• Title/Summary/Keyword: 3D Human modeling

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A Study on Implementation of Human Sensibility Ergonomics for Product Development (감성공학적 제품개발 시스템 구현에 관한 연구)

  • 변상법;이동길;남택우;손승진;이순요
    • Proceedings of the ESK Conference
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    • 1997.04a
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    • pp.196-199
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    • 1997
  • This paper describes the implementation process of Virtual Modeling system for a customer-oriented product. The human sense is measured and analyzed by physical design factors and can be applied also for the product design. The first step implementing virtual modeling is to make a human sensibility("Kansei") database. Human sensibility database is constructed with the relational data of Kansei words and design factors. The next step is extraction the design information from the human sensibility database by fuzzy inference algorithm. This design information is used for the input data for the graphic database. Virtual implementation software compounds 3D shape of product. The final product can be modified according to the customer's requirement.quirement.

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Replacement of the antifreeze-like domain of human N-acetylneuraminic acid phosphate synthase with the mouse antifreeze-like domain impacts both N-acetylneuraminic acid 9-phosphate synthase and 2-keto-3-deoxy-D-glycero-Dgalacto- nonulosonic acid 9-phosphate synthase activities

  • Reaves, Marshall Louis;Lopez, Linda Carolyn;Daskalova, Sasha Milcheva
    • BMB Reports
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    • v.41 no.1
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    • pp.72-78
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    • 2008
  • Human NeuNAc-9-P synthase is a two-domain protein with ability to synthesize both NeuNAc-9-P and KDN-9-P. Its mouse counterpart differs by only 20 out of 359 amino acids but does not produce KDN-9-P. By replacing the AFL domain of the human NeuNAc-9-P synthase which accommodates 12 of these differences, with the mouse AFL domain we examined its importance for the secondary KDN-9-P synthetic activity. The chimeric protein retained almost half of the ability of the human enzyme for KDN-9-P synthesis while the NeuNAc-9-P production was reduced to less than 10%. Data from the homology modeling and the effect of divalent ions and temperature on the enzyme activities suggest conformational differences between the human and mouse AFL domains that alter the shape of the cavity accommodating the substrates. Therefore, although the AFL domain itself does not define the ability of the human enzyme for KDN-9-P synthesis, it is important for both activities by aiding optimal positioning of the substrates.

Dynamic Facial Expression of Fuzzy Modeling Using Probability of Emotion (감정확률을 이용한 동적 얼굴표정의 퍼지 모델링)

  • Kang, Hyo-Seok;Baek, Jae-Ho;Kim, Eun-Tai;Park, Mignon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.1
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    • pp.1-5
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    • 2009
  • This paper suggests to apply mirror-reflected method based 2D emotion recognition database to 3D application. Also, it makes facial expression of fuzzy modeling using probability of emotion. Suggested facial expression function applies fuzzy theory to 3 basic movement for facial expressions. This method applies 3D application to feature vector for emotion recognition from 2D application using mirror-reflected multi-image. Thus, we can have model based on fuzzy nonlinear facial expression of a 2D model for a real model. We use average values about probability of 6 basic expressions such as happy, sad, disgust, angry, surprise and fear. Furthermore, dynimic facial expressions are made via fuzzy modelling. This paper compares and analyzes feature vectors of real model with 3D human-like avatar.

3D Human Shape Estimation from a Silhouette Image by using Statistical Human Shape Spaces (통계적 신체 외형 데이터베이스를 활용한 실루엣으로부터의 3차원 인체 외형 예측)

  • Dasol Ahn;Sang Il Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.1
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    • pp.13-22
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    • 2023
  • In this paper, we present a method for estimating full 3D shapes from given 2D silhouette images of human bodies. Because the silhouette only consists of the partial information on the true shape, it is an ill-posed problem. To address the problem, we use the statistical human shape space obtained from the existing large 3D human shape database. The method consists of three steps. First, we extract the boundary pixels and their appropriate normal vectors from the input silhouette images. Then, we initialize the correspondences of each pixel to the vertex of the statistically-deformable 3D human model. Finally, we numerically optimize the parameters of the statistical model to fit best to the given silhouettes. The viability and the robustness of the method is demonstrated with various experiments.

A Study on Creation of 3D Facial Model Using Facial Image (임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구)

  • Lee, Hea-Jung;Joung, Suck-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.21-28
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    • 2007
  • The facial modeling and animation technology had been studied in computer graphics field. The facial modeling technology is utilized much in virtual reality research purpose of MPEG-4 and so on and movie, advertisement, industry field of game and so on. Therefore, the development of 3D facial model that can do interaction with human is essential to little more realistic interface. We developed realistic and convenient 3D facial modeling system that using a optional facial image only. This system allows easily fitting to optional facial image by using the Korean standard facial model (generic model). So it generates intuitively 3D facial model as controling control points elastically after fitting control points on the generic model wire to the optional facial image. We can confirm and modify the 3D facial model by movement, magnify, reduce and turning. We experimented with 30 facial images of $630{\times}630$ sizes to verify usefulness of system that developed.

