• Title/Summary/Keyword: Human Head Motion

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Estimation of Sensitivity Axis Offset of an Accelerometer for Accurate Measurement of the 6 DOF Human Head Motion (인체 머리부 6 자유도 운동 측정의 신뢰성 향상을 위한 가속도계 감도축의 옵셋(offset) 추정)

  • Lee, Jeung-Hoon;Kim, Kwang-Joon;Jang, Han-Kee
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.18 no.9
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    • pp.905-912
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    • 2008
  • Notion sickness is well known to be caused by long time exposure to the very low frequency motion in the multiple axes of human body Since the vestibular system for the perception of low frequency motion is located in the head, accurate measurement of 6 degree of freedom head motion is of great importance. In this study, the measurement system consisting of a safety helmet and 9 translational accelerometers was constructed for the estimation of 3 translational and 3 rotational motions of human head. Since estimation errors of 3 rotational components can be significantly magnified even by small offset of the sensitivity axis from the geometric center of an accelerometer, accurate measurement of sensitivity axis must be preceded. The method for accurate estimation of the offset was proposed, and the effect of offset on the estimation of angular acceleration was investigated.

Implementation of Game Interface using Human Head Motion Recognition (사람의 머리 모션 인식을 이용한 게임 인터페이스 구현)

  • Lee, Samual;Lee, Chang Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.9-14
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    • 2014
  • Recently, various contents using human motion are developed in computer vision and game industries. If we try to apply human motion to application programs and contents, users can experience a sense of immersion getting into it so that the users feel a high level of satisfaction from the contents. In this research, we analyze human head motion using images captured from an webcam and then we apply the result of motion recognition to a game without special devices as an interface. The proposed method, first, segments human head region using an image composed of MHI(Motion History Image) and the result of skin color detection, and then we calculate the direction and distance by the MHI sequence. In experiments, the proposed method for human head motion recognition was tested for controlling a game player. From the experimental results we proved that the proposed method can make a gammer feel more immersed into the game. Furthermore, we expect the proposed method can be an interface of a serious game for medical or rehabilitation purposes.

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.

Analysis of Face Direction and Hand Gestures for Recognition of Human Motion (인간의 행동 인식을 위한 얼굴 방향과 손 동작 해석)

  • Kim, Seong-Eun;Jo, Gang-Hyeon;Jeon, Hui-Seong;Choe, Won-Ho;Park, Gyeong-Seop
    • Journal of Institute of Control, Robotics and Systems
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    • v.7 no.4
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    • pp.309-318
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    • 2001
  • In this paper, we describe methods that analyze a human gesture. A human interface(HI) system for analyzing gesture extracts the head and hand regions after taking image sequence of and operators continuous behavior using CCD cameras. As gestures are accomplished with operators head and hands motion, we extract the head and hand regions to analyze gestures and calculate geometrical information of extracted skin regions. The analysis of head motion is possible by obtaining the face direction. We assume that head is ellipsoid with 3D coordinates to locate the face features likes eyes, nose and mouth on its surface. If was know the center of feature points, the angle of the center in the ellipsoid is the direction of the face. The hand region obtained from preprocessing is able to include hands as well as arms. For extracting only the hand region from preprocessing, we should find the wrist line to divide the hand and arm regions. After distinguishing the hand region by the wrist line, we model the hand region as an ellipse for the analysis of hand data. Also, the finger part is represented as a long and narrow shape. We extract hand information such as size, position, and shape.

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A Motion Capture and Mimic System for Motion Controls (운동 제어를 위한 운동 포착 및 재현 시스템)

  • Yoon, Joongsun
    • Journal of the Korean Society for Precision Engineering
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    • v.14 no.7
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    • pp.59-66
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    • 1997
  • A general procedure for a motion capture and mimic system has been delineated. Utilizing sensors operated in the magnetic fields, complicated and optimized movements are easily digitized to analyze and repreduce. The system consists of a motion capture module, a motion visualization module, a motion plan module, a motion mimic module, and a GUI module. Design concepts of the system are modular, open, and user friendly to ensure the overall system performance. Custom-built and/or off-the-shelf modules are ease- ly integrated into the system. With modifications, this procedure can be applied for complicated motion controls. This procedure is implemented on tracking a head and balancing a pole. A neural controller based on this control scheme dtilizing human motions can easily evolve from a small amount of learning data.

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Development of a Color Stereo Head-Eye System with Vergence (눈동자 운동이 가능한 컬러 스테레오 머리-눈 시스템의 개발)

  • HwangBo, Myung;You, Bum-Jae;Oh, Sang-Rok;Lee, Jong-Won
    • Proceedings of the KIEE Conference
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    • 1998.07g
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    • pp.2370-2372
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    • 1998
  • Recently we have developed an active stereo head-eye system with vergence, name it KIST HECter(Head-Eye System with Colored Stero Vision), based on the analysis of human's neck and eye motion at visual behavior. Our HECter is a five degree-of-freedom system composed of pan and tilt motion in neck part and independent vergence motion of binocular cameras and commonly shared elevation axis in eye part. And stereo vision Provides two color image, which are processed by powerful each TMS32080 vision board. The shape and size are designed to be almost same as human face. The ability to vergence has significant importance and gives many beneficial merits. On its mechanical implementation we adapt a non-parallelogram 4-bar linkage mechanism since it provides high accuracy in transfering motion and enables compact and flexible design.

