• Title/Summary/Keyword: 3D skeletal model

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A Study of Blending Methods for Generating Multiple Skeletal Animations (멀티플 골격 애니메이션을 위한 블렌딩 방법의 연구)

  • Zhang, Dongsen;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.648-652
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    • 2008
  • We all know *.x file is a bridge of the 3D model developer and the game developer. In today's 3D game programming, more and more advanced hardware support it to run, but we still need to consider the methods to generate the animations. 3D model maker is tired of rectifying the skeletal animations. If he mistakes one point in some one animation, this will lead to distortion in *.x file. Then the modification consumes long time. So finding a good blending method is the best choice for generating multiple skeletal animations. There were some methods for animations blending. In this paper, we could use 3D max or Maya to blend animations; and we could use *.x file and blend animations in coding. And we will use 3D max 8.0 to export the *.x file and present a better way to combine skeletal animations.

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Development of a Digital Textbook on 'Structure and Contraction Mechanism of Skeletal Muscle' with the Learning Model for Biomimicry-Based Convergence (생체모방 기반 융합 학습 모델을 적용한 '골격근의 구조와 수축'에 대한 디지털 교재 개발)

  • Kim, Soo-Youn;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.42 no.2
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    • pp.95-105
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    • 2018
  • The purpose of this study was to develop a digital textbook on 'structure and contraction mechanism of skeletal muscle' with the learning model for biomimicry-based convergence. The unit of 'structure and contraction mechanism of skeletal muscle' is a part of Life Science I in high school. The convergence learning model was designed with three phases of biomimicry-based convergence (Exploration-Design-Implementation) including 3D modeling & printing. The developed digital textbook was composed of 8 sessions which contains the following learning contents : Exploration of skeletal muscle, creative designing of skeletal muscle using sketch application and 3D modeling, convergent implementing of the designed using 3D printing, exploration of muscle contraction, creative designing of muscle contraction using sketch application and 3D modeling, and convergent implementing of the designed using 3D printing. Each session is also involved in the contents of gallery widgets, media widgets, keynote widgets, sketch widgets, the cloud, polling widgets, and review widgets for interactive and mobile learning. After administering the developed digital textbook to 20 high school students, it was shown a positive effectiveness on life science learning for high school students. Moreover, the digital textbook was evaluated as to promote student's abilities on creative designs and implementation related to biomimicry-based convergence. The digital textbook was also shown a favorable response on students' interest and self-directed learning on life science.

Mixed-reality simulation for orthognathic surgery

  • Fushima, Kenji;Kobayashi, Masaru
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.38
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    • pp.13.1-13.12
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    • 2016
  • Background: Mandibular motion tracking system (ManMoS) has been developed for orthognathic surgery. This article aimed to introduce the ManMoS and to examine the accuracy of this system. Methods: Skeletal and dental models are reconstructed in a virtual space from the DICOM data of three-dimensional computed tomography (3D-CT) recording and the STL data of 3D scanning, respectively. The ManMoS uniquely integrates the virtual dento-skeletal model with the real motion of the dental cast mounted on the simulator, using the reference splint. Positional change of the dental cast is tracked by using the 3D motion tracking equipment and reflects on the jaw position of the virtual model in real time, generating the mixed-reality surgical simulation. ManMoS was applied for two clinical cases having a facial asymmetry. In order to assess the accuracy of the ManMoS, the positional change of the lower dental arch was compared between the virtual and real models. Results: With the measurement data of the real lower dental cast as a reference, measurement error for the whole simulation system was less than 0.32 mm. In ManMoS, the skeletal and dental asymmetries were adequately diagnosed in three dimensions. Jaw repositioning was simulated with priority given to the skeletal correction rather than the occlusal correction. In two cases, facial asymmetry was successfully improved while a normal occlusal relationship was reconstructed. Positional change measured in the virtual model did not differ significantly from that in the real model. Conclusions: It was suggested that the accuracy of the ManMoS was good enough for a clinical use. This surgical simulation system appears to meet clinical demands well and is an important facilitator of communication between orthodontists and surgeons.

A Study on the Stress and Strain Analysis of Human Muscle Skeletal Model in Kendo Three Typical Attack Motions (세 가지 주요 검도 공격 동작에서의 근-골격계 응력과 번형률 해석에 관한 연구)

  • Lee, Jung-Hyun;Lee, Young-Shin
    • Journal of the Korean Society for Precision Engineering
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    • v.25 no.9
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    • pp.126-134
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    • 2008
  • Kendo is one of the popular sports in modem life. Head, wrist and thrust attack are the fast skill to get a score on a match. Human muscle skeletal model was developed for biomechanical study. The human model was consists with 19 bone-skeleton and 122 muscles. Muscle number of upper limb, trunk and lower limb part are 28, 60, 34 respectively. Bone was modeled with 3D beam element and muscle was modeled with spar element. For upper limb muscle modelling, rectus abdominis, trapezius, deltoideus, biceps brachii, triceps brachii muscle and other main muscles were considered. Lower limb muscle was modeled with gastrocenemius, gluteus maximus, gluteus medius and related muscles. The biomechanical stress and strain analysis of human muscle was conducted by proposed human bone-muscle finite element analysis model under head, wrist and thrust attack for kendo training.

