• Title/Summary/Keyword: marker vision

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Effective Marker Placement Method By De Bruijn Sequence for Corresponding Points Matching (드 브루인 수열을 이용한 효과적인 위치 인식 마커 구성)

  • Park, Gyeong-Mi;Kim, Sung-Hwan;Cho, Hwan-Gue
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.9-20
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    • 2012
  • In computer vision, it is very important to obtain reliable corresponding feature points. However, we know it is not easy to find the corresponding feature points exactly considering by scaling, lighting, viewpoints, etc. Lots of SIFT methods applies the invariant to image scale and rotation and change in illumination, which is due to the feature vector extracted from corners or edges of object. However, SIFT could not find feature points, if edges do not exist in the area when we extract feature points along edges. In this paper, we present a new placement method of marker to improve the performance of SIFT feature detection and matching between different view of an object or scene. The shape of the markers used in the proposed method is formed in a semicircle to detect dominant direction vector by SIFT algorithm depending on direction placement of marker. We applied De Bruijn sequence for the markers direction placement to improve the matching performance. The experimental results show that the proposed method is more accurate and effective comparing to the current method.

Gesture Recognition Algorithm by Analyzing Direction Change of Trajectory (궤적의 방향 변화 분석에 의한 제스처 인식 알고리듬)

  • Park Jahng-Hyon;Kim Minsoo
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.4
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    • pp.121-127
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    • 2005
  • There is a necessity for the communication between intelligent robots and human beings because of wide spread use of them. Gesture recognition is currently being studied in regards to better conversing. On the basis of previous research, however, the gesture recognition algorithms appear to require not only complicated algorisms but also separate training process for high recognition rates. This study suggests a gesture recognition algorithm based on computer vision system, which is relatively simple and more efficient in recognizing various human gestures. After tracing the hand gesture using a marker, direction changes of the gesture trajectory were analyzed to determine the simple gesture code that has minimal information to recognize. A map is developed to recognize the gestures that can be expressed with different gesture codes. Through the use of numerical and geometrical trajectory, the advantages and disadvantages of the suggested algorithm was determined.

A Study on the Sensor Calibration of Motion Capture System using PSD Sensor to Improve the Accuracy (PSD 센서를 이용한 모션캡쳐센서의 정밀도 향상을 위한 보정에 관한 연구)

  • Choi, Hun-Il;Jo, Yong-Jun;Ryu, Young-Kee
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.583-585
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    • 2004
  • In this paper we will deal with a calibration method for low cost motion capture system using psd(position sensitive detection) optical sensor. To measure the incident direction of the light from LED emitted marker, the PSD is used the output current ratio on the electrode of PSD is proportional with the incident position of the light focused by lens. In order to defect the direction of the light, the current output is converted into digital voltage value by opamp circuits peak detector and AD converter with the digital value the incident position is measured. Unfortunately, due to the non-linearly problem of the circuit poor position accuracy is shown. To overcome such problems, we compensated the non-linearly by using least-square fitting method. After compensated the non-linearly in the circuit, the system showed more enhanced position accuracy.

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Stereo vision mixed reality system using the multi-blob marker (다중 블럽 마커를 이용한 스테레오 비전 혼합현실 시스템의 구현)

  • 양기선;김한성;손광훈
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.1907-1910
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    • 2003
  • This paper describes a method of stereo image composition for mixed reality without camera calibration or complicate tracking algorithm. The proposed system tracks the panel which has blob makers, and composes virtual objects naturally using the method of texture mapping which is often used in geological computer graphics mapping when we do mapping 2D computer graphic data or man-made 2D images. The proposed algorithm makes it possible for us to compose virtual data even in the case that the panel is bent. For composing 3D object, the system uses depth information obtained from stereo image so that we do not need cumbersome procedure of camera calibration.

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Fiducial Marker Detection for Vision-based Collaborating System of Drone and Ground Vehicle (드론과 지상 로봇의 비전 기반 협업 시스템을 위한 기준 마커 검출)

  • Beck, Jong-Hwan;Kim, Sang-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.965-968
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    • 2017
  • 드론이라고도 불리는 소형 무인기는 비전 시스템을 대부분 갖추고 있어 비전을 응용한 기술이 적합한 플랫폼이며 특히 랜드 마크 기반 위치 추적 방법은 드론과 지상 로봇과 같은 다른 플랫폼 간의 협업을 위한 효율적인 방법 중 하나이다. 본 논문에서는 드론과 지상 로봇의 협업 시스템을 위하여 기준 마커를 검출하는 연구에 대하여 서술한다. 기준 마커 중 하나인 ArUco는 바코드보다 간단한 내부 코드를 가지고 있다. 기준 마커의 카메라 캘리브레이션을 통하여 카메라와 마커의 자세 추정이 가능하다. 성능 평가 실험을 통하여 형태가 간단한 마커, AprilTags, ArUco 간 성능 비교를 하였고 92%의 정확도를 얻어내었으며 ArUco의 적합한 이진화 알고리즘을 제시하였다.

