• Title/Summary/Keyword: Motion Capture Animation

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Development of Smart Phone App. Contents for 3D Sign Language Education (3D 수화교육 스마트폰 앱콘텐츠 개발)

  • Jung, Young Kee
    • Smart Media Journal
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    • v.1 no.3
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    • pp.8-14
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    • 2012
  • In this paper, we develope the smart phone App. contents of 3D sign language to widen the opportunity of the korean sign language education for the hearing-impaired and normal people. Especially, we propose the sign language conversion algorithm that automatically transform the structure of Korean phrases to the structure of the sign language. Also, we implement the 3D sign language animation DB using motion capture system and data glove for acquiring the natural motions. Finally, UNITY 3D engine is used for the realtime 3D rendering of sign language motion. We are distributing the proposed App. with 3D sign language DB of 1,300 words to the iPhone App. store and Android App. store.

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Facial Animation Generation by Korean Text Input (한글 문자 입력에 따른 얼굴 에니메이션)

  • Kim, Tae-Eun;Park, You-Shin
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.2
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    • pp.116-122
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    • 2009
  • In this paper, we propose a new method which generates the trajectory of the mouth shape for the characters by the user inputs. It is based on the character at a basis syllable and can be suitable to the mouth shape generation. In this paper, we understand the principle of the Korean language creation and find the similarity for the form of the mouth shape and select it as a basic syllable. We also consider the articulation of this phoneme for it and create a new mouth shape trajectory and apply at face of an 3D avatar.

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An Efficient Generation of Walking and Running Motion on Various Terrains (다양한 지형에서의 걷기와 달리기 동작의 효율적 생성)

  • Song Mi-Young;Cho Hyung-Je
    • The KIPS Transactions:PartB
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    • v.13B no.2 s.105
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    • pp.187-196
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    • 2006
  • In 3D animation most people adjust the moving motion of their characters on various terrains by using motion data acquired with the motion capture equipment. The motion data can be used to present real human motions naturally, but the data must be captured again to apply to the different terrains from those given at acquiring mode. In addition, there would be a difficulty when applying the data to other characters, in that case the motion data must be captured newly or the existing motion data must be heavily edited manually. In this paper we propose a unified method to generate human motions of walking and running for various terrains such as flat plane, inclined plane, stairway and irregular face. With these methods we are able to generate human motions controlled by the parameters : body height, moving speed, stride, etc. In the proposed methods, the positions and angles of joint can be calculated by using inverse kinematics, and we calculate the trajectory of the swing leg and pelvis according to the cubic spline. With these methods we were presented moving motions using a model of a human body.

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.

Deforming the Walking Motion with Geometrical Editing (주 관절 경로의 변형을 통한 걷기 동작 수정)

  • Kim, Meejin;Lee, Sukwon
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.1
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    • pp.1-8
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    • 2021
  • This paper proposes a simple deformation method for editing the trajectory of a walking motion with preserving its style. To this end, our method analyzes the trajectory of the root joint into the graph and deforms it by applying the graph Laplace operator. The trajectory of the root joint is presented as a graph with a vertex defined the position and direction at each time frame on the motion dataThe graph transforms the trajectory into the differential coordinate, and if the constraints are set on the trajectory vertex, the solver iterative approaches to the solution. By modifying the root trajectory, we can continuously vary the walking motion, which reduces the cost of capturing a whole motion that is required. After computes the root trajectory, other joints are copied on the root and post-processed as a final motion. At the end of our paper, we show the application that the character continuously walks in a complex environment while satisfying user constraints.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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Decoupled Parametric Motion Synthesis Based on Blending (상.하체 분리 매개화를 통한 블렌딩 기반의 모션 합성)

  • Ha, Dong-Wook;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.439-444
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    • 2008
  • The techniques, which locate example motions in abstract parameter space and interpolate them to generate new motion with given parameters, are widely used in real-time animation system for its controllability and efficiency However, as the dimension of parameter space increases for more complex control, the number of example motions for parameterization increases exponentially. This paper proposes a method that uses two different parameter spaces to obtain decoupled control over upper-body and lower-body motion. At each frame time, each parameterized motion space produces a source frame, which satisfies the constraints involving the corresponding body part. Then, the target frame is synthesized by splicing the upper body of one source frame onto the lower body of the other. To generate corresponding source frames to each other, we present a novel scheme for time-warping. This decoupled parameterization alleviates the problems caused by dimensional complexity of the parameter space and provides users with layered control over the character. However, when the examples are parameterized based on their upper body's spatial properties, the parameters of the examples are varied individually with every change of its lower body. To handle this, we provide an approximation technique to change the positions of the examples rapidly in the parameter space.

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Analysis of facial expressions using three-dimensional motion capture (3차원동작측정에 의한 얼굴 표정의 분석)

  • 박재희;이경태;김봉옥;조강희
    • Proceedings of the ESK Conference
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    • 1996.10a
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    • pp.59-65
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    • 1996
  • 인간의 얼굴 표정은 인간의 감성이 가장 잘 나타나는 부분이다 . 따라서 전통적으로 인간의 표정을 감 성과 연관 지어 연구하려는 많은 노력이 있어 왔다. 최근에는 얼굴 온도 변화를 측정하는 방법, 근전도(EMG; Electromyography)로 얼굴 근육의 움직임을 측정하는 방법, 이미지나 동작분석에 의한 얼굴 표정의 연구가 가능 하게 되었다. 본 연구에서는 인간의 얼굴 표정 변화를 3차원 동작분석 장비를 이용하여 측정하였다. 얼굴 표정 의 측정을 위해 두가지의 실험을 계획하였는데, 첫번 째 실험에서는 피실험자들로 하여금 웃는 표정, 놀라는 표정, 화난 표정, 그리고 무표정 등을 짓게 한 후 이를 측정하였으며, 두번째 실험에스는 코미디 영화와 공포 영화를 피 실험자들에게 보여 주어 피실험자들의 표정 변화를 측정하였다. 5명의 성인 남자가 실험에 참여하였는데, 감성을 일으킬 수 있는 적절한 자극 제시를 못한 점 등에서 처음에 기도했던 6개의 기본 표정(웃음, 슬픔, 혐오, 공포, 화남, 놀람)에 대한 모든 실험과 분석이 수행되지 못했다. 나머지 부분을 포함한 정교한 실험 준비가 추후 연구 에서 요구된다. 이러한 연구는 앞으로 감성공학, 소비자 반응 측정, 컴퓨터 애니메이션(animation), 정보 표시 장치(display) 수단으로서 사용될 수 있을 것이다.

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Dragging Body Parts in 3D Space to Direct Animated Characters (3차원 공간 상의 신체 부위 드래깅을 통한 캐릭터 애니메이션 제어)

  • Lee, Kang Hoon;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.2
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    • pp.11-20
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    • 2015
  • We present a new interactive technique for directing the motion sequences of an animated character by dragging its specific body part to a desired location in the three-dimensional virtual environment via a hand motion tracking device. The motion sequences of our character is synthesized by reordering subsequences of captured motion data based on a well-known graph representation. For each new input location, our system samples the space of possible future states by unrolling the graph into a spatial search tree, and retrieves one of the states at which the dragged body part of the character gets closer to the input location. We minimize the difference between each pair of successively retrieved states, so that the user is able to anticipate which states will be found by varying the input location, and resultantly, to quickly reach the desired states. The usefulness of our method is demonstrated through experiments with breakdance, boxing, and basketball motion data.

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.