• Title/Summary/Keyword: Capture

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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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Abstract of digital motion capture system and 3D game character animation application (디지털 모션캡쳐(Digital Motion Capture)시스템의 개요 및 3D게임 캐릭터 애니메이션 적용)

  • Choi, Tae-Jun;Lee, Dong-Lyeor;Sohn, Jong-Nam;kim, Tae-Yul
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.257-263
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    • 2006
  • Nowadays, 3-D(Three-dimensions) is used in various field such as Games, Movies, Animations etc. Especially the Role of 3-D computer graphic is being generalized by turnover of Screen from '2-dimensional' to '3-dimensional'. There are not enough data about 'Motion Capture' even though it plays main function in 3-dimensional movement. 'Motion Capture' could be also unfamiliar for people. And as a matter of fact, the use of this equipment is limited due to its high cost. Therefore, I studied the outline of Digital Motion Capture system and its application to 3-D game Character Animation. And I checked the movement of 3-D Character after transplanting the Motion Data to the 3-D Character. I acquired Motion Data by Optical Motion Capture Equipment which we possess and transplanted it into the 3-D Character then Implemented it as walking, running and hitting which are the basic motions of Expression.

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Variation in Echolocation and Prey-capture Behavior of Rhinolophus ferrumequinum during Foraging Flight (관박쥐(Rhinolophus ferrumequinum)의 먹이포획 과정에 대한 행동 및 반향정위 변화)

  • Chung, Chul Un;Kim, Sung Chul;Jeon, Young Shin;Han, Sang Hoon
    • Journal of Environmental Science International
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    • v.26 no.6
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    • pp.779-788
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    • 2017
  • In this study, we analyzed the changes in the echolocation and prey-capture behavior of the horseshoe bat Rhinolophus ferrumequinum from search phase to capture time. The experiment was conducted in an indoor free-flight room fitted with an ultra-high-speed camera. We found that the bats searched for food while hanging from a structure, and capturing was carried out using the flight membrane. In addition, it was confirmed that the mouth and uropatagium were continuously used in tandem during the capturing process. Furthermore, using Constant Frequency (CF), we confirmed that the prey catching method reflected the wing morphology and echolocation pattern of R. ferrumequinum. The echolocation analysis revealed that the pulse duration, pulse interval, peak frequency, start-FM-bandwidth, and CF duration decreased as the search phase approached the terminal phase. Detailed analysis of echolocation pulse showed that the end-FM bandwidth, which increases as it gets nearer to the capture time of prey, was closely related to the accurate grasp of the location of an insect. At the final moment of prey capture, the passive listening that stopped the divergence of the echolocation was identified; this was determined to be the process of minimizing the interruption from the echo of the echolocation call emitted from the bat itself and sound waves emitted from the prey.

$CO_2$ Capture in Pre-Combustion using Principles of Gas hydrate Formation (가스하이드레이트 방법을 이용한 연소전 탈탄소화 기술)

  • Kang, Kyung-Chan;Lee, Jin-Woo;Lee, Man-Sik;Kim, Young-Seok;Lee, Ju-Dong
    • 한국신재생에너지학회:학술대회논문집
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    • 2008.05a
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    • pp.602-605
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    • 2008
  • $CO_2$ 분리는 크게 연소전 탈탄소화(pre-combustion capture)와 연소후 포획(post-combustion capture)으로 나누어지는데, post-combustion capture는 연료가 연소하면 $N_2$$CO_2$가 남게 되고 흡수나, 흡착, 막분리 등을 이용해서 $CO_2$를 분리하는 것이고, Pre-combustion capture(연소전 회수)는 연소 전에 이산화탄소가 발생되지 않도록 하는 기술로써, 부분 산화나 개질 및 수성가스 변위반응 등이 포함되며 생성된 수소와 이산화탄소를 분리하여 수소를 생산하는 기술($CO_2/H_2$ 분리가 핵심)이다. 우리나라는 대부분 연소 후 포획 위주로 많은 연구가 진행되어 왔지만, 최근 고유가 시장이 형성되면서 석탄화력발전 및 복합가스발전(IGCC)에 필요한 연소전 탈탄소화($H_2/CO_2$ 가스로부터 $CO_2$ 회수) 연구에 산업적 관심이 급상승 되고 있다. 특히, Pre-combustion 과정에서는 높은 자체압력(약 2.5 - 5.0MPa)과 비교적 높은 농도의 $CO_2$(약 40%의)가 발생되기 때문에, 연소전 탈탄소화는 가스하이드레이트 형성/분해 원리가 가장 잘 적용될 수 있는 기술이라 할 수 있다. 본 연구에서는 비교적 저압 조건에서도 하이드레이트를 보다 쉽게 형성시키는 촉진제를 이용하여 $CO_2/H_2$ 혼합 가스 중 $CO_2$를 분리하는 실험을 수행하였다.

