• 제목/요약/키워드: Human Motion Analysis

검색결과 449건 처리시간 0.03초

휴먼 모션 분석을 통한 이벤트 검출 및 인식 (Vision-based human motion analysis for event recognition)

  • 최요환;이창우
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2008년도 제39차 동계학술발표논문집 16권2호
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    • pp.219-222
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    • 2009
  • 최근 컴퓨터비젼 분야에서 이벤트 검출 및 인식이 활발히 연구되고 있으며, 도전적인 주제들 중 하나이다. 이벤트 검출 기술들은 많은 감시시스템들에서 유용하고 효율적인 응용 분야이다. 본 논문에서는 사무실 환경에서 발생할 수 있는 이벤트의 검출 및 인식을 위한 방법을 제안한다. 제안된 방법에서의 이벤트는 입장( entering), 퇴장(exiting), 착석(sitting-down), 기립(standing-up)으로 구성된다. 제안된 방법은 하드웨어적인 센서를 사용하지 않고, MHI(Motion History Image) 시퀀스(sequence)를 이용한 인간의 모션 분석을 통해 이벤트를 검출할 수 있는 방법이며, 사람의 체형과 착용한 옷의 종류와 색상, 그라고 카메라로부터의 위치관계에 불변한 특성을 가진다. 에지검출 기술을 HMI 시퀀스정보와 결합하여 사람 모션의 기하학적 특징을 추출한 후, 이 정보를 이벤트 인식의 기본 특징으로 사용한다. 제안된 방법은 단순한 이벤트 검출 프레임웍을 사용하기 때문에 검출하고자 하는 이벤트의 설명만을 첨가하는 것으로 확장이 가능하다. 또한, 제안된 방법은 컴퓨터비견 기술에 기반한 많은 감시시스템에 적용이 가능하다.

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이족보행로봇의 킥엑션을 이용한 보행 구현 (Gait Implementation using a Kick Action for IWR-III Biped Walking Robot)

  • 진광호;박천욱;최상호;김진걸
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1998년도 추계학술대회 논문집 학회본부 B
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    • pp.552-554
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    • 1998
  • This paper deals with the gait generation of IWR-III using a kick action to have a walking pattern like human. For this, trajectory planning with the consideration of kick action is done in each walking step, and the coordinate transformation is done for simplifying the kinematics. Balancing motion is analyzed by FDM during the walking, By combining 4-types of pre-defined steps, multi-step walking is done. Using numerical simulator, dynamic analysis, ZMP analysis and system stability is confirmed. Walking motion is visualized by 3D- graphic simulator. As a result, trunk ahead motion effect and impactless smooth walking is implemented by experiment. Finally walking with kick action is implemented the IWR-III system.

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A Method for the Reduction of Skin Marker Artifacts During Walking : Application to the Knee

  • Mun, Joung-Hwan
    • Journal of Mechanical Science and Technology
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    • 제17권6호
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    • pp.825-835
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    • 2003
  • Previous studies have demonstrated the importance of joint angle errors mainly due to skin artifact and measurement errors during gait analysis. Joint angle errors lead to unreliable kinematics and kinetic analyses in the investigation of human motion. The purpose of this paper is to present the Joint Averaging Coordinate System (JACS) method for human gait analysis. The JACS method is based on the concept of statistical data reduction of anatomically referenced marker data. Since markers are not attached to rigid bodies, different marker combinations lead to slightly different predictions of joint angles. These different combinations can be averaged in order to provide a "best" estimate of joint angle. Results of a gait analysis are presented using clinically meaningful terminology to provide better communication with clinical personal. In order to verify the developed JACS method, a simple three-dimensional knee joint contact model was developed, employing an absolute coordinate system without using any kinematics constraint in which thigh and shank segments can be derived independently. In the experimental data recovery, the separation and penetration distance of the knee joint is supposed to be zero during one gait cycle if there are no errors in the experimental data. Using the JACS method, the separation and penetration error was reduced compared to well-developed existing methods such as ACRS and Spoor & Veldpaus method. The separation and penetration distance ranged up to 15 mm and 12 mm using the Spoor & Veldpaus and ACRS method, respectively, compared to 9 mm using JACS method. Statistical methods like the JACS can be applied in conjunction with existing techniques that reduce systematic errors in marker location, leading to an improved assessment of human gait.

