Abstract: Real-time 3D applications have to guarantee
interactive rendering speed. There is a restriction for the number of
polygons which is rendered due to performance of a graphics hardware
or graphics algorithms. Generally, the rendering performance will be
drastically increased when handling only the dynamic 3d models,
which is much fewer than the static ones. Since shapes and colors of
the static objects don-t change when the viewing direction is fixed, the
information can be reused. We render huge amounts of polygon those
cannot handled by conventional rendering techniques in real-time by
using a static object image and merging it with rendering result of the
dynamic objects. The performance must be decreased as a
consequence of updating the static object image including removing
an static object that starts to move, re-rending the other static objects
being overlapped by the moving ones. Based on visibility of the object
beginning to move, we can skip the updating process. As a result, we
enhance rendering performance and reduce differences of rendering
speed between each frame. Proposed method renders total
200,000,000 polygons that consist of 500,000 dynamic polygons and
the rest are static polygons in about 100 frames per second.
Abstract: To successfully provide a fast FIR filter with FTT algorithms, overlapped-save algorithms can be used to lower the computational complexity and achieve the desired real-time processing. As the length of the input block increases in order to improve the efficiency, a larger volume of zero padding will greatly increase the computation length of the FFT. In this paper, we use the overlapped block digital filtering to construct a parallel structure. As long as the down-sampling (or up-sampling) factor is an exact multiple lengths of the impulse response of a FIR filter, we can process the input block by using a parallel structure and thus achieve a low-complex fast FIR filter with overlapped-save algorithms. With a long filter length, the performance and the throughput of the digital filtering system will also be greatly enhanced.
Abstract: Finger spelling is an art of communicating by signs
made with fingers, and has been introduced into sign language to serve
as a bridge between the sign language and the verbal language.
Previous approaches to finger spelling recognition are classified into
two categories: glove-based and vision-based approaches. The
glove-based approach is simpler and more accurate recognizing work
of hand posture than vision-based, yet the interfaces require the user to
wear a cumbersome and carry a load of cables that connected the
device to a computer. In contrast, the vision-based approaches provide
an attractive alternative to the cumbersome interface, and promise
more natural and unobtrusive human-computer interaction. The
vision-based approaches generally consist of two steps: hand
extraction and recognition, and two steps are processed independently.
This paper proposes real-time vision-based Korean finger spelling
recognition system by integrating hand extraction into recognition.
First, we tentatively detect a hand region using CAMShift algorithm.
Then fill factor and aspect ratio estimated by width and height
estimated by CAMShift are used to choose candidate from database,
which can reduce the number of matching in recognition step. To
recognize the finger spelling, we use DTW(dynamic time warping)
based on modified chain codes, to be robust to scale and orientation
variations. In this procedure, since accurate hand regions, without
holes and noises, should be extracted to improve the precision, we use
graph cuts algorithm that globally minimize the energy function
elegantly expressed by Markov random fields (MRFs). In the
experiments, the computational times are less than 130ms, and the
times are not related to the number of templates of finger spellings in
database, as candidate templates are selected in extraction step.
Abstract: In this paper, we propose an improved 3D star skeleton
technique, which is a suitable skeletonization for human posture representation
and reflects the 3D information of human posture.
Moreover, the proposed technique is simple and then can be performed
in real-time. The existing skeleton construction techniques, such as
distance transformation, Voronoi diagram, and thinning, focus on the
precision of skeleton information. Therefore, those techniques are not
applicable to real-time posture recognition since they are computationally
expensive and highly susceptible to noise of boundary. Although
a 2D star skeleton was proposed to complement these problems,
it also has some limitations to describe the 3D information of the
posture. To represent human posture effectively, the constructed skeleton
should consider the 3D information of posture. The proposed 3D
star skeleton contains 3D data of human, and focuses on human action
and posture recognition. Our 3D star skeleton uses the 8 projection
maps which have 2D silhouette information and depth data of human
surface. And the extremal points can be extracted as the features of 3D
star skeleton, without searching whole boundary of object. Therefore,
on execution time, our 3D star skeleton is faster than the “greedy" 3D
star skeleton using the whole boundary points on the surface. Moreover,
our method can offer more accurate skeleton of posture than the
existing star skeleton since the 3D data for the object is concerned.
