• Title/Summary/Keyword: 3D 모션

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Uncertainty Analysis of Observation Matrix for 3D Reconstruction (3차원 복원을 위한 관측행렬의 불확실성 분석)

  • Koh, Sung-shik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.527-535
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    • 2016
  • Statistical optimization algorithms have been variously developed to estimate the 3D shape and motion. However, statistical approaches are limited to analyze the sensitive effects of SfM(Shape from Motion) according to the camera's geometrical position or viewing angles and so on. This paper propose the quantitative estimation method about the uncertainties of an observation matrix by using camera imaging configuration factors predict the reconstruction ambiguities in SfM. This is a very efficient method to predict the final reconstruction performance of SfM algorithm. Moreover, the important point is that our method show how to derive the active guidelines in order to set the camera imaging configurations which can be expected to lead the reasonable reconstruction results. The experimental results verify the quantitative estimates of an observation matrix by using camera imaging configurations and confirm the effectiveness of our algorithm.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Optimal Design and Implementation of 3D Shape Restoration System for Femto-second Laser Micromachining (펨토초 레이저 미세가공을 위한 3차원 형상 복원 시스템의 최적설계 및 구현)

  • Park, Jeong-Hong;Lee, Ji-Hong;Ko, Yun-Ho;Park, Young-Woo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.43 no.6 s.312
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    • pp.16-26
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    • 2006
  • In this paper, we propose a 3D shape restoration system which measures height and surface shape of transparent ITO glass and delivers errors in focal length and incident angle of laser beam to femto-second laser micromachining. The proposed system is composed of a line scan laser, a high resolution camera, a linear motion guide synchronized to image capturing, and a control station. Also, we define the sensitivity indices that represent a relation between measurement error and a position of a camera and scan laser, and utilize it for optimum design. The results of the proposed system are compared with results of SPM(Scanning Probe Microscope) and prove the usefulness of the system.

Human Legs Motion Estimation by using a Single Camera and a Planar Mirror (단일 카메라와 평면거울을 이용한 하지 운동 자세 추정)

  • Lee, Seok-Jun;Lee, Sung-Soo;Kang, Sun-Ho;Jung, Soon-Ki
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.11
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    • pp.1131-1135
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    • 2010
  • This paper presents a method to capture the posture of the human lower-limbs on the 3D space by using a single camera and a planar mirror. The system estimates the pose of the camera facing the mirror by using four coplanar IR markers attached on the planar mirror. After that, the training space is set up based on the relationship between the mirror and the camera. When a patient steps on the weight board, the system obtains relative position between patients' feet. The markers are attached on the sides of both legs, so that some markers are invisible from the camera due to the self-occlusion. The reflections of the markers on the mirror can partially resolve the above problem with a single camera system. The 3D positions of the markers are estimated by using the geometric information of the camera on the training space. Finally the system estimates and visualizes the posture and motion of the both legs based on the 3D marker positions.

A case study on the costume making process of stop motion animation characters (스톱모션 애니메이션 캐릭터 의상제작과정에 관한 사례 연구)

  • Kim, Ki Hoon;Suh, Ji Sung
    • The Research Journal of the Costume Culture
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    • v.20 no.5
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    • pp.655-663
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    • 2012
  • Due to increased interest in character costumes, the field of animation character costume design is gradually developing into a specialized domain. The costume-making process for animation characters presents many differences from the costume-making process for regular apparel. However, there remains insufficient research on the actual process of making the character costumes used in stop motion videos both in Korea and abroad. The purpose of this study is to establish a costume design process for animation characters. Furthermore, this study presents a case study on the costume planning and making process for 3D stop motion animation characters. The character costume-making process was segmentalized into the following stages: character analysis stage, character modeling stage, and character costume making stage. In the character analysis stage, the investigator analyzed the character's movements, designed the character images, and analyzed the movements and motions of the animation characters. After completing character modeling, this study proposed a method for making the character costume. The style of the character costume was designed, and the structural design reflected the position and size of joints as well as the angle of movements. The patterns of the character costume were produced through dimensional tailoring after measuring the body size of the character. Afterward, the costume was completed after passing through the fitting and revision stages. The clothing material was selected to fit the colors and feelings shown in the illustration. To complete the costume after comparing it with the initial illustration, it was revised based on the assessment of its volume and overall atmosphere.

