• Title/Summary/Keyword: Human Motion Capture

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ESTIMATING THE MOTION OF THE HUMAN JOINTS USING OPTICAL MOTION CAPTURE SYSTEM

  • Park, Jun-Young;Kyota, Fumihito;Saito, Suguru;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.764-767
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    • 2009
  • Motion capture systems allow to measure the precise position of markers on the human body in real time. These captured motion data, the marker position data, have to be fitted by a human skeleton model to represent the motion of the human. Typical human skeleton models approximate the joints using a ball joint model. However, because this model cannot represent the human skeleton precisely, errors between the motion data and the movements of the simplified human skeleton model happen. We propose in this paper a method for measuring a translation component of wrist, and elbow joints on upper limb using optical motion capture system. Then we study the errors between the ball joint model and acquired motion data. In addition, we discuss the problem to estimate motion of human joint using optical motion capture system.

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Generating 3-D Models of Human Motions by Motion Capture

  • Yamaguchi, I.;Tou, K.;Tan, J.K.;Ishikawa, S.;Naito, T.;Yokota, M.
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1629-1632
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    • 2003
  • A technique is presented for generating a compound human motion from its primitive motions obtained by a motion capture system. Some human fundamental motions are modeled in a 3-D way and registered as primitive motions. Because the factorization method is used for the motion capture, calibration of video cameras and connection of the motion in the direction of time is both unnecessary. Employing these motions, various compound human motions are generated by connecting the motions after having applied rotation and parallel transformation to them. Linear interpolation is done at the discontinuous boundary between primitive motions and smooth connection is achieved. Experimental results show satisfactory performance of the proposed technique. The technique may contribute to producing various complicated human motions without much effort using a strict motion capture system.

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A Review of Motion Capture Systems: Focusing on Clinical Applications and Kinematic Variables (모션 캡처 시스템에 대한 고찰: 임상적 활용 및 운동형상학적 변인 측정 중심으로)

  • Lim, Wootaek
    • Physical Therapy Korea
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    • v.29 no.2
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    • pp.87-93
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    • 2022
  • To solve the pathological problems of the musculoskeletal system based on evidence, a sophisticated analysis of human motion is required. Traditional optical motion capture systems with high validity and reliability have been utilized in clinical practice for a long time. However, expensive equipment and professional technicians are required to construct optical motion capture systems, hence they are used at a limited capacity in clinical settings despite their advantages. The development of information technology has overcome the existing limit and paved the way for constructing a motion capture system that can be operated at a low cost. Recently, with the development of computer vision-based technology and optical markerless tracking technology, webcam-based 3D human motion analysis has become possible, in which the intuitive interface increases the user-friendliness to non-specialists. In addition, unlike conventional optical motion capture, with this approach, it is possible to analyze motions of multiple people at simultaneously. In a non-optical motion capture system, an inertial measurement unit is typically used, which is not significantly different from a conventional optical motion capture system in terms of its validity and reliability. With the development of markerless technology and advent of non-optical motion capture systems, it is a great advantage that human motion analysis is no longer limited to laboratories.

Real-time Markerless Facial Motion Capture of Personalized 3D Real Human Research

  • Hou, Zheng-Dong;Kim, Ki-Hong;Lee, David-Junesok;Zhang, Gao-He
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.129-135
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    • 2022
  • Real human digital models appear more and more frequently in VR/AR application scenarios, in which real-time markerless face capture animation of personalized virtual human faces is an important research topic. The traditional way to achieve personalized real human facial animation requires multiple mature animation staff, and in practice, the complex process and difficult technology may bring obstacles to inexperienced users. This paper proposes a new process to solve this kind of work, which has the advantages of low cost and less time than the traditional production method. For the personalized real human face model obtained by 3D reconstruction technology, first, use R3ds Wrap to topology the model, then use Avatary to make 52 Blend-Shape model files suitable for AR-Kit, and finally realize real-time markerless face capture 3D real human on the UE4 platform facial motion capture, this study makes rational use of the advantages of software and proposes a more efficient workflow for real-time markerless facial motion capture of personalized 3D real human models, The process ideas proposed in this paper can be helpful for other scholars who study this kind of work.

