• Title/Summary/Keyword: Motion Capture

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FBX Format Animation Generation System Combined with Joint Estimation Network using RGB Images (RGB 이미지를 이용한 관절 추정 네트워크와 결합된 FBX 형식 애니메이션 생성 시스템)

  • Lee, Yujin;Kim, Sangjoon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.519-532
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    • 2021
  • Recently, in various fields such as games, movies, and animation, content that uses motion capture to build body models and create characters to express in 3D space is increasing. Studies are underway to generate animations using RGB-D cameras to compensate for problems such as the cost of cinematography in how to place joints by attaching markers, but the problem of pose estimation accuracy or equipment cost still exists. Therefore, in this paper, we propose a system that inputs RGB images into a joint estimation network and converts the results into 3D data to create FBX format animations in order to reduce the equipment cost required for animation creation and increase joint estimation accuracy. First, the two-dimensional joint is estimated for the RGB image, and the three-dimensional coordinates of the joint are estimated using this value. The result is converted to a quaternion, rotated, and an animation in FBX format is created. To measure the accuracy of the proposed method, the system operation was verified by comparing the error between the animation generated based on the 3D position of the marker by attaching a marker to the body and the animation generated by the proposed system.

Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.

Seismic performance assessment of single pipe piles using three-dimensional finite element modeling considering different parameters

  • Duaa Al-Jeznawi;Jitendra Khatti;Musab Aied Qissab Al-Janabi;Kamaldeep Singh Grover;Ismacahyadi Bagus Mohamed Jais;Bushra S Albusoda;Norazlan Khalid
    • Earthquakes and Structures
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    • v.24 no.6
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    • pp.455-475
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    • 2023
  • The present study investigates the non-linear soil-pile interaction using three-dimensional (3D) non-linear finite element models. The numerical models were validated by using the results of extensive pile load and shaking table tests. The pile performance in liquefiable and non-liquefiable soil has been studied by analyzing the liquefaction ratio, pile lateral displacement (LD), pile bending moment (BM), and frictional resistance (FR) results. The pile models have been developed for the different ground conditions. The study reveals that the results obtained during the pile load test and shaking cycles have good agreement with the predicted pile and soil response. The soil density, peak ground acceleration (PGA), slenderness ratio (L/D), and soil condition (i.e., dry and saturated) are considered during modeling. Four ground motions are used for the non-linear time history analyses. Consequently, design charts are proposed depended on the analysis results to be used for design practice. Eleven models have been used to validate the capability of these charts to capture the soil-pile response under different seismic intensities. The results of the present study demonstrate that L/D ratio slightly affects the lateral displacement when compared with other parameters. Also, it has been observed that the increasing in PGA and decreasing L/D decreases the excess pore water pressure ratio; i.e., increasing PGA from 0.1 g to 0.82 g of loose sand model, decrease the liquefaction ratio by about 50%, and increasing L/D from 15 to 75 of the similar models (under Kobe earthquake), increase this ratio by about 30%. This study reveals that the lateral displacement increases nonlinearly under both dry and saturated conditions as the PGA increases. Similarly, it is observed that the BM increases under both dry and saturated states as the L/D ratio increases. Regarding the acceleration histories, the pile BM was reduced by reducing the acceleration intensity. Hence, the pile BM decreased to about 31% when the applied ground motion switched from Kobe (PGA=0.82 g) to Ali Algharbi (PGA=0.10 g). This study reveals that the soil conditions affect the relationship pattern between the FR and the PGA. Also, this research could be helpful in understanding the threat of earthquakes in different ground characteristics.

Analysis of the Effects of Positive and Negative VR Game Contents on Enhancing Environmental Awareness Based on Self-Reliant and Team-Based Play Styles (개인 플레이와 협동 플레이 방식에서 긍정적 및 부정적 VR 콘텐츠가 환경 인식 개선에 미치는 영향)

  • Jihun Chae;Seungeun Yoo;Youngsung Lee;Yunsub Kim;Hyeonjin Kim;Daseong Han
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.137-147
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    • 2023
  • This paper presents a motion-capture-based projection VR system to explore the effectiveness of gamification in improving environmental awareness. We examine the key components of positive and negative VR game content and analyze the impact of individual and cooperative play methods on promoting sustainable behaviors. Our findings are as follows. Firstly, we discovered that the use of positive content in individual play mode was effective in improving awareness of the importance of recycling. Secondly, we confirmed that the use of positive content in cooperative play mode and the use of negative content in individual play mode were each effective in enhancing awareness of the seriousness of environmental pollution. Thirdly, we found that experiencing positive content first, followed by negative content, in individual play mode was effective in increasing interest in the environment. Based on these findings, we determined that adjusting the order of use of positive and negative content is more effective than simply using positive or negative content alone for improving environmental awareness. Moreover, considering the importance of recycling, the seriousness of environmental pollution, and the level of interest in the environment, we confirmed that individual play mode is effective and cooperative play mode can be more effective depending on the measure.

