• Title/Summary/Keyword: Motion Game

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Scenario-based 3D Objects Synthesizing System Design

  • Nam, Ji-Seung;Gao, Hui;Kang, Mi-Young;Kim, Kyoung-Tae;Son, Seung-Chul;Pom, Chung-Ung;Heo, Kwon
    • Journal of Information Processing Systems
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    • v.2 no.1
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    • pp.18-22
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    • 2006
  • This paper proposes the framework of the scenario-based 3D image synthesizing system that allows common users who envision a scenario in their mind to realize it into the segments of cool animation. We focused on utilization of the existing motions to synthesize new motions for the objects. The framework is useful to build a 3D animation in game programming with a limited set of 3D objects. We also propose a practical algorithm to reuse and expand the objects. This algorithm is based on motion path modification rules. Both linear and nonlinear curve-fitting algorithms were applied to modify an animation by key frame interpolation and to make the motion appear realistic.

Clinical Characteristics of Hip Joint Rotations and Knee Adduction Moment through 3D Gait Analysis (3차원 보행분석을 통한 무릎 모음 모멘트와 고관절 내외회전의 임상적 특성)

  • Kim, Yongwook;Kang, Seungmook
    • Journal of The Korean Society of Integrative Medicine
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    • v.5 no.4
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    • pp.41-48
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    • 2017
  • Purpose : The purpose of this study was to verify the relationships among the knee adduction moment, hip rotation range, strength of hip rotators, and Foot Posture Index of healthy young adults. Method : Thirty-two healthy adults(24 male, 8 females) participated in this study. Subjects performed 5 walking trials to evaluate the knee adduction moments using a three-dimensional motion analysis system. Hip rotation ranges and hip rotator strengths were measured using a standard goniometer and a handheld dynamometer, respectively. The mean of three trials of clinical tests was used for data analysis. Results : The first peak knee adduction moment was significantly correlated with the hip rotation ranges and hip rotator strengths (P<.05). The second peak knee adduction moment was showed significant correlations with hip external rotation and rotation ratio. There were no correlations between Foot Posture Index and all knee adduction moments (P>.05). Conclusion : This study suggests that imbalances of the range of motion and strength of the internal and external rotation of the hip joint can affect knee adduction moments. The impact may exacerbate musculoskeletal disorders such as osteoarthritis of the knee. Therefore, further studies should be conducted to evaluate the effects of clinical interventions to correct these imbalances on the reduction of the knee adduction moments in patients with knee osteoarthritis.

Simple Anterior Dislocation of the Elbow - Case Report (주관절의 전방 단순 탈구 - 증례보고)

  • Lee Bong-Jin;Lee Sung-Rak;Kim Seong-Tae
    • Clinics in Shoulder and Elbow
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    • v.8 no.2
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    • pp.181-186
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    • 2005
  • An anterior dislocation of the elbow without a fracture of the olecranon is an extremely rare injury. This paper reports a 36-year-old male who stumbled and fell on his outstretched hand during a soccer game. The anteroposterior and lateral radiographs indicated a simple anterior dislocation of the elbow, which was reduced using a closed method. The elbow joint was stable in the range of motion, but the sensation of the two ulnar digits was still reduced. MRI was useful for the identification of the pathoanatomy. At the follow-up examination three months after the initial trauma, the hypesthesia has fully recovered and the patient regained the full range of the elbow and forearm motion without pain and instability. After 18 months, the patient had a normal elbow function, and could play various sports. If an anterior elbow dislocation is detected early, a closed reduction with careful pathoanatomical considerations would be successful.

