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Kinect-based Universal Range Sensor and its Application in Educational Laboratories

机译:基于Kinect的通用范围传感器及其在教育实验室中的应用

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Traditional data acquisition (DAQ) systems for obtaining 3-D range information consist of sensors, DAQ measurement hardware and a processor with software. This kind of DAQ system is adapted and calibrated for various applications, thus imposing significant up-front costs that hamper its broad usage in educational laboratories. The low-cost Microsoft Kinect has become a promising alternative solution that has already been widely adopted by consumers and offers a wide variety of opportunities for being used in many other areas. The Kinect’s cameras are capable of producing high quality synchronized video that consists of both color and depth data. This enables the Kinect to compete with other sophisticated 3-D sensor DAQ systems in terms of performance criteria such as accuracy, stability, reliability and error rates. One of the most noticeable Kinect-based applications is the skeleton-based tracking of humans, which is made possible by its built-in human skeleton recognition functions. Other common usages of the Kinect are 3-D surface/scene reconstruction and object classification/recognition. However, Kinect-based developments that focus on the tracking of arbitrary objects have rarely been reported, mainly due to a lack of mature algorithms. In the first part of this paper, a three-stage approach for capturing general motions of objects will be introduced. This approach consists of point cloud pre-processing with a focus on computational efficiency, object tracking employing recognition and post-processing including motion analysis. This approach can be tailored to special cases, namely the algorithms focus more on computation efficiency when the objects of interest have simple shapes or colors, and they focus more on reliability for objects with complex geometries or textures. The second part of this paper describes the integration of the proposed DAQ system into a multi-player game-based laboratory environment. In this implementation, a physical experiment is triggered by the game avatars and the experimental data acquired by the Kinect and analyzed by the proposed algorithms are then fed back into the game environment and used to animate the experimental device.
机译:用于获取3-D范围信息的传统数据采集(DAQ)系统由传感器,DAQ测量硬件和带软件的处理器组成。这种类型的DAQ系统针对各种应用进行了调整和校准,因此产生了巨大的前期成本,从而妨碍了其在教育实验室中的广泛使用。低成本的Microsoft Kinect已成为一种有前途的替代解决方案,已被消费者广泛采用,并为在许多其他领域中使用提供了多种机会。 Kinect的摄像机能够产生高质量的同步视频,该视频同时包含颜色和深度数据。这使Kinect可以在性能标准(例如准确性,稳定性,可靠性和错误率)方面与其他复杂的3-D传感器DAQ系统竞争。基于Kinect的最引人注目的应用之一是基于骨骼的人体跟踪,这是通过其内置的人体骨骼识别功能实现的。 Kinect的其他常见用法是3-D表面/场景重建和对象分类/识别。然而,主要由于缺乏成熟的算法,很少报道基于Kinect的,专注于跟踪任意对象的开发。在本文的第一部分,将介绍一种捕获对象的一般运动的三阶段方法。这种方法包括以计算效率为重点的点云预处理,采用识别的对象跟踪以及包括运动分析在内的后处理。这种方法可以针对特殊情况进行调整,即当目标对象具有简单的形状或颜色时,算法将更多地关注于计算效率,而对于具有复杂几何形状或纹理的对象,则将其更多地关注于可靠性。本文的第二部分描述了所提出的DAQ系统到基于多玩家游戏的实验室环境中的集成。在此实现中,游戏虚拟角色触发了物理实验,并且Kinect获取并通过拟议算法分析的实验数据随后被反馈到游戏环境中,并用于对实验设备进行动画处理。

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