Additionally, we make a codebook, a collection of representative 3D
star skeletons about 7 postures, to recognize what posture of constructed
skeleton is.
Abstract: This paper constructs a four factors theoretical model of Chinese small and medium enterprises based on the “cartoon characters- reputation - enterprise marketing and management capabilities – protection of the cartoon image - institutional environment" by literature research, case studies and investigation. The empirical study show that the greatest impact on current merchandising rights income is the institutional environment friendliness, followed by marketing and management capabilities, input of character image protection and Cartoon characters- reputation through the real-time grey relational analysis, and the greatest impact on post-merchandising rights profit is Cartoon characters reputation, followed by the institutional environment friendliness, then marketing and management ability and input of character image protection through the time-delay grey relational analysis.
Abstract: The research on two-wheeled inverted pendulum (TWIP) mobile robots or commonly known as balancing robots have gained momentum over the last decade in a number of robotic laboratories around the world. This paper describes the hardware design of such a robot. The objective of the design is to develop a TWIP mobile robot as well as MATLAB interfacing configuration to be used as flexible platform comprises of embedded unstable linear plant intended for research and teaching purposes. Issues such as selection of actuators and sensors, signal processing units, MATLAB Real Time Workshop coding, modeling and control scheme will be addressed and discussed. The system is then tested using a wellknown state feedback controller to verify its functionality.
Abstract: To deal with random delays in Networked Control System (NCS), Modified Fuzzy PID Controller is introduced in this paper to implement real-time control adaptively. Via adjusting the control signal dynamically, the system performance is improved. In this paper, the design process and the ultimate simulation results are represented. Finally, examples and corresponding comparisons prove the significance of this method.
Abstract: The development of many measurement and inspection systems of products based on real-time image processing can not be carried out totally in a laboratory due to the size or the temperature of the manufactured products. Those systems must be developed in successive phases. Firstly, the system is installed in the production line with only an operational service to acquire images of the products and other complementary signals. Next, a recording service of the image and signals must be developed and integrated in the system. Only after a large set of images of products is available, the development of the real-time image processing algorithms for measurement or inspection of the products can be accomplished under realistic conditions. Finally, the recording service is turned off or eliminated and the system operates only with the real-time services for the acquisition and processing of the images. This article presents a systematic performance evaluation of the image compression algorithms currently available to implement a real-time recording service. The results allow establishing a trade off between the reduction or compression of the image size and the CPU time required to get that compression level.
Abstract: This paper proposes a scheduling scheme using feedback
control to reduce the response time of aperiodic tasks with soft
real-time constraints. We design an algorithm based on the proposed
scheduling scheme and Total Bandwidth Server (TBS) that is a
conventional server technique for scheduling aperiodic tasks. We then
describe the feedback controller of the algorithm and give the control
parameter tuning methods. The simulation study demonstrates that the
algorithm can reduce the mean response time up to 26% compared
to TBS in exchange for slight deadline misses.
Abstract: For the communication between human and computer
in an interactive computing environment, the gesture recognition is
studied vigorously. Therefore, a lot of studies have proposed efficient
methods about the recognition algorithm using 2D camera captured
images. However, there is a limitation to these methods, such as the
extracted features cannot fully represent the object in real world.
Although many studies used 3D features instead of 2D features for
more accurate gesture recognition, the problem, such as the processing
time to generate 3D objects, is still unsolved in related researches.
