• Title/Summary/Keyword: 3D Motion Capture System

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Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1625-1628
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    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

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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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Body Segment Length and Joint Motion Range Restriction for Joint Errors Correction in FBX Type Motion Capture Animation based on Kinect Camera (키넥트 카메라 기반 FBX 형식 모션 캡쳐 애니메이션에서의 관절 오류 보정을 위한 인체 부위 길이와 관절 가동 범위 제한)

  • Jeong, Ju-heon;Kim, Sang-Joon;Yoon, Myeong-suk;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.405-417
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    • 2020
  • Due to the popularization of the Extended Reality, research is actively underway to implement human motion in real-time 3D animation. In particular, Microsoft developed Kinect cameras for 3D motion information can be obtained without the burden of facilities and with simple operation, real-time animation can be generated by combining with 3D formats such as FBX. Compared to the marker-based motion capture system, however, Kinect has low accuracy due to its lack of estimated performance of joint information. In this paper, two algorithms are proposed to correct joint estimation errors in order to realize natural human motion in motion capture animation system in Kinect camera-based FBX format. First, obtain the position information of a person with a Kinect and create a depth map to correct the wrong joint position value using the human body segment length constraint information, and estimate the new rotation value. Second, the pre-set joint motion range constraint is applied to the existing and estimated rotation value and implemented in FBX to eliminate abnormal behavior. From the experiment, we found improvements in human behavior and compared errors between algorithms to demonstrate the superiority of the system.

Development of Motion Capture System (동작 획득 시스템의 개발)

  • U, Jeong-Jae;Choe, Hyeong-Sik;Kim, Yeong-Sik;Jeon, Dae-Won
    • Journal of the Korean Society for Precision Engineering
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    • v.19 no.10
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    • pp.139-146
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    • 2002
  • We developed a motion capture system to utilize informations on the human walking motion. The system is composed of the mechanical and electronic devices to obtain the joint angle data and the software to analyze the obtained data and to transform the data into the input for a biped walking robot. The mechanical system is composed of a pair of links with 3 revolute joints, on which potentiometers are attached on joint axes to sense rotation angles. Analog signals from potentiometers are transformed into the digital data through the low pass filter and the A/D converter, and then which are stored at the computer. We analyzed the walking characteristics by applying FFT to the digital data, and then performed a 3-D computer simulation using the data. Finally, We apply the processed data to a biped walking robot.

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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On Natural Motion Editing by a Geometric Mean Filter (기하학적 평균 필터에 의한 자연스러운 움직임 편집)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.2
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    • pp.31-37
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    • 2003
  • Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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On Natural Motion Editing by a Geometric Mean Filter (기하학적 평균 필터에 의한 자연스러운 움직임 편집)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.5 no.2
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    • pp.41-47
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    • 2004
  • Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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Implementation of Motion Analysis System based on Inertial Measurement Units for Rehabilitation Purposes (재활훈련을 위한 관성센서 기반 동작 분석 시스템 구현)

  • Kang, S.I.;Cho, J.S.;Lim, D.H.;Lee, J.S.;Kim, I.Y.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.7 no.2
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    • pp.47-54
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    • 2013
  • In this paper, we present an inertial sensor-based motion capturing system to measure and analyze whole body movements. This system implements a wireless AHRS(attitude heading reference system) we developed using a combination of rate gyroscope, accelerometer and magnetometer sensor signals. Several AHRS modules mounted on segments of the patient's body provide the quaternions representing the patient segments's orientation in space. We performed 3D motion capture using the quaternion data calculated. And a method is also proposed for calculating three-dimensional inter-segment joint angle which is an important bio-mechanical measure for a variety of applications related to rehabilitation. To evaluate the performance of our AHRS module, the Vicon motion capture system, which offers millimeter resolution of 3D spatial displacements and orientations, is used as a reference. The evaluation resulted in a RMSE of 2.56 degree. The results suggest that our system will provide an in-depth insight into the effectiveness, appropriate level of care, and feedback of the rehabilitation process by performing real-time limbs or gait analysis during the post-stroke recovery process.

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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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