• Title/Summary/Keyword: 캡처

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Facial Expression Animation which Applies a Motion Data in the Vector based Caricature (벡터 기반 캐리커처에 모션 데이터를 적용한 얼굴 표정 애니메이션)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.90-98
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    • 2010
  • This paper describes methodology which enables user in order to generate facial expression animation of caricature which applies a facial motion data in the vector based caricature. This method which sees was embodied with the plug-in of illustrator. And It is equipping the user interface of separate way. The data which is used in experiment attaches 28 small-sized markers in important muscular part of the actor face and captured the multiple many expression which is various with Facial Tracker. The caricature was produced in the bezier curve form which has a respectively control point from location of the important marker which attaches in the face of the actor when motion capturing to connection with motion data and the region which is identical. The facial motion data compares in the caricature and the spatial scale went through a motion calibration process too because of size. And with the user letting the control did possibly at any time. In order connecting the caricature and the markers also, we did possibly with the click the corresponding region of the caricature, after the user selects each name of the face region from the menu. Finally, this paper used a user interface of illustrator and in order for the caricature facial expression animation generation which applies a facial motion data in the vector based caricature to be possible.

An Exploratory Study of Searching Human Body Segments for Motion Sensors of Smart Sportswear: Focusing on Rowing Motion (동작에 따른 피부변화 분석을 통한 동작센서 부착의 최적위치 탐색: 조정 동작을 중심으로)

  • Han, Bo-Ram;Park, Seonhyung;Cho, Hyun-Seung;Kang, Bokku;Kim, Jin-Sun;Lee, Joohyeon;Kim, Han Sung;Lee, Hae-Dong
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.17-30
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    • 2017
  • Lots of interdisciplinary studies for fusion of high technologes and the other areas of research had been tried in these days. In sports training area, high technologies like a vital sign sensor or an accelerometer were adopted as training tools to improve the performance of the sports players. The purpose of this study is finding the proper locations on the human body for attaching the motion sensors in order to develop a smart sportswear which could be helpful in training players. The rowing was selected as a subject sport as lots of movements of the joint on human body could be seen in rowing motions. The players of rowing could be devided into two weight divisions, the lightweight and the heavyweight. In this study, the change rates of distance between markers on human skin as the players moved were took on the back, the elbow, the hip and the knee area on human body by 3D motion capturing system. The distances between markers and the differences between the lightweight and heavyweight were analyzed. Finally, this study provided the guide lines for designing a motion sensing smart sportswear.

Comparative Analysis of Linear and Nonlinear Projection Techniques for the Best Visualization of Facial Expression Data (얼굴 표정 데이터의 최적의 가시화를 위한 선형 및 비선형 투영 기법의 비교 분석)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.97-104
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    • 2009
  • This paper describes comparison and analysis of methodology which enables us in order to search the projection technique of optimum for projection in the plane. For this methodology, we applies the high-dimensional facial motion capture data respectively in linear and nonlinear projection techniques. The one core element of the methodology is to applies the high-dimensional facial expression data of frame unit in PCA where is a linear projection technique and Isomap, MDS, CCA, Sammon's Mapping and LLE where are a nonlinear projection techniques. And another is to find out the methodology which distributes in this low-dimensional space, and analyze the result last. For this goal, we calculate the distance between the high-dimensional facial expression frame data of existing. And we distribute it in two-dimensional plane space to maintain the distance relationship between the high-dimensional facial expression frame data of existing like that from the condition which applies linear and nonlinear projection techniques. When comparing the facial expression data which distribute in two-dimensional space and the data of existing, we find out the projection technique to maintain the relationship of distance between the frame data like that in condition of optimum. Finally, this paper compare linear and nonlinear projection techniques to projection high-dimensional facial expression data in low-dimensional space and analyze it. And we find out the projection technique of optimum from it.

Real-time Interactive Animation System for Low-Priced Motion Capture Sensors (저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템)

  • Kim, Jeongho;Kang, Daeun;Lee, Yoonsang;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.29-41
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    • 2022
  • In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user's input motion, the other character's motion is decided to react to the user avatar's motion. During a pre-processing step, our system analyzes the reference motion data and generates mapping model in advance. At run-time, our system first generates initial poses of two characters and then modifies them so that it could provide plausible interacting behavior. Our experimental results show plausible interacting animations in that the user character performs a modified motion of user input and the counterpart character properly reacts against the user character. The proposed method will be useful for developing real-time interactive animation systems which provide a better immersive experience for users.

Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.69-77
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    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.