Therefore we propose a method to extract the 3D features combined
with the 3D object reconstruction. This method uses the modified
GPU-based visual hull generation algorithm which disables unnecessary
processes, such as the texture calculation to generate three kinds
of 3D projection maps as the 3D feature: a nearest boundary, a farthest
boundary, and a thickness of the object projected on the base-plane. In
the section of experimental results, we present results of proposed
method on eight human postures: T shape, both hands up, right hand
up, left hand up, hands front, stand, sit and bend, and compare the
computational time of the proposed method with that of the previous
methods.
Abstract: this paper gives a novel approach towards real-time speed estimation of multiple traffic vehicles using fuzzy logic and image processing techniques with proper arrangement of camera parameters. The described algorithm consists of several important steps. First, the background is estimated by computing median over time window of specific frames. Second, the foreground is extracted using fuzzy similarity approach (FSA) between estimated background pixels and the current frame pixels containing foreground and background. Third, the traffic lanes are divided into two parts for both direction vehicles for parallel processing. Finally, the speeds of vehicles are estimated by Maximum a Posterior Probability (MAP) estimator. True ground speed is determined by utilizing infrared sensors for three different vehicles and the results are compared to the proposed algorithm with an accuracy of ± 0.74 kmph.
Abstract: Falling has been one of the major concerns and threats
to the independence of the elderly in their daily lives. With the
worldwide significant growth of the aging population, it is essential
to have a promising solution of fall detection which is able to operate
at high accuracy in real-time and supports large scale implementation
using multiple cameras. Field Programmable Gate Array (FPGA) is a
highly promising tool to be used as a hardware accelerator in many
emerging embedded vision based system. Thus, it is the main
objective of this paper to present an FPGA-based solution of visual
based fall detection to meet stringent real-time requirements with
high accuracy. The hardware architecture of visual based fall
detection which utilizes the pixel locality to reduce memory accesses
is proposed. By exploiting the parallel and pipeline architecture of
FPGA, our hardware implementation of visual based fall detection
using FGPA is able to achieve a performance of 60fps for a series of
video analytical functions at VGA resolutions (640x480). The results
of this work show that FPGA has great potentials and impacts in
enabling large scale vision system in the future healthcare industry
due to its flexibility and scalability.
Abstract: In this paper, we have presented the effect of varying
time-delays on performance and stability in the single-channel multirate
sampled-data system in hard real-time (RT-Linux) environment.
The sampling task require response time that might exceed the
capacity of RT-Linux. So a straight implementation with RT-Linux is
not feasible, because of the latency of the systems and hence,
sampling period should be less to handle this task. The best sampling
rate is chosen for the sampled-data system, which is the slowest rate
meets all performance requirements. RT-Linux is consistent with its
specifications and the resolution of the real-time is considered 0.01
seconds to achieve an efficient result. The test results of our
laboratory experiment shows that the multi-rate control technique in
hard real-time operating system (RTOS) can improve the stability
problem caused by the random access delays and asynchronization.
Abstract: The aim of this paper is to determine the stress levels
at the end of a long slender shaft such as a drilling assembly used in
the oil or gas industry using a mathematical model in real-time. The
torsional deflection experienced by this type of drilling shaft (about 4
KM length and 20 cm diameter hollow shaft with a thickness of 1
cm) can only be determined using a distributed modeling technique.
The main objective of this project is to calculate angular velocity and
torque at the end of the shaft by TLM method and also analyzing of
the behavior of the system by transient response. The obtained result
is compared with lumped modeling technique the importance of these
results will be evident only after the mentioned comparison. Two
systems have different transient responses and in this project because
of the length of the shaft transient response is very important.
Abstract: This paper discusses the applicability of the Data
Distribution Service (DDS) for the development of automated and modular manufacturing systems which require a flexible and robust
communication infrastructure. DDS is an emergent standard for datacentric publish/subscribe middleware systems that provides an
infrastructure for platform-independent many-to-many
communication. It particularly addresses the needs of real-time systems that require deterministic data transfer, have low memory
footprints and high robustness requirements. After an overview of the
standard, several aspects of DDS are related to current challenges for the development of modern manufacturing systems with distributed architectures. Finally, an example application is presented based on a modular active fixturing system to illustrate the described aspects.
