• Title/Summary/Keyword: 표정 공간

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Generation Method of Expression Space for Realtime Facial Expression Control of 3D Avatar (3차원 아바타의 실시간 얼굴표정제어를 위한 표정공간의 생성방법)

  • Kim Sung-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.109-111
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    • 2006
  • 본 논문은 애니메이터로 하여금 얼굴 표정들의 공간으로부터 일련의 표정을 선택하게 함으로써 3차원 아바타의 표정을 실시간적으로 제어할 수 있도록 하기 위한 표정공간의 생성방법에 관하여 기술한다. 본 시스템에서는 약 2400여개의 얼굴 표정 프레임을 이용하여 표정공간을 구성하였다. 본 기법에서는 한 표정을 표시하는 상태표현으로 얼굴특징 점들 간의 상호거리를 표시하는 거리행렬을 사용한다. 이 거리행렬의 집합을 표정공간으로 한다. 그러나 이 표정공간은 한 표정이 다른 표정까지 이동할 때 두 표정간의 직선경로를 통해 이동할 수 있는 그런 공간이 아니다. 본 기법에서는 한 표정에서 다른 표정까지 거쳐 갈 수 있는 경로를 캡쳐된 표정 데이터로부터 근사적으로 유추한다. 우선, 각 표정상태를 표현하는 거리행렬간의 거리가 일정 값 이하인 경우 두 표정을 인접해 있다고 간주한다. 임의의 두 표정 상태가 일련의 인접표정들의 집합으로 연결되어 있으면 두 표정간에 경로가 존재한다고 간주한다. 한 표정에서 다른 표정으로 변화할 때 두 표정간의 최단경로를 통해 이동한다고 가정한다. 두 표정간의 최단거리를 구하기 위해 다이내믹 프로그래밍 기법을 이용한다. 이 거리행렬의 집합인 표정공간은 다차원 공간이다. 3차원 아바타의 얼굴 표정 제어는 애니메이터들이 표정공간을 항해할 때 실시간적으로 수행된다. 이를 도와주기 위해 표정공간을 차원 스케일링 기법을 이용하여 2차원 공간으로 가시화하였고, 애니메이터들로 하여금 본 시스템을 사용하여 실시간 표정 제어를 수행하게 했는데, 본 논문은 그 결과를 평가한다.참여하는 빈들 간의 관계를 분석하여 워크플로우에 대한 성능 측정이 가능하도록 한다. 또한 제안된 메트릭을 통하여 EJB 어플리케이션의 성능 향상을 도모할 수 있도록 한다.로 표면 위로 자라났고, 부종은 창상 밑 조직까지 감소하였으며, 육아조직은 교원질 섬유로 대체되었다. 창상 유발 21일 후, 다른 창상에 비해, HG 처치창은 유의적으로 창상 표면이 거의 재생성 상피로 덮였으며, 육아조직은 창상 유발 14일 후와 비교해서 유의적으로 교원질 섬유로 대체되었다. 위의 모든 결과에서 보듯이, 개에서 전층피부 창상의 처치 시 HG의 사용은 HC와 생리 식염수에 비해 창상치유 복구기의 치유 속도를 촉진하는 것으로 사료된다.시범학교의 자녀를 들 부모들은 환경관련문제에 대한 의식 및 환경관련 제품에 대한 구매행동의 변화가 두드러지게 나타났다.EX>$d^{2+}$ + SA처리구는 두 화합물의 이중 효과에 의해 전반적인 생리 활성을 억제하여, 결국에는 식물의 고사를 유도하는 것으로 사료된다.목에 대한 보안'이 가장 중요한 것으로 나타났다. 본 연구에서는 솔루션 선정요인에 관한 중요도를 e-마켓플레이스의 유형과 산업 별로 평가해보았는데, 여기에서 밝혀진 중요도를 통해 e 마켓플레이스를 구축하고 자 하는 기업은 솔루션을 자체 개발하거나 구입할 때 올바른 의사결정을 할 수 있다. 그리고 솔루션을 제공하려는 기업측면에서는 e-마켓플레이스를 구축하고자 하는 기업에게 유형과 산업별로 적절한 솔루션을 제공할 수 있다.순환이 뇌대사 및 수술 후 신경학적 결과에 보다 유익한 효과를 제공해 줄 수 있음

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Interactive Facial Expression Animation of Motion Data using Sammon's Mapping (Sammon 매핑을 사용한 모션 데이터의 대화식 표정 애니메이션)

  • Kim, Sung-Ho
    • The KIPS Transactions:PartA
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    • v.11A no.2
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    • pp.189-194
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    • 2004
  • This paper describes method to distribute much high-dimensional facial expression motion data to 2 dimensional space, and method to create facial expression animation by select expressions that want by realtime as animator navigates this space. In this paper composed expression space using about 2400 facial expression frames. The creation of facial space is ended by decision of shortest distance between any two expressions. The expression space as manifold space expresses approximately distance between two points as following. After define expression state vector that express state of each expression using distance matrix which represent distance between any markers, if two expression adjoin, regard this as approximate about shortest distance between two expressions. So, if adjacency distance is decided between adjacency expressions, connect these adjacency distances and yield shortest distance between any two expression states, use Floyd algorithm for this. To materialize expression space that is high-dimensional space, project on 2 dimensions using Sammon's Mapping. Facial animation create by realtime with animators navigating 2 dimensional space using user interface.

