• Title/Summary/Keyword: Human Motion Capture

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Simulation of Virtual Marionette with 3D Animation Data (3D Animation Data를 활용한 가상 Marionette 시뮬레이션)

  • Oh, Eui-Sang;Sung, Jung-Hwan
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.1-9
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    • 2009
  • A doll created by various materials is a miniature based on human model, and it has been one of components in a puppet show to take some responsibility for human's culture activity. However, demand and supply keeps on the decrease in the puppet show industry, since professional puppeteer has been reduced rapidly, and also it is difficult to initiate into the skill. Therefore, many studies related Robotic Marionette for automation of puppet show have been internationally accompanied, and more efficient structure design and process development are required for better movement and express of puppet with motor based controller. In this research, we suggest the effective way to enable to express the marionette's motion using motion data based on motion capture and 3D graphic program, and through applying of 3D motion data and proposal of simulation process, it will be useful to save time and expenses when the Robotic Marionette System is practically built.

Emotional Expression through the Selection Control of Gestures of a 3D Avatar (3D 아바타 동작의 선택 제어를 통한 감정 표현)

  • Lee, JiHye;Jin, YoungHoon;Chai, YoungHo
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.4
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    • pp.443-454
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    • 2014
  • In this paper, an intuitive emotional expression of the 3D avatar is presented. Using the motion selection control of 3D avatar, an easy-to-use communication which is more intuitive than emoticon is possible. 12 pieces different emotions of avatar are classified as positive emotions such as cheers, impressive, joy, welcoming, fun, pleasure and negative emotions of anger, jealousy, wrath, frustration, sadness, loneliness. The combination of lower body motion is used to represent additional emotions of amusing, joyous, surprise, enthusiasm, glad, excite, sulk, discomfort, irritation, embarrassment, anxiety, sorrow. In order to get the realistic human posture, BVH format of motion capture data are used and the synthesis of BVH file data are implemented by applying the proposed emotional expression rules of the 3D avatar.

Posture features and emotion predictive models for affective postures recognition (감정 자세 인식을 위한 자세특징과 감정예측 모델)

  • Kim, Jin-Ok
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.83-94
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    • 2011
  • Main researching issue in affective computing is to give a machine the ability to recognize the emotion of a person and to react it properly. Efforts in that direction have mainly focused on facial and oral cues to get emotions. Postures have been recently considered as well. This paper aims to discriminate emotions posture by identifying and measuring the saliency of posture features that play a role in affective expression. To do so, affective postures from human subjects are first collected using a motion capture system, then emotional features in posture are described with spatial ones. Through standard statistical techniques, we verified that there is a statistically significant correlation between the emotion intended by the acting subjects, and the emotion perceived by the observers. Discriminant Analysis are used to build affective posture predictive models and to measure the saliency of the proposed set of posture features in discriminating between 6 basic emotional states. The evaluation of proposed features and models are performed using a correlation between actor-observer's postures set. Quantitative experimental results show that proposed set of features discriminates well between emotions, and also that built predictive models perform well.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

Analysis of Motion and Pressure for Circular Friction Massage (전문수기마사지 동작 중 원형강찰법에 대한 동작 및 가압력 분석)

  • Kim, Y.H.;Ryu, J.S.;Son, J.S.;Hwang, S.H.;Sohn, R.H.;Cha, I.H.;Song, J.H.;Song, S.J.
    • Journal of Biomedical Engineering Research
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    • v.31 no.6
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    • pp.487-493
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    • 2010
  • In this study, the circular friction massage technique was performed on the trapezius, the levator scapulae, and the deltoid muscles to collect the information on massage pressures and positions, and thus to utilize it in professional massage system design. Massage motion was measured with the 3-D motion capture system and finger pressures were simultaneously obtained with grip sensors. Massage motions, pressure patterns, and pressure times were different on each muscle, and the motion trajectory was similar to the ellipsoidal shape. The trapezius had higher pressure, longer massage time, and larger impulse than other muscles. These results could be useful to design a massage system based on biomechanical analysis. In order to improve massage effect, it is also strongly recommended that the tip of the system be similar with that of a human thumb in shape and material.

Design of Robotic Prosthetic Leg for Above-knee Amputees (대퇴 절단자들을 위한 로봇 의지의 설계)

  • Yang, Un-Je;Kim, Jung-Yup
    • Journal of the Korean Society for Precision Engineering
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    • v.31 no.10
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    • pp.913-922
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    • 2014
  • This paper describes design of a robotic above-knee prosthetic leg which is powered by electrical motors. As a special feature, the robotic prosthetic leg has enough D.O.F.s. For mimicking the human leg, the robotic prosthetic leg is composed of five joints. Three of them are called 'active joint' which is driven by electrical motors. They are placed at the knee-pitch-axis, the ankle-pitch-axis, and the an! kle-roll-axis. Every 'active joint' has enough torque capacity to overcome ground reaction forces for walking and is backlashless for accurate motion generation and high-performance balance control. Other two joints are called 'passive joint' which is activating by torsion spring. They are placed at the toe part and designed by Crank-rocker mechanism using kinematic design approach. In order to verify working performance of the robotic prosthetic leg, we designed a gait trajectory through motion capture technique and experimentally applied it to the robot.

