• 제목/요약/키워드: Artificial motion

검색결과 396건 처리시간 0.038초

새로운 공간경사를 사용한 시공간 경사법에 의한 운동경계 검출 및 이동벡터 추정 (Motion Boundary Detection and Motion Vector Estimation by spatio-temporal Gradient Method using a New Spatial Gradient)

  • 김이한;김성대
    • 전자공학회논문지B
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    • 제30B권2호
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    • pp.59-68
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    • 1993
  • The motion vector estimation and motion boundary detection have been briskly studied since they are an important clue for analysis of object structure and 3-d motion. The purpose of this researches is more exact estimation, but there are two main causes to make inaccurate. The one is the erroneous measurement of gradients in brightness values and the other is the blurring of motion boundries which is caused by the smoothness constraint. In this paper, we analyze the gradient measurement error of conventional methods and propose new technique based on it. When the proposed method is applied to the motion boundary detection in Schunck and motion vector estimation in Horn & Schunck, it is shown to have much better performance than conventional method is some artificial and real image sequences.

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A Study on 2D Character Response of Speed Method Using Unity

  • HAN, Dong-Hun;CHOI, Jeong-Hyun;LIM, Myung-Jae
    • 한국인공지능학회지
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    • 제9권2호
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    • pp.35-40
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    • 2021
  • In this paper, many game companies seek better optimization and easy-to-apply logic to prolong the game's lifespan and provide a better game environment for users. Therefore, research will be showing the game's key input response method called RoS (Response of Speed). The purpose of the method is to simultaneously perform various motions with the character showing natural motion without errors even if the character's control key is duplicated. This method is for the developers so they can reduce bugs and development time in future game development. To be used with quickly generating game environments, the new method compares with the popular motion method, so which method is faster and can adapt to diverse games. The paper suggested that the Response of Speed method is a better method for optimizing frames and reducing the number of reacting seconds by showing a faster response and speed). With the method popularity of scrollers, many 2D cross-scroll games follow the formula of Dash, Shoot, Walk, Stay, and Crouch. With the development of game engines, it is becoming easier to implement them. Therefore, although the method presented in the above paper differs from the popular method, it is expected that there will be no great difficulty in applying it to the game because transplantation is easy. In the future, we plan to study to minimize the delay of each connection of the character motion so that the game can be optimized to best.

족저굴곡과 무릎 신전 토크를 이용한 보행 재활 훈련용 장하지 보조기 개발 (Development of Knee Ankle Foot Orthosis for Gait Rehabilitation Training using Plantaflexion and Knee Extension Torque)

  • 김경;김재준;허민;정구영;고명환;권대규
    • 제어로봇시스템학회논문지
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    • 제16권10호
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    • pp.948-956
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    • 2010
  • The purpose of this study was to test the effectiveness of a prototype KAFO (Knee-Ankle-Foot Orthosis) powered by two artificial pneumatic muscles during walking. We had previously built powered AFO (Ankle-Foot Orthosis) and KO (Knee Orthosis) and used it effectively in studies on assistance of plantaflexion and knee extension motion. Extending the previous study to a KAFO presented additional challenges related to the assistance of gait motion for rehabilitation training. Five healthy males were performed gait motion on treadmill wearing KAFO equipped with artificial pneumatic muscles to power ankle plantaflexion and knee extension. Subjects walked on treadmill at 1.5 km/h under four conditions without extensive practice: 1) without wearing KAFO, 2) wearing KAFO with artificial muscles turned off, 3) wearing KAFO powered only in plantaflexion under feedforward control, and 4) wearing KAFO powered both in plantaflexion and knee extension under feedforward control. We collected surface electromyography, foot pressure and kinematics of ankle and knee joint. The experimental result showed that a muscular strength of wearing KAFO powered plnatarfexion and knee extension under feedforward control was measured to be lower due to pneumatic assistance and foot pressure of wearing KAFO powered plnatarfexion and knee extension under feedforward control was measured to be greater due to power assistance. In the result of motion analysis, the ankle angle of powered KAFO in terminal stance phase was found a peak value toward plantaflexion and there were difference of maximum knee flexion range among condition 2, 3 and 4 in mid-swing phase. The current orthosis design provided plantaflexion torque of ankle jonit in terminal stance phase and knee extension torque of knee joint in mid-swing phase.

