• 제목/요약/키워드: 3D motion analysis

검색결과 742건 처리시간 0.026초

여자 500m 쇼트트랙 스피드 스케이팅의 스타트 기술분석 (Analysis of the Female 500m Sprint Starting Motion in Short Track Speed Skating)

  • 백진호;곽창수;정남주
    • 한국운동역학회지
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    • 제14권3호
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    • pp.285-299
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    • 2004
  • The purpose of this study is to identify female 500m sprint start motion by the center of gravity position in short track speed skating. The center of gravity position ratio was divided into three type(type A front : 80%-back : 20%, type B front : 70%-back 30%, type C front: 50%-back : 50%). Three video cameras were used for 3D motion analysis with DLT method and the results were as follows: The elapsed time in starting motion was appeared that type B was the shortest and type A was the longest. It was appear that the stroke length of type A was longer than that type B and C during starting phase. This result was similar to displacement of center of gravity. It was appeared that skill type of center of gravity position ratio type B' ankle and knee joint angle were lower than that of type A and C. Observing these results it was conclusion that skill type B of center of gravity position ratio was more faster than that of type A and C. But it is important that these skill type needed to verifying more subjects.

3차원 가상착의 시스템을 활용한 남성용 커버롤 도장 작업복의 작업동작 적합성 평가 (The Evaluation of the Work Motion Suitability of Men's Coverall Type Painting Work Clothes Using 3D Virtual Clothing Simulation)

  • 박진아
    • 패션비즈니스
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    • 제24권4호
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    • pp.63-84
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    • 2020
  • It is essential to consider the heavy industrial working environment factors which are regarded as harmful to workers' health and safety and suitable work motion factors for the workers' motion while developing the work clothes for painting workers in the machinery and shipbuilding industries. This study suggests the use of 3D virtual clothing simulations as a solution to protect the human body from hazardous working conditions accompanying the development of painting work clothes and assessing the work motion performance associated with the comfort while workers wear them during the work clothes. The initial aim of the study is to examine a male avatar to run work motions simultaneously within a 3D virtual clothing simulator, secondly, to present the simulation images of coverall type men's painting work clothes with the application of two experimental painting work motions and one control motion to the avatar, and finally, to present the distance analysis images of the painting work clothes and the avatar body and air gap rates through the analysis of cross-sections of the avatar body while wearing the coverall work clothes according to the work motions. The results showed that the distance degree of painting work clothes to the avatar body for each part of the human body when performing painting work motions. Moreover, 3D virtual clothing simulations enabled the creation of a male model avatar to run painting work motions together and the painting work clothes developed were found to be suitable for the painting work motions.

노인의 워커 사용에 따른 보행 시 하지 관절 3차원 동작 분석에 관한 연구 (The Study of 3D Motion Analysis on Lower Limb during Walking with Walker on Older People)

  • 김선칠;이상열
    • 대한통합의학회지
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    • 제5권1호
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    • pp.19-24
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    • 2017
  • Purpose : The purpose of this study was to find out the difference motion of hip, knee and ankle joint during walking according to using walker on older people. Method : Korean older people of 34 subjects was participated in this study. Participants was measured joint motion on hip, knee and ankle joint during both conditions (walking with walker and without walker). The measured data were analyzed using independent t-test to investigate the difference of joint motion on the both condition. The statistical analyses were performed using Predictive Analytics Soft Ware (PASW) for windows(Ver. 19) and p-value less than .05 were considered significant for all cases. Result : The study showed that more joint motion on hip flexion and ankle pronation is increased by using walker. And hip extension, knee external rotation and ankle plantar flexion is decreased by using walker. Conclusion : This study suggest that using walker on older people was change the motion of the lower limb joint during walking. Therefore, It is necessary to develop a new walker that can reduce dependency and ensure stability on older people during walking.

단안 영상 시퀸스에서 움직임 추정 기반의 3차원 깊이 정보 추출 알고리즘 (3D Depth Information Extraction Algorithm Based on Motion Estimation in Monocular Video Sequence)

  • 박준호;전대성;윤영우
    • 정보처리학회논문지B
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    • 제8B권5호
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    • pp.549-556
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    • 2001
  • 2차원 영상으로 부터 3차원 영상으로 복원하는 일은 일반적으로 카메라의 초점에서 영상 프레임의 각 픽셀까지의 깊이 정보가 필요하고, 3차원 모델의 복원에 관한 일반적인 수작업은 많은 식나과 비용이 소모된다. 본 논문에서는 카메라의 움직임이 포함되어 있는 단안 영상 시퀸스로부터 3차원 영상 제작에 필요한 상대적인 깊이 정보를 실시간으로 추출하는 알고리즘을 제안하고, 하드웨어를 구현하기 위한여 알고리즘을 단순화하였다. 이 알고리즘은 카메라 이동에 의한 영상의 모든 점들의 움직임은 깊이 정보의 종속적이라는 사실에 기반을 두고 있다. 불록매칭 알고리즘에 기반을 둔 전역 움직임 탐색에 의한 움직임 벡터를 추출한 후, 카메라 회전과 확대/축소에 관한 카메라 움직임 보상을 실행하고 깉이 정보 추출 과정이 전개된다. 깊이 정보 추출 과정은 단안 영상에서 객체의 이동처리를 분석하여 움직임 벡터를 구하고 프레임내의 모든 픽셀에 대한 평균 깊이를 계산한 후, 평균 깊이에 대한 각 블록의 상대적 깊이를 산출하였다. 모의 실험 결과 전경과 배경에 속하는 영역의 깊이는 인간 시각 체계가 인식하는 상대적인 깊이와 일치한다는 것을 보였다.

