• Title/Summary/Keyword: Human Body Motion

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Human-Sensitive Mot ion Interpretation of Emotional Robot "Rai" (감성 로봇 "라이"의 감성적 동작 구현)

  • 김연훈;이동연;김병수;곽윤근
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.327-332
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    • 2002
  • We made a human-sensitive motion interpretation to the interactive emotional robot, "Rai" of which the mechanism design was carried out and completed. Kinematic system of this emotional robot mainly consists of a body and a head. The body contains the total control units , the communicat ion modules and also two wheels and motors for main driving which make kinds of motions 1 ike the inverted pendulum. This robot system is designed under the concept on the human-friendly mot ion and react ion wi th humans around living room and office environments. Therefore, various scenarios are constructed in order to enable the emotional expressions at those places. Especially, we interpreted technically-possible motions while accommodating to the scenarios constructed. And we performed some experiments to make sere of the possibility of the motion interpretation.

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Stereo Vision Based 3-D Motion Tracking for Human Animation

  • Han, Seung-Il;Kang, Rae-Won;Lee, Sang-Jun;Ju, Woo-Suk;Lee, Joan-Jae
    • Journal of Korea Multimedia Society
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    • v.10 no.6
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    • pp.716-725
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    • 2007
  • In this paper we describe a motion tracking algorithm for 3D human animation using stereo vision system. This allows us to extract the motion data of the end effectors of human body by following the movement through segmentation process in HIS or RGB color model, and then blob analysis is used to detect robust shape. When two hands or two foots are crossed at any position and become disjointed, an adaptive algorithm is presented to recognize whether it is left or right one. And the real motion is the 3-D coordinate motion. A mono image data is a data of 2D coordinate. This data doesn't acquire distance from a camera. By stereo vision like human vision, we can acquire a data of 3D motion such as left, right motion from bottom and distance of objects from camera. This requests a depth value including x axis and y axis coordinate in mono image for transforming 3D coordinate. This depth value(z axis) is calculated by disparity of stereo vision by using only end-effectors of images. The position of the inner joints is calculated and 3D character can be visualized using inverse kinematics.

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Fine-Motion Estimation Using Ego/Exo-Cameras

  • Uhm, Taeyoung;Ryu, Minsoo;Park, Jong-Il
    • ETRI Journal
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    • v.37 no.4
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    • pp.766-771
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    • 2015
  • Robust motion estimation for human-computer interactions played an important role in a novel method of interaction with electronic devices. Existing pose estimation using a monocular camera employs either ego-motion or exo-motion, both of which are not sufficiently accurate for estimating fine motion due to the motion ambiguity of rotation and translation. This paper presents a hybrid vision-based pose estimation method for fine-motion estimation that is specifically capable of extracting human body motion accurately. The method uses an ego-camera attached to a point of interest and exo-cameras located in the immediate surroundings of the point of interest. The exo-cameras can easily track the exact position of the point of interest by triangulation. Once the position is given, the ego-camera can accurately obtain the point of interest's orientation. In this way, any ambiguity between rotation and translation is eliminated and the exact motion of a target point (that is, ego-camera) can then be obtained. The proposed method is expected to provide a practical solution for robustly estimating fine motion in a non-contact manner, such as in interactive games that are designed for special purposes (for example, remote rehabilitation care systems).

Human-Computer Natur al User Inter face Based on Hand Motion Detection and Tracking

  • Xu, Wenkai;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.501-507
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    • 2012
  • Human body motion is a non-verbal part for interaction or movement that can be used to involves real world and virtual world. In this paper, we explain a study on natural user interface (NUI) in human hand motion recognition using RGB color information and depth information by Kinect camera from Microsoft Corporation. To achieve the goal, hand tracking and gesture recognition have no major dependencies of the work environment, lighting or users' skin color, libraries of particular use for natural interaction and Kinect device, which serves to provide RGB images of the environment and the depth map of the scene were used. An improved Camshift tracking algorithm is used to tracking hand motion, the experimental results show out it has better performance than Camshift algorithm, and it has higher stability and accuracy as well.

An experimental study on the human upright standing posture exposed to longitudinal vibration

  • Shin, Young-Kyun;Arif Muhammad;Inooka Hikaru
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.77.2-77
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    • 2002
  • Human upright standing posture in the sagittal plane is studied, when it exposed in the antero-posterior vibration. A two link inverted pendulum model is considered and described its functional behavior in terms of ankle and hip joint according to the dominant joints that provides the largest contribution to the corresponding human reactionary motion. The data is analyzed, both in the time domain and the frequency domain. Subjects behave as a non-rigid pendulum with a mass and a spring throughout the whole period of the platform motion. When vision was allowed, each segment of body shows more stabilized.

