCT, KVCBCT, CT On-rail System, Ultrasound in H&N cancer patient. In case of MVCT, the utilization of bone structure is valuable to check around tissue. But the utilization of soft tissue is not enough. The point of this paper is dose variation in movable parotid and changeable volume of H&N cancer patient of CT On-rail System. Materials and Methods: The object of H&N cancer patient is 5 in this hospital. The selected patient are scanned ARTISTE CT Vision (CT On-ral System) a triweekly. After CT scanning, tranfered coordinates are obtained by movable of parotid gland comparison with planning image. Checking for the changeable volume of parotid gland. A Obtained CT image are tranfered to the RTP System. So dose variation are checked by following changed volume. Results: The changes of target coordinate by the parotid gland movement are X: -0.4~0.4 cm, Y: -0.4~0.3 cm, Z: -0.3~0.3 cm. the volume of GTV is decreased to about 7.11%/week and then both parotid gland volume are shrinked about 4.81%/week (Lt), 2.91%/week (Rt). At the same time, each parotid gland are diminished in radiation dose as 3.66%/week (Lt), 2.01%/week. Conclusion: Images from CT on the rail System which are able to aquire the better quality images of soft tissue in Target area than MVCBCT. After replanning and dose redistribution by required images, It could gain not only the correction of the patient set-tup errors but exact dose distribution. Accordingly, the delivery of compensated dose, It makes that we could do Adaptive Targeting Radiotherapy and need Real Time Adaptive Targeting Radiotherapy by reduce beam delivary time.

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Digital painting: Image transfonnation, simulation, heterologie and transfonnation (현대회화에서의 형태와 물질 -Digital Transfiguration에 관한 연구-)

  • Jeong, Suk-Yeong
    • Journal of Science of Art and Design
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    • v.10
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    • pp.161-181
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    • 2006
  • The words which appeared in my theoretical study and work are image transformation to digital painting, simulation, heterologie and transfiguration, etc. Firstly, let's look into 'digital era' or 'new media era'. Nowadays, the image world including painting within the rapid social and cultural change, which is called as digital era, is having the dramatic change. Together with the development of scientific technology, large number of events which was deemed to be impossible is happening as real in image world Moreover, these changes in image world is greatly influencing to our life. The word which compresses this change of image world and shows is 'digital'. Digit, which means fingers in Latin, indicates separately changing signal, and to be more narrow, it indicates the continual signal of '0' and ' 1' in computer. The opposite word is 'analogue'. As analogue is the word meaning 'infer' or 'similarity', it indicates the signal or form which continuously changes along the series of time when it is compared to digital. Instead of analogue, digital is embossed as a major ruler along the whole area of our current culture. In whole culture and art area, and in whole generalscience, digital is appearing as it has the modernism and importance. The prefix, 'digital', e.g. digital media, digital culture, digital design, digital philosophy, etc, is treated as the synonym of modernism and something new. This advent of digital results the innovative change to the image world, creates the new beauty experience which we could not experience before, and forecasts the formation of advanced art and expansion of creative area. Various intellectual activities using computer is developing the whole world with making the infrastructure. Computer in painting work immediately accomplishes the idea of painters, takes part in simulation work, contingency such as abrupt reversal, extraction, twisting, shaking, obscureness, overlapping, etc, and timing to stimulate the creativity of painters, and provides digital formative language which enables new visual experience to the audience. When the change of digital era, the image appeared in my work is shown in 'transfiguration' like drawing. The word, 'transfiguration' does not indicate the completed and fixed real substance but indicate endlessly moving and floating shape. Thus, this concept is opposite to the substantial consideration, so that various concepts which is able to replace this in accordance with the similar cases are also exist such as change, deterioration, mutation, deformity of appearance and morphing which is frequently used in computer as a technical word. These concepts are not clearly classified, and variably and complicatedly related. Transfiguration basically means the denial of "objectivity' and '(continual) stagnation' or deviation from those. This phenomenon is appeared through the all art schools of art ever since the realism is denied in the 19th century. It is called as 'deformation' in case of expressionism, futurism, cubism, etc, in the beginning of the century, which its former indication is mostly preserved within the process of structural deviation and which has the realistic limit which should be preserved. On the contrary, dramatic transfiguration which has been showing in the modern era through surrealism is different in the point that dramatic transfiguration tends to show the deterioration and deviation rather than the preservation of indicated object. From this point, transfiguration coming out from morphing using computer deteriorates and hides the reality and furthermore, it replaces the 'reality'. Moreover, transfiguration is closely approached to the world of fake or 'imaginary' simulation world of Baudrillard. According to Baudrillard, the image hides and deteriorates the reality, and furthermore, expresses 'not existing' to 'imaginary' under the name of transfiguration. Certain reality, that is, image which is absent from the reality is created and overflowed, so that it finally replaces the reality. This is simulation as it is said by Baudrillard. In turn, Georges Bataille discusses about the image which is produced by digital technology in terms of heterologie. Image of heterologie is the visual signal which is established with the media. Image of media is to have the continuous characteristics of produce, extinction, and transformation, and its clear boundary between images becomes meaningless. The meaning of composition, excess, violation, etc of digital image is explained to heterological study or heteologie suggested as important meaning of Georges Bataille who is a heretic philosopher. As the form and image of mutation shows the shape in accordance with mechanical production, heterologie is introduced as very low materialism (or bas materialisme), in this theory. Heterologie as low materialism which is gradually changing is developing as a different concept and analysis because of the change of time in the late 20s century beside high or low meaning. Including my image, all images non-standardizes and transforms the code. However, reappearance and non-standardization of this code does not seem to be simple. The problem of transformation caused by transfiguration which appears in my digital drawing painting, simulation, heterologie, etc, are the continual problems. Moreover, the subject such as existence of human being, distance from the real life, politics and social problems are being extended to actual research and various expressing work. Especially, individual image world is established by digital painting transfiguration technique, and its change and review start to have the durability. The consciousness of observers who look at the image is changing the subject. Together with theoretical research, researchers are to establish the first step to approach to various image change of digital era painting through transfiguration technique using our realistic and historical image.

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A Preprocessing Method for Ground-Penetrating-Radar based Land-mine Detection System (지면 투과 레이더(GPR) 기반의 지뢰 탐지 시스템을 위한 표적 후보 검출 기법)

  • Kong, Hae Jung;Kim, Seong Dae;Kim, Minju;Han, Seung Hoon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.4
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    • pp.171-181
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    • 2013
  • Recently, ground penetrating radar(GPR) has been widely used in detecting metallic and nonmetallic buried landmines and a number of related researches have been reported. A novel preprocessing method is proposed in this paper to flag potential locations of buried mine-like objects from GPR array measurements. GPR operates by measuring the reflection of an electromagnetic pulse from discontinuities in subsurface dielectric properties. As the GPR pulse propagates in the geologic medium, it suffers nonlinear attenuation as the result of absorption and dispersion, besides spherical divergence. In the proposed algorithm, a logarithmic transformed regression model which successfully represents the time-varying signal amplitude of the GPR data is estimated at first. Then, background signals may be densely distributed near the regression model and candidate signals of targets may be far away from the regression model in the time-amplitude space. Based on the observation, GPR signals are decomposed into candidate signals of targets and background signals using residuals computed from the estimated value by regression and the measurement of GPR. Candidate signals which may contain target signals and noise signals need to be refined. Finally, targets are detected through the refinement of candidate signals based on geometric signatures of mine-like objects. Our algorithm is evaluated using real GPR data obtained from indoor controlled environment and the experimental results demonstrate remarkable performance of our mine-like object detection method.