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On the properties of brain sub arachnoid space and biomechanics of head impacts leading to traumatic brain injury

  • Saboori, Parisa;Sadegh, Ali
    • Advances in biomechanics and applications
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    • v.1 no.4
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    • pp.253-267
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    • 2014
  • The human head is identified as the body region most frequently involved in life-threatening injuries. Extensive research based on experimental, analytical and numerical methods has sought to quantify the response of the human head to blunt impact in an attempt to explain the likely injury process. Blunt head impact arising from vehicular collisions, sporting injuries, and falls leads to relative motion between the brain and skull and an increase in contact and shear stresses in the meningeal region, thereby leading to traumatic brain injuries. In this paper the properties and material modeling of the subarachnoid space (SAS) as it relates to Traumatic Brain Injuries (TBI) is investigated. This was accomplished using a simplified local model and a validated 3D finite element model. First the material modeling of the trabeculae in the Subarachnoid Space (SAS) was investigated and validated, then the validated material property was used in a 3D head model. In addition, the strain in the brain due to an impact was investigated. From this work it was determined that the material property of the SAS is approximately E = 1150 Pa and that the strain in the brain, and thus the severity of TBI, is proportional to the applied impact velocity and is approximately a quadratic function. This study reveals that the choice of material behavior and properties of the SAS are significant factors in determining the strain in the brain and therefore the understanding of different types of head/brain injuries.

Research Activities for Cyber Characters in Korea

  • Lee, Ee-Taek;Park, Chan-Jong;Park, Jung-Jo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.11-14
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    • 1999
  • The forthcoming century will be the "era of cyber society" . In a virtual environment, a cyber character plays the role of an agent for the human being. In this paper, we introduce active researches of industries, universities, and research institutes in Korea. After Adam Soft Inc. presented a cyber singer,“Adam”, a few cyber characters have succeeded commercially through Internet, TV, CF, movies and etc. Some universities had their own characters to make fundamental researches in the fields of modeling, motion control, and VR. Research institutes have been funded recently to a cyber character related researches. This paper briefly reviews the recent research works, and future trends in Korea. in Korea.

Emotion-based Real-time Facial Expression Matching Dialogue System for Virtual Human (감정에 기반한 가상인간의 대화 및 표정 실시간 생성 시스템 구현)

  • Kim, Kirak;Yeon, Heeyeon;Eun, Taeyoung;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.23-29
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    • 2022
  • Virtual humans are implemented with dedicated modeling tools like Unity 3D Engine in virtual space (virtual reality, mixed reality, metaverse, etc.). Various human modeling tools have been introduced to implement virtual human-like appearance, voice, expression, and behavior similar to real people, and virtual humans implemented via these tools can communicate with users to some extent. However, most of the virtual humans so far have stayed unimodal using only text or speech. As AI technologies advance, the outdated machine-centered dialogue system is now changing to a human-centered, natural multi-modal system. By using several pre-trained networks, we implemented an emotion-based multi-modal dialogue system, which generates human-like utterances and displays appropriate facial expressions in real-time.

Whole Body Shape Analysis for Virtual Human Body Modeling - Focusing on obese women in their 20s and 30s - (가상 인체 모델링을 위한 전신 체형 연구 - 20-30대 비만여성을 중심으로 -)

  • Eun-Hee Hong;Yoon Ji Won
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.4
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    • pp.147-161
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    • 2023
  • This study used 3D anthropometric data from the 8th Size Korea to type and analyze whole body shapes of obese women in their 20s and 30s, and constructed dimensional data for human body items needed to create a 3D human body model for each type. The data analysis used data from 148 obese women in their 20s and 30s, and a total of 48 index values, drop values, and angle items were subjected to factor analysis and one-way variance analysis to categorize body types and verify significant differences by type. As a result of the factor analysis, 12 factors were extracted and divided into 4 body types. Type 1 is a 'standard type with a curved torso with balanced upper and lower body lengths', Type 2 is a 'bending forward type with a short, thick lower body, and an uncurved torso', Type 3 is a 'lean back type with a long and thin lower body and an H-shape torso', Type 4 is a 'sway back type with a long and thick lower body and abdominal obesity'. The representative body type of obese women in their 20s and 30s was identified as Type 1. The constructed body shape information will be used as basic data for future 3D human body modeling.

Docking of Retinol into the 3D Structural Model of Human TCTP Constructed by Homology Modeling

  • Cho, In-Hee;Kim, Choon-Mi
    • Proceedings of the PSK Conference
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    • 2003.10b
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    • pp.154.1-154.1
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    • 2003
  • TCTP is presented to have a retinol binding protein (RBP)-like structure by domain search. Human cellular RBP (CRBP) plays a key role in the intercellular transfer of retinol. Modulation of its expression is known to contribute to tumor growth and progression via retinoid-mediated signaling. Changes in the expression of TCTP have also been reported to be associated with carcinogenesis. Therefore, the attempt to establish the interactive relationship between the human TCTP and CRBP with retinol will be helpful in further understanding the cell signaling of TCTP. (omitted)

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