• Title/Summary/Keyword: object motion

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Simplified Integral Imaging Pickup Method for Real Objects Using a Depth Camera

  • Li, Gang;Kwon, Ki-Chul;Shin, Gwan-Ho;Jeong, Ji-Seong;Yoo, Kwan-Hee;Kim, Nam
    • Journal of the Optical Society of Korea
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    • v.16 no.4
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    • pp.381-385
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    • 2012
  • In this paper, we present a novel integral imaging pickup method. We extract each pixel's actual depth data from a real object's surface using a depth camera, then generate elemental images based on the depth map. Since the proposed method generates elemental images without a lens array, it has simplified the pickup process and overcome some disadvantages caused by a conventional optical pickup process using a lens array. As a result, we can display a three-dimensional (3D) image in integral imaging. To show the usefulness of the proposed method, an experiment is presented. Though the pickup process has been simplified in the proposed method, the experimental results reveal that it can also display a full motion parallax image the same as the image reconstructed by the conventional method. In addition, if we improve calculation speed, it will be useful in a real-time integral imaging display system.

Impact onto an Ice Floe

  • Khabakhpasheva, Tatyana;Chen, Yang;Korobkin, Alexander;Maki, Kevin
    • Journal of Advanced Research in Ocean Engineering
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    • v.4 no.4
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    • pp.146-162
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    • 2018
  • The unsteady problem of a rigid body impact onto a floating plate is studied. Both the plate and the water are at rest before impact. The plate motion is caused by the impact force transmitted to the plate through an elastic layer with viscous damping on the top of the plate. The hydrodynamic force is calculated by using the second-order model of plate impact by Iafrati and Korobkin (2011). The present study is concerned with the deceleration experienced by a rigid body during its collision with a floating object. The problem is studied also by a fully-nonlinear computational-fluid-dynamics method. The elastic layer is treated with a moving body-fitted grid, the impacting body with an immersed boundary method, and a discrete-element method is used for the contact-force model. The presence of the elastic layer between the impacting bod- ies may lead to multiple bouncing of them, if the bodies are relatively light, before their interaction is settled and they continue to penetrate together into the water. The present study is motivated by ship slamming in icy waters, and by the effect of ice conditions on conventional free-fall lifeboats.

Development of Multi-DoFs Prosthetic Forearm based on EMG Pattern Recognition and Classification (근전도 패턴 인식 및 분류 기반 다자유도 전완 의수 개발)

  • Lee, Seulah;Choi, Yuna;Yang, Sedong;Hong, Geun Young;Choi, Youngjin
    • The Journal of Korea Robotics Society
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    • v.14 no.3
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    • pp.228-235
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    • 2019
  • This paper presents a multiple DoFs (degrees-of-freedom) prosthetic forearm and sEMG (surface electromyogram) pattern recognition and motion intent classification of forearm amputee. The developed prosthetic forearm has 9 DoFs hand and single-DoF wrist, and the socket is designed considering wearability. In addition, the pattern recognition based on sEMG is proposed for prosthetic control. Several experiments were conducted to substantiate the performance of the prosthetic forearm. First, the developed prosthetic forearm could perform various motions required for activity of daily living of forearm amputee. It was able to control according to shape and size of the object. Additionally, the amputee was able to perform 'tying up shoe' using the prosthetic forearm. Secondly, pattern recognition and classification experiments using the sEMG signals were performed to find out whether it could classify the motions according to the user's intents. For this purpose, sEMG signals were applied to the multilayer perceptron (MLP) for training and testing. As a result, overall classification accuracy arrived at 99.6% for all participants, and all the postures showed more than 97% accuracy.