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Development of Vertical Biomechanical Model for Evaluating Ride Quality (승차감 평가를 위한 수직 방향의 인체 진동 모델 개발)

  • 조영건;박세진;윤용산
    • Journal of KSNVE
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    • v.10 no.2
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    • pp.269-279
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    • 2000
  • This paper deals with the development of biomechanical model on a seat with backrest support in the vertical direction. Four kinds of biomechanical models are discussed to depict human motion. One DOF model mainly describes z-axis motion of hip, two and three DOF models describe z-axis of hip and head, and while nine DOF model suggested in this study represents more motion than the otehr model. Three kinds of experiments were executed to validate these models. The first one was to measure the acceleration of the floor and hip surface in z-axis, the back surface in x-axis, and the head in z-axis under exciter. From this measurement, the transmissiblities of each subject were obtained. The second one was the measurement of the joint position by the device having pointer and the measurement of contact position between the human body and the seat by body pressure distribution. The third one was the measurement of the seat and back cushion by dummy. The biomechanical model parameters were obtained by matching the simulated to the experimental transmissiblities at the hip, back, and head.

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A Comparison of Head-Hand Coordination Patterns during Squash Forehand Strokes in Expert and Less-Skilled Squash Players

  • Roh, Miyoung
    • Korean Journal of Applied Biomechanics
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    • v.28 no.2
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    • pp.109-117
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    • 2018
  • Objective: To compare head and hand movement patterns during squash forehand motions between experts and less-skilled squash players. Method: Four experts and four less-skilled squash players participated in this study. They performed squash forehand swings and a VICON motion analysis system was used to obtain displacement and velocity data of the head and right hand during the movement. Mann-Whitney U-tests were performed to compare head and hand range of motion and peak velocity, and cross-correlation was performed to analyze the head-hand coordination pattern between groups in three movement directions. Results: In terms of head and hand kinematic data, experts had greater head range of motion during down swings than less-skilled squash players. Experts seemed to reach peak hand velocity at impact by reaching peak head velocity followed by hand peak velocity within a given temporal sequence. In terms of head-hand coordination patterns, both groups revealed high positive correlations in the medial-lateral direction, indicating a dominant allocentric coordination pattern. However, experts had uncoupled coordination patterns in the vertical direction and less-skilled squash players had high positive correlations. These results indicate that the head-hand movement pattern likely an important factor squash forehand movement. Conclusion: Analysis of head and hand movement patterns could be a key variable in squash training to reach expert-level performance.

Motion Analysis of Head and Neck of Human Volunteers in Low-Speed Rear Impact (저속 후방 추돌 자원자 실험을 통한 두부와 경부의 동작분석)

  • Hong, Seong Woo;Park, Won-Pil;Park, Sung-Ji;You, Jae-Ho;Kong, Sejin;Kim, Hansung
    • Journal of Auto-vehicle Safety Association
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    • v.4 no.2
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    • pp.37-43
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    • 2012
  • The purpose of this research is to obtain and analyze dynamic responses from human volunteers for the development of the human-like mechanical or mathematical model for Korean males in automotive rear collisions. This paper focused on the introduction to a low-speed rear impact sled test involving Korean male subjects, and the accumulation of the motion of head and neck. A total of 50 dynamic rear impact sled tests were performed with 50 human volunteers, who are 30-50 year-old males. Each subject can be involved in only one case to prevent any injury in which he was exposed to the impulse that was equivalent to a low-speed rear-end collision of cars at 5-8 km/h for change of velocity, so called, ${\Delta}V$. All subjects were examined by an orthopedist to qualify for the test through the medical check-up of their necks and low backs prior to the test. The impact device is the pendulum type, tuned to simulate the crash pulse of a real vehicle. All motions and impulses were captured and measured by motion capture systems and pressure sensors on the seat. Dynamic responses of head and T1 were analyzed in two cases(5 km/h, 8 km/h) to compare with the results in the previous studies. After the experiments, human subjects were examined to check up any change in the post medical analysis. As a result, there was no change in MRI and no injury reported. Six subjects experienced a minor stiffness on their back for no more than 2 days and got back to normal without any medical treatment.

Implementation of an Effective Human Head Tracking System Using the Ellipse Modeling and Color Information (타원 모델링과 칼라정보를 이용한 효율적인 머리 추적 시스템 구현)

  • Park, Dong-Sun;Yoon, Sook
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.38 no.6
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    • pp.684-691
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    • 2001
  • In this paper, we design and implement a system which recognizes and tracks a human head on a sequence of images. In this paper, the color of the skin and ellipse modeling is used as feature vectors to recognize the human head. And the modified time-varying edge detection method and the vertical projection method is used to acquire regions of the motion from images with very complex backgrounds. To select the head from the acquired candidate regions, the process for thresholding on the basis of the I-component of YIQ color information and mapping with ellipse modeling is used. The designed system shows an excellent performance in the cases of the rotated heads, occluded heads, and tilted heads as well as in the case of the normal up-right heads. And in this paper, the combinational technique of motion-based tracking and recognition-based tracking is used to track the human head exactly even though the human head moves fast.

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