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가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구 (Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment)

  • 박경범;이재열
    • 한국CDE학회논문집
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    • 제21권1호
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    • pp.20-30
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    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

수치 민감도 해석을 통한 파랑중 FPSO운동 시뮬레이션 (Motion Simulation of FPSO in Waves through Numerical Sensitivity Analysis)

  • 김제인;박일룡;서성부;강용덕;홍사영;남보우
    • 한국해양공학회지
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    • 제32권3호
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    • pp.166-176
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    • 2018
  • This paper presents a numerical sensitivity analysis for the simulation of the motion performance of an offshore structure in waves using computational fluid dynamics (CFD). Starting with 2D wave simulations with varying numerical parameters such as grid spacing and CFL value, proper numerical conditions were found for accurate wave propagation that avoids numerical diffusion problems. These results were mapped on 2D error distributions of wave amplitude and wave length against the numbers of grids per wave length and per wave height under a given CFL condition. Finally, the 2D numerical sensitivity result was validated through CFD simulation of the motion of a FPSO in waves showing good accuracy in motion RAOs compared with existing potential flow solutions.

2D/3D 동영상 변환을 위한 초점/비초점 분석 기반의 전경 영역 추출과 깊이 정보 생성 기법 (Foreground Extraction and Depth Map Creation Method based on Analyzing Focus/Defocus for 2D/3D Video Conversion)

  • 한현호;정계동;박영수;이상훈
    • 디지털융복합연구
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    • 제11권1호
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    • pp.243-248
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    • 2013
  • 본 논문에서는 2D/3D 동영상 변환을 위해 깊이가 할당될 전경을 초점 정보와 색상분석 기반의 그룹화를 이용하여 추출하고, 전경의 깊이를 초점 정보와 움직임 정보를 이용하여 생성하는 방법을 제안하였다. 2D영상에서 전경을 추출하기 위해 영상의 초점 정보의 움직임을 추정하여 전경 후보 영상을 생성하고, 전경 후보 영상에 존재하는 객체 내부의 홀 영역을 색상 분석을 이용한 채움 과정을 수행하여 전경 영역을 추출하였다. 생성된 전경 영역에 깊이를 할당하기 위해 해당 프레임에 존재하는 초점 값을 분석하여 초기 깊이 정보를 생성하고 움직임 정보를 가중하여 깊이 정보를 할당하였다. 생성된 깊이 정보의 품질을 평가하기 위해 기존에 제안된 알고리즘의 결과 영상과 비교하였다.

사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구 (A Study on the Development of Digital Space Design Process Using User′s Motion Data)

  • 안신욱;박혜경
    • 한국실내디자인학회논문집
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    • 제13권3호
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    • pp.187-196
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    • 2004
  • The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

Effects of spatial variability of earthquake ground motion in cable-stayed bridges

  • Ferreira, Miguel P.;Negrao, Joao H.
    • Structural Engineering and Mechanics
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    • 제23권3호
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    • pp.233-247
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    • 2006
  • Most codes of practice state that for large in-plane structures it is necessary to account for the spatial variability of earthquake ground motion. There are essentially three effects that contribute for this variation: (i) wave passage effect, due to finite propagation velocity; (ii) incoherence effect, due to differences in superposition of waves; and (iii) the local site amplification due to spatial variation in geological conditions. This paper discusses the procedures to be undertaken in the time domain analysis of a cable-stayed bridge under spatial variability of earthquake ground motion. The artificial synthesis of correlated displacements series that simulate the earthquake load is discussed first. Next, it is described the 3D model of the International Guadiana Bridge used for running tests with seismic analysis. A comparison of the effects produced by seismic waves with different apparent propagation velocities and different geological conditions is undertaken. The results in this study show that the differences between the analysis with and without spatial variability of earthquake ground motion can be important for some displacements and internal forces, especially those influenced by symmetric modes.

몸통 운동시 지향각(Orientation angles)을 이용한 허리 근육의 3차원 위치 좌표 추정 기법 (The method to estimate 3-D coordinates of lower trunk muscles using orientation angles during a motion)

  • 임영태
    • 한국운동역학회지
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    • 제12권1호
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    • pp.125-133
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    • 2002
  • The purpose of this study was to develop a method for estimating 3-D coordinates of lower trunk muscles using orientation angles during a motion. Traditional 3-D motion analysis system with DLT technique was used to track down the locations of eight reference markers which were attached on the back of the subject. In order to estimate the orientations of individual lumbar vertebrae and musculoskeletal parameters of the lower trunk muscle, the rotation matrix of the middle trunk reference frame relative to the lower trunk reference frame was determined and the angular locations of individual lumbar vertebrae were estimated by partitioning the orientation angles (Cardan angles) that represent the relative angles between the rotations of the middle and lower trunks. When the orientation angles of individual intervertebral joints were known at a given instant, the instantaneous coordinates of the origin and insertion for all selected muscles relative to the L5 local reference frame were obtained by applying the transformation matrix to the original coordinates which were relative to a local reference frame (S1, L4, L3, L2, or L1) in a rotation sequence about the Z-, X- and Y-axes. The multiplication of transformation matrices was performed to estimate the geometry and kinematics of all selected muscles. The time histories of the 3-D coordinates of the origin and insertion of all selected muscles relative to the center of the L4-L5 motion segment were determined for each trial.