• Title/Summary/Keyword: Motion Capturing

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A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

Hardware Configuration and Paradox Measurement for the Determination of Arrow Trajectory (화살의 이동궤적을 위한 하드웨어 구성 및 패러독스 측정)

  • Jeong, Yeong-Sang;Yu, Jung-Won;Lee, Han-Soo;Kim, Sung-Shin
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.21 no.3
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    • pp.459-464
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    • 2012
  • The point of impact, the shot group, and the flight traces depend on the combination of unique features which decide moving traces of the arrow (paradox of the archer, length of the arrow shaft, weight, angle of the feather, and spline of the arrow shaft). The more dense the impact points in the shot group and the earlier elimination of paradox of the archer, the higher assessment is given for the product. However, there is no way to objectively assess the efficiency and quality of the arrow, and there is no numeric data to be used as the basis for comparison with other products. Although capturing the images of flying arrow using a high-speed motion picture camera is possible, we are limited to observation from specific view angle only. Hence, the criteria for efficiency and quality assessment are mostly based on subjective opinions of experts or hunters, or review on consumers' remarks. In this paper, we propose a hardware composition that are based on three detection frames consisting of line lasers and photo diode arrays without the high-speed motion picture camera. Predicated on measured coordinates data, a nobel method for the archer's paradox measurement, a key parameter that determine the arrow's trajectory, and corresponding numerical analysis model is proposed.

Kinematic Comparisons of the Tsukahara Vault between a Top-level Athlete and Sublevel Collegiate Athletes

  • Park, Cheol-Hee;Kim, Young-Kwan;Back, Chang-Yei
    • Korean Journal of Applied Biomechanics
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    • v.26 no.1
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    • pp.71-82
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    • 2016
  • Objective: The purpose of this study was to investigate kinematic comparisons of Tsukahara vault in gymnastics between a top-level athlete and sublevel collegiate athletes in order to obtain information on key biomechanical points for successful Tsukahara vaults. Methods: An Olympic gold medalist (height, 160 cm; weight, 52 kg; age, 25 years) and five sublevel collegiate gymnasts (height, $168.2{\pm}3.4cm$; weight, $59.6{\pm}3.1kg$; age, $23.2{\pm}1.6years$) participated in this study. They repeatedly performed Tsukahara vaults including one somersault. Fourteen motion-capturing cameras were used to collect the trajectories of 26 body markers during Tsukahara vaults. Event time, displacement and velocity of the center of mass, joint angles, the distance between the two hands on the horse, and averaged horizontal and vertical impact forces were calculated and compared. Results: The top-level athlete showed a larger range of motion (ROM) of the hip and knee joints compared to sublevel collegiate athletes during board contact. During horse contact, the top-level athlete had a narrow distance between the two hands with extended elbows and shoulders in order to produce a strong blocking force from the horse with a shorter contact time. At the moment of horse take-off, reactive hip extension of the top-level athlete enhanced propulsive take-off velocity and hip posture during post-flight phase. Conclusion: Even though a high velocity of the center of mass is important, the posture and interactive action during horse contact is crucial to post-flight performance and the advanced performance of Tsukahara vaults.

Development of A News Event Reenactment System (사건재연 시스템 개발)

  • 윤여천;변혜원;전성규;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.21-27
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    • 2002
  • This paper presents a mews event reenactment system (NERS), which generates virtual character animations in a quick and convenient manner. Thus, NERS can be used to produce computer graphics(CG) scenes of news events that are hard to photograph, such as fire, traffic accident, cases of murder, and so on. By using plenty of captured motion data and CG model data this system produces an appropriate animation of virtual characters straightforwardly without any motion capturing device and actors in the authoring stage. NERS is designed to be capable of making virtual characters move along user-defined paths, stitching motions smoothly and modifyingthe positions and of the articulations of a virtual character in a specific frame. Therefore a virtual character can be controlled precisely so as to interact with the virtual environments and other characters. NERS provides both an interactive and script-based (MEL: Maya Embedded Language) interface so that user can this system in a convenient way. This system has been implemented as a plug-in of commercial CG tool, Maya (Alias/wavefront), in order to make use of its advanced functions

Analysis of Large-Amplitude Ship Motions Using a Cartesian-Gridbased Computational Method (직교격자 기반 수치기법을 이용한 선박의 대변위 운동해석)