Three-Dimensional Evaluation of Skeletal Stability following Surgery-First Orthognathic Approach: Validation of a Simple and Effective Method

  • Nabil M. Mansour;Mohamed E. Abdelshaheed;Ahmed H. El-Sabbagh;Ahmed M. Bahaa El-Din;Young Chul Kim;Jong-Woo Choi
    • Archives of Plastic Surgery
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    • v.50 no.3
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    • pp.254-263
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    • 2023
  • Background The three-dimensional (3D) evaluation of skeletal stability after orthognathic surgery is a time-consuming and complex procedure. The complexity increases further when evaluating the surgery-first orthognathic approach (SFOA). Herein, we propose and validate a simple time-saving method of 3D analysis using a single software, demonstrating high accuracy and repeatability. Methods This retrospective cohort study included 12 patients with skeletal class 3 malocclusion who underwent bimaxillary surgery without any presurgical orthodontics. Computed tomography (CT)/cone-beam CT images of each patient were obtained at three different time points (preoperation [T0], immediately postoperation [T1], and 1 year after surgery [T2]) and reconstructed into 3D images. After automatic surface-based alignment of the three models based on the anterior cranial base, five easily located anatomical landmarks were defined to each model. A set of angular and linear measurements were automatically calculated and used to define the amount of movement (T1-T0) and the amount of relapse (T2-T1). To evaluate the reproducibility, two independent observers processed all the cases, One of them repeated the steps after 2 weeks to assess intraobserver variability. Intraclass correlation coefficients (ICCs) were calculated at a 95% confidence interval. Time required for evaluating each case was recorded. Results Both the intra- and interobserver variability showed high ICC values (more than 0.95) with low measurement variations (mean linear variations: 0.18 mm; mean angular variations: 0.25 degree). Time needed for the evaluation process ranged from 3 to 5 minutes. Conclusion This approach is time-saving, semiautomatic, and easy to learn and can be used to effectively evaluate stability after SFOA.

Development on Human Muscle Skeletal Model and Stress Analysis of Kumdo Head Hitting Motion (검도 머리치기 동작의 인체 근골격 모델개발 및 응력해석)

  • Lee, Jung-Hyun;Lee, Se-Hoon;Lee, Young-Shin
    • Journal of the Korean Society for Precision Engineering
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    • v.24 no.11
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    • pp.116-125
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    • 2007
  • Human muscle skeletal model was developed for biomechanical study. The human model was consists with 19 bone-skeleton and 122 muscles. Muscle number of upper limb, trunk and lower limb part are 28, 60, 34 respectively. Bone was modeled with 3D beam element and muscle was modeled with spar element. For upper limb muscle modelling, rectus abdominis, trapezius, deltoideus, biceps brachii, triceps brachii muscle and other main muscles were considered. Lower limb muscle was modeled with gastrocenemius, gluteus maximus, gluteus medius and related muscles. The biomechanical stress and strain analysis of human was conducted by proposed finite element analysis model under Kumdo head hitting motion. In this study structural analysis has been performed in order to investigate the human body impact by Kumdo head hitting motion. As the results, the analytical displacement, stress and strain of human body are presented.

Association between Vibration Exposure and Skeletal Muscle Mass Index in a Single University Hospital Health Check-up (일개 대학 병원 건강 검진 수검자에서 진동 노출과 골격근 지수의 관련성)

  • Park, Young Sook;Chae, Chang Ho
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.30 no.3
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    • pp.313-320
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    • 2020
  • Objectives: The aim of this study is to evaluate the association between vibration exposure and skeletal muscle mass index through a single university health check-up. Methods: We used data from 134,067 male subjects who received a general health check-up or vibration exposure health check-up out of the 1,515,322 people who underwent medical check-up at a local university hospital from 2002 to 2018. Pearson correlation analysis was conducted for comparing the association between skeletal muscle mass index and demographic and hematological variables in both groups. Mixed linear model analysis after controlling demographic and hematological variables was used to analyze the differences in skeletal muscle mass index between groups at every visit over 10 years. Results: In the Pearson correlation test, the variables that showed different results when comparing the two groups were C-reactive protein (p=0.001) and glycated hemoglobin (p=0.002) in the vibration exposure group and erythrocyte sedimentation rate (p<0.001) and vitamin D (p<0.001) in the general group. After the adjustment of demographic and hematologic variables, the skeletal muscle mass index at every visit was markedly decreased in the vibration exposure group (p<0.001). Conclusions: In the vibration exposure group, the skeletal muscle mass index showed a tendency to decrease markedly over time compared to the general health check-up group, which showed that C-reactive protein and glycated hemoglobin would have an influence on skeletal muscle index in male workers exposed to vibration.

A PREDICTION OF BONY INTERFERENCE BETWEEN PROXIMAL & DISTAL SEGMENT OF THE MANDIBLE WITH INTEGRATED 3D SOLID MODEL AND DENTAL CAST IN ORTHOGNATHIC SURGERY (턱교정 수술에서 3차원 입체 모델과 치아 석고모형의 결합을 이용한 하악 근원심 골편간 간섭의 예측)

  • Kwon, Tae-Geon;Lee, Sang-Han;Kim, Jong-Bae;Nam, Ki-Young
    • Journal of the Korean Association of Oral and Maxillofacial Surgeons
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    • v.29 no.3
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    • pp.163-168
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    • 2003
  • Three-dimensional solid model has not been widely used in surgical prediction of orthognathic surgery because frequent artifacts from occlusal restorations or prosthesis limited the usefulness of simulated surgery involving occlusion. We prepared three-dimensional(3D) solid model from CT data and integrated the 3D solid model with dental cast using a face-bow transfer technique combined with skeletal reference measurement and confirmation with cephalometric radiographs. With this simple and easy method, it was possible to predict bony interference between the proximal and distal segment of the mandible so that we can prevent condylar displacement after sagittal split ramus osteotomy of the mandible with prominent asymmetry. The method error was within 2mm and it seemed to be useful in preoperative planning for maxillofacial surgery with maxillo-mandibular occlusal change.

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.