A Study on Korean Speech Animation Generation Employing Deep Learning (딥러닝을 활용한 한국어 스피치 애니메이션 생성에 관한 고찰)

  • Suk Chan Kang;Dong Ju Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.10
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    • pp.461-470
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    • 2023
  • While speech animation generation employing deep learning has been actively researched for English, there has been no prior work for Korean. Given the fact, this paper for the very first time employs supervised deep learning to generate Korean speech animation. By doing so, we find out the significant effect of deep learning being able to make speech animation research come down to speech recognition research which is the predominating technique. Also, we study the way to make best use of the effect for Korean speech animation generation. The effect can contribute to efficiently and efficaciously revitalizing the recently inactive Korean speech animation research, by clarifying the top priority research target. This paper performs this process: (i) it chooses blendshape animation technique, (ii) implements the deep-learning model in the master-servant pipeline of the automatic speech recognition (ASR) module and the facial action coding (FAC) module, (iii) makes Korean speech facial motion capture dataset, (iv) prepares two comparison deep learning models (one model adopts the English ASR module, the other model adopts the Korean ASR module, however both models adopt the same basic structure for their FAC modules), and (v) train the FAC modules of both models dependently on their ASR modules. The user study demonstrates that the model which adopts the Korean ASR module and dependently trains its FAC module (getting 4.2/5.0 points) generates decisively much more natural Korean speech animations than the model which adopts the English ASR module and dependently trains its FAC module (getting 2.7/5.0 points). The result confirms the aforementioned effect showing that the quality of the Korean speech animation comes down to the accuracy of Korean ASR.

Study on the Differences in the Results of Body Shape Test According to the Position of the Two Feet and the Usefulness of the Neck and Body Motion Image Test (두 발의 위치에 따른 체형검사 결과 차이와 체간신전 동작 이미지 검사의 유용성 연구)

  • Chang, Wan Song;Kim, Song Ja;Ryu, Seo Won;Lim, Duk Joon;Jung, Moon Young
    • Journal of Naturopathy
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    • v.9 no.1
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    • pp.22-26
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    • 2020
  • Purposes: The purposes of this study were to investigate the relationship between the standing position of the subject and the normal standing position(NSP) and the straight standing position(SSP) and to investigate the possibility of different body shape test results depending on the status of the image inspection apparatus. Methods: The images of the NSP and SSP were compared with each other by body line BLS system. Results: At the time of examination, the position of the camera was captured at a position 2.3 m vertically from the posterior position 45 cm behind the subject. This is a privacy protection method for covering the breast of the subject. Results: The physiological characteristics of the anatomical position of the body align image test are the living body. NSP and SSP tests showed different shapes of the pelvis AS(antero-supero) and pelvis rotation in the transverse plane. Shoulder and arm displacement was observed in the trunk extension image capture. Conclusions: In the body alignment test, the pelvis position test images of NSP and SSP are evaluated differently for pelvis rotation, AS, and PS. At the extension position of the trunk, a test of the maximal extension range showed that the left and right shortening of the shoulder anterior muscles could be observed. Inducing and testing the trunk extension is also useful.

Effects of Muscle Activation Pattern and Stability of the Lower Extremity's Joint on Falls in the Elderly Walking -Retrospective Approach- (노인 보행 시 하지 근 활동 양상과 관절의 안정성이 낙상에 미치는 영향 -후향성 연구-)

  • Ryu, Jiseon
    • 한국체육학회지인문사회과학편
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    • v.57 no.3
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    • pp.345-356
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    • 2018
  • Objective: The purpose of this study was to investigate the local stability of the lower extremity joints and muscle activation patterns of the lower extremity during walking between falling and non-falling group in the elderly women. Method: Forty women, heel strikers, were recruited for this study. Twenty subjects (age:72.55±5.42yrs; height:154.40±4.26cm; mass:57.40±6.21kg; preference walking speed:0.52±0.17m/s; fall frequency=1.70±1.26 times) had a history falls(fall group) within two years and Twenty subjects (71.90±2..90yrs; height:155.28±4.73cm; mass:56.70±5.241kg; preference walking speed: 0.56±0.13m/s) had no history falls(non-fall group). While they were walking on a instrumented treadmill at their preference speed for a long while, kinematic and EMG signals were obtained using 3-D motion capture and wireless EMG electrodes, respectively. Local stability of the ankle and knee joint were calculated using Lyapunov Exponent (LyE) and muscles activation and their co-contraction index were also quantified. Hypotheses were tested using one-way ANOVA and Mann-Whitey. Spearman rank was also used to determine the correlation coefficients between variables. Level of significance was set at p<.05. Results: Local stability in the knee joint adduction-abduction was significantly greater in fall group than non-fall group(p<.05). Activation of anterior tibials that acts on the foot segment dorsal flexion was greater in non-fall group than fall group(p<.05). CI between gastrocnemius and anterior tibials was found to be significantly different between two groups(p<.05). In addition, there was significant correlation between CI of the leg and LyE of the ankle joint flexion-extention in the fall group(p<.05). Conclusion: In conclusion, muscles that act on the knee joint abduction-adduction as well as gastrocnemius and anterior tibials that act on the ankle joint flexion-extention need to be strengthened to prevent from potential fall during walking.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.