• Title/Summary/Keyword: Virtual sensor

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A Study of a Composite Sensor and Control Network and Its Test-bed for the Intelligent and Digital Home (지능형 디지탈홈을 위한 콤퍼짓 센서제어네트워크 및 테스트베드의 연구)

  • Lee, Kyou-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.9
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    • pp.1687-1693
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    • 2007
  • Advances in technologies of networking, chip integration, and embedded system have enabled sensor networks applicable to a wide range of areas. Sharing some common characteristics, sensor networks are thus diversified in features depending on their applications. An intelligent and digital home can be one area to establish a particular feature of sensor network. This paper proposes a composite sensor and control network, and discusses its applying to the next generation intelligent and digital home. Development results of the network and a test-bed as a virtual test environment are also presented. The proposed network can not only be efficiently applying to achieve new home intelligences but also provide a sound solution to maintenance and operations of home network or devices.

A Real-time Augmented Video System using Chroma-Pattern Tracking (색상패턴 추적을 이용한 실시간 증강영상 시스템)

  • 박성춘;남승진;오주현;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.2-9
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    • 2002
  • Recently. VR( Virtual Reality) applications such as virtual studio and virtual character are wifely used In TV programs. and AR( Augmented Reality) applications are also belong taken an interest increasingly. This paper introduces a virtual screen system. which Is a new AR application for broadcasting. The virtual screen system is a real-time video augmentation system by tracking a chroma-patterned moving panel. We haute recently developed a virtual screen system.'K-vision'. Our system enables the user to hold and morse a simple panel on which live video, pictures of 3D graphics images can appear. All the Images seen on the panel change In the correct perspective, according to movements of the camera and the user holding the panel, in real-time. For the purpose of tracking janet. we use some computer vision techniques such as blob analysis and feature tracking. K-vision can work well with any type of camera. requiring no special add-ons. And no need for sensor attachments to the panel. no calibration procedures required. We are using K-vision in some TV programs such as election. documentary and entertainment.

A Study on Analysis of Clinical Data and Telemedicine System for the Treatment of Acrophobia (고소공포증 치료를 위한 원격진료 시스템 및 데이터 분석에 대한 연구)

  • Ryu, Jong-Hyun;Paek, Seung-Eun
    • The Journal of Information Technology
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    • v.9 no.1
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    • pp.21-32
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    • 2006
  • Acrophobia is a symptom of feeling an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used to treat the acrophobia. In these days the virtua1 reality technology has been applied to treat such an anxiety disorders. In this thesis, an telemedicine assistant system for treatment of acrophobia using biomedical signals and virtual reality technique is proposed. I made two virtual reality simulations for treatment of acrophobia and telemedicine system for communication between doctor and patient using personal computer. A virtual environment provides patient with stimuli which arouses phobia, and exposition to such environment makes him have ability to overcome the fear. Recently, the patient can take diagnosis from a medical doctor in distance with the telemedicine system. Multimedia conference service, on-line questionary, signal transfer system are needed to configure such system. Virtual reality simulation system that composed of position sensor, head mount display, and audio system, is also included in this telemedicine system. I added virtual environment update system to this virtual reality telemedicine system for treatment of acrophobia. Former acrophobia treatment systems use only patient's score of the questionary to appraise. The new system developed in this thesis uses not only patient's score of the questionary but also biomedical signals such as HR, GSR amplitude, GSR RT to increase the objectivity and quantitativity. The experimental results show that HR and GSR amplitude are useful for decision of acrophobia. We will apply this system to the acrophobia patient in distance and be able to offer better medical treatment for mental illness in near future.

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A Design and Implementation of Natural User Interface System Using Kinect (키넥트를 사용한 NUI 설계 및 구현)

  • Lee, Sae-Bom;Jung, Il-Hong
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.473-480
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    • 2014
  • As the use of computer has been popularized these days, an active research is in progress to make much more convenient and natural interface compared to the existing user interfaces such as keyboard or mouse. For this reason, there is an increasing interest toward Microsoft's motion sensing module called Kinect, which can perform hand motions and speech recognition system in order to realize communication between people. Kinect uses its built-in sensor to recognize the main joint movements and depth of the body. It can also provide a simple speech recognition through the built-in microphone. In this paper, the goal is to use Kinect's depth value data, skeleton tracking and labeling algorithm to recognize information about the extraction and movement of hand, and replace the role of existing peripherals using a virtual mouse, a virtual keyboard, and a speech recognition.

Internet-based Teleoperation of a Mobile Robot with Force-reflection (인터넷 환경에서 힘반영을 이용한 이동로봇의 원격제어)

  • 진태석;임재남;이장명
    • Journal of Institute of Control, Robotics and Systems
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    • v.9 no.8
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    • pp.585-591
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    • 2003
  • A virtual force is generated and fed back to the operator to make the teleoperation more reliable, which reflects the relationship between a slave robot and an uncertain remote environment as a form of an impedance. In general, for the teleoperation, the teleoperated mobile robot takes pictures of the remote environment and sends the visual information back to the operator over the Internet. Because of the limitations of communication bandwidth and narrow view-angles of camera, it is not possible to watch certain regions, for examples, the shadow and curved areas. To overcome this problem, a virtual force is generated according to both the distance between the obstacle and the robot and the approaching velocity of the obstacle w.r.t the collision vector based on the ultrasonic sensor data. This virtual force is transferred back to the master (two degrees of freedom joystick) over the Internet to enable a human operator to estimate the position of obstacle at the remote site. By holding this master, in spite of limited visual information, the operator can feel the spatial sense against the remote environment. It is demonstrated by experiments that this collision vector based haptic reflection improves the performance of teleoperated mobile robot significantly.