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Real-Time Analysis of Occupant Motion for Vehicle Simulator (차량 시뮬레이터 접목을 위한 실시간 인체거동 해석기법)

  • Oh, Kwangseok;Son, Kwon;Choi, Kyunghyun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.26 no.5
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    • pp.969-975
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    • 2002
  • Visual effects are important cues for providing occupants with virtual reality in a vehicle simulator which imitates real driving. The viewpoint of an occupant is sensitively dependent upon the occupant's posture, therefore, the total human body motion must be considered in a graphic simulator. A real-time simulation is required for the dynamic analysis of complex human body motion. This study attempts to apply a neural network to the motion analysis in various driving situations. A full car of medium-sized vehicles was selected and modeled, and then analyzed using ADAMS in such driving conditions as bump-pass and lane-change for acquiring the accelerations of chassis of the vehicle model. A hybrid III 50%ile adult male dummy model was selected and modeled in an ellipsoid model. Multibody system analysis software, MADYMO, was used in the motion analysis of an occupant model in the seated position under the acceleration field of the vehicle model. Acceleration data of the head were collected as inputs to the viewpoint movement. Based on these data, a back-propagation neural network was composed to perform the real-time analysis of occupant motions under specified driving conditions and validated output of the composed neural network with MADYMO result in arbitrary driving scenario.

A study of the variations by motion of the Lower body Using 3D Body Surface Scan Data of a man in his early twenties (3차원 스캐너를 이용한 20대 남성의 하반신 신축량 분석)

  • Sohn, Boo-Hyun;Hong, Kyung-Hi
    • Korean Journal of Human Ecology
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    • v.18 no.3
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    • pp.729-740
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    • 2009
  • This study is to research on the rate of expansion or contraction according to movement of the lower body of the man their twenties using Rapid Form software. And aim of this study is to get information of ease allowance in developing slacks pattern using 3D body surface scan data through comparison with existing slacks patterns. Considering on the contraction and expansion according to movement, it need to set the more ease allowance in hip circumference than waist circumference, and the more ease allowance in back hip width than front hip width in slacks. In crotch length, the length of front crotch is revealed contraction but the length of back crotch is revealed expansion. It is desirable lowering front waist line and raising back waist line to possess ease allowance in back crotch area. The length of side seam is revealed a little expansion but the length of inseam is showed a great expansion. To develop slacks pattern of scientific approach using 3D body surface scan data, it need to analysis the rate of expansion and contraction of the lower body based on the movement, shear deformation, slip in fabrics and skin, or in fabrics and fabrics, and slip down from waist line.

Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • v.35 no.2
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

A Study on the Dynamic and Impact Analysis of Side Kick in Taekwondo (태권도 옆차기 동작의 동력학해석과 충격해석에 관한 연구)

  • Lee, Jung-Hyun;Han, Kyu-Hyun;Lee, Hyun-Seung;Lee, Eun-Yup;Lee, Young-Shin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.32 no.1
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    • pp.83-90
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    • 2008
  • Taekwondo is a martial art form and sport that uses the hands and foot for attack and defense. Taekwondo basic motion is composed of the breaking, competition and poomsea motion. In the side kick among the competition motion, the impact force is larger than other kinds of kicks. The side kick with the front foot can be made in two steps. In the first step, the front foot is stretched forward from back stance free-fighting position. For the second step, the rear foot is followed simultaneously. Then, the kick is executed while entire body weight rests on the rear foot. In this paper, impact analysis of the human model for hitting posture is carried out. The ADAMS/LifeMOD is used in hitting modeling and simulation. The simulation model creates the human model to hit the opponent. As the results, the dynamic analysis of human muscle were presented.

Body Segment Length and Joint Motion Range Restriction for Joint Errors Correction in FBX Type Motion Capture Animation based on Kinect Camera (키넥트 카메라 기반 FBX 형식 모션 캡쳐 애니메이션에서의 관절 오류 보정을 위한 인체 부위 길이와 관절 가동 범위 제한)

  • Jeong, Ju-heon;Kim, Sang-Joon;Yoon, Myeong-suk;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.405-417
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    • 2020
  • Due to the popularization of the Extended Reality, research is actively underway to implement human motion in real-time 3D animation. In particular, Microsoft developed Kinect cameras for 3D motion information can be obtained without the burden of facilities and with simple operation, real-time animation can be generated by combining with 3D formats such as FBX. Compared to the marker-based motion capture system, however, Kinect has low accuracy due to its lack of estimated performance of joint information. In this paper, two algorithms are proposed to correct joint estimation errors in order to realize natural human motion in motion capture animation system in Kinect camera-based FBX format. First, obtain the position information of a person with a Kinect and create a depth map to correct the wrong joint position value using the human body segment length constraint information, and estimate the new rotation value. Second, the pre-set joint motion range constraint is applied to the existing and estimated rotation value and implemented in FBX to eliminate abnormal behavior. From the experiment, we found improvements in human behavior and compared errors between algorithms to demonstrate the superiority of the system.