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博碩士論文 etd-1105114-091006 詳細資訊
Title page for etd-1105114-091006
論文名稱
Title
基於影像視覺行為學習機制之智慧3D魚互動系統
Intelligent 3D Fish Interaction System Using Event-based Visual Behavior Learning Mechanism
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
55
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2014-12-04
繳交日期
Date of Submission
2015-02-11
關鍵字
Keywords
視覺學習、互動學習、魚動畫、人臉辨識、Kinect
Kinect, Face recognition, Fish animation, Interaction, Visual learning
統計
Statistics
本論文已被瀏覽 5665 次,被下載 569
The thesis/dissertation has been browsed 5665 times, has been downloaded 569 times.
中文摘要
目前生物模擬大多採用物理計算來模擬生物的行為,相較真實生物而言,易讓人產生不真實之感,若透過人工事先建立生物模型之動畫,通常需大量人力來依照經驗設計,因此動畫品質易受人的影響,亦會受到動畫資料庫的限制,此外一般生物模擬僅有單方面的呈現,使得模擬過程過於單調。有鑑於此,我們提出一套使用視覺學習機制來學習真實生物的行為,使模型能學習影片中之生物行為以產生動畫,此外我們定義了數種互動手勢,透過偵測人的手勢觸發互動事件,並能讓人與虛擬世界互動。本論文中,我們以生物影像進行骨架作為輸入,對生物資訊進行分析與學習,來讓模型根據學習資訊產生一個不受限影片長度限制的生物模擬動畫,透過不同路徑與動作的安排,游動的呈現不會受限於取樣的資料量,亦不需事先建立動畫資料庫。此外我們使用Kinect設備來偵測人的骨架動作,以身體作為控制器來進行互動,無需昂貴的設備,亦不需複雜的設定,就能偵測人的手勢,即時產生互動之模擬動畫。
Abstract
In this thesis, we presented a visual learning mechanism that is used to learn the realistic motion from real fish to generate 3D animation. Usually, biological motion is simulated by physical simulation, the results of motion do not appear realistically. Furthermore, artificial 3D animation which is built beforehand needs a huge amount of labors to design based on one’s experience. In that case, the quality of animation is susceptible to one’s experience and the quantity of motion is limited to the database. Therefore, we proposed an intelligent 3D fish animation system that uses a visual learning mechanism to learn behavior from realistic creature and an interaction mechanism to allow one to interact with the virtual fish. Two fish video sequences data from front and top views are used as inputs at the same time to derive the fish skeleton sequence. The proposed learning mechanism is used to analyze fish motion and create learning data. Fish behaviors are generated by arranging several paths according to learning data, so that the motion of virtual fish will not be limited by database. Furthermore, Kinect device is used to detect one’s gesture to obtain interaction events. Five interaction events --appearing, waving, feeding, scaring and stirring are defined to allow users to interact with the virtual 3D fish.
目次 Table of Contents
論文審定書 i
誌 謝 ii
摘 要 iii
Abstract iv
目 錄 v
圖目錄 vii
表目錄 ix
壹、 簡介 1
一. 論文概述 2
二. 論文貢獻 2
三. 論文架構 4
貳、 文獻探討 5
參、 研究方法 8
一. 偵測與辨識(Detection and Identification) 10
二. 事件偵測(Event Detection) 12
1、 偵測靠近事件 13
2、 偵測揮手事件 13
3、 偵測餵食事件 14
4、 偵測驚嚇事件 14
5、 偵測擾動事件 14
三. 學習機制(Learning Mechanism) 15
1、 資料分析(Data Analysis) 16
2、 建立事件學習對應表(Event Learning Table) 16
3、 建立事件狀態轉換機率表(State Transition Table) 17
四. 產生動畫 21
1、 事件決策 22
2、 路徑規劃 23
肆、 系統實作 25
一. 操作介面及環境 26
二. 實作詳細內容 28
伍、 結論 43
參考文獻 44
參考文獻 References
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[23] OpenCV, “Face Recognition with OpenCV,” accessed 2015/02/03, available from http://docs.opencv.org/trunk/modules/contrib/doc/facerec/facerec_tutorial.html.
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