The Diagnosis and Prescription for Correcting Errors of Putting in Golf Skill : A Case Study (골프 퍼팅 시 오류동작 교정을 위한 진단과 처방)

  • Hah, Chong-Ku
    • Korean Journal of Applied Biomechanics
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    • v.16 no.2
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    • pp.21-24
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    • 2006
  • The purpose of this paper is to diagnose the errors by comparing putting motion with the single pendulum pattern applicable to putting in golf skill and order prescription that correct errors of putting. In the modern-day game of golf, putting remains the key to shooting low scores, and the ability to hole putts can turn a good round into a great round A semi-golfer, subject(sex female, age 20yrs, mass 94.3kg, height 1.65m) who has troubles to do putting is chosen. Six cameras, ProReflex MCU240(240Hz) made by Qualisys company is used to capture putting motion and data is processed by QTM(Qualisys Track Manager) and Mathematica 5.0. The result that differentiates the putting and the single pendulum pattern is acquired To make the pattern of subject's putting to the single pendulum pattern quasi-equal, one tries to lower center of mass gradually. As a result of it, one has a similar pattern like the single pendulum Conclusively, to lower C.O.M one orders prescriptions that increase the weight and length of a putter and lower C.O.M subject's segment. Further improvements to the study could be to train a subject according to prescriptions and to monitor putting again. It will probably be necessary to simulate putting motions and to research relations for body shapes and putting patterns in order to establish suitable putting-motions.

A VR-based pseudo weight algorithm using machine learning

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.53-59
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    • 2021
  • In this paper, we propose a system that can perform dumbbell exercise by recognizing the weight of dumbbells without wearing and device. With the development of virtual reality technnology, many studies are being conducted to simulate the pysical feedback of the real world in the virtual world. Accurate motion recognition is important to the elderly for rehabilitation exercises. They cannot lift heavy dumbbells. For rehabilitation exercise, correct body movement according to an appropriate weight must be performed. We use a machine learning algorithm for the accuracy of motion data input in real time. As an experiment, we was test three types of bicep, double, shoulder exercise and verified accuracy of exercise. In addition, we made a virtual gym game to actually apply these exercise in virtual reality.

Development of virtual reality boxing game contents using motion tracking (모션 트래킹을 이용한 가상현실 복싱 게임 개발)

  • Kim, Young-gwon;Kwon, Ki-jae;Yun, Na-ri;Kim, Jong-in;Yun, Tae-jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.517-518
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    • 2021
  • 본 논문에서는 게임 개발 플랫폼인 언리얼 엔진 4을 사용하여 가상현실기술을 활용한 복싱 게임을 개발하였다. 복싱 게임을 더욱 실감나게 즐길 수 있도록 하기 위해 양 손에 부착한 VIVE 트래커로 복싱 동작을 모션 트래킹하여 아바타를 제어하였다. 게임 모드의 경우 연습모드와 스파링모드로 구성하였다. 연습모드에서 튜토리얼을 진행하여 게임플레이를 익힌 후 스파링모드에서 AI와 복싱 대결을 하도록 구현하였다. 스파링모드는 AI와 플레이어가 대결을 하며 먼저 체력을 소모시키면 승리하게 된다. 그리고 AI 캐릭터의 애니메이션 재생 속도에 따라 4가지 난이도를 설정할 수 있다. 가상현실 복싱게임은 VR기술을 이용하여 가정에서 간편하게 복싱 운동을 즐길 수 있으며, 더 많은 VIVE 트래커를 활용하면 정밀한 모션 트래킹이 가능하여 현실감을 높일 수 있다.

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The Kinematic Factors of Physical Motions During Air Pistol Shooting