Free vibration responses of nonlinear FG-CNT distribution in a polymer matrix

  • Zerrouki, Rachid;Hamidi, Ahmed;Tlidji, Youcef;Karas, Abdelkader;Zidour, Mohamed;Tounsi, Abdelouahed
    • Smart Structures and Systems
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    • v.30 no.2
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    • pp.135-143
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    • 2022
  • The object of this paper is to investigate the free vibration behavior under the effect of carbon nanotube distribution in functionally graded carbon nanotube-reinforced composite (FG-CNTRC) by using higher-order shear deformation theories. In this work, we present a novel distribution method for carbon nanotubes in the polymer matrix by using a new exponential power law distribution of carbon nanotube volume fraction. It is assumed that the SWCNTs are aligned along the beam axial direction and the distribution of the SWCNTs may vary through the thickness of the beam with different patterns of reinforcement. The rule of mixtures is used in order to obtain material properties of the CNTRC beams. Hamilton's principle is used in deriving the equations of motion. The validity of the free Vibration results is examined by comparing them with those of the known data in the literature. The results that obtained indicate that the carbon nanotube volume fraction distribution play a very important role on the free vibrations characteristics of the CNTRC beam.

Development of a Single-Arm Robotic System for Unloading Boxes in Cargo Truck (간선화물의 상자 하차를 위한 외팔 로봇 시스템 개발)

  • Jung, Eui-Jung;Park, Sungho;Kang, Jin Kyu;Son, So Eun;Cho, Gun Rae;Lee, Youngho
    • The Journal of Korea Robotics Society
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    • v.17 no.4
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    • pp.417-424
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    • 2022
  • In this paper, the developed trunk cargo unloading automation system is introduced, and the RGB-D sensor-based box loading situation recognition method and unloading plan applied to this system are suggested. First of all, it is necessary to recognize the position of the box in a truck. To do this, we first apply CNN-based YOLO, which can recognize objects in RGB images in real-time. Then, the normal vector of the center of the box is obtained using the depth image to reduce misrecognition in parts other than the box, and the inner wall of the truck in an image is removed. And a method of classifying the layers of the boxes according to the distance using the recognized depth information of the boxes is suggested. Given the coordinates of the boxes on the nearest layer, a method of generating the optimal path to take out the boxes the fastest using this information is introduced. In addition, kinematic analysis is performed to move the conveyor to the position of the box to be taken out of the truck, and kinematic analysis is also performed to control the robot arm that takes out the boxes. Finally, the effectiveness of the developed system and algorithm through a test bed is proved.

Three-Dimensional Conversion of Two-Dimensional Movie Using Optical Flow and Normalized Cut (Optical Flow와 Normalized Cut을 이용한 2차원 동영상의 3차원 동영상 변환)

  • Jung, Jae-Hyun;Park, Gil-Bae;Kim, Joo-Hwan;Kang, Jin-Mo;Lee, Byoung-Ho
    • Korean Journal of Optics and Photonics
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    • v.20 no.1
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    • pp.16-22
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    • 2009
  • We propose a method to convert a two-dimensional movie to a three-dimensional movie using normalized cut and optical flow. In this paper, we segment an image of a two-dimensional movie to objects first, and then estimate the depth of each object. Normalized cut is one of the image segmentation algorithms. For improving speed and accuracy of normalized cut, we used a watershed algorithm and a weight function using optical flow. We estimate the depth of objects which are segmented by improved normalized cut using optical flow. Ordinal depth is estimated by the change of the segmented object label in an occluded region which is the difference of absolute values of optical flow. For compensating ordinal depth, we generate the relational depth which is the absolute value of optical flow as motion parallax. A final depth map is determined by multiplying ordinal depth by relational depth, then dividing by average optical flow. In this research, we propose the two-dimensional/three-dimensional movie conversion method which is applicable to all three-dimensional display devices and all two-dimensional movie formats. We present experimental results using sample two-dimensional movies.