Phased Visualization of Facial Expressions Space using FCM Clustering (FCM 클러스터링을 이용한 표정공간의 단계적 가시화)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.18-26
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    • 2008
  • This paper presents a phased visualization method of facial expression space that enables the user to control facial expression of 3D avatars by select a sequence of facial frames from the facial expression space. Our system based on this method creates the 2D facial expression space from approximately 2400 facial expression frames, which is the set of neutral expression and 11 motions. The facial expression control of 3D avatars is carried out in realtime when users navigate through facial expression space. But because facial expression space can phased expression control from radical expressions to detail expressions. So this system need phased visualization method. To phased visualization the facial expression space, this paper use fuzzy clustering. In the beginning, the system creates 11 clusters from the space of 2400 facial expressions. Every time the level of phase increases, the system doubles the number of clusters. At this time, the positions of cluster center and expression of the expression space were not equal. So, we fix the shortest expression from cluster center for cluster center. We let users use the system to control phased facial expression of 3D avatar, and evaluate the system based on the results.

Interactive Facial Expression Animation of Motion Data using CCA (CCA 투영기법을 사용한 모션 데이터의 대화식 얼굴 표정 애니메이션)

  • Kim Sung-Ho
    • Journal of Internet Computing and Services
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    • v.6 no.1
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    • pp.85-93
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    • 2005
  • This paper describes how to distribute high multi-dimensional facial expression data of vast quantity over a suitable space and produce facial expression animations by selecting expressions while animator navigates this space in real-time. We have constructed facial spaces by using about 2400 facial expression frames on this paper. These facial spaces are created by calculating of the shortest distance between two random expressions. The distance between two points In the space of expression, which is manifold space, is described approximately as following; When the linear distance of them is shorter than a decided value, if the two expressions are adjacent after defining the expression state vector of facial status using distance matrix expressing distance between two markers, this will be considered as the shortest distance (manifold distance) of the two expressions. Once the distance of those adjacent expressions was decided, We have taken a Floyd algorithm connecting these adjacent distances to yield the shortest distance of the two expressions. We have used CCA(Curvilinear Component Analysis) technique to visualize multi-dimensional spaces, the form of expressing space, into two dimensions. While the animators navigate this two dimensional spaces, they produce a facial animation by using user interface in real-time.

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Auto Setup Method of Best Expression Transfer Path at the Space of Facial Expressions (얼굴 표정공간에서 최적의 표정전이경로 자동 설정 방법)

  • Kim, Sung-Ho
    • The KIPS Transactions:PartA
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    • v.14A no.2
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    • pp.85-90
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    • 2007
  • This paper presents a facial animation and expression control method that enables the animator to select any facial frames from the facial expression space, whose expression transfer paths the system can setup automatically. Our system creates the facial expression space from approximately 2500 captured facial frames. To create the facial expression space, we get distance between pairs of feature points on the face and visualize the space of expressions in 2D space by using the Multidimensional scaling(MDS). To setup most suitable expression transfer paths, we classify the facial expression space into four field on the basis of any facial expression state. And the system determine the state of expression in the shortest distance from every field, then the system transfer from the state of any expression to the nearest state of expression among thats. To complete setup, our system continue transfer by find second, third, or fourth near state of expression until finish. If the animator selects any key frames from facial expression space, our system setup expression transfer paths automatically. We let animators use the system to create example animations or to control facial expression, and evaluate the system based on the results.

Realtime Facial Expression Control of 3D Avatar by PCA Projection of Motion Data (모션 데이터의 PCA투영에 의한 3차원 아바타의 실시간 표정 제어)

  • Kim Sung-Ho
    • Journal of Korea Multimedia Society
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    • v.7 no.10
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    • pp.1478-1484
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    • 2004
  • This paper presents a method that controls facial expression in realtime of 3D avatar by having the user select a sequence of facial expressions in the space of facial expressions. The space of expression is created from about 2400 frames of facial expressions. To represent the state of each expression, we use the distance matrix that represents the distances between pairs of feature points on the face. The set of distance matrices is used as the space of expressions. Facial expression of 3D avatar is controled in real time as the user navigates the space. To help this process, we visualized the space of expressions in 2D space by using the Principal Component Analysis(PCA) projection. To see how effective this system is, we had users control facial expressions of 3D avatar by using the system. This paper evaluates the results.