현대 무용의상에 나타난 인체의 추상화에 관한 연구 - 오스카 슐레머의 의상이론을 중심으로 - (A Study on the Abstraction of the Human Body in Contemporary Dance Costumes - Focusing on Oscar Schlemer's Costume Theory -)

  • 한경하;금기숙
    • 복식
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    • 제60권10호
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    • pp.133-145
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    • 2010
  • The study used four basic formats classified based on the four principles on costumes discussed in the paper 'Human Beings and Arts Phenomena' by Oskar Schlemmer who studied the relationships between stage space and the human body as an analysis tool with regard to analyses on the abstraction of human body in contemporary dance costume. Abstraction of human body expressed in costume for contemporary dance is as follows: Expansions caused by unclear boundary between spaces and costumes, and the principles of three-dimensional abstract spaces based on a geometric cube change heads, trunks, arms and legs to achieve expansions. Similar mechanical shape is a type of shape made in a succession of functional principles of human body in relationships with spaces. As mechanical mechanism is added to the geometric transformation of a specific part of human body, mechanicalness is contained in it. Motion organisms are geometric simplification of moving traces in a space based on conversion into mechanical organisms based on principles of motion, and as mechanical rotation, consecutive speed caused by refraction and directionality are suggested, mobility is achieved. Immaterial shape is based on change into a metaphysical form, and it is converted into animals, plants or a third life that symbolize body parts. It has metaphysical significance in each body part and extends sensibility. As a result of the study, development into abstract succession and a techno art mode has been confirmed. Combination of geometric cubic figures with the organic human body and configuration of the human body pursued by Oskar Schlemmer's geometric abstraction through the proactive accommodation of mechanical aesthetics has been succeeded and expressed in the contemporary dance costumes.

자전거 탑승자용 웨어러블 에어백의 팽창성능 해석 및 시험에 관한 연구 (A Study on Inflation Performance Analysis and Test of A Wearable Airbag for Bikers)

  • 김현식;변기식;백운경
    • 한국안전학회지
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    • 제34권2호
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    • pp.22-27
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    • 2019
  • Bikers can be subjected to accidents during their bicycling. Helmets are only good, if any, for their head protection. A wearable airbag can protect the human neck area if it is properly designed. This airbag system is composed of an inflater and an airbag. The inflater contains a pressurized gas cylinder and a piercing device. The airbag is an inflatable fabric surrounding the human neck. When a bicycle accident happens, a sensor captures the motion of the biker and a microcomputer sends a signal to open a valve in the inflator to supply the pressurized gas to the airbag. An important issue of this system is that the airbag should be quickly inflated to protect the human neck. This paper deals with the airbag inflation time simulation and some issues to design a wearable airbag system. Also, a prototype was tested to show its feasibility using a human dummy mounted on a running cart.

보행에서 남성과 여성에 대한 주요 관절 운동의 통계학적 분석 (Statistical Analysis of Major Joint Motions During Level Walking for Men and Women)

  • 김민경;박정홍;손권;서국웅
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2007년도 춘계학술대회A
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    • pp.786-791
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    • 2007
  • Statistical differences between men and women are investigated for a total of eleven joint motions during level walking. Human locomotion which exhibits nonlinear dynamical behaviors is quantified by the chaos analysis. Time series of joint motions was obtained from gait experiments with ten young males and ten young females. Body motions were captured using eight video cameras, and the corresponding angular displacements of the neck and the upper body and lower extremity were computed by motion analysis software. The maximal Lyapunov exponents for eleven joints were calculated from attractors constructed and then were analyzed statistically by one-way ANOVA test to find any difference between the genders. This study shows that sexual differences in joint motions were statistically significant at the shoulder, knee and hip joints.

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손 제스터 인식을 이용한 실시간 아바타 자세 제어 (On-line Motion Control of Avatar Using Hand Gesture Recognition)

  • 김종성;김정배;송경준;민병의;변증남
    • 전자공학회논문지C
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    • 제36C권6호
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    • pp.52-62
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    • 1999
  • 본 논문에서는 가상 환경에서 움직이는 인체 Avatar의 움직임을 인간의 가장 자연스러운 동작의 하나인 손 제스처를 이용하여 실시간으로 제어하는 인식 시스템의 구현에 관하여 상술한다. 동적 손 제스처는 컴퓨터와 제스처를 사용하는 사람과의 상호 연결 수단이다.가상공간 상에서의 자연스러운 움직임을 표현하기 위해 32개의 자유도(DOF)를 가진 인체 아바타를 구성하였으며, 정지, 전후좌우로 한 걸음 이동, 걷기, 달리기, 좌우로 회전, 뒤로 돌기, 물건 잡기의 동작 모드를 정의하여 가상공간 상의 인체 아바타는 미리 설정된 손 제스처에 따라 실시간에 따라 실시간으로 3차원공간상에서 움직일 수 있다. 실시간의 인체 아바타 이동에는 역 기구학과 기구학을 혼용하여 적용하였으며, 사이버 터치를 착용한 사용자의 손 제스처 인식에는 인공 신경망 이론과 퍼지 이론을 도입하여 실시간 인식이 가능하였다.