Vision-based Low-cost Walking Spatial Recognition Algorithm for the Safety of Blind People (시각장애인 안전을 위한 영상 기반 저비용 보행 공간 인지 알고리즘)

  • Sunghyun Kang;Sehun Lee;Junho Ahn
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.81-89
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    • 2023
  • In modern society, blind people face difficulties in navigating common environments such as sidewalks, elevators, and crosswalks. Research has been conducted to alleviate these inconveniences for the visually impaired through the use of visual and audio aids. However, such research often encounters limitations when it comes to practical implementation due to the high cost of wearable devices, high-performance CCTV systems, and voice sensors. In this paper, we propose an artificial intelligence fusion algorithm that utilizes low-cost video sensors integrated into smartphones to help blind people safely navigate their surroundings during walking. The proposed algorithm combines motion capture and object detection algorithms to detect moving people and various obstacles encountered during walking. We employed the MediaPipe library for motion capture to model and detect surrounding pedestrians during motion. Additionally, we used object detection algorithms to model and detect various obstacles that can occur during walking on sidewalks. Through experimentation, we validated the performance of the artificial intelligence fusion algorithm, achieving accuracy of 0.92, precision of 0.91, recall of 0.99, and an F1 score of 0.95. This research can assist blind people in navigating through obstacles such as bollards, shared scooters, and vehicles encountered during walking, thereby enhancing their mobility and safety.

Creating and Utilization of Virtual Human via Facial Capturing based on Photogrammetry (포토그래메트리 기반 페이셜 캡처를 통한 버추얼 휴먼 제작 및 활용)

  • Ji Yun;Haitao Jiang;Zhou Jiani;Sunghoon Cho;Tae Soo Yun
    • Journal of the Institute of Convergence Signal Processing
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    • v.25 no.2
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    • pp.113-118
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    • 2024
  • Recently, advancements in artificial intelligence and computer graphics technology have led to the emergence of various virtual humans across multiple media such as movies, advertisements, broadcasts, games, and social networking services (SNS). In particular, in the advertising marketing sector centered around virtual influencers, virtual humans have already proven to be an important promotional tool for businesses in terms of time and cost efficiency. In Korea, the virtual influencer market is in its nascent stage, and both large corporations and startups are preparing to launch new services related to virtual influencers without clear boundaries. However, due to the lack of public disclosure of the development process, they face the situation of having to incur significant expenses. To address these requirements and challenges faced by businesses, this paper implements a photogrammetry-based facial capture system for creating realistic virtual humans and explores the use of these models and their application cases. The paper also examines an optimal workflow in terms of cost and quality through MetaHuman modeling based on Unreal Engine, which simplifies the complex CG work steps from facial capture to the actual animation process. Additionally, the paper introduces cases where virtual humans have been utilized in SNS marketing, such as on Instagram, and demonstrates the performance of the proposed workflow by comparing it with traditional CG work through an Unreal Engine-based workflow.

The Direction of Improvement Non-linear Editing Software (비선형 편집 소프트웨어의 개선방향)

  • Park, Sung-Dae
    • Journal of Korea Multimedia Society
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    • v.16 no.8
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    • pp.972-981
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    • 2013
  • Non-linear editing is an editing method that, unlike linear editing, enables users to insert a new frame between existing frames. Non-linear editing systems are systems that support such method, and are composed of a computer, a software and a capture board that inputs/outputs video signals. Non-linear editing is used for modern television broadcasts and movie productions. Recorded footage and various graphic sources are combined into one visual content through a non-linear editing system. In this paper, we will look into functions of various non-linear editing softwares (mainly the most common of all; Adobe Premiere) as well as their merits and demerits during the editing process, and will also discuss their future Improvement direction.

The Study about the Expression Method of Timing which Produce Movement in the Animation (애니메이션에서 움직임을 연출하는 타이밍 표현방법에 관한 연구)

  • Bang Woo-Song;Kim Soon-Gohn
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.55-62
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    • 2005
  • The expression of the movement in the animation is one of important factors built up the work. It is determined wholly by the experiences of the animator in the animation, on the contrary, the expression of movie depends on the data obtained from the motion capture or the movement of the actors. One of the most important factors is the timing expression in expression of movement of characters and the proper understanding of direction circumstance and the expression of the timing make the animation more plentiful visually and also these are the basic method that introduce the feeling to the characters. In this study we Identify the basic principles of timing expression in the animation, make experiments for the changes of timing by the camera's angle, compare them and show the most proper methods of timing expression.

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Design and Implementation of Integrated Network Performance Management System (통합적인 통신망 성능관리 시스템의 설계 및 구현)

  • Chung Youn-Ky;Moon Hea-Eun;Na Youn-Kyoung
    • Journal of Korea Multimedia Society
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    • v.7 no.10
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    • pp.1389-1399
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    • 2004
  • Modern computer networks are growing wider, more complicated. Therefore, we have needed so much the function of the performance management to, by making this kind of the network performance best fitted, guarantee Quality of Service which the users require. Currently, Netflow, RMON and Packet Capture methods are used to analyze Traffic, the principal function of the performance management, but they are not the fundamental solution from the integrated point of view. In this paper, we suggest the integrated performance management architecture and, by means of it, design and implement the performance man-agement system so that we can manage the performance of multi-technology and multi-vender devices.

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