Algorithm and Performance Evaluation of High-speed Distinction for Condition Recognition of Defective Nut (불량 너트의 상태인식을 위한 고속 판별 알고리즘 및 성능평가)

  • Park, Tae-Jin;Lee, Un-Seon;Lee, Sang-Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.14 no.7
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    • pp.895-904
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    • 2011
  • In welding machine that executes existing spot welding, wrong operation of system has often occurs because of their mechanical motion that can be caused by a number of supply like the welding object. In exposed working environment for various situations such as worker or related equipment moving into any place that we are unable to exactly distinguish between good and not condition of nut. Also, in case of defective welding of nut, it needs various evaluation and analysis through image processing because the problem that worker should be inspected every single manually. Therefore in this paper, if the object was not stabilization state correctly, we have purpose to algorithm implementation that it is to reduce the analysis time and exact recognition as to improve system of image processing. As this like, as image analysis for assessment whether it is good or not condition of nut, in his paper, implemented algorithms were suggested and list by group and that it showed the effectiveness through more than one experiment. As the result, recognition rate of normality and error according to the estimation time have been shown as 40%~94.6% and 60%~5.4% from classification 1 of group 1 to classification 11 of group 5, and that estimation time of minimum, maximum, and average have been shown as 1.7sec.~0.08sec., 3.6sec.~1.2sec., and 2.5sec.~0.1sec.

Fast Heuristic Algorithm for Similarity of Trajectories Using Discrete Fréchet Distance Measure (이산 프레셰 거리 척도를 이용한 궤적 유사도 고속계산 휴리스틱 알고리즘)

  • Park, Jinkwan;Kim, Taeyong;Park, Bokuk;Cho, Hwan-Gue
    • KIISE Transactions on Computing Practices
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    • v.22 no.4
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    • pp.189-194
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    • 2016
  • A trajectory is the motion path of a moving object. The advances in IT have made it possible to collect an immeasurable amount of various type of trajectory data from a moving object using location detection devices like GPS. The trajectories of moving objects are widely used in many different fields of research, including the geographic information system (GIS) field. In the GIS field, several attempts have been made to automatically generate digital maps of roads by using the vehicle trajectory data. To achieve this goal, the method to cluster the trajectories on the same road is needed. Usually, the $Fr{\acute{e}}chet$ distance measure is used to calculate the distance between a pair of trajectories. However, the $Fr{\acute{e}}chet$ distance measure requires prolonged calculation time for a large amount of trajectories. In this paper, we presented a fast heuristic algorithm to distinguish whether the trajectories are in close distance or not using the discrete $Fr{\acute{e}}chet$ distance measure. This algorithm trades the accuracy of the resulting distance with decreased calculation time. By experiments, we showed that the algorithm could distinguish between the trajectory within 10 meters and the distant trajectory with 95% accuracy and, at worst, 65% of calculation reduction, as compared with the discrete $Fr{\acute{e}}chet$ distance.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

Media Research in Global Brand Timelapse Advertisement (글로벌 브랜드 타임랩스 광고에 나타난 영상 연구)

  • Yu, Jung-Sun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.333-340
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    • 2017
  • Timelapse is an imaging technique that captures motion at regular intervals and then projects it at normal speed. We looked at Timelapse advertising images of global brands and presented a model for analyzing components and expression methods of Timelapse, a new image technique. In previous research, literature research, Internet data survey, and YouTube data were investigated. Continuous photography has been developed as an imaging technique, and we have examined the current production status applied to domestic and foreign documentary, domestic and foreign drama, film, and advertisement. In 2015-2016, I will analyze the techniques of iPhones (2016), Ralph Lauren Polo Ads (2015), and Canon EOS (2013) videos that use Timelapse techniques in their recent advertisements. The results show that the Timelapse component is a static element, the static motif is mainly an artificial structure, the place is outdoor, the color is taken at a time showing the characteristics of the place, and the layout is all centered. The dynamic motif is a moving object. The dynamic line consists of a story based on the object. The time is about 11-15 seconds, the longest is about 1 minute and 30 seconds, and the editing is mainly focused on the product with the brand logo emphasized. In conclusion, it is the role of the image to pay attention to the advertisement and catch the eye. In order to motivate the buyer's mind, it is necessary to direct and edit such as Timelapse, which stimulates the emotions inherent in the mind and stimulates the non-verbal symbols. Future research is likely to reveal various attempts at temporal editing of images.