Surveillance sensor systems using CMOS imagers
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Transcript of Surveillance sensor systems using CMOS imagers
8/7/2019 Surveillance sensor systems using CMOS imagers
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Surveillance sensor systems using CMOS
imagers&mems(inertia) sensor
abstract Surveillance sensors are being applied in factory automation systems, trafficcontrol, entrapment protection, automotive safety systems and in other
applications where information about the occupancy of a scene is required. Inorder to detect object motion several methods exploiting distinct physicalphenomena, e. g. passive infrared sensors or active microwave sensors, have
been realized. When comparing all of the applicable methods, the electro-optical
approach outperforms with respect to the spatial resolution of the monitoredarea. Therefore, electro-optical sensors are able to provide additional information,
e. g. to predict the direction of motion, or to localize and identifyobjects.However, convenient image processing systems using CCD sensors for
image acquisition and DSP or ?P boards for signal processing and classification
are not well suited for dedicated, powerful and cost-effective optical sensorsolutions. In contrast to this mainstream approach CMOS based imaging
technologies offer novel solut ions in both the design and applications of electro-optical surveillance sensors.This contribution discusses CMOS imagers operatingprinciples and describes certain architectures and applications for passive and
active surveillance sensors. The capabilities to realize on-chip motion detection
and range sensing using fast shutter devices are illustrated. We conclude with adiscussion of the status of CMOS surveillance sensors and suggest trends for
future applications.
Citation: A. Teuner, M. Hillebrand, B.J. Hosticka, S.-B. Park, J.E. Santos Conde, N.
Stevanovic, "Surveillance Sensor Systems Using CMOS Imagers," iciap,pp.1124, 10th International Conference on Image Analysis and Processing(ICIAP'99), 1999
control Real-time human motion analysis and IK-based human figure
Austin, TexasDecember 07-December 08ISBN: 0-7695-0939-8S. Yonemoto, Div. of Intelligent Syst., Kyushu Univ., Fukuoka, JapanD. Arita, Div. of Intelligent Syst., Kyushu Univ., Fukuoka, Japan
R. Taniguchi, Div. of Intelligent Syst., Kyushu Univ., Fukuoka, JapanThe paper presents real-time human motion analysis based on real-time inversekinematics. Our purpose is to realize a mechanism of human-machine interactionvia human gestures, and, as a first step, we have developed a computer-vision-
based human motion analysis system. In general, man-machine "smart"
interaction requires a real-time human full-body motion capturing system withoutspecial devices or markers. However, since such a vision-based human motion
capturing system is essentially unstable and can only acquire partial informationbecause of self-occlusion, we have to introduce a robust pose estimation
strategy, or an appropriate human motion synthesis based on motion filtering. Tosolve this problem, we have developed a method based on inverse
kinematics, which can estimate human postures with limited perceptual cues such
as positions of a head, hands and feet. We outline a real-time and on-line humanmotion capture system and demonstrate a simple interaction system based on
the motion capture system.
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Index Terms: real-time systems; image motion analysis; kinematics; user interfaces; computervision; real-time human motion analysis; inverse kinematics based human figurecontrol; real-time inverse kinematics; human-machine interaction; human
gestures; computer-vision-based human motion analysis system; robust poseestimation strategy; human motion synthesis; motion filtering; perceptual cues;
head position; hand position; foot position; real -time on-line human motion
capture system
Citation: S. Yonemoto, D. Arita, R. Taniguchi, "Real-time human motion analysis and IK-
based human figure control," humo, pp.149, Workshop on Human Motion
(HUMO'00), 2000
motion detection From Wikipedia, the free encyclopedia
Motion can be detected by measuring change in speed or vector of an object or
objects in the field of view. This can be achieved either by mechanical devices
that physically interact with the field or by electronic devices that quantify and
measure changes in the given environment.
When motion detection is accomplished by natural organisms, it is called motion
perception.
Motion can be detected by: sound (acoustic sensors), opacity (optical and
infrared sensors and video image processors), geomagnetism (magnetic sensors,
magnetometers), reflection of transmitted energy (infrared laser radar, ultrasonic
sensors, and microwave radar sensors), electromagnetic induction (inductive-loop
detectors), and vibration (triboelectric, seismic, and inertia-switch sensors).