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Capture Myopathy in a Red-Necked Wallaby (Macropus rufogriseus) (붉은목왈라비에서 발생한 포획근병증)

  • Kim, Ji-Yong;Oh, Suk-Hun;Kim, Yang-Beom;Kwon, Soo-Whan;Jee, Hyang;Kim, Dae-Yong;Shin, Nam-Shik
    • Journal of Veterinary Clinics
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    • v.27 no.2
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    • pp.198-201
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    • 2010
  • This case report describes capture myopathy in an 8-month-old female red-necked wallaby (Macropus rufogriseus) that died after a 14-day history of depression, lameness and astasia following a bathing protocol for dermatitis. In a blood test performed the day after the wallaby fell down, serum chemistry showed a normal rangeof LDH but elevated CK, ALT and AST. Upon histopathologic examination after the animal's death, we found degeneration and necrosis of myofibers in skeletal muscle and myocardium. According to history that the wallaby was pressed by other individuals, suspected vitamin E insufficiency in the diet, physical stress during bathing as well as results of a blood test and microscopic examination, we diagnosed this case as capture myopathy. Although capture myopathy is a common problem in marsupials, this is the first reported case in Korea and understanding this case will help to manage future cases of capture myopathy in captive settings in Korea.

3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.

Motion Capture System for Digital Entertainment (디지털 엔터테인먼트에서의 모션 획득 시스템)

  • Lee, Man-Woo;Kim, Soon-Gohn
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.85-93
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    • 2007
  • The motion capture system has shown its great potential as a new image expression means for handling such challenging tasks as realistic animation of humans or animals in motion, which cannot be handled by the existing key frame method satisfactorily, and also projects involving a large scale or a burdensome economic expenses. Its applications also has been intensified and widened in the entertainment arena including motion pictures, TV, advertisements, documentaries, music videos, etc. centering around games. Despite of these merits, though, a number of issues have been surfaced in the digital image expression utilizing the motion capture system, such as a burdensome amount of preparatory work, the needs for attachment of markers and for remedial corrections of motion data, and the lack of trained manpower. We would like to present in this paper a new direction for making the digital image production more efficient, based on the extensive analysis of prior image production projects that used the motion capture system.

Motion Capture using both Human Structural Characteristic and Inverse Kinematics (인체의 구조적 특성과 역운동학을 이용한 모션 캡처)

  • Seo, Yung-Ho;Doo, Kyoung-Soo;Choi, Jong-Soo;Lee, Chil-Woo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.2
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    • pp.20-32
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    • 2010
  • Previous hardware devices to capture human motion have many limitations; expensive equipment, complexity of manipulation or constraints of human motion. In order to overcome these problems, real-time motion capture algorithms based on computer vision have been actively proposed. This paper presents an efficient analysis method of multiple view images for real-time motion capture. First, we detect the skin color regions of human being, and then correct the image coordinates of the regions by using camera calibration and epipolar geometry. Finally, we track the human body part and capture human motion using kalman filter. Experimental results show that the proposed algorithm can estimate a precise position of the human body.

A Study on the production of A 3D Game Character animation using Motion Capture System (Motion Capture 시스템을 이용한 3D 게임 Character 애니메이션 제작에 관한 연구)

  • Kim Tae-Yul;Ryu Seuc-Ho;Kyung Byung-Pyo;Lee Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.59-63
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    • 2005
  • 2D And 3D the animation joins in and with development of computer technique it accomplishes a continuous growth and a development. The computer hardware and software technique quick change(evolution) it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. 3D Present time in the technique which produces the animation it uses the Motion Capture System which and it is using plentifully 3D the process which produces the animation of game Character it leads and against a Motion Capture technique it examines and against the animation production which it follows in quality of the Character it researches.

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