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Particle filtering is known as a robust approach for motion tracking by vision, at the cost of heavy computation in a high dimensional pose space. In this work, we describe a number of heuristics that we demonstrate to jointly improve robustness and real-time for motion capture. 3D human motion capture by monocular vision without markers can be achieved in realtime by registering a 3D articulated...
For many control systems, control performance is strongly dependent on delay variations of the control tasks. Such variations can come from a number of sources including task preemptions, variations in task workloads and perturbations in the physical environment. Existing work has considered improving control task delay variations due to task preemption only. This paper presents a general adaptive...
In the design of time-critical applications, schedulability analysis can be used to define the feasibility region of tasks so that optimization techniques can find the best design solution that satisfies the deadlines. This method has been applied to obtain the optimal task implementation, priority assignment or placement of tasks onto CPUs in previous work. The definition of the feasibility region...
This work addresses the problem of behavioral performance of multi-robots corresponding to human drawing inputs in the sense of friendly human-robot interaction. We propose a drawing interface algorithm with multi-robots based on the centroidal Voronoi tessellation and the continuous-time Lloyd algorithms which have popularly been used for sensing and coverage control of multi-robots. Multi-robots...
In this paper, we study task assignment strategy for multi-agent systems in which the task space grows sequentially. Many task assignment algorithms are based on the heuristic schemes that result in optimal performance, but in time-varying conditions, real-time assignment techniques are needed. In order to maximize the real-time performance, an auction algorithm is adopted and modified with D* lite...
Data communication is deeply studied to solve the real-time property and the stability of the data communication that is the key problem in the battle damage simulation system, following the logic process of data generating, sending, transmitting, receiving. Meanwhile, a series of optimized methods are proposed from the aspects of communication interface, communication server working model, concurrent...
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