  • Kim, Min-Soo
    • Korean Journal of Applied Biomechanics
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    • v.26 no.2
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    • pp.197-204
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    • 2016
  • Objective: The purpose of this study was to analyze the kinematic factors of motion during air pistol shooting. Method: This study aimed to investigate changes in forces during movement and determine the factors that affect changes in force during the first, middle, and last periods of shooting an air pistol. Two ground reaction force systems (force platform), SCATT (a shooting training system), and EMG (electromyogram) to measure the action potentials in the muscles of the upper body were used in this study. Four university air pistol players (age: 19.75 years, height: 175.50 cm, body mass: $69.55{\pm}11.50kg$, career length: $6.25{\pm}6years$) who are training to progress to a higher rank were enrolled. Results: In terms of the actual shooting results, the mean score in the middle section was $42.48{\pm}1.74$ points, higher than those in the first and the last periods when using SCATT. The gunpoint moved 13.48 mm more vertically than horizontally in the target trajectory. With respect to action potentials of muscles measured using EMG, the highest action potentials during the aiming-shooting segments, in order higher to lower, were seen in the trapezius (intermediate region), trapezius (superior region), deltoid (lateral), and triceps brachii (long head). The action potentials of biceps brachii and brachioradialis turned out to be high during grasping motion, which is a preparatory stage. During the final segment, muscle fatigue appeared in the deltoid (lateral), biceps brachii (long head), brachioradialis, and trapezius (intermediate region). In terms of the ground reaction force, during the first period of shooting, there was a major change in the overall direction (left-right $F_x$, forward-backward $F_y$, vertical $F_z$) of the center of the mass. Conclusion: The development and application of a training program focusing on muscle groups with higher muscle fatigue is required for players to progress to a higher rank. Furthermore, players can improve their records in the first period if they take part in a game after warming up sufficiently before shooting in order to heighten muscle action potentials, and are expected to maintain a consistent shooting motion continuously by restoring psychological stability.

Pose Calibration of Inertial Measurement Units on Joint-Constrained Rigid Bodies (관절체에 고정된 관성 센서의 위치 및 자세 보정 기법)

  • Kim, Sinyoung;Kim, Hyejin;Lee, Sung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.4
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    • pp.13-22
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    • 2013
  • A motion capture system is widely used in movies, computer game, and computer animation industries because it allows for creating realistic human motions efficiently. The inertial motion capture system has several advantages over more popular vision-based systems in terms of the required space and cost. However, it suffers from low accuracy due to the relatively high noise levels of the inertial sensors. In particular, the accelerometer used for measuring gravity direction loses the accuracy when the sensor is moving with non-zero linear acceleration. In this paper, we propose a method to remove the linear acceleration component from the accelerometer data in order to improve the accuracy of measuring gravity direction. In addition, we develop a simple method to calibrate the joint axis of a link to which an inertial sensor belongs as well as the position of a sensor with respect to the link. The calibration enables attaching inertial sensors in an arbitrary position and orientation with respect to a link.

Automatic Pose similarity Computation of Motion Capture Data Through Topological Analysis (위상분석을 통한 모션캡처 데이터의 자동 포즈 비교 방법)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1199-1206
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    • 2015
  • This paper introduces an algorithm for computing similarity between two poses in the motion capture data with different scale of skeleton, different number of joints and different joint names. The proposed algorithm first performs the topological analysis on the skeleton hierarchy for classifying the joints into more meaningful groups. The global joints positions of each joint group then are aggregated into a point cloud. The number of joints and their positions are automatically adjusted in this process. Once we have two point clouds, the algorithm finds an optimal 2D transform matrix that transforms one point cloud to the other as closely as possible. Then, the similarity can be obtained by summing up all distance values between two points clouds after applying the 2D transform matrix. After some experiment, we found that the proposed algorithm is able to compute the similarity between two poses regardless of their scale, joint name and the number of joints.

A study of kinetic narrative educational contents based on English literature: A convergent approach (영문학 기반 키네틱 교육 콘텐츠의 교육적 유의미성과 현장 활용 방안 탐구)

  • Kim, Eun-Jung;Shin, Dong-il;Kim, Keum-Sun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.43-53
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    • 2016
  • The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English literature education, and total physical response-storytelling method. It introduces the following three stages of development procedure: 1) selecting and analyzing English literature, 2) designing a prototype including the story flow, the movement and the motion interaction design, and 3) constructing motion database using Laban movement analysis. Then, how to apply it to young learners is illustrated with 'the story of the three little pigs,' Finally, implication for the field of young learner English education and English literature is discussed.