Abstract: This paper presents various classifiers results from a system that can automatically recognize four different static human body postures in video sequences. The considered postures are standing, sitting, squatting, and lying. The three classifiers considered are a naïve one and two based on the belief theory. The belief theory-based classifiers use either a classic or restricted plausibility criterion to make a decision after data fusion. The data come from the people 2D segmentation and from their face localization. Measurements consist in distances relative to a reference posture. The efficiency and the limits of the different classifiers on the recognition system are highlighted thanks to the analysis of a great number of results. This system allows real-time processing.
Abstract: This paper presents design features of a rescue robot, named CEO Mission II. Its body is designed to be the track wheel type with double front flippers for climbing over the collapse and the rough terrain. With 125 cm. long, 5-joint mechanical arm installed on the robot body, it is deployed not only for surveillance from the top view but also easier and faster access to the victims to get their vital signs. Two cameras and sensors for searching vital signs are set up at the tip of the multi-joint mechanical arm. The third camera is at the back of the robot for driving control. Hardware and software of the system, which controls and monitors the rescue robot, are explained. The control system is used for controlling the robot locomotion, the 5-joint mechanical arm, and for turning on/off devices. The monitoring system gathers all information from 7 distance sensors, IR temperature sensors, 3 CCD cameras, voice sensor, robot wheels encoders, yawn/pitch/roll angle sensors, laser range finder and 8 spare A/D inputs. All sensors and controlling data are communicated with a remote control station via IEEE 802.11b Wi-Fi. The audio and video data are compressed and sent via another IEEE 802.11g Wi-Fi transmitter for getting real-time response. At remote control station site, the robot locomotion and the mechanical arm are controlled by joystick. Moreover, the user-friendly GUI control program is developed based on the clicking and dragging method to easily control the movement of the arm. Robot traveling map is plotted from computing the information of wheel encoders and the yawn/pitch data. 2D Obstacle map is plotted from data of the laser range finder. The concept and design of this robot can be adapted to suit many other applications. As the Best Technique awardee from Thailand Rescue Robot Championship 2006, all testing results are satisfied.
Abstract: The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.
Abstract: Recently there has been a growing interest in the field
of bio-mimetic robots that resemble the behaviors of an insect or an
aquatic animal, among many others. One of various bio-mimetic robot
applications is to explore pipelines, spotting any troubled areas or
malfunctions and reporting its data. Moreover, the robot is able to
prepare for and react to any abnormal routes in the pipeline. Special
types of mobile robots are necessary for the pipeline monitoring tasks.
In order to move effectively along a pipeline, the robot-s movement
will resemble that of insects or crawling animals. When situated in
massive pipelines with complex routes, the robot places fixed sensors
in several important spots in order to complete its monitoring. This
monitoring task is to prevent a major system failure by preemptively
recognizing any minor or partial malfunctions. Areas uncovered by
fixed sensors are usually impossible to provide real-time observation
and examination, and thus are dependent on periodical offline
monitoring. This paper proposes a monitoring system that is able to
monitor the entire area of pipelines–with and without fixed
sensors–by using the bio-mimetic robot.
Abstract: Visually impaired people find it extremely difficult to
acquire basic and vital information necessary for their living.
Therefore, they are at a very high risk of being socially excluded as a
result of poor access to information. In recent years, several attempts
have been made in improving the communication methods for
visually impaired people which involve tactile sensation such as
finger Braille, manual alphabets and the print on palm method and
several other electronic devices. But, there are some problems which
arise in such methods such as lack of privacy and lack of
compatibility to computer environment. This paper describes a low
cost Braille hand glove for blind people using slot sensors and
vibration motors with the help of which they can read and write emails,
text messages and read e-books. This glove allows the person
to type characters based on different Braille combination using six
slot sensors. The vibration in six different positions of the glove
which matches to the Braille code allows them to read characters.