• Title/Summary/Keyword: 3D Human modeling

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Human Action Recognition Based on 3D Human Modeling and Cyclic HMMs

  • Ke, Shian-Ru;Thuc, Hoang Le Uyen;Hwang, Jenq-Neng;Yoo, Jang-Hee;Choi, Kyoung-Ho
    • ETRI Journal
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    • v.36 no.4
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    • pp.662-672
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    • 2014
  • Human action recognition is used in areas such as surveillance, entertainment, and healthcare. This paper proposes a system to recognize both single and continuous human actions from monocular video sequences, based on 3D human modeling and cyclic hidden Markov models (CHMMs). First, for each frame in a monocular video sequence, the 3D coordinates of joints belonging to a human object, through actions of multiple cycles, are extracted using 3D human modeling techniques. The 3D coordinates are then converted into a set of geometrical relational features (GRFs) for dimensionality reduction and discrimination increase. For further dimensionality reduction, k-means clustering is applied to the GRFs to generate clustered feature vectors. These vectors are used to train CHMMs separately for different types of actions, based on the Baum-Welch re-estimation algorithm. For recognition of continuous actions that are concatenated from several distinct types of actions, a designed graphical model is used to systematically concatenate different separately trained CHMMs. The experimental results show the effective performance of our proposed system in both single and continuous action recognition problems.

Recent Trends in 3D Human Modeling and Deformation Technology (3D 휴먼 모델링 및 변형 기술 동향)

  • Lim, S.J.;Lee, J.H.;Koo, B.K.;Lee, K.H.
    • Smart Media Journal
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    • v.1 no.1
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    • pp.64-71
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    • 2012
  • Computer graphics applications such as virtual reality, games, animation begin from 3D modeling. The technology of 3D modeling and deformation has become an active research field in the past few decades from the combination of basic 3D primitives to the realistic modeling and deformation algorithm. In this paper, we introduce recent trends in 3D human modeling and deformation technology.

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A Research on the Measurement of Human Factor Algorithm 3D Object (3차원 영상 객체 휴먼팩터 알고리즘 측정에 관한 연구)

  • Choi, Byungkwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.2
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    • pp.35-47
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    • 2018
  • The 4th industrial revolution, digital image technology has developed beyond the limit of multimedia industry to advanced IT fusion and composite industry. Particularly, application technology related to HCI element algorithm in 3D image object recognition field is actively developed. 3D image object recognition technology evolved into intelligent image sensing and recognition technology through 3D modeling. In particular, image recognition technology has been actively studied in image processing using object recognition recognition processing, face recognition, object recognition, and 3D object recognition. In this paper, we propose a research method of human factor 3D image recognition technology applying human factor algorithm for 3D object recognition. 1. Methods of 3D object recognition using 3D modeling, image system analysis, design and human cognitive technology analysis 2. We propose a 3D object recognition parameter estimation method using FACS algorithm and optimal object recognition measurement method. In this paper, we propose a method to effectively evaluate psychological research techniques using 3D image objects. We studied the 3D 3D recognition and applied the result to the object recognition element to extract and study the characteristic points of the recognition technology.

Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

A Study on 3D Character Animation Production Based on Human Body Anatomy (인체 해부학을 바탕으로 한 3D 캐릭터 애니메이션 제작방법에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.17 no.2
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    • pp.87-94
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    • 2004
  • 3D character animation uses the various entertainment factors such as movie, advertisement, game and cyber idol and occupies an important position in video industry. Although character animation makes various productions and real expressions possible, it is difficult to make character like human body without anatomical understanding of human body. Human body anatomy is the basic knowledge which analyzes physical structure anatomically, gives a lot of helps to make character modeling and make physical movement and facial expression delicately when character animation is produced. Therefore this study examines structure and proportion of human body and focuses on character modeling and animation production based on anatomical understanding of human body.

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Reconstruction of the Lost Hair Depth for 3D Human Actor Modeling (3차원 배우 모델링을 위한 깊이 영상의 손실된 머리카락 영역 복원)

  • Cho, Ji-Ho;Chang, In-Yeop;Lee, Kwan-H.
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.1-9
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    • 2007
  • In this paper, we propose a reconstruction technique of the lost hair region for 3D human actor modeling. An active depth sensor system can simultaneously capture both color and geometry information of any objects in real-time. However, it cannot acquire some regions whose surfaces are shiny and dark. Therefore, to get a natural 3D human model, the lost region in depth image should be recovered, especially human hair region. The recovery is performed using both color and depth images. We find out the hair region using color image first. After the boundary of hair region is estimated, the inside of hair region is estimated using an interpolation technique and closing operation. A 3D mesh model is generated after performing a series of operations including adaptive sampling, triangulation, mesh smoothing, and texture mapping. The proposed method can generate recovered 3D mesh stream automatically. The final 3D human model allows the user view interaction or haptic interaction in realistic broadcasting system.

