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Interaktivno vodenje rekreativne aktivnosti z zaznavanjem na robni napravi
ID PETERLIN, MARTIN (Author), ID Čehovin Zajc, Luka (Mentor) More about this mentor... This link opens in a new window

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Abstract
V okviru diplomskega dela je predstavljena uporaba konvolucijskih nevronskih mrež na robu v interaktivnem vadbenem sistemu. Naloga združuje področja globokega učenja, programske opreme, strojne opreme in kamere OAK-1. Končni sistem vodi uporabnika med izvajanjem vadbe, ki pa se lahko razširi na poljubno število vadbenih točk za daljše postopke. Uporabljena je knjižnica DepthAI, ki s sistemom cevovoda omogoča procesiranje na sami kameri OAK-1, kar razbremeni gostiteljski sistem, ki zgolj prikazuje rezultate in grafični vmesnik. Kot primer implementacije je dodana ena vaja in ena gesta, kar omogoča izvedbo ene vadbene točke. Sistem je prenesen na končni vgradni računalnik Odroid N2+ in v povezavi z zaslonom tvori samostojno enoto. Primerjava porabe električne energije končnega sistema z drugimi izvedbami potrdi, da je sistem energetsko varčen in primeren za dolgotrajno izvajanje.

Language:Slovenian
Keywords:umetno zaznavanje, interaktivna vadbena točka, OAK, DepthAI, globoko učenje
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2025
PID:20.500.12556/RUL-173861 This link opens in a new window
COBISS.SI-ID:261112323 This link opens in a new window
Publication date in RUL:24.09.2025
Views:328
Downloads:136
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Secondary language

Language:English
Title:Interactive recreational activity guide using edge device perception
Abstract:
As part of the thesis, the use of convolutional neural networks on the edge in an interactive exercise system is presented. The work combines the fields of deep learning, software, hardware, and the OAK-1 camera. The final system guides the user during exercise execution and can be expanded to an arbitrary number of exercise points for longer routines. The DepthAI library is used, and with its pipeline system, processing is performed directly on the OAK-1 camera, which offloads the host system that only displays the results and graphical interface. As an implementation example, one exercise and one gesture are included, enabling the execution of a single exercise point. The system is deployed on a final embedded computer, Odroid N2+, and together with a screen, forms a standalone unit. A comparison of the power consumption of the final system with other implementations confirms that it is energy efficient and suitable for long-term operation.

Keywords:artificial perception, interactive training checkpoint, OAK, DepthAI, deep learning

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