• Title/Summary/Keyword: Jerky motion

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On Natural Motion Editing by a Geometric Mean Filter (기하학적 평균 필터에 의한 자연스러운 움직임 편집)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.2
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    • pp.31-37
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    • 2003
  • Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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On Natural Motion Editing by a Geometric Mean Filter (기하학적 평균 필터에 의한 자연스러운 움직임 편집)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.5 no.2
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    • pp.41-47
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    • 2004
  • Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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Example Guided Inverse Kinematics (측정 데이타에 기반한 향상된 역 운동학)

  • Tak, Se-Yun;Go, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.1
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    • pp.11-17
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    • 1999
  • This paper proposes example guided inverse kinematics (EGIK) which extends and enhances existing inverse kinematics technique. In conventional inverse kinematics, redundancy in the model produces an infinite number of solutions. The motion could be jerky depending on the choice of solutions at each frame. EGIK exploits the redundancy for imitating an example motion (a premeasured motion data) so that a unique solution is chosen. To minimize the gap between the goal and current end-effector position and imitate the original motion at the same time, nonlinear optimization technique is employed. So, the resulting motion resembles the original one in an optimal sense. Experiments prove that the method is a robust and effective technique to animate high DOF articulated models from an example motion.

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Synthesis of Captured Human Motion using Kalman Filter (동작 포착을 이용한 인체 동작의 생성)

  • Jung, SoonKi;Sul, ChangWhan;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.21-29
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    • 1998
  • This paper deals with character animation using motion capture. The captured motion requires the editing process to smooth the jerky motion by the sensor noise, or to combine several clip-motion libraries. For this purpose, we describe a simple technique for editing the captured motion using the Kalman filter technique. Our formulation allows the generated motion to satisfy the kinematic constraints of the human model. Furthermore, it provides us with a multi-level control mechanism of the motion resolution by changing the uncertainty of the measurement model and the seamless motion transition.

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Input Device for Immersive Virtual Education (몰입형 가상교육을 위한 입력장치)

  • Jeong, GooCheol;Im, SungMin;Kim, Sang-Youn
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.34-39
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    • 2013
  • This paper suggests an input device that allows a user not only to naturally interact with education contents in virtual environment but also to sense haptic feedback according to his/her interaction. The proposed system measures a user's motion and then creates haptic feedback based on the measured position. To create haptic information in response to a user's interaction with educational contents in virtual environment, we develop a motion input device which consists of a motion controller, a haptic actuator, a wireless communication module, and a motion sensor. To measure a user's motion input, an accelerometer is used as the motion sensor. The experiment shows that the proposed system creates continuous haptic sensation without any jerky motion or vibration.

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Structural Analysis of Running Machine Frame (런닝렁머신 프레임의 구조해석)

  • 이종선;김세환;이현곤
    • Proceedings of the KAIS Fall Conference
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    • 2000.10a
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    • pp.87-92
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    • 2000
  • This study is object to structural analysis of running machine frame. The finite element model was developed to compute the stress, strain and natural frequency for running machine frame. For structural analysis using result from FEM Code. In other to structural analysis of running machine frame, many variables such as load condition, boundary condition and weight condition are considered.

Structural Analysis of Household Runninng Machine Frame (가정용 런닝머신 프레임의 구조해석)

  • 원종진;이종선;김형철
    • Proceedings of the KAIS Fall Conference
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    • 2001.11a
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    • pp.85-90
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    • 2001
  • This study is object to structural analysis of household running machine frame. The finite element model was developed to compute the stress, strain and natural frequency for household running machine frame. For structural analysis using result from FEM Code. In other to structural analysis of household running machine frame, many variables such as load condition, boundary condition and weight condition are considered.

Structural Analysis of Ruining Machine Frame (런닝머신 프레임의 구조해석)

  • 이종선;김세환
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.1
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    • pp.31-35
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    • 2001
  • This study is object to structural analysis of running machine frame. The finite element model was developed to compute the stress. strain and natural frequency for running machine frame. The FEM code was used for this analysis. In other to structural analysis of running machine frame, many variables such as load condition, boundary condition and weight condition were considered.

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Optimum Design of Wiper Mechanisms Consisting of Two RSSR Mechanisms (두개의 RSSR 기구로 이루어진 와이퍼기구의 최적설계)

  • 최진호;최동훈;서진원
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.19 no.7
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    • pp.1573-1580
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    • 1995
  • In this paper, an optimization program for the design of wiper mechanisms is developed to minimize jerky motion while satisfying design constraints on kinematic and torque performances, mobility condition, and packaging. The lengths/orientations of the links and the position of a driving motor are selected as the design variables. In our optimum design program for wiper mechanisms, an optimization module interacts with an analysis module which calculates kinematic and force/torque properties, until convergence. The optimization results of a particular wiper mechanism are presented to illustrate the effectiveness of the program developed.

Motion Linearity-based Frame Rate Up Conversion Method (선형 움직임 기반 프레임률 향상 기법)

  • Kim, Donghyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.734-740
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    • 2017
  • A frame rate up-conversion scheme is needed when moving pictures with a low frame rate is played on appliances with a high frame rate. Frame rate up-conversion methods interpolate the frame with two consecutive frames of the original source. This can be divided into the frame repetition method and motion estimation-based the frame interpolation one. Frame repetition has very low complexity, but it can yield jerky artifacts. The interpolation method based on a motion estimation and compensation can be divided into pixel or block interpolation methods. In the case of pixel interpolation, the interpolated frame was classified into four areas, which were interpolated using different methods. The block interpolation method has relatively low complexity, but it can yield blocking artifacts. The proposed method is the frame rate up-conversion method based on a block motion estimation and compensation using the linearity of motion. This method uses two previous frames and one next frame for motion estimation and compensation. The simulation results show that the proposed algorithm effectively enhances the objective quality, particularly in a high resolution image. In addition, the proposed method has similar or higher subjective quality than other conventional approaches.