• Title/Summary/Keyword: 캡처

Search Result 177, Processing Time 0.024 seconds

Design of Avatar Rehabilitation Content Service with Limited Range of Motion (관절 가동 범위의 제한 정보를 반영한 아바타 기반 재활 운동 콘텐츠 서비스 설계)

  • Yoon, Chang-Rak;Chang, Yoon-Seop;Kim, Jae-Chul
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2021.11a
    • /
    • pp.990-992
    • /
    • 2021
  • 근골격계 질환 환자들은 정상인들에 비해 질환 부위의 관절 가동 범위(ROM, Range of Motion)가 제한되는 경향이 있다. 이러한 근골격계 질환 환자들의 관절 가동 범위 제한을 고려하지 않은 재활 운동 콘텐츠 서비스는 오히려 환자의 건강 상태를 악화시킬 수도 있으므로 주의해야 하는 서비스 요인이다. 본 논문에서는 근골격계 질환 환자의 제한적인 관절 가동 범위를 고려한 아바타 기반의 재활 운동 콘텐츠 서비스 기술을 제안한다. 이에 재활 운동의 모션 캡처 데이터로부터 아바타 재활 운동 콘텐츠로의 변환 기술과 근골격계 질환 환자의 관절 가동 범위 제한 정보를 적용한 아바타 기반 재활 운동 콘텐츠 재현 기술을 설계한다. 일련의 기술적 구성 요소를 고찰하고 설계함으로써 근골격계 질환 환자들의 서로 다른 관절 가동 범위를 반영한 맞춤형 재활 운동 콘텐츠 서비스가 안전하고 효과적인 재활을 지원할 수 있도록 한다.

Implementation of Motion Analysis System based on Inertial Measurement Units for Rehabilitation Purposes (재활훈련을 위한 관성센서 기반 동작 분석 시스템 구현)

  • Kang, S.I.;Cho, J.S.;Lim, D.H.;Lee, J.S.;Kim, I.Y.
    • Journal of rehabilitation welfare engineering & assistive technology
    • /
    • v.7 no.2
    • /
    • pp.47-54
    • /
    • 2013
  • In this paper, we present an inertial sensor-based motion capturing system to measure and analyze whole body movements. This system implements a wireless AHRS(attitude heading reference system) we developed using a combination of rate gyroscope, accelerometer and magnetometer sensor signals. Several AHRS modules mounted on segments of the patient's body provide the quaternions representing the patient segments's orientation in space. We performed 3D motion capture using the quaternion data calculated. And a method is also proposed for calculating three-dimensional inter-segment joint angle which is an important bio-mechanical measure for a variety of applications related to rehabilitation. To evaluate the performance of our AHRS module, the Vicon motion capture system, which offers millimeter resolution of 3D spatial displacements and orientations, is used as a reference. The evaluation resulted in a RMSE of 2.56 degree. The results suggest that our system will provide an in-depth insight into the effectiveness, appropriate level of care, and feedback of the rehabilitation process by performing real-time limbs or gait analysis during the post-stroke recovery process.

  • PDF

Anomaly Detection Using Visualization-based Network Forensics (비정상행위 탐지를 위한 시각화 기반 네트워크 포렌식)

  • Jo, Woo-yeon;Kim, Myung-jong;Park, Keun-ho;Hong, Man-pyo;Kwak, Jin;Shon, Taeshik
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.27 no.1
    • /
    • pp.25-38
    • /
    • 2017
  • Many security threats are occurring around the world due to the characteristics of industrial control systems that can cause serious damage in the event of a security incident including major national infrastructure. Therefore, the industrial control system network traffic should be analyzed so that it can identify the attack in advance or perform incident response after the accident. In this paper, we research the visualization technique as network forensics to enable reasonable suspicion of all possible attacks on DNP3 control system protocol, and define normal action based rules and derive visualization requirements. As a result, we developed a visualization tool that can detect sudden network traffic changes such as DDoS and attacks that contain anormal behavior from captured packet files on industrial control system network. The suspicious behavior in the industrial control system network can be found using visualization tool with Digital Bond packet.

Trajectory Rectification of Marker using Confidence Model (신뢰도 모델을 이용한 마커 궤적 재조정)

  • Ahn, Junghyun;Jang, Mijung;Wohn, Kwangyun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.8 no.3
    • /
    • pp.17-23
    • /
    • 2002
  • Motion capture system is widely used nowadays in the entertainment industry like movies, computer games and broadcasting. This system consist of several high resolution and high speed CCD cameras and expensive frame grabbing hardware for image acquisition. KAIST VR laboratory focused on low cost system for a few years and have been developed a LAN based optical motion capture system. But, by using low cost system some problems like occlusion, noise and swapping of markers' trajectory can be occurred. And more labor intensive work is needed for post-processing process. In this thesis, we propose a trajectory rectification algorithm by confidence model of markers attached on actor. Confidence model is based on graph structure and consist of linkage, marker and frame confidence. To reduce the manual work in post-processing, we have to reconstruct the marker graph by maximizing the frame confidence.