  • Yang, Kyung-Kyu;Nam, Bo-Woo;Lee, Jae-Hoon;Kim, Yonghwan
    • Journal of the Society of Naval Architects of Korea
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    • v.49 no.6
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    • pp.461-468
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    • 2012
  • In this study, a Cartesian-grid method based on finite volume approach is applied to simulate the ship motions in large amplitude waves. Fractional step method is applied for pressure-velocity coupling and TVD limiter is used to interpolate the cell face value for the discretization of convective term. Water, air, and solid phases are identified by using the concept of volume-fraction function for each phase. In order to capture the interface between air and water, the tangent of hyperbola for interface capturing (THINC) scheme is used with weighed line interface calculation (WLIC) method which considers multidimensional information. The volume fraction of solid body embedded in the Cartesian grid system is calculated using a level-set based algorithm, and the body boundary condition is imposed by a volume weighted formula. Numerical simulations for the two-dimensional barge type model and Wigley hull in linear waves have been carried out to validate the newly developed code. To demonstrate the applicability for highly nonlinear wave-body interactions such as green water on the deck, numerical analysis on the large-amplitude motion of S175 containership is conducted and all computational results are compared with experimental data.

Preliminary study on car detection and tracking method using surveillance camera in tunnel environment for accident detection (터널 내 유고상황 자동 판정을 위한 선행 연구: CCTV를 이용한 차량의 탐지와 추적 기법 고찰)

  • Oh, Young-Sup;Shin, Hyu-Soung
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.19 no.5
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    • pp.813-827
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    • 2017
  • Surveillance cameras installed in tunnels capture the various video frames effected by dynamic and variable factors. In addition, localizing and managing the cameras in tunnel is not affordable, and quality of capturing frame is effected by time. In this paper, we introduce a new method to detect and track the vehicles in tunnel by using surveillance cameras installed in a tunnel. It is difficult to detect the video frames directly from surveillance cameras due to the motion blur effect and blurring effect on lens by dirt. In order to overcome this difficulties, two new methods such as Differential Frame/Non-Maxima Suppression (DFNMS) and Haar Cascade Detector to track cars are proposed and investigated for their feasibilities. In the study, it was shown that high precision and recall values could be achieved by the two methods, which then be capable of providing practical data and key information to an automatic accident detection system in tunnels.

Changes of Walking Pattern for Young Adults dur ing Level Walking under Low Illumination (20대 남성의 낮은 조도의 평지 보행 시 보행 패턴 변화)

  • Choi, Jin-Seung;Kang, Dong-Won;Bang, Yun-Hwan;Tack, Gye-Rae
    • Korean Journal of Applied Biomechanics
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    • v.20 no.4
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    • pp.381-386
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    • 2010
  • This study examined the changes in the walking pattern during level walking under low illumination conditions. Fourteen male subjects ($22.1{\pm}2.21$ years, $174{\pm}3.74\;cm$, $68.86{\pm}10.81\;kg$) with normal vision and no disabilities were enrolled in this study. All experiments were performed on a level walkway with three conditions: normal walking (preferred & low speed) and walking with low illumination. 3D motion capturing system was used for acquisition and analysis of the walking motion data with a sampling frequency of 120Hz. The walking speed, normalized jerk(NJ) at the center of mass(COM), wrist and heel, knee and elbow joint angle, ratio of the knee joint angle to elbow joint angle and the toe clearance on stance phase were used to compare the differences in walking pattern between the two illumination conditions, The results showed that the walking speed and joint angles decreased in low illumination, whereas the NJ and toe minimum clearance increased. In low illumination, most variables were similar to effects of low speed walking, but toe clearance was different from the effects of low speed. These results can be used as primary data for examining the changes in the level walking pattern of young adults under low illumination. Further study will be needed to compare these results in young adults with those in the elderly.