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Facial Expression Control of 3D Avatar using Motion Data (모션 데이터를 이용한 3차원 아바타 얼굴 표정 제어)

  • Kim Sung-Ho;Jung Moon-Ryul
    • The KIPS Transactions:PartA
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    • v.11A no.5
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    • pp.383-390
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    • 2004
  • This paper propose a method that controls facial expression of 3D avatar by having the user select a sequence of facial expressions in the space of facial expressions. And we setup its system. The space of expression is created from about 2400 frames consist of motion captured data of facial expressions. To represent the state of each expression, we use the distance matrix that represents the distances between pairs of feature points on the face. The set of distance matrices is used as the space of expressions. But this space is not such a space where one state can go to another state via the straight trajectory between them. We derive trajectories between two states from the captured set of expressions in an approximate manner. First, two states are regarded adjacent if the distance between their distance matrices is below a given threshold. Any two states are considered to have a trajectory between them If there is a sequence of adjacent states between them. It is assumed . that one states goes to another state via the shortest trajectory between them. The shortest trajectories are found by dynamic programming. The space of facial expressions, as the set of distance matrices, is multidimensional. Facial expression of 3D avatar Is controled in real time as the user navigates the space. To help this process, we visualized the space of expressions in 2D space by using the multidimensional scaling(MDS). To see how effective this system is, we had users control facial expressions of 3D avatar by using the system. As a result of that, users estimate that system is very useful to control facial expression of 3D avatar in real-time.

Realtime Facial Expression Control of 3D Avatar by Isomap of Motion Data (모션 데이터에 Isomap을 사용한 3차원 아바타의 실시간 표정 제어)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.9-16
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    • 2007
  • This paper describe methodology that is distributed on 2-dimensional plane to much high-dimensional facial motion datas using Isomap algorithm, and user interface techniques to control facial expressions by selecting expressions while user navigates this space in real-time. Isomap algorithm is processed of three steps as follow; first define an adjacency expression of each expression data, and second, calculate manifold distance between each expressions and composing expression spaces. These facial spaces are created by calculating of the shortest distance(manifold distance) between two random expressions. We have taken a Floyd algorithm for it. Third, materialize multi-dimensional expression spaces using Multidimensional Scaling, and project two dimensions plane. The smallest adjacency distance to define adjacency expressions uses Pearson Correlation Coefficient. Users can control facial expressions of 3-dimensional avatar by using user interface while they navigates two dimension spaces by real-time.

Realtime Facial Expression Control and Projection of Facial Motion Data using Locally Linear Embedding (LLE 알고리즘을 사용한 얼굴 모션 데이터의 투영 및 실시간 표정제어)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.117-124
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    • 2007
  • This paper describes methodology that enables animators to create the facial expression animations and to control the facial expressions in real-time by reusing motion capture datas. In order to achieve this, we fix a facial expression state expression method to express facial states based on facial motion data. In addition, by distributing facial expressions into intuitive space using LLE algorithm, it is possible to create the animations or to control the expressions in real-time from facial expression space using user interface. In this paper, approximately 2400 facial expression frames are used to generate facial expression space. In addition, by navigating facial expression space projected on the 2-dimensional plane, it is possible to create the animations or to control the expressions of 3-dimensional avatars in real-time by selecting a series of expressions from facial expression space. In order to distribute approximately 2400 facial expression data into intuitional space, there is need to represents the state of each expressions from facial expression frames. In order to achieve this, the distance matrix that presents the distances between pairs of feature points on the faces, is used. In order to distribute this datas, LLE algorithm is used for visualization in 2-dimensional plane. Animators are told to control facial expressions or to create animations when using the user interface of this system. This paper evaluates the results of the experiment.

Interactive Realtime Facial Animation with Motion Data (모션 데이터를 사용한 대화식 실시간 얼굴 애니메이션)

  • 김성호
    • Journal of the Korea Computer Industry Society
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    • v.4 no.4
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    • pp.569-578
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    • 2003
  • This paper presents a method in which the user produces a real-time facial animation by navigating in the space of facial expressions created from a great number of captured facial expressions. The core of the method is define the distance between each facial expressions and how to distribute into suitable intuitive space using it and user interface to generate realtime facial expression animation in this space. We created the search space from about 2,400 raptured facial expression frames. And, when the user free travels through the space, facial expressions located on the path are displayed in sequence. To visually distribute about 2,400 captured racial expressions in the space, we need to calculate distance between each frames. And we use Floyd's algorithm to get all-pairs shortest path between each frames, then get the manifold distance using it. The distribution of frames in intuitive space apply a multi-dimensional scaling using manifold distance of facial expression frames, and distributed in 2D space. We distributed into intuitive space with keep distance between facial expression frames in the original form. So, The method presented at this paper has large advantage that free navigate and not limited into intuitive space to generate facial expression animation because of always existing the facial expression frames to navigate by user. Also, It is very efficient that confirm and regenerate nth realtime generation using user interface easy to use for facial expression animation user want.

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