• Title/Summary/Keyword: 3D 모션

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Deep Learning-Based Outlier Detection and Correction for 3D Pose Estimation (3차원 자세 추정을 위한 딥러닝 기반 이상치 검출 및 보정 기법)

  • Ju, Chan-Yang;Park, Ji-Sung;Lee, Dong-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.10
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    • pp.419-426
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    • 2022
  • In this paper, we propose a method to improve the accuracy of 3D human pose estimation model in various move motions. Existing human pose estimation models have some problems of jitter, inversion, swap, miss that cause miss coordinates when estimating human poses. These problems cause low accuracy of pose estimation models to detect exact coordinates of human poses. We propose a method that consists of detection and correction methods to handle with these problems. Deep learning-based outlier detection method detects outlier of human pose coordinates in move motion effectively and rule-based correction method corrects the outlier according to a simple rule. We have shown that the proposed method is effective in various motions with the experiments using 2D golf swing motion data and have shown the possibility of expansion from 2D to 3D coordinates.

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
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    • s.37
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    • pp.221-245
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    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.

Design and Implementation of Motion Recipe for PLCopen-Compliant Motion Applications with Multiple Operation Modes (다중 동작 모드를 가진 PLCopen 표준 호환 모션 응용을 위한 모션 레시피 개념 설계 및 구현)

  • Kim, Sanghyun;Lee, Kyunghyun;Kim, Taehyoun;Choi, Cheol;Kang, Donggu
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.40 no.11
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    • pp.955-962
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    • 2016
  • In recent years, there have been emerging needs for standardized software-based motion application development for better scalability and support for multiple operation modes for small quantity batch production. Although a software-based motion system provides a basis for constructing multiple operation modes on a machine, it is not easy to construct such systems without tools for defining multiple motion operation modes and standardized mode-change protocols. This paper proposes a motion recipe concept to overcome this problem; the concept includes the authoring of multiple motion operation modes using the PLCopen-compliant motion function blocks and communication protocols to trigger operation mode changes from an external interface. The motion recipe was implemented by extending an IEC 61131-3 compliant IDE called Beremiz, and the correctness of the motion recipe-based application behavior was verified on a real testbed.

Motion Depth Map Generation using Motion History (운동축척을 이용한 모션 깊이맵 생성)

  • Kim, Won-Hoi;Kim, Manbae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.142-143
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    • 2016
  • 본 논문에서는 애니메이션, 드라마, 영화 등 영상으로 제작된 콘텐츠를 OpenGL를 사용하여 3D영상으로 재구성한다. 먼저 현재영상과 이전영상의 움직임의 차이로부터 운동 축적 데이터를 사용하여 모션 깊이맵을 생성한다. 그 깊이맵을 사용하여 OpenGL에서 사용하는 텍스쳐 맵핑으로 영상을 출력하고 3D 영상을 구현하기 위해 좌영상과 우영상을 생성하여 3D 입체영상을 만든다.

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A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.831-835
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    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

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Hologram Interaction Using 3D Motion Input Device (3D 모션 입력장치를 이용한 홀로그램 인터랙션)

  • Hwang, Hye-Jin;Park, Jong-Min;Lim, Kyu-Hyeon;Choi, Kang-Sun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.1162-1163
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    • 2019
  • 최근 사람들이 쉽고 편하게 컴퓨터 시스템과 상호작용할 수 있는지에 관한 HCI(Human-Computer Interaction)의 연구가 활발하게 진행되고 있다. 이러한 변화에 맞추어, 사각 평면 창을 대체할 차세대 기재 가운데 하나로 떠오른 홀로그램과 사람의 손의 동작을 인식하는 3D 모션 입력장치 립모션(Leap-Motion)을 결합하여 새로운 인터랙션을 제시한다.

Development of Baseball Game Using Leap Motion Controllers (립 모션 컨트롤러를 이용한 야구 게임 개발)

  • Joo, Hyanghan;Cho, Minsoo;In, SeungKyo;Cho, Kyuwon;Min, Jun-Ki
    • KIISE Transactions on Computing Practices
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    • v.21 no.5
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    • pp.343-350
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    • 2015
  • While many games have been published that are used with input-devices such as a mouse and keyboard, the number of games that can recognize the behavior of a human utilizing devices such as Kinect and Wii has increased. In this paper, we present the development of a baseball game that utilizes a Leap Motion Controller. A Leap Motion Controller recognizes accurately the movement of a user's fingers. Our implemented game consists of characters, a background and animation. It is a moving animated game in which the users play a game in point of view of a third person. The major feature of our game is that the game players can enjoy the game using a Leap Motion Controller.

A CMOS Digital Image Sensor with a Feature-Driven Attention Module (특징기반 주의 모듈을 사용하는 CMOS 디지털 이미지 센서)

  • Park, Min-Chul;Cheoi, Kyung-Joo;Hamamoto, Takayuki
    • The KIPS Transactions:PartB
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    • v.15B no.3
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    • pp.189-196
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    • 2008
  • In this paper, a CMOS digital image sensor, which consists of A/D conversion, motion estimation circuits, and an attention module for ROI (Region of Interest) detection is presented. The functions of A/D conversion and motion estimation are implemented by $0.6{\mu}m$ CMOS processing circuit as hardware, and the attention module is implemented outside the circuit as software currently. Attention modules are taken to improve limited applications of the smart image sensor. The current smart image sensor responses to the changes of intensity, and uses the integration time to estimate motion. Therefore it is limited in its applications. To make up for inherent property of the sensor from circuit design and extend its applications we decide to introduce perception solutions to the image sensor. Attention modules for still and moving images are employed to achieve such purposes. The suggested approach makes the smart image sensor available with additional functions for such cases that motion estimation or intensity changes are not observed. Experimental result shows the usefulness and extension of the image sensor.

A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.278-281
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    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

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