Acoustic sensors are based on: electret effect, inductive coupling, capacitive
coupling, triboelectric effect, piezoelectric effect, and fiber optic transmission.
Radar intrusion sensors have the lowest rate of false alarms.
Probably the best radar intrusion sensor is a pair of leaky coaxial lines hidden
(buried) in the soil. A chirp frequency modulation provides a continuous target
response having a baseband frequency that is proportional to the distance along
the length of the cables.
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Chip
The PrimeSensor Reference Design is built around PrimeSense¶s PS1080 system
on a chip (SoC). The PS1080 SoC houses extremely parallel computational logic,
which receives a Light Coding infrared pattern as an input, and produces a
VGA-size depth image of the scene.
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The PS1080 SoC is a multi-sense system, providing a synchronized depth image,
color image and audio stream. The PS1080 includes a USB 2.0 PHY, whose USB
2.0 interface is used to pass all data to the host. The PS1080 makes no
assumptions about the host device CPU ± all depth acquisition algorithms run on
the PS1080, with only a minimal USB communication layer running on the host.
This feature provides depth acquisition capabilities even to computationally
limited host devices.
The PS1080 is PrimeSense¶s second chip generation, and is already produced in
mass-market quantities.The PrimeSensor Reference Design is an end -to-end solution that
enables a device to perceive the world in th ree dimensions and to
translate these perceptions into a synchronized image, in the same
way that humans do. The solu tion includes a sensor component,
which observes the scene (users and their surroundings), and a
perception component, or brain, which comprehends the user
interaction within these surroundings.
The PrimeSensor Reference Design is able to see and track user
movements within the scene and provide the application layer with
control widgets ± a simple, clear API that translates user gestures
or postures into known, deterministic application inputs. All activity
is performed without any assumptions about the host, the user orthe environment. No wearable equipment is required, making the
solution practical, convenient, intuitive and easy to use. The sensor
provides a natural interface to living-room devices (such as game
consoles and set-top boxes), mobil e devices and more.
PrimeSense is dedicated to bringing a novel, Natural Interaction
solution to the mass consumer market. PrimeSense provides both a
thin-host PrimeSensor depth acquisition device, as well as
embedded middleware components that perform depth processing.
To support a fast-growing market, PrimeSense has teamed up withdepth-processing middleware partners and application providers to
co develop a unique holistic solution. The benefits of this novel,
collaborative API are clearly visible ± enabling companies that adopt
the natural interface to quickly capitalize on their investment by
means of new applications, new experiences and new target
audiences.
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IMPLEMENTATION Microsoft project natal:-
A prototype of 3DV Systems' motion-sensitive video camera, the technology that is
most likely behind Microsoft's Project Natal
A s l i de f rom Mic roso f t ' s E3 Conference show ing a d iagram o f the techno log ies in K inec t
Kinect is based on software technology developed internally by Rare, a subsidiary
of Microsoft Game Studios owned by Microsoft and range cameratechnology by
Israeli developer PrimeSense, which interprets 3D scene information from a
continuously-projected infrared structured light.[20][21] This3D scanner system is
called Light Coding [22], employing a variant of image-based 3D
reconstruction.[23][24]
The Kinectsensor[10] is a horizontal bar connected to a small base with a
motorized pivot and is designed to be positioned lengthwise above or below the
video display. The device features an "RGB camera, depth sensor and multi-array
microphone running proprietary software",[25] which provide full-body 3D motion
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capture, facial recognition and voice recognition capabilities. At launch, voice
recognition was only made available in Japan, the United Kingdom, Canada and
the United States. Mainland Europe will receive the feature in spring 2011. [26] The
Kinect sensor's microphone array enables the Xbox 360 to conduct acoustic
source localization and ambient noise suppression, allowing for things such asheadset-free party chat overXbox Live.[10]
The depth sensor consists of an infrared laser projector combined with a
monochrome CMOS sensor, which captures video data in 3D under any ambient
light conditions.[10][27] The sensing range of the depth sensor is adjustable, with
the Kinect software capable of automatically calibrating the sensor based on
gameplay and the player's physical environment, such as the presence of