추계학적 점지진원 모델을 사용한 한반도 지반 운동의 경로 감쇠 효과 평가 (Estimation of Path Attenuation Effect from Ground Motion in the Korean Peninsula using Stochastic Point-source Model)

  • 지현우;한상환
    • 한국지진공학회논문집
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    • 제24권1호
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    • pp.9-17
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    • 2020
  • The stochastic point-source model has been widely used in generating artificial ground motions, which can be used to develop a ground motion prediction equation and to evaluate the seismic risk of structures. This model mainly consists of three different functions representing source, path, and site effects. The path effect is used to emulate decay in ground motion in accordance with distance from the source. In the stochastic point-source model, the path attenuation effect is taken into account by using the geometrical attenuation effect and the inelastic attenuation effect. The aim of this study is to develop accurate equations of ground motion attenuation in the Korean peninsula. In this study, attenuation was estimated and validated by using a stochastic point source model and observed ground motion recordings for the Korean peninsula.

Kinodynamic Motion Planning with Artificial Wavefront Propagation

  • Ogay, Dmitriy;Kim, Eun-Gyung
    • Journal of information and communication convergence engineering
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    • 제11권4호
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    • pp.274-281
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    • 2013
  • In this study, we consider the challenges in motion planning for automated driving systems. Most of the existing online motion-planning algorithms, which take dynamics into account, find it difficult to operate in an environment with narrow passages. Some of the existing algorithms overcome this by offline preprocessing if environment is known. In this work an online algorithm for motion planning with dynamics in an unknown cluttered environment with narrow passages is presented. It utilizes an idea of hybrid planning with sampling- and discretization-based motion planners, which run simultaneously in a full configuration space and a derived reduced space. The proposed algorithm has been implemented and tested with a real autonomous vehicle. It provides significant improvements in computational time performance over basic planning algorithms and allows the generation of smoother paths than those generated by the recently developed hybrid motion planners.

내진설계를 위한 인공지진파 강진지속시간 기준의 평가 (Assessment of the Strong Motion Duration Criterion of Synthetic Accelerograms)

  • 허정원;정호섭;김재민;정연석
    • 한국지진공학회:학술대회논문집
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    • 한국지진공학회 2006년도 학술발표회 논문집
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    • pp.133-140
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    • 2006
  • This paper addresses a fundamental research subject to complement and improve current domestic design specifications for the strong motion duration criterion and the envelop function of artificial accelerograms that can be applied to the earthquake-proof design of nuclear structures. The criteria for design response spectra and strong motion duration suggested by WRC RG 1.60 and ASCE Standard 4-98 are commonly being used in the profession, and they are first compared with each other and reviewed. By applying 152 real strong earthquake records that are over magnitude of 5 in the rock sites to the strong motion duration criterion in ASCE 4-98, an empirical regression model that predicts the strong motion duration as a function of earthquake magnitude is then developed. Using synthetically generated earthquake time histories for the five cases whose strong motion durations vary from 6 to 15 seconds, a seismic analysis is conducted to identify effects of the strong motion durations on the seismic responses of nuclear structures.

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PSD 함수를 이용한 인공윤하중의 생성기법에 대한 연구 (A Study on Artificial Wheel Load Generation Method Using PSD Analysis)

  • 조광일;최문석;임지영;김상효
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 2008년도 정기 학술대회
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    • pp.184-189
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    • 2008
  • In this study, an artificial wheel load generation method is proposed to assist practical engineers performing dynamic analysis with simple procedure. To generate an artificial wheel loads from running vehicle, PSD(Power Spectrum Density) profiles of actual wheel load were sampled in terms of various road roughnesses. A detailed truck and bridge models were used for sampling actual wheel load to represent the real motion of moving vehicle. These wheel load profiles were simplified for the artificial wheel load. The simplification of actual wheel load profiles was performed by regression analysis. The result showed that the artificial wheel load well represents the real profiles of wheel load.

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골프 스윙 모션 추정에서 Bi-LSTM 기반의 효율적인 이상치 검출 및 보정 기법 (An efficient Bi-LSTM based method for outlier detection and correction in golf swing motion estimation)

  • 주찬양;박지성;오경수;최현준;이동호
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2021년도 추계학술발표대회
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    • pp.787-790
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    • 2021
  • 본 논문에서는 최신 모션 인식 기술을 활용하여 골프 스윙 비디오에서 사람의 자세를 추정한 후 다양한 원인으로 오검출된 좌표들을 보정하여 자세 추정의 정확도를 높이는 방법을 제안한다. 기존의 사람 자세 추정 모델은 골프 스윙 데이터에서 오검출, 반전, 불안정성, 미검출의 문제를 보여 정확한 자세 추정을 어렵게 했다. 이를 해결하기 위하여 본 연구에서는 자세 추정시 발생하는 이상치 데이터들을 Bi-LSTM 으로 학습하고 골프 스윙의 특징을 고려한 간단한 규칙을 통하여 이상치 데이터를 효과적으로 검출하고 이를 보정하는 방법을 제안한다. 또한 다양한 실험과 분석을 통하여 제안하는 방법이 골프 스윙 모션에서 사람의 자세를 정확히 추정할 수 있음을 보인다.

Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.19-26
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    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.