An Open Standard-based Terrain Tile Production Chain for Geo-referenced Simulation

  • Yoo, Byoung-Hyun
    • Korean Journal of Remote Sensing
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    • v.24 no.5
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    • pp.497-506
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    • 2008
  • The needs for digital models of real environment such as 3D terrain or cyber city model are increasing. Most of applications related with modeling and simulation require virtual environment constructed from geospatial information of real world in order to guarantee reliability and accuracy of the simulation. The most fundamental data for building virtual environment, terrain elevation and orthogonal imagery is acquired from optical sensor of satellite or airplane. Providing interoperable and reusable digital model is important to promote practical application of high-resolution satellite imagery. This paper presents the new research regarding representation of geospatial information, especially for 3D shape and appearance of virtual terrain. and describe framework for constructing real-time 3D model of large terrain based on high-resolution satellite imagery. It provides infrastructure of 3D simulation with geographical context. Web architecture, XML language and open protocols to build a standard based 3D terrain are presented. Details of standard-based approach for providing infrastructure of real-time 3D simulation using high-resolution satellite imagery are also presented. This work would facilitate interchange and interoperability across diverse systems and be usable by governments, industry scientists and general public.

Digital Twin Model of a Beam Structure Using Strain Measurement Data (보 구조물에서 변형률 계측 데이터를 활용한 디지털트윈 모델 구현)

  • Han, Man-Seok;Shin, Soo-Bong;Moon, Tae-Uk;Kim, Da-Un;Lee, Jong-Han
    • Journal of KIBIM
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    • v.9 no.3
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    • pp.1-7
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    • 2019
  • Digital twin technology has been actively developed to monitor and assess the current state of actual structures. The digital twin changes the traditional observation method performed in the field to the real-time observation and detection system using virtual online model. Thus, this study designed a digital twin model for a beam and examined the feasibility of the digital twin for bridges. To reflect the current state of the bridge, model updating was performed according to the field test data to construct an analysis model. Based on the constructed bridge analysis model, the relationship between strain and displacement was used to represent a virtual model that behaves in the same way as the actual structure. The strain and displacement relationship was expressed as a matrix derived using an approximate analytical theory. Then, displacements can be obtained using the measured data obtained from strain sensors installed on the bridge. The coordinates of the obtained displacements are used to construct a virtual digital model for the bridge. For verification, a beam was fabricated and tested to evaluate the digital twin model constructed in this study. The displacements obtained from the strain and displacement relationship agrees well with the actual displacements of the beam. In addition, the displacements obtained from the virtual model was visualized at the locations of the strain sensor.

Tightness Evaluation of Smart Sportswear Using 3D Virtual Clothing (3D 가상착의를 이용한 스마트 스포츠웨어의 밀착성 평가)

  • Soyoung Kim;Heeran Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.1
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    • pp.123-136
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    • 2023
  • To develop smart sportswear capable of measuring biometric data, we created a close-fitting pattern using two- and three-dimensional (2D and 3D, respectively) methods. After 3D virtual fitting, the tightness of each pattern was evaluated using image processing of contact points, mesh deviation, and cross-sectional shapes. In contact-point analysis, the 3D pattern showed high rates of contact with the body (84.6% and 93.1% for shirts and pants, respectively). Compared with the 2D pattern, the 3D pattern demonstrated closer contact at the lower chest, upper arm, and thigh regions, where electrocardiography and electromyography were primarily carried out. The overall average gap was also lower in the 3D pattern (5.27 and 4.66 mm in shirts and pants, respectively). In the underbust, waist, thigh circumference, and mid-thigh circumference, the cross-section distance between clothing and body was showed a statistically significant difference and evenly distributed in the 3D pattern, exhibiting more closeness. The tightness and fit of the 3D smart sportswear sensor pattern were successfully evaluated. We believe that this study is critical, as it facilitates the comparison of different patterns through visualization and digitization through 3D virtual fitting.

Real-time Speed Sign Recognition Method Using Virtual Environments and Camera Images (가상환경 및 카메라 이미지를 활용한 실시간 속도 표지판 인식 방법)

  • Eunji Song;Taeyun Kim;Hyobin Kim;Kyung-Ho Kim;Sung-Ho Hwang
    • Journal of Drive and Control
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    • v.20 no.4
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    • pp.92-99
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    • 2023
  • Autonomous vehicles should recognize and respond to the specified speed to drive in compliance with regulations. To recognize the specified speed, the most representative method is to read the numbers of the signs by recognizing the speed signs in the front camera image. This study proposes a method that utilizes YOLO-Labeling-Labeling-EfficientNet. The sign box is first recognized with YOLO, and the numeric digit is extracted according to the pixel value from the recognized box through two labeling stages. After that, the number of each digit is recognized using EfficientNet (CNN) learned with the virtual environment dataset produced directly. In addition, we estimated the depth of information from the height value of the recognized sign through regression analysis. We verified the proposed algorithm using the virtual racing environment and GTSRB, and proved its real-time performance and efficient recognition performance.