  • PDF

Impact of Firefighters' Protective Clothing and Equipment on Upper Body Range of Motion (소방용 방화복 및 방화 장비에 따른 상반신 관절 각도의 동작 범위 연구)

  • Kim, Seonyoung;Park, Huiju
    • Fashion & Textile Research Journal
    • /
    • v.17 no.4
    • /
    • pp.635-645
    • /
    • 2015
  • This study analyzed the range of motion of upper body in different configurations of firefighters' protective clothing and equipment. The purpose of this study was to understand the influence of firefighters' protective clothing and equipment over upper body motion in order to improve design of firefighters' protective clothing and equipment. 12 firefighters' upper body range of motion was analyzed while performing standing and walking trials in five different garment configurations including turnout ensemble, fire boots and the self-contained breathing apparatus. Analysis of upper body range of motion included spinal joints of L5S1, L4L3, T1C7, and C1Head. During standing trials, garment configurations caused a significant difference in range of motions at joints of L5S1, L4L3, T1C7, and C1Head. Analysis on the mean of range of motions at L5S1 and L4L3, showed that firefighters' waist bent forward significantly to a greater extent while they wore a self-contained breathing apparatus. A significantly increased range of motion was found for T1C7 and C1Head while carrying a self-contained breathing apparatus, which indicated an increase in the extension of the trunk and neck backward to stand upright and look squarely. A significant difference in range of motion was also found for L5S1 and L4L3 during walking trials.

Dragging Body Parts in 3D Space to Direct Animated Characters (3차원 공간 상의 신체 부위 드래깅을 통한 캐릭터 애니메이션 제어)

  • Lee, Kang Hoon;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
    • /
    • v.21 no.2
    • /
    • pp.11-20
    • /
    • 2015
  • We present a new interactive technique for directing the motion sequences of an animated character by dragging its specific body part to a desired location in the three-dimensional virtual environment via a hand motion tracking device. The motion sequences of our character is synthesized by reordering subsequences of captured motion data based on a well-known graph representation. For each new input location, our system samples the space of possible future states by unrolling the graph into a spatial search tree, and retrieves one of the states at which the dragged body part of the character gets closer to the input location. We minimize the difference between each pair of successively retrieved states, so that the user is able to anticipate which states will be found by varying the input location, and resultantly, to quickly reach the desired states. The usefulness of our method is demonstrated through experiments with breakdance, boxing, and basketball motion data.

Development of a Body Size Measuring Process Utilizing 2D Images (2D 이미지를 활용한 인체치수 구현 프로세스 개발)

  • Jeong, Jae-Hoon;Ryu, Ji-Hyun
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.33 no.12
    • /
    • pp.1853-1861
    • /
    • 2009
  • Body sizing of has been recognized as an important element affecting the degree of customer satisfaction in the apparel industry. Recent developments in IT technologies have enabled more studies in custom-made apparel systems that comply with the diverse demands from customers in many countries. Diverse methods to obtain personal physical size are being studied. This study estimates the accuracy by developing the system in which the data of length and girth can be calculated through changing a modeling by comparing the data with circular 3-dimensional physical configuration data. This information was computed from the process (such as the conversion to a standardize image) which utilizes the image capture of 2-dimensional three sides (front, side, and rear), contour tracing, and key-node selection and by realizing it in the real world.

3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2007.11a
    • /
    • pp.644-646
    • /
    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

  • PDF

Smart Device based ECG Sensing IoT Applications (스마트 디바이스 기반 ECG 감지 IoT 응용 서비스에 관한 연구)

  • Mariappan, Vinayagam;Lee, Seungyoun;Lee, Junghoon;Lee, Juyoung;Cha, Jaesang
    • Journal of Satellite, Information and Communications
    • /
    • v.11 no.3
    • /
    • pp.18-23
    • /
    • 2016
  • Internet of things (IoT) is revolutionizing in the patient-Centered medical monitoring and management by authorizing the Smartphone application and data analysis with medical centers. The network connectivity is basic requirement to collect the observed human beings' health information from Smartphone to monitor the health from IoT medical devices in personal healthcare. The IoT environment built in Smartphone is very effective and does not demand infrastructure. This paper presents the smart phone deployed personal IoT architecture for Non-Invasive ECG Capturing. The adaptable IoT medical device cum Gateway is used for personal healthcare with big data storage on cloud configuration. In this approach, the Smartphone camera based imaging technique used to extract the personal ECG waveform and forward it to the cloud based big data storage connectivity using IoT architecture. Elaborated algorithm allows for efficient ECG registration directly from face image captured from Smartphone or Tablet camera. The profound technique may have an exceptional value in monitoring personal healthcare after adequate enhancements are introduced.

Training Avatars Animated with Human Motion Data (인간 동작 데이타로 애니메이션되는 아바타의 학습)

  • Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.33 no.4
    • /
    • pp.231-241
    • /
    • 2006
  • Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method for training avatar behaviors from unlabelled motion data in order to animate and control avatars at minimal runtime cost. Based on machine learning technique, called Q-teaming, our training method allows the avatar to learn how to act in any given situation through trial-and-error interactions with a dynamic environment. We demonstrate the effectiveness of our approach through examples that include avatars interacting with each other and with the user.