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몸통 비틀림 운동을 고려한 쪼그려 앉은 작업자의 요추부 작업부담 평가 (Bio-mechanical Evaluation of Squatting Posture with Asymmetric Trunk Motion)

  • 임대섭;김영진;이경숙;문정환
    • Journal of Biosystems Engineering
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    • 제36권1호
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    • pp.58-67
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    • 2011
  • A high prevalence of protected horiculture farmer's work-related musculo-skeletal disorders (MSDs) have been reported in precedent studies. One of the tasks required ergonomic intervention to reduce the musculo-skeletal risks is the task of harvesting. The purpose of this study is to evaluate quantitatively the spinal load of worker harvesting with squatting posture to predict and prevent musculo-skeletal risks. Spinal load in Squatting posture with asymmetric trunk motion were analyzed. Before evaluating spinal load on harvesting worker by bio-mechanical approach, it is needed to validate human model. In this study, ADAMS LifeMOD human model shows satisfactory results, comparing with already validated model's results or measured results. While worker reached arms (20%, 40%, 70% arm reach) with various asymmetric trunk motion (0, 45, 90 degree), their spinal loads (extension, twisting and lateral bending moment) were evaluated. In case of extensor moment at lumbo-sacral joint, the more the arm reach got increased, the moment increased. however, in case of twisting moment and lateral bending moment, the more both arm reach and asymmetric trunk motion got increased, the moment increased significantly. The findings of this study suggest that it need to be determine the spinal load, especially twisting, lateral bending moment in evaluating musculo-skeletal workload in squatting posture.

라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구 (A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics")

  • 김혜란;이상욱
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제7권3호
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    • pp.371-381
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    • 2017
  • 본 논문에서는 인간 움직임에 관한 이론들 중 현대무용 이론가인 루돌프 폰 라반(Rudolf von Laban)의 움직임 분석(Laban Movement Analysis)을 중심으로 추상 애니메이션의 제작 방법론을 소개한다. 라반의 이론은 다양한 인간의 움직임들을 묘사하고 시각화하고 해석하고 문서화하기 위한 도구와 언어를 모두 포함하며 그 중 공간조화이론인 코레우틱스(Choreutics)는 고대로부터 정의된 자연의 보편적인 패턴과 자연의 일부인 인간의 보편적 디자인에 기반하고 있다. 라반은 근본적으로 움직임의 공간을 이원론적 방식으로 정의하였는데 외형적으로는 점, 선, 면, 다각형, 그리고 선형, 비선형 움직임과 같은 기하학과 모션 프리미티브의 관점에서의 객관적이고 과학적인 정의를 통해 컴퓨터 그래픽스에서 인간의 움직임을 생성하기 위한 구체적인 기반을 제공하였다. 또 한편으로는 움직임의 내적인 의도와 관련하여 나타나는 역동적 운동성의 미묘한 특징들을 이해할 수 있는 시스템을 제공하였다. 라반의 해석은 다양한 시각적 분석방식을 통해 조형예술과 컴퓨터 아트 양쪽 분야에서 활용될 수 있는 잠재적인 가치를 지니고 있다. 본 연구는 움직임에 대한 신체적, 심리적 분석에서 영감을 얻었으며 추상 애니메이션을 제작하기 위해 컴퓨터 알고리즘을 개발하였다. "코레오그래피(Choreography)"라고 명명된 일련의 컴퓨터 애니메이션 작품들은 문화체육관광부와 한국공예·디자인문화진흥원이 주최·주관한 "2015 공예트렌드페어(Craft Trend Fair)"의 주제관 <손에 담긴 미래>와 2016년 주영한국문화원의 "움직임을 만드는 사물(Make Your Movements: Korean Contemporary Objects)"등 다수의 전시에 소개되었다. 본 논문에서는 라반의 움직임에 관한 표현을 기초로 추상적 조형요소들의 움직임을 제작하기 위한 아이디어와 방법들을 설명한다.

Apple II P.C.를 이용한 Video Image Processing과 인체계측 및 동작분석에의 응용 (Video Image Processing on Apple II P.C. and Its Applications to Anthropometry and Motion Analysis)

  • 이상도;정중선;이근부
    • 대한인간공학회지
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    • 제4권1호
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    • pp.11-16
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    • 1985
  • The object of this research is to develop an Interactive Computerized Graphic Program for graphic output of velocity, acceleration and motion range of body-task reference point (e.g., C.O.G., joint location, etc.). Human motions can be reproduced by scanning (rate = 60Hz) the vidicon image, and the results are stored in an Apple II P.C. memory. The results of this study can be extended to simulation and reproduction of human motions for optimal task design.

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