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Recovery of 3-D Motion from Time-Varying Image Flows
Wohn, Kwang-Yun,Jung, Soon-Ki The Korean Institute of Electrical Engineers 1996 Journal of Electrical Engineering and Information Vol.1 No.2
In this paper we deal with the problem of recovering 3-D motion and structure from a time-varying 2-D velocity vector field. A great deal has been done on this topic, most of which has concentrated on finding necessary and sufficient conditions for there to be a unique 3-D solution corresponding to a given 2-D motion. While previous work provides useful theoretical insight, in most situations the known algorithms have turned out to be too sensitive to be of much practical use. It appears that any robust algorithm must improve the 3-D solutions over time. As a step toward such algorithm, we present a method for recovering 3-D motion and structure from a given time-varying 2-D velocity vector field. The surface of the object in the scene is assumed to be locally planar. It is also assumed that 3-D velocity vectors are piecewise constant over three consecutive frames (or two snapshots of flow field). Our formulation relates 3-D motion and object geometry with the optical flow vector as well as its spatial and temporal derivatives. The linearization parameters, or equivalently, the first-order flow approximation (in space and time) is sufficient to recover rigid body motion and local surface structure from the local instantaneous flow field. We also demonstrate, through a sensitivity analysis carried out for synthetic and natural motions in space, that 3-D motion can be recovered reliably.
Recovery of 3-D Motion from Time-Varying Image Flows
Kwang Yun Wohn,Soon Ki Jung 한국정보과학회 1996 Journal of Electrical Engineering and Information Vol.1 No.2
In this paper we deal with the problem of recovering 3-D motion and structure from a time-varying 2-D velocity vector field. A great deal has been done on this topic, most of which has concentrated on finding necessary and sufficient conditions for there to be a unique 3-D solution corresponding to a given 2-D motion. While previous work provides useful theoretical insight, in most situations the known algorithms have turned out to be too sensitive to be of much practical use. It appears that any robust algorithm must improve the 3-D solution over time. As a step toward such algorithm, we present a method for recovering 3-D motion and structure from a given time-varying 2-D velocity vector field. The surface of the object in the scene is assumed to be locally planar. It is also assumed that 3-D velocity vectors are piecewise constant over three consecutive frames (or two snapshots of flow field). Our farmulation relates 3-D motion and object geometry with the optical flow vector as well as its spatial and temporal derivatives. The linearization parameters, or equivalently. the first-order flow approximation (in space and time) is sufficient to recover rigid body motion and local surface structure from the local instantaneous flow field. We also demonstrate. through a sensitivity analysis carried out for synthetic and natural motions in space. that 3-D motion can be recovered reliably.
원광연(Wohn, Kwang-Yun),우탁(Woo, Tack),임익수(Leem, Eek-Su) 한국게임학회 2010 한국게임학회 논문지 Vol.10 No.1
본 논문은 유비쿼터스 패러다임에 맞는 새로운 게임으로서 디지털 피지컬 필드게임을 제안하고자 한다. 이를 위해 산업 혁명과 정보화 혁명과 같은 사회적 패러다임의 변화에 따른 게임의 변화를 소통의 측면에서의 상호작용을 중심으로 살펴보고, 기존에 존재하는 유비쿼터스 게임과 그 한계점을 살펴보았다. 그리고 이러한 한계점을 극복할 수 있는 유비쿼터스 패러다임에 맞는 새로운 게임으로서 디지털 피지컬 필드 게임을 설계하였다. 또한, 이해를 돕고자 설계한 게임을 가장 잘 보여 줄 수 있는 실제 사례를 제시하였다. 이러한 연구를 통해 유비쿼터스 게임의 활성화에 도움이 될 수 있으며, 테마파크 및 체험관에 적용되는 기능성 콘텐츠로서 게임의 영역을 확장할 수 있을 것으로 기대할 수 있다. This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.
Fuzzy Aggregation of Motion Factors for Human Motion Generation
Ji-yun Lee,Geun Yi,Kwang-Yun Wohn 한국정보과학회 1997 Journal of Electrical Engineering and Information Vol.2 No.1
Human motion generation is one of the most important issues in computer animation. To generate a realistic human motion, various information of body joints are needed, and dynamic gives the solution to this. However, formalizing complex human motions and solving these equations are computationally expensive. To get an interactive and realistic human motion, we made use of dynamic property which allows to use several key human motion factors. In this paper, we select four key human motion factors and propose an aggregation method using fuzzy logic. We implemented an animation system based on this method, and numerous experimental results showed that the proposed method generates an interactive and realistic human motion in real-time. Such a human motion generation can be easily adapted in virtual reality systems that make use of human animation within virtual world.
Effects on Productivity and Safety of Map and Augmented Reality Navigation Paradigms
KIM, Kyong-Ho,WOHN, Kwang-Yun The Institute of Electronics, Information and Comm 2011 IEICE transactions on information and systems Vol.94 No.5
<P>Navigation systems providing route-guidance and traffic information are one of the most widely used driver-support systems these days. Most navigation systems are based on the map paradigm which plots the driving route in an abstracted version of a two-dimensional electronic map. Recently, a new navigation paradigm was introduced that is based on the augmented reality (AR) paradigm which displays the driving route by superimposing virtual objects on the real scene. These two paradigms have their own innate characteristics from the point of human cognition, and so complement each other rather than compete with each other. Regardless of the paradigm, the role of any navigation system is to support the driver in achieving his driving goals. The objective of this work is to investigate how these map and AR navigation paradigms impact the achievement of the driving goals: productivity and safety. We performed comparative experiments using a driving simulator and computers with 38 subjects. For the effects on productivity, driver's performance on three levels (control level, tactical level, and strategic level) of driving tasks was measured for each map and AR navigation condition. For the effects on safety, driver's situation awareness of safety-related events on the road was measured. To find how these navigation paradigms impose visual cognitive workload on driver, we tracked driver's eye movements. As a special factor of driving performance, route decision making at the complex decision points such as junction, overpass, and underpass was investigated additionally. Participant's subjective workload was assessed using the Driving Activity Load Index (DALI). Results indicated that there was little difference between the two navigation paradigms on driving performance. AR navigation attracted driver's visual attention more frequently than map navigation and then reduces awareness of and proper action for the safety-related events. AR navigation was faster and better to support route decision making at the complex decision points. According to the subjective workload assessment, AR navigation was visually and temporally more demanding.</P>