Regeneration of Upper-body Motion of Humanoid Robot Using Human Motion Capture Data (모션캡쳐 DB를 이용한 휴머노이드 로봇의 상체 동작 재생성)

  • Kim, Seung-Su;Kim, Chang-Hwan;Park, Jong-Hyeon;You, Bum-Jae
    • Proceedings of the KIEE Conference
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    • 2006.07d
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    • pp.1935-1936
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    • 2006
  • 인간과 의사소통 및 상호작용함에 있어 휴머노이드 로봇은 그 외형이 인간에게 친숙해야 할 뿐만 아니라 그 행동역시 인간과 유사해야 한다. 인간의 상체 동작과 유사한 동작은 인간과의 의사소통에 있어 매우 중요하다. 인간의 동작과 유사한 동작을 수학적인 식을 통하여 생성해 내기는 매우 힘들다. 수학적 모델을 개발하려는 노력과는 달리 최근에는 모션캡쳐 장비로부터 동작데이터를 획득하고, 그 데이터를 휴머노이드 로봇에 입력하는 연구가 진행되어왔다. 하지만, 로봇과 인간이 의사소통함에 있어서 필요한 모든 데이터를 모션캡쳐 장비로 획득하여 저장해 놓기는 불가능 하다. 또한, 동작을 통하여 의미를 전달하는 의사소통의 경우에 상대방과 분위기에 따라 동작의 방향이나 크기를 달리할 필요가 있다. 이 논문에서는 의미가 있는 동작을 모션캡쳐 장비로부터 획득하고, 휴머노이드 로봇에 맞게 변환한 다음, 그 데이터를 상황에 맞게 실시간으로 변형하는 방법을 제안한다. 제안한 방법을 몇가지 동작에 적용하여 그 실효성을 검정하였다.

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Binary Hashing CNN Features for Action Recognition

  • Li, Weisheng;Feng, Chen;Xiao, Bin;Chen, Yanquan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.9
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    • pp.4412-4428
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    • 2018
  • The purpose of this work is to solve the problem of representing an entire video using Convolutional Neural Network (CNN) features for human action recognition. Recently, due to insufficient GPU memory, it has been difficult to take the whole video as the input of the CNN for end-to-end learning. A typical method is to use sampled video frames as inputs and corresponding labels as supervision. One major issue of this popular approach is that the local samples may not contain the information indicated by the global labels and sufficient motion information. To address this issue, we propose a binary hashing method to enhance the local feature extractors. First, we extract the local features and aggregate them into global features using maximum/minimum pooling. Second, we use the binary hashing method to capture the motion features. Finally, we concatenate the hashing features with global features using different normalization methods to train the classifier. Experimental results on the JHMDB and MPII-Cooking datasets show that, for these new local features, binary hashing mapping on the sparsely sampled features led to significant performance improvements.

Relationship between Strengths of the Lower Extremity's Joints and Their Local Dynamic Stability during Walking in Elderly Women (보행 시 여성 노인의 하지 관절 근력과 국부 동적 안정성과의 관계)

  • Ryu, Jiseon
    • Korean Journal of Applied Biomechanics
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    • v.31 no.1
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    • pp.30-36
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    • 2021
  • Objective: The objective of the present study was to analyze the relationship between strength of the lower extremity's joints and their local dynamic stability (LDS) of gait in elderly women. Method: Forty-five elderly women participated in this study. Average age, height, mass, and preference walking speed were 73.5±3.7 years, 153.8±4.8 cm, 56.7±6.4 kg, and 1.2±0.1 m/s, respectively. They were tested torque peak of the knee and ankle joints with a Human Norm and while they were walking on a treadmill at their preference speed for a long while, kinematic data were obtained using six 3-D motion capture cameras. LDS of the lower extremity's joints were calculated in maximum Lyapunov Exponent (LyE). Correlation coefficients between torque of the joints and LyE were obtained using Spearman rank. Level of significance was set at p<.05. Results: Knee flexion torque and its LDS was negatively associated with adduction-abduction and flexion-extension movement (p<.05). In addition, ratio of the knee flexion torque to extension and LDS was negatively related to internal-external rotation. Conclusion: In conclusion, knee flexion strength should preferentially be strengthened to increase LDS of the lower extremity's joints for preventing from small perturbations during walking in elderly women.

Hand motion estimation for interactive image composition (상호작용 영상합성을 위한 손의 움직임 추정)

  • Koo, Ddeo-Ol-Ra;Seo, Yung-Ho;Doo, Kyoung-Soo;Choi, Jong-Soo
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.951-952
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    • 2008
  • This paper proposes a new method for image composition which estimates the rotation angle of human hand and uses the reserved image in real-time camera images. First, we capture a background image and extract a interesting region by background subtraction. Next, we estimate the skin region from the interesting region and calculate the rotation angle of estimated skin region using PCA(Principal Components Analysis). Finally, we composite the reserved image for the calculated rotation angle in camera images. The proposed method can be applied to control the 3D avatar for marker-less augmented reality.

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