• Title/Summary/Keyword: Boxing simulation

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The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

Exploring the Effectiveness of GAN-based Approach and Reinforcement Learning in Character Boxing Task (캐릭터 복싱 과제에서 GAN 기반 접근법과 강화학습의 효과성 탐구)

  • Seoyoung Son;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.7-16
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    • 2023
  • For decades, creating a desired locomotive motion in a goal-oriented manner has been a challenge in character animation. Data-driven methods using generative models have demonstrated efficient ways of predicting long sequences of motions without the need for explicit conditioning. While these methods produce high-quality long-term motions, they can be limited when it comes to synthesizing motion for challenging novel scenarios, such as punching a random target. A state-of-the-art solution to overcome this limitation is by using a GAN Discriminator to imitate motion data clips and incorporating reinforcement learning to compose goal-oriented motions. In this paper, our research aims to create characters performing combat sports such as boxing, using a novel reward design in conjunction with existing GAN-based approaches. We experimentally demonstrate that both the Adversarial Motion Prior [3] and Adversarial Skill Embeddings [4] methods are capable of generating viable motions for a character punching a random target, even in the absence of mocap data that specifically captures the transition between punching and locomotion. Also, with a single learned policy, multiple task controllers can be constructed through the TimeChamber framework.

Teleoperated Control of a Mobile Robot Using an Exoskeleton-Type Motion Capturing Device Through Wireless Communication (Exoskeleton 형태의 모션 캡쳐 장치를 이용한 이동로봇의 원격 제어)

  • Jeon, Poong-Woo;Jung, Seul
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.5
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    • pp.434-441
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    • 2004
  • In this paper, an exoskeleton-type motion capturing system is designed and implemented. The device is designed to have 12 degree-of-freedom entirely to represent human arm motions. Forward and inverse kinematics of the device are analyzed to make sure of its singular positions. With the designed model parameters, simulation studies are conducted to verify that the designed motion capturing system is effective to represent human motions within the workspace. As a counterpart of the exoskeleton system, a mobile robot is built to follow human motion restrictively. Experimental studies of teleoperation from the exoskeleton device to control the mobile robot are carried out to show feasible application of wireless man-machine interface.

Assessment of speckle image through particle size and image sharpness

  • Qian, Boxing;Liang, Jin;Gong, Chunyuan
    • Smart Structures and Systems
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    • v.24 no.5
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    • pp.659-668
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    • 2019
  • In digital image correlation, speckle image is closely related to the measurement accuracy. A practical global evaluation criterion for speckle image is presented. Firstly, based on the essential factors of the texture image, both the average particle size and image sharpness are used for the assessment of speckle image. The former is calculated by a simplified auto-covariance function and Gaussian fitting, and the latter by focusing function. Secondly, the computation of the average particle size and image sharpness is verified by numerical simulation. The influence of these two evaluation parameters on mean deviation and standard deviation is discussed. Then, a physical model from speckle projection to image acquisition is established. The two evaluation parameters can be mapped to the physical devices, which demonstrate that the proposed evaluation method is reasonable. Finally, the engineering application of the evaluation method is pointed out.