Implementation of LabVIEW®-based Joint-Linear Motion Blending on a Lab-manufactured 6-Axis Articulated Robot (RS2) (LabVIEW® 기반 6축 수직 다관절 로봇(RS2)의 이종 모션 블랜딩 연구)

  • Lee, D.S.;Chung, W.J.;Jang, J.H.;Kim, M.S.
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.22 no.2
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    • pp.318-323
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    • 2013
  • For fast and accurate motion of 6-axis articulated robot, more noble motion control strategy is needed. In general, the movement strategy of industrial robots can be divided into two kinds, PTP (Point to Point) and CP (Continuous Path). Recently, industrial robots which should be co-worked with machine tools are increasingly needed for performing various jobs, as well as simple handling or welding. Therefore, in order to cope with high-speed handling of the cooperation of industrial robots with machine tools or other devices, CP should be implemented so as to reduce vibration and noise, as well as decreasing operation time. This paper will realize CP motion (especially joint-linear) blending in 3-dimensional space for a 6-axis articulated (lab-manufactured) robot (called as "RS2") by using LabVIEW$^{(R)}$ (6) programming, based on a parametric interpolation. Another small contribution of this paper is the proposal of motion blending simulation technique based on Recurdyn$^{(R)}$ V7 and Solidworks$^{(R)}$, in order to figure out whether the joint-linear blending motion can generate the stable motion of robot in the sense of velocity magnitude at the end-effector of robot or not. In order to evaluate the performance of joint-linear motion blending, simple PTP (i.e., linear-linear) is also physically implemented on RS2. The implementation results of joint-linear motion blending and PTP are compared in terms of vibration magnitude and travel time by using the vibration testing equipment of Medallion of Zonic$^{(R)}$. It can be confirmed verified that the vibration peak of joint-linear motion blending has been reduced to 1/10, compared to that of PTP.

Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.

Development of Virtual Reality Contents for Korean Sign Language Interpretation (수화 통역을 위한 VR 콘텐츠 개발)

  • Na, Kil-Hang;Lee, Byung-Ho;Kim, Jong-Hun;Kim, Jong-Nam;Jung, Young-Kee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.690-695
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    • 2009
  • 본 논문은 영화, 방송, 애니메이션 등의 다양한 동영상 콘텐츠에 수화 애니메이션을 합성하여 동영상 콘텐츠를 청각 및 언어장애인들에게 이해시키기 위한 수화 통역 VR 콘텐츠 시스템을 제안하고자 한다. 제안된 시스템은 수화 사전에 있는 수화들을 3D 애니메이션으로 DB화하기 위해, 모션 캡처 시스템과 데이터 글러브를 사용하여 실제 사람처럼 자연스러운 애니메이션을 생성하였다. 최종적으로 동영상 콘텐츠의 자막이나 대본의 구문분석을 한 후, 이를 수화용 단어자막을 통해 수화 애니메이션을 DB에서 검색한 후, 실시간적으로 기존 동영상 콘텐츠와 동기합성을 하여 수화 통역 콘텐츠를 제공하는 VR 콘텐츠 시스템을 구현하였고 이 시스템을 동화용 애니메이션에 적용하였다.

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The System of Motion Recognition using Augmented Reality (증강현실을 이용한 모션 인식 시스템)

  • Nam, Il-Ho;Ryu, Young-Kee
    • Proceedings of the KIEE Conference
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    • 2008.10b
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    • pp.505-506
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    • 2008
  • Motion capture system that is used in movies and games today requires large equipments and expensive that it is still not common as a reasonable family game. Therefore, this research project focused on solving these problems mentioned above and move on to develop a new type of approach and by using reasonable family use USB camera and augmented reality to develop a bodily sensation motion capture system which can be used in making a video game. In order to develop this, I used a pair of Marker which can be placed on both hands and one USB camera and the image that was extracted in real time goes through the AR toolkit and ed the 3D coordinates of data and developed a motion capture system.

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A Study on VR Based Training System Contents Test Method (가상현실 기반 훈련시스템 콘텐츠 시험방법에 관한 연구)

  • Lee, Gyungchang;Cha, Moohyun;Youn, Cheong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.486-489
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    • 2016
  • 가상현실 기반 훈련시스템은 3D 모델링 기법으로 개발되어 실시간 렌더링(Realtime Rendering)되는 훈련용 콘텐츠와 운동감 제공을 위한 모션플랫폼, 촉감 제공을 위한 햅틱장치 등 다양한 하드웨어를 이용하여 인간 감각에 대한 모의 체험환경을 제공함으로써 높은 훈련 몰입감을 제공한다. 훈련시스템의 구성요소 중 하드웨어들은 설계 성능을 바탕으로 정량적 시험평가로서 검증(Verification)과 확인(Validation)이 가능하나, 훈련환경에 대한 사실적 가시화가 요구되는 훈련용 콘텐츠는 시현을 위한 실시간 렌더링 성능 등의 정량적 시험평가 만으로 검증과 확인에 어려움이 많다. 본 연구에서는 일반 소프트웨어와 콘텐츠 소프트웨어 테스팅 요소 차이와 상용게임 콘텐츠와 훈련용 콘텐츠의 차이점을 분석하고, 훈련용 콘텐츠의 정량적 시험평가를 위한 명세서의 작성과 활용을 제안한다.