• Title/Summary/Keyword: 3D MOTION ANALYSIS

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3-Dimensional Analysis of the Running Motion in the Max-Velocity Phase and the Fatigue Phase During 400m Sprint by Performed Elementary School Athletes (달리기시 최고 속도 및 피로 구간의 3차원 동작 분석)

  • Bae, Sung-Jee
    • Korean Journal of Applied Biomechanics
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    • v.16 no.4
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    • pp.115-124
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    • 2006
  • This study was conducted to investigate the running motion in the max-velocity phase(150-160m) and the fatigue phase(350-360m) during 400m sprint by performed elementary school athletes. Eighteen elementary school male athletes who achieved at least the 3rd place in the sprint at the Korea Gangwon-Do elementary school track and field meetings during 2004 and 2005 were selected as subjects. The running motions performed by the subjects were recorded using two 8mm high speed cameras at the nominal speed of 100 frames per second. The Direct Linear Transformation technique was adopted from the beginning of filming to the final stage of data extraction. KWON 3D motion analysis package program was used to compute the 3 Dimensional coordinates, smoothing factor in which lowpass filtering method was used and cutoff frequency was 6.0 Hz. The movement patterns during foot touchdown and takeoff for the running stride were related with the biomechanical consideration. Within the limitations of this study it is concluded: In order to increase running velocity, several conditions must be fullfilled at the instant of leg touchdown and takeoff during the fatigue phase(350-360m). First, the body C.O.G(Center of Gravity) height should be raised at the instant of leg touchdown and takeoff during the fatigue phase. Second, the foot contact time should be shortened and the takeoff distance should be increased at the foot takeoff during the fatigue phase. Third, the shank angular velocity with respect to a transverse axis through the center of gravity should be increased during the leg touchdown and takeoff in the fatigue phase. Forth, the active landing style described as clawing the ground with the sole of the foot should be performed during the leg touchdown and takeoff in the fatigue phase) phase. Fifth, In order to increase running velocity in the fatigue phase while taking a slightly greater leg knee angle and body lean angle within the range of the subject's running motion during the fatigue phase would result in greater flight distance.

Automatic Anticipation Generation for 3D Facial Animation (3차원 얼굴 표정 애니메이션을 위한 기대효과의 자동 생성)

  • Choi Jung-Ju;Kim Dong-Sun;Lee In-Kwon
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.1
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    • pp.39-48
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    • 2005
  • According to traditional 2D animation techniques, anticipation makes an animation much convincing and expressive. We present an automatic method for inserting anticipation effects to an existing facial animation. Our approach assumes that an anticipatory facial expression can be found within an existing facial animation if it is long enough. Vertices of the face model are classified into a set of components using principal components analysis directly from a given hey-framed and/or motion -captured facial animation data. The vortices in a single component will have similar directions of motion in the animation. For each component, the animation is examined to find an anticipation effect for the given facial expression. One of those anticipation effects is selected as the best anticipation effect, which preserves the topology of the face model. The best anticipation effect is automatically blended with the original facial animation while preserving the continuity and the entire duration of the animation. We show experimental results for given motion-captured and key-framed facial animations. This paper deals with a part of broad subject an application of the principles of traditional 2D animation techniques to 3D animation. We show how to incorporate anticipation into 3D facial animation. Animators can produce 3D facial animation with anticipation simply by selecting the facial expression in the animation.

A Study on the Control of the Slew Motion of a Single Point Moored Ship (일점계류된 선박의 불안정 거동 방지에 관한 연구)

  • Lee, Seung-Keon;Kang, Dong-Hoon
    • Journal of Navigation and Port Research
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    • v.27 no.2
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    • pp.193-198
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    • 2003
  • The slew motion of a single point moored ship by the external forces is considered to control itself. The maneuvering equations of motion are derived to express the motion of a ship. The wind forces and the wave forces are considered as the external forces of the single point moored ship in the simulation. The wave forces in the time domain analysis are generated from the frequency transfer function calculated by 3-D source distribution method. The wind forces are used the results from OCIMF(1994). To control the slew motion, the bow thruster and the bridle anchoring with 2nd anchor are used in the numerical simulation.

NUMERICAL ANALYSIS OF THE AIRFOIL IN SELF-PROPELLED FISH MOTION USING IMMERSED BOUNDARY LATTICE BOLTZMANN METHOD (가상경계볼쯔만법을 이용한 자력추진 물고기 운동 익의 유영해석)

  • Kim, Hyung-Min
    • Journal of computational fluids engineering
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    • v.16 no.2
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    • pp.24-29
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    • 2011
  • Immersed boundary lattice Boltzmann method has been applied to analyze the characteristics of the self-propelled fish motion swimming robot. The airfoil NACA0012 with caudal fin stroke model was considered to examine the characteristics. The foil in steady forward motion and a combination of steady-state harmonic deformation produces thrust through the formation of a flow downstream from the trailing edge. The harmonic motion of the foil causes unsteady shedding of vorticity from the trailing edge, while forming the vortices at the leading edge as well. The resultant thrust is developed by the pressure difference formed on the upper and lower surface of the airfoil. and the time averaged thrust coefficient increases as Re increase in the region of $Re{\leqq}700$. The suggested numerical method is suitable to develop the fish-motion model to control the swimming robot, however It would need to extend in 3D analysis to examine the higher Re and to determine the more detail mechanism of thrust production.

