• 제목/요약/키워드: Motion Capture Calibration

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Development of Gait Distance Measurement System Based on Inertial Measurement Units (관성측정장치를 이용한 보행거리 측정 시스템 개발)

  • Lee, K.H.;Kang, S.I.;Cho, J.S.;Lim, D.H.;Lee, J.S.;Kim, I.Y.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.2
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    • pp.161-168
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    • 2015
  • In this paper, we present an inertial sensor-based gait distance measurement system using accelerometer, gyroscope, and magnetometer. To minimize offset and gain error of inertial sensors, we performed the calibration using the self-made calibration jig with 9 degrees of freedom. For measuring accurate gait distance, we used gradient descent algorithm to remove gravity error and used analysis of gait pattern to remove drift error. Finally, we measured a gait distance by double-integration of the error-removed acceleration data. To evaluate the performance of our system, we walked 10m in a straight line indoors to observe the improvement of removing error which compared un-calibrated to calibrated data. Also, the gait distance measured by the system was compared to the measurement of the Vicon motion capture system. The evaluation resulted in the improvement of $31.4{\pm}14.38%$(mean${\pm}$S.D.), $78.64{\pm}10.84%$ and $69.71{\pm}26.25%$ for x, y and z axis, respectively when walked in a straight line, and a root mean square error of 0.10m, 0.16m, and 0.12m for x, y and z axis, respectively when compared to the Vicon motion capture system.

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Facial Expression Animation which Applies a Motion Data in the Vector based Caricature (벡터 기반 캐리커처에 모션 데이터를 적용한 얼굴 표정 애니메이션)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.90-98
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    • 2010
  • This paper describes methodology which enables user in order to generate facial expression animation of caricature which applies a facial motion data in the vector based caricature. This method which sees was embodied with the plug-in of illustrator. And It is equipping the user interface of separate way. The data which is used in experiment attaches 28 small-sized markers in important muscular part of the actor face and captured the multiple many expression which is various with Facial Tracker. The caricature was produced in the bezier curve form which has a respectively control point from location of the important marker which attaches in the face of the actor when motion capturing to connection with motion data and the region which is identical. The facial motion data compares in the caricature and the spatial scale went through a motion calibration process too because of size. And with the user letting the control did possibly at any time. In order connecting the caricature and the markers also, we did possibly with the click the corresponding region of the caricature, after the user selects each name of the face region from the menu. Finally, this paper used a user interface of illustrator and in order for the caricature facial expression animation generation which applies a facial motion data in the vector based caricature to be possible.

3D Reconstruction using a Moving Planar Mirror (움직이는 평면거울을 이용한 3차원 물체 복원)

  • 장경호;이동훈;정순기
    • Journal of KIISE:Software and Applications
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    • v.31 no.11
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    • pp.1543-1550
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    • 2004
  • Modeling from images is a cost-effective means of obtaining 3D geometric models. These models can be effectively constructed from classical Structure from Motion algorithm. However, it's too difficult to reconstruct whole scenes using SFM method since general sites contain a very complex shapes and brilliant colours. To overcome this difficulty, the current paper proposes a new reconstruction method based on a moving Planar mirror. We devise the mirror posture instead of scene itself as a cue for reconstructing the geometry That implies that the geometric cues are inserted into the scene by compulsion. With this method, we can obtain the geometric details regardless of the scene complexity. For this purpose, we first capture image sequences through the moving mirror containing the interested scene, and then calibrate the camera through the mirror's posture. Since the calibration results are still inaccurate due to the detection error, the camera pose is revised using frame-correspondence of the comer points that are easily obtained using the initial camera posture. Finally, 3D information is computed from a set of calibrated image sequences. We validate our approach with a set of experiments on some complex objects.

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.