• Title/Summary/Keyword: Mechanical Motion Capture

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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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The Design of Abstract Layer for Motion Capture System (모션캡처 시스템을 위한 추상레이어의 설계)

  • Lee, Hee-Man
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.25-32
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    • 2007
  • In this paper, the abstract layer for motion capture system is designed and implemented to meet the various hardware and different capturing method. The abstract layer can offer the unified programming by providing device independent API(Application Programming Interface). The device drivers of the optical system and mechanical system are emulated to verify the designed abstract layer. The optical system employs the AOA Ole while the mechanical system uses BVH file. An application program is written to call the abstract layer functions to drive both optical and mechanical drivers and receive the frame data, simulated motion data, that are displayed sequentially on the computer screen by utilizing Direct3D.

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Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1625-1628
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    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

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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.

Ergonomics-based Design of 7 Degrees of Freedom Motion Capture Device (인간공학기반 7자유도 모션캡쳐 장치 설계)

  • Loh, Byoung Gook;Choi, Gi Heung
    • Journal of the Korean Society of Safety
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    • v.29 no.1
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    • pp.41-46
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    • 2014
  • The design of a 7 degree of freedom motion capture device(MCD) has been presented. The newly designed MCD overcomes the shortcomings of the existing CADEN-7 exoskeleton robot by implementing various ergonomic design. To improve ease of operation, light-weight high-strength materials such as carbon pipes and engineering plastics were used to reduce weight of the MCD and arm-length adjustment mechanism was also added. The MCD showed consistent measurement results in designed experiments involving change of arm posture from nominal configuration to either elbow-side or arm-front configurations. Furthermore, captured motion in more natural tennis swing appeared to agree well with visual observations made.

Development of Motion Capture System (동작 획득 시스템의 개발)

  • U, Jeong-Jae;Choe, Hyeong-Sik;Kim, Yeong-Sik;Jeon, Dae-Won
    • Journal of the Korean Society for Precision Engineering
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    • v.19 no.10
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    • pp.139-146
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    • 2002
  • We developed a motion capture system to utilize informations on the human walking motion. The system is composed of the mechanical and electronic devices to obtain the joint angle data and the software to analyze the obtained data and to transform the data into the input for a biped walking robot. The mechanical system is composed of a pair of links with 3 revolute joints, on which potentiometers are attached on joint axes to sense rotation angles. Analog signals from potentiometers are transformed into the digital data through the low pass filter and the A/D converter, and then which are stored at the computer. We analyzed the walking characteristics by applying FFT to the digital data, and then performed a 3-D computer simulation using the data. Finally, We apply the processed data to a biped walking robot.

Inertial Motion Sensing-Based Estimation of Ground Reaction Forces during Squat Motion (관성 모션 센싱을 이용한 스쿼트 동작에서의 지면 반력 추정)

  • Min, Seojung;Kim, Jung
    • Journal of the Korean Society for Precision Engineering
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    • v.32 no.4
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    • pp.377-386
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    • 2015
  • Joint force/torque estimation by inverse dynamics is a traditional tool in biomechanical studies. Conventionally for this, kinematic data of human body is obtained by motion capture cameras, of which the bulkiness and occlusion problem make it hard to capture a broad range of movement. As an alternative, inertial motion sensing using cheap and small inertial sensors has been studied recently. In this research, the performance of inertial motion sensing especially to calculate inverse dynamics is studied. Kinematic data from inertial motion sensors is used to calculate ground reaction force (GRF), which is compared to the force plate readings (ground truth) and additionally to the estimation result from optical method. The GRF estimation result showed high correlation and low normalized RMSE(R=0.93, normalized RMSE<0.02 of body weight), which performed even better than conventional optical method. This result guarantees enough accuracy of inertial motion sensing to be used in inverse dynamics analysis.

Development of Frozen Shoulder Rehabilitation Robot Based On Motion Capture Data (모션 캡쳐 데이터 기반의 오십견 재활 보조용 로봇의 개발)

  • Yang, Un-Je;Kim, Jung-Yup
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.36 no.9
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    • pp.1017-1026
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    • 2012
  • In this study, an exoskeleton-type robot is developed to assist frozen shoulder rehabilitation in a systematic and efficient manner for humans. The developed robot has two main features. The first is a structural feature: this robot was designed to rehabilitate both shoulders of a patient, and the three axes of the shoulder meet at one point to generate human-like ball joint motions. The second is a functional feature that is divided into two rehabilitation modes: the first mode is a joint rehabilitation mode that helps to recover the shoulder's original range of motion by moving the patient's shoulder according to patterns obtained by motion capture, and the second mode is a muscle rehabilitation mode that strengthens the shoulder muscles by suitably resisting the patient's motion. Through these two modes, frozen shoulder rehabilitation can be performed systematically according to the patient's condition. The development procedure is described in detail.

Development of Autonomous Biped Walking Robot (자립형 이족 보행 로봇의 개발)

  • Kim, Y.S.;Oh, J.M.;Baik, C.Y.;Woo, J.J.;Choi, H.S.
    • Proceedings of the KSME Conference
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    • 2003.04a
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    • pp.805-809
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    • 2003
  • We developed a human-sized BWR(biped walking robot) named KUBIR1 driven by a new actuator based on the ball screw which has high strength and high gear ratio. KUBIR1 was developed to walk autonomously such that it is actuated by small torque motors and is boarded with DC battery and controllers. To utilize the information on the human walking motion and to analyze the walking mode of robot, a motion capture system was developed. The system is composed of the mechanical and electronic devices to obtain the joint angle data. By using the obtained data, a 3-D graphic interface was developed based on the OpenGL tool. Through the graphic interface, the control input of KUBIR1 is performed.

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A Data Driven Motion Generation for Driving Simulators Using Motion Texture (모션 텍스처를 이용한 차량 시뮬레이터의 통합)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.7 s.262
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.