Motion Capture of the Human Body Using Multiple Depth Sensors

  • Kim, Yejin;Baek, Seongmin;Bae, Byung-Chull
    • ETRI Journal
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    • v.39 no.2
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    • pp.181-190
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    • 2017
  • The movements of the human body are difficult to capture owing to the complexity of the three-dimensional skeleton model and occlusion problems. In this paper, we propose a motion capture system that tracks dynamic human motions in real time. Without using external markers, the proposed system adopts multiple depth sensors (Microsoft Kinect) to overcome the occlusion and body rotation problems. To combine the joint data retrieved from the multiple sensors, our calibration process samples a point cloud from depth images and unifies the coordinate systems in point clouds into a single coordinate system via the iterative closest point method. Using noisy skeletal data from sensors, a posture reconstruction method is introduced to estimate the optimal joint positions for consistent motion generation. Based on the high tracking accuracy of the proposed system, we demonstrate that our system is applicable to various motion-based training programs in dance and Taekwondo.

A Motion Capture and Mapping System: Kinect Based Human-Robot Interaction Platform (동작포착 및 매핑 시스템: Kinect 기반 인간-로봇상호작용 플랫폼)

  • Yoon, Joongsun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8563-8567
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    • 2015
  • We propose a human-robot interaction(HRI) platform based on motion capture and mapping. Platform consists of capture, processing/mapping, and action parts. A motion capture sensor, computer, and avatar and/or physical robots are selected as capture, processing/mapping, and action part(s), respectively. Case studies-an interactive presentation and LEGO robot car are presented to show the design and implementation process of Kinect based HRI platform.

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.

Real-time Marker-free Motion Capture System to Create an Agent in the Virtual Space (가상 공간에서 에이전트 생성을 위한 실시간 마커프리 모션캡쳐 시스템)

  • 김성은;이란희;박창준;이인호
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.199-202
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    • 2002
  • We described a real-time 3D computer vision system called MIMIC(Motion interface f Motion information Capture system) that can capture and save motion of an actor. This system analyzes input images from vision sensors and searches feature information like a head, hands, and feet. Moreover, this estimates intermediated joints as an elbow and hee using feature information and makes 3D human model having 20 joints. This virtual human model mimics the motion of an actor in real-time. Therefore this system can realize the movement of an actor unaffectedly because of making intermediated joint for complete human body contrary to other marker-free motion capture system.

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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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Design & Implementation of a Motion Capture Database Based on Motion Ontologies (온톨로지 기반의 모션 캡처 데이터베이스 설계 및 구현)

  • Chung Hyun-Sook
    • Journal of Korea Multimedia Society
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    • v.8 no.5
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    • pp.618-632
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    • 2005
  • A framework for semantic annotation oi human motion sequences is proposed in this paper. Motion capture technology is widely used for manuiacturing animation since it produces high qualify character motion similar to the actual motion of the human body. However, motion capture has a significant weakness due to the lack of an industry wide standard for archiving and retrieving motion capture data. It is difficult for animators to retrieve the desired motion sequences from motion capture files as there is no semantic annotation on already captured motion data. Our goal is to improve the reusability of motion capture data. To archive our goal first, we propose a standard format for integrating different motion capture file formals. Our standard format is called MCML (Motion Capture Markup Language). It is a markup language based on XML (extensible Markup Language). The purpose of MCML is not only to facilitate the conversion or integration of different formats, but also to allow for greater reusability of motion capture data, through the construction of a motion database storing the MCML documents Second, we define motion ontologies that are used to annotate and semantically organize human motion sequences. This ontology-based approach provides the means for discovering and exploiting the information and knowledge surrounding motion capture data.

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