furniture. [28]
Described by Microsoft personnel as the primary innovation of
Kinect,[29][30][31][32] the software technology enables advanced gesture recognition,
facial recognition and voice recognition.[33] According to information supplied to
retailers, the Kinect is capable of simultaneously tracking up to six people,
including two active players for motion analysis with a feature extraction of 20
joints per player.[34]
Through reverse engineering efforts,[35] it has been determined that the Kinect
sensor outputs video at a frame rate of 30 Hz. The RGB video stream uses 8-bit
VGA resolution (640 × 480 pixels) with a Bayer color filter, while the
monochrome depth sensing video stream is in VGA resolution (640 × 480 pixels)
with 11-bit depth, which provides 2,048 levels of sensitivity. The Kinect sensor
has a practical ranging limit of 1.2±3.5 m (3.9±11 ft) distance when used with the
Xbox software. The area required to play Kinect is roughly 6m², although the
sensor can maintain tracking through an extended range of approximately 0.7±6
m (2.3±20 ft). The sensor has an angular field of view of 57° horizontally and 43°
vertically, while the motorized pivot is capable of tilting the sensor up to 27°
either up or down. The horizontal field of the Kinect sensor at the minimum
viewing distance of ~0.8 m (2.6 ft) is therefore ~87 cm (34 in), while the vertical
is ~63 cm (25 in), resulting in a resolution of just over 1.3 mm (0.051 in) per
pixel. The microphone array features four microphone capsules [36] and operates
with each channel processing 16-bit audio at a sampling rate of 16 kHz.
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Living Room Entertainment
The living room environment is naturally the heart of home entertainment. While living
room entertainment technologies have advanced tremendously over recent years, the
interaction and control mechanisms used in these technologies are seriously lagging
behind, undeveloped for decades.
Thin displays, home theater PCs, advanced set-top boxes, IP TV and other technologies (as
recent as 3D TV) deliver genuine entertainment experiences. Nonetheless, they are all
controlled by standard infrared remote control units, invented over half a century ago.
While remote control unit manufacturers continuously crammed more and more
functionality into a single hand-held apparatus, this functionality was unusable to the
average user. It was as if the market need threshold was dramatically overshot by remote
control technology, as illustrated in the figure below. In essence, because interaction with
complex remote control functions is unnatural for most users, a usability gap resulted,
leaving a vacant space for a new technology that could provide users with a more natural
approach to control functionality.
A hands-free, gesture-based control paradigm is the most-suitable natural interaction
method. In recent years, this method has reached a consumer market price-performance
point, where the user acquisition accuracy, resolution, robustness to ambient light,
processing speed and cost have all passed the mass market threshold.
Low-cost, hands-free, gesture-based control is enabled via a three-dimensional view of the
living room scene. While traditionally such a 3D view has been computationally expensive
and therefore prohibitive to the consumer market, PrimeSense is now offering a consumer
mass-market depth sensor that can provide hands-free control utilizing a computationally
thin host.
There are numerous examples of living room applications that can make excellent use of a
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natural interaction paradigm. These include TV watching, content browsing and
consumption (for example, TV content, pictures and music), web browsing, social
interaction, fitness exercising and many more.
Consumer Electronics
There are numerous consumer electronics applications that can benefit
great ly from the use of computat ional ly cheap, three -dimensional vis ion.
Products such as video communications, security systems, digital signage,
air conditioning, touch screens and many others can have their
performance and resulting user experience significantly enhanced by
util izing depth information.
PrimeSense's goal is to provide immer sive interacti on between the user
and the technology, simplifying the interface and making the experience
seamless and intuitive. For that purpose, the technology has to be awareof the user, his/her location, gestures and intentions. This is enabled
primarily by computer vision. Until today, computer vision was a very
expensive component to add to consumer electronic devices, gi ven the
intensive computational power required to add a depth measurement for
every pixel in the image.
However, with the emergence of a low -cost depth sensor, computer vis ion
has become significantly more accessible and affordable. Simple
interaction paradigms previously beyond commercial viability are now
readily deployable in the mass consumer electronics market.