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3D Modeling of Safety Leg Guards Considering Skin Deformation and shape (피부길이변화를 고려한 3차원 다리보호대 모델링)

  • Lee, Hyojeong;Eom, Ran-i;Lee, Yejin
    • Korean Journal of Human Ecology
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    • v.24 no.4
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    • pp.555-569
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    • 2015
  • During a design process of a protective equipment for sports activities, minimizing movement restrictions is important for enhancing its functions particularly for protection. This study presents a three-dimensional(3D) modeling methodology for designing baseball catcher's leg guards that will allow maximum possible performance, while providing necessary protection. 3D scanning is performed on three positions frequently used by a catcher during the course of a game by putting markings on the subject's legs at 3cm intervals : a standing, a half squat with knees bent to 90 degrees and 120 degrees of knee flexion. Using data obtained from the 3D scan, we analyzed the changes in skin length, radii of curvatures, and cross-sectional shapes, depending on the degree of knee flexion. The results of the analysis were used to decide an on the ideal segmentation of the leg guards by modeling posture. Knee flexions to 90 degrees and to $120^{\circ}$ induced lengthwise extensions than a standing. In particular, the vertical length from the center of the leg increases to a substantially higher degree when compared to those increased from the inner and the outer side of the leg. The degree of extension is varied by positions. Therefore, the leg guards are segmented at points where the rate of increase changed. It resulted in a three-part segmentation of the leg guards at the thigh, the knee, and the shin. Since the 120 degree knee-flexion posture can accommodate other positions as well, the related 3D data are used for modeling Leg Guard (A) with the loft method. At the same time, Leg Guard (B) was modeled with two-part segmentation without separating the knee and the shin as in existing products. A biomechanical analysis of the new design is performed by simulating a 3D dynamic analysis. The analysis revealed that the three-part type (A) leg guards required less energy from the human body than the two-part type (B).

Engineered human cardiac tissues for modeling heart diseases

  • Sungjin Min;Seung-Woo Cho
    • BMB Reports
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    • v.56 no.1
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    • pp.32-42
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    • 2023
  • Heart disease is one of the major life-threatening diseases with high mortality and incidence worldwide. Several model systems, such as primary cells and animals, have been used to understand heart diseases and establish appropriate treatments. However, they have limitations in accuracy and reproducibility in recapitulating disease pathophysiology and evaluating drug responses. In recent years, three-dimensional (3D) cardiac tissue models produced using tissue engineering technology and human cells have outperformed conventional models. In particular, the integration of cell reprogramming techniques with bioengineering platforms (e.g., microfluidics, scaffolds, bioprinting, and biophysical stimuli) has facilitated the development of heart-on-a-chip, cardiac spheroid/organoid, and engineered heart tissue (EHT) to recapitulate the structural and functional features of the native human heart. These cardiac models have improved heart disease modeling and toxicological evaluation. In this review, we summarize the cell types for the fabrication of cardiac tissue models, introduce diverse 3D human cardiac tissue models, and discuss the strategies to enhance their complexity and maturity. Finally, recent studies in the modeling of various heart diseases are reviewed.

A Study on the Formal Systematization within the 3D Modeling Designs - Focused on The Law of Grouping -

  • Gu, Ling-Feng;Jeon, Hyung-Jin;Pak, Hong-Sik
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.107-114
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    • 2017
  • As to talk about computer aided 3D modeling, it can be conformed to the popular aesthetics based theory of heightening the organizing useful visual information. This thesis heightens the formativeness of the 3D modeling from the angle of the Gestalt psychology and attempts a finding of a method as also explains among the grouping laws of Gestalt. They are the definitions and the special features of 'The Law of Proximity', 'The Law of Similarity', 'The Law of Closure', 'The Law of Continuity', etc. And, through a logical, theoretical analysis, the relationships between such laws are found out. And the case examples of the uses of such laws in the 3D animation character designs and the situation in which such laws are applied to the things in the actual lives are analyzed. If it is intended to improve the formativeness of the 3D model forms, the rules of the simplicity, the safety, and the symmetry must be pursued according to the visual recognitions of the human beings. Because the actual objects are seen and touched, other than the visual pursuits by the human beings, the functionalities and the practicalities of the objects must be considered.

3DARModeler: a 3D Modeling System in Augmented Reality Environment (3DARModeler : 증강현실 환경 3D 모델링 시스템)

  • Do, Trien Van;Lee, Jeong-Gyu;Lee, Jong-Weon
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.127-136
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    • 2009
  • This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world.

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