An Algorithm to reconstruct 3D Feet Using Visual Hull (Visual hull을 이용한 3차원 발 복원 알고리즘)

  • Lee, Jae-Kwang;Park, Chang-Joon;Lee, In-Ho
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.279-280
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    • 2006
  • This paper describes a method for reconstructing 3D feet in a real time vision based marker free motion capture system. The proposed method is developed based on the visual hull and model fitting. For a real time computing, a special lookup table is employed in this paper. This method is implemented and tested using three CCD cameras and preliminary results are presented in this paper.

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Real-Time Precision Vehicle Localization Using Numerical Maps

  • Han, Seung-Jun;Choi, Jeongdan
    • ETRI Journal
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    • v.36 no.6
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    • pp.968-978
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    • 2014
  • Autonomous vehicle technology based on information technology and software will lead the automotive industry in the near future. Vehicle localization technology is a core expertise geared toward developing autonomous vehicles and will provide location information for control and decision. This paper proposes an effective vision-based localization technology to be applied to autonomous vehicles. In particular, the proposed technology makes use of numerical maps that are widely used in the field of geographic information systems and that have already been built in advance. Optimum vehicle ego-motion estimation and road marking feature extraction techniques are adopted and then combined by an extended Kalman filter and particle filter to make up the localization technology. The implementation results of this paper show remarkable results; namely, an 18 ms mean processing time and 10 cm location error. In addition, autonomous driving and parking are successfully completed with an unmanned vehicle within a $300m{\times}500m$ space.

Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

Technical-note : Real-time Evaluation System for Quantitative Dynamic Fitting during Pedaling (단신 : 페달링 시 정량적인 동적 피팅을 위한 실시간 평가 시스템)

  • Lee, Joo-Hack;Kang, Dong-Won;Bae, Jae-Hyuk;Shin, Yoon-Ho;Choi, Jin-Seung;Tack, Gye-Rae
    • Korean Journal of Applied Biomechanics
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    • v.24 no.2
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    • pp.181-187
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    • 2014
  • In this study, a real-time evaluation system for quantitative dynamic fitting during pedaling was developed. The system is consisted of LED markers, a digital camera connected to a computer and a marker detecting program. LED markers are attached to hip, knee, ankle joint and fifth metatarsal in the sagittal plane. Playstation3 eye which is selected as a main digital camera in this paper has many merits for using motion capture, such as high FPS (Frame per second) about 180FPS, $320{\times}240$ resolution, and low-cost with easy to use. The maker detecting program was made by using Labview2010 with Vision builder. The program was made up of three parts, image acquisition & processing, marker detection & joint angle calculation, and output section. The digital camera's image was acquired in 95FPS, and the program was set-up to measure the lower-joint angle in real-time, providing the user as a graph, and allowing to save it as a test file. The system was verified by pedalling at three saddle heights (knee angle: 25, 35, $45^{\circ}$) and three cadences (30, 60, 90 rpm) at each saddle heights by using Holmes method, a method of measuring lower limbs angle, to determine the saddle height. The result has shown low average error and strong correlation of the system, respectively, $1.18{\pm}0.44^{\circ}$, $0.99{\pm}0.01^{\circ}$. There was little error due to the changes in the saddle height but absolute error occurred by cadence. Considering the average error is approximately $1^{\circ}$, it is a suitable system for quantitative dynamic fitting evaluation. It is necessary to decrease error by using two digital camera with frontal and sagittal plane in future study.

Indoor Location Positioning System for Image Recognition based LBS (영상인식 기반의 위치기반서비스를 위한 실내위치인식 시스템)

  • Kim, Jong-Bae
    • Journal of Korea Spatial Information System Society
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    • v.10 no.2
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    • pp.49-62
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    • 2008
  • This paper proposes an indoor location positioning system for the image recognition based LBS. The proposed system is a vision-based location positioning system that is implemented the augmented reality by overlaying the location results with the view of the user. For implementing, the proposed system uses the pattern matching and location model to recognize user location from images taken by a wearable mobile PC with camera. In the proposed system, the system uses the pattern matching and location model for recognizing a personal location in image sequences. The system is estimated user location by the image sequence matching and marker detection methods, and is recognized user location by using the pre-defined location model. To detect marker in image sequences, the proposed system apply to the adaptive thresholding method, and by using the location model to recognize a location, the system can be obtained more accurate and efficient results. Experimental results show that the proposed system has both quality and performance to be used as an indoor location-based services(LBS) for visitors in various environments.

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