Effect of Standard Time and Joint Power of Lower Extremity on Different Illuminations in the Elderly Women (조도 변화가 여성노인의 보행 표준시간과 하지 관절파워에 미치는 영향)

  • Hah, Chong-Ku;Yi, Jae-Hoon;Yang, Jeong-Hoon;Seo, Uk-Hyeon
    • Korean Journal of Applied Biomechanics
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    • v.24 no.2
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    • pp.167-172
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    • 2014
  • The purpose of this study was to investigate walking standard time and joint powers of the lower extremities on the changes of illuminations in the elderly women. Ten older women ($70.90{\pm}3.28$ years, $154.70{\pm}3.47$ cm, $53.80{\pm}5.39$ kg) with normal vision and no gait disabilities participated in this study. All the experiments were performed on a level walkway from low to high lighting (six conditions). A 3-dimensional motion capturing system, force-plate, and EMG were used to acquire and analyze walking motion, force, and muscle activity data; the sampling frequency was 100 Hz, 1000 Hz and 1000 Hz respectively. To test the differences on walking standard time and joint powers of the lower extremities between the six lighting conditions, one-way repeated ANOVAs were evaluated. The following results were drawn: First, mean standard time was about 1.3 sec/stride, and velocities were smaller with lighting increasing except 100 Lx. Second, the joint power patterns of ankle and knee were not consistent, but only hip joint power was a greatest in 6 Lx and a smallest in 400 Lx. Third, standard times(100 Lx<300 Lx, 400 Lx) were statistically significant, and hip joint max powers (100 Lx>others) were also statistically significant. But ankle and knee joint max power were not statistically significant. These results showed that standard times from low to high lighting were not consistent, and hip joint of 100 Lx has a greatest rotational torque. We suggested that gait strategies of them as to changing illuminations were not consistent and findings may represent a lack of adaptability in the elderly women.

Effect of Toe Headings on the Biomechanics of Knee Joint in Drop Landing (드롭 랜딩에서 발끝자세가 무릎관절 운동역학에 미치는 영향)

  • Joo, Ji-Yong;Kim, Young-Kwan;Kim, Jae-Pil
    • Korean Journal of Applied Biomechanics
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    • v.24 no.2
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    • pp.121-129
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    • 2014
  • The purpose of this study was to investigate the effect of the toe headings on the biomechanics of knee joint in drop landing in an attempt to find the potential risk of non-contact anterior cruciate ligament (ACL) injury. Seventeen male college students ($20.5{\pm}1.1$ yrs; $175.2{\pm}6.4$ cm; $68.8{\pm}5.8$ kg), having no neuromuscular injury within an year, participated in this study. Three different toe headings such as toe-in (TI), neutral (N), and toe-out (TO) positions were tested. Motion capturing system consisting of eight high speed cameras and two force platforms were used to collect three-dimensional motion data and ground reaction force data during landing. Results indicated joint angles and peak joint moments were significantly affected by the toe headings. TI position produced larger valgus angle due to reduce knee distance in addition to higher flexion and valgus moment than other positions, which was somewhat vulnerable to the potential risk of non-contact ACL injury. TO position caused the largest internal rotation angle with smaller joint moments. Therefore, it is recommended that athletes need to land on the ground with neutral toe-heading position as possible in order to minimize the potential risk of non-contact ACL injury.

Effect of Loaded Warm-up Jumps on the Following Performance of Vertical Jump (과중량을 이용한 워밍업 점프가 사후 점프 수행에 미치는 영향)

  • Kim, Hyun-Goun;Kim, Young-Kwan;Cho, Hang Nan
    • Korean Journal of Applied Biomechanics
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    • v.25 no.2
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    • pp.167-174
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    • 2015
  • Purpose : The purpose of this study was to investigate the effects of loaded vertical jumps on the following vertical jumps and to find how long the transient effect of warm-ups would continue. Methods : Twelve healthy college male students, majoring in physical education, participated in this study voluntarily. They performed three sets of unloaded jumps (pre-jump, 5% post jump, and 10% post jump) and two sets of loaded jumps (5% and 10% loaded jumps) according to the counter-balanced order. At each set, three trials of maximal vertical jumps were performed by a 30 second interval between trials and a 3 minute break after warm-up jumps. Force platform and motion capturing system were used to record motions and ground reaction force. Results : Only 5% post-warm-up jumps ($48.29{\pm}2.06cm$) showed significant increase in the jump height compared with pre-warm-up jumps ($47.35{\pm}2.21cm$). The transient effects of loaded warm-ups disappeared 4 minutes after loaded jumps. Conclusion : Conclusively, a decent amount of loading (around 5% extra of body weight) during sport specific warm-ups would give a positive, transient effect on the performance of the vertical jump.