Real time control of a mobile robot considering dynamics (3축 이동로보트의 동역할을 고려한 실시간 제어)

  • Cha, Y.Y.;Gweon, D.G.
    • Journal of the Korean Society for Precision Engineering
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    • v.10 no.4
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    • pp.190-199
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    • 1993
  • In this study a three-axes mobile robot which has two independently controlled driving wheels and a function of simultaneously steering the driving wheels has been developed. Two-motion modes of the mobile robot, the first is a differential velocity motion of two driving wheels and the second is a equal driving and steering motion, have been analyzed and the kinematic and dymanic analyses about the each motion mode have been carried out. As a result of dynamic analysis, the torque used on a motor control and acceleration have been derived explicitly. Hence, a computation time is saved effectively and a real time control of the mobile robot considering the dynamics has become possible. Through a simulation the results considering the dynamics have been compared with that no regarding the dynamics and the possibility of real-time control has been proved.

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3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

Disparity Vector Derivation Method for Texture-Video-First-Coding Modes of 3D Video Coding Standards (3차원 동영상 압축 표준의 텍스쳐 비디오 우선 부호화 방식을 위한 변위 벡터 추정 기법)

  • Kang, Je-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.10
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    • pp.2080-2089
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    • 2015
  • In 3D video compression, a disparity vector (DV) pointing a corresponding block position in an adjacent view is a key coding tool to exploit statistical correlation in multi-view videos. In this paper, neighboring block-based disparity vector (NBDV) is shown with detail algorithm descriptions and coding performance analysis. The proposed method derives a DV from disparity motion vector information, obtained from spatially and temporally neighboring blocks, and provides a significant coding gain about 20% BD-rate saving in a texture-video-first-coding scheme. The proposed DV derivation method is adopted into the recent 3D video coding standards such as 3D-AVC and 3D-HEVC as the state-of-the-art DV derivation method.

The Effect of Elector Spine Muscle Tone Using Irradiation According to the Angular Motion of a Proprioceptive Neuromuscular Facilitation (PNF) Arm Pattern (PNF 팔 패턴의 각도 변화가 척추세움근의 근 긴장도 변화와 방산의 효과에 미치는 영향)

  • Yang, Jae-Man;Lee, Sang-Moo;Lee, Jung-Hoon
    • PNF and Movement
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    • v.18 no.3
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    • pp.435-444
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    • 2020
  • Purpose: This study aimed to compare the elector spine muscle tone using the irradiation of the proprioceptive neuromuscular facilitation (PNF) arm pattern according to angular motion. Methods: Thirty subjects participated in this study. Elector spine muscle tone was measured using a Myotonpro device while in the sitting position according to the angular motion (70°, 100°, 130°) of the PNF arm pattern using a D1 flexion pattern. Each angular motion of the PNF arm pattern was performed with a continuous passive motion (CPM). The change in elector spine muscle tone was statistically evaluated using a repeated one-way ANOVA test. Post-hoc analysis was performed using the Bonferroni method. Results: The results revealed a significant change in elector spine muscle tone when performing the PNF arm pattern using D1 flexion pattern. Specifically, the elector spine muscle tone had significantly increased at 100° and 130° motion in the PNF arm pattern when compared to the initial muscle tone (p < 0.05). No significant muscle tone changes were noted for any of the angular motions of the PNF upper arm pattern (p > 0.05). Conclusion: The results of this study indicate a positive increase in elector spine muscle tone with irradiation of the PNF upper arm pattern exercise with 100° or 130° angular motion. The minimum angle at which the effect of the irradiation of the PNF arm pattern could be seen was 100°.

Automatic Pose similarity Computation of Motion Capture Data Through Topological Analysis (위상분석을 통한 모션캡처 데이터의 자동 포즈 비교 방법)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1199-1206
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    • 2015
  • This paper introduces an algorithm for computing similarity between two poses in the motion capture data with different scale of skeleton, different number of joints and different joint names. The proposed algorithm first performs the topological analysis on the skeleton hierarchy for classifying the joints into more meaningful groups. The global joints positions of each joint group then are aggregated into a point cloud. The number of joints and their positions are automatically adjusted in this process. Once we have two point clouds, the algorithm finds an optimal 2D transform matrix that transforms one point cloud to the other as closely as possible. Then, the similarity can be obtained by summing up all distance values between two points clouds after applying the 2D transform matrix. After some experiment, we found that the proposed algorithm is able to compute the similarity between two poses regardless of their scale, joint name and the number of joints.

The Prediction of the Dynamic Transmission Error for the Helical Gear System (헬리컬 기어계의 동적 전달오차의 예측)

  • Park, Chan-Il;Cho, Do-Hyun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.9
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    • pp.1359-1367
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    • 2004
  • The purpose of this study is to predict the dynamic transmission error of the helical gear system. To do so, the equations of motion in the helical gear system which consists of motor, coupling, gear, torque sensor, and brake are derived. As the input parameters, the mass moment of inertia by a 3D CAD software and the equivalent stiffness of the bearings and shaft are calculated and the coupling stiffness is measured. The static transmission error as an excitation is calculated by in-house program. Dynamic transmission error is predicted by solving the equations of motion. Mode shape, the dynamic mesh force and the bearing force are also calculated. In this analysis, the relationship between the dynamic mesh force and the bearing force and mode shape behavior in gear mesh are checked. As a result, the magnitude of mesh force is highly related with the gear mesh behavior in mode shape. The finite element analysis is conducted to find out the natural frequency of gear system. The natural frequencies by finite element analysis have a good agreement with the results by equation of motion. Finally, dynamic transmission error is measured by the specially designed experiment and the results by equation of motion are validated.