• Title/Summary/Keyword: Motion capture

Search Result 654, Processing Time 0.021 seconds

The Effect of Kinesio Taping on the Quadriceps Femoris to the Gait Characteristics (대퇴사두근에 키네시오 테이핑 적용이 보행특성에 미치는 효과)

  • Jung, Byeong-Ok
    • Journal of Korean Physical Therapy Science
    • /
    • v.15 no.3
    • /
    • pp.65-72
    • /
    • 2008
  • Background : The purpose of present study was to investigate the effect of quadriceps femoris taping in normal gait using 3D motion capture technique. Method : Twenty healthy volunteers, have no musculoskeletal problems, were recruited as subjects for this study. In experimental group, 20 healthy young(males 10 and females 10) were included. The subjects were assessed during two conditions: control tape(no muscle stretched) and quadriceps (muscle stretched)taping application. To obtain the dynamic data, we captured the motion of subject attached markers without taping during repeated gaits five times or more in 7 m Capture volume of gait analysis center. The result was obtained as a mean value in three times. After taping on quadriceps femoris, the same procedure was carried out. Statistical analysis were performed using statistical software packagess SPSS WIN 12.0(SPSS, Chicago, IL, USA). Differences were tested for statistical significance using paired t-test, independent t-test, chi-squared test for comparisons between the muscle stretched and no muscle stretched. Results : The date of 20 subjects who carried out the whole experimental course were statistically analyzed. 1. gait velocity was showed that muscle stretched group had more significantly increased than no muscle stretched group(p<.05). 2. step length was showed that muscle stretched group had more significantly increased than no muscle stretched group(p<.05). 3. cadens was showed that muscle stretched group had more significantly increased than no muscle stretched group(p<.05). Conclusion : kinesio taping on quadriceps femoris promoted cadence, gait velocity, step length in normal subject (muscle stretched) group.

  • PDF

Effects of Somatosensory Stimulation on Lower-Limb Joint Kinetic of Older Adult During Stair Descent (계단 하강 보행 동안 체성감각 자극이 노인의 하지 관절 역학에 미치는 영향)

  • Kwak, K.Y.;So, H.J.;Kim, S.H.;Yang, Y.S.;Kim, N.G.;Kim, D.W.
    • Journal of Biomedical Engineering Research
    • /
    • v.32 no.2
    • /
    • pp.93-104
    • /
    • 2011
  • The purpose of this study was to investigate lower-limb joint torque of the two groups as it changed by somatosensory stimulation during the descent down three stairs of different heights and to describe the difference between the two groups, which are young people group and elderly people group. Subjects of each groups climbed down a stair at four stimulation conditions, which are non-stimulation, tibialis anterior tendon stimulation, achilles tendon stimulation, tibialis anterior - achilles tendon stimulation. Motion capture data were collected using 3D optoelectric motion tracking system that utilizes active infrared LEDs, near infrared sensor and force plate. The obtained motion capture data was used to build 3D computer simulation model. The results show that lower-limb joint torque of the two groups changed with somatosensory stimulation as they descended the stairs and the joint torque of the two groups differed from each other.

Guitar Rhythm Game Using Motion Capture (모션 캡쳐를 이용한 기타 리듬게임)

  • Park, DongGyu;Jeong, JeongSu
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.5
    • /
    • pp.1106-1112
    • /
    • 2013
  • Microsoft released motion sensing device named Kinnect on early 2010, which is available for developing Xbox 360 game and entertainment software. Also many third party libraries and applications are developed for Kinnect. In this paper, we studied and developed guitar rhythm game on Kinnect using three sensor units on it. Rhythm game is the most popular game genre for many game devices including PC, console device, and smart phone. The main reasons for their popularity depends on their simplicity, short learning time and physical activity with rhythms. We developed the game screen and layout on DirectX 11, also we used OpenNI library for recognize physical activity of gamer's body and fingers, and OpenGL for body gestures on the game.

Hybrid adaptive neuro-fuzzy inference system method for energy absorption of nano-composite reinforced beam with piezoelectric face-sheets

  • Lili Xiao
    • Advances in nano research
    • /
    • v.14 no.2
    • /
    • pp.141-154
    • /
    • 2023
  • Effects of viscoelastic foundation on vibration of curved-beam structure with clamped and simply-supported boundary conditions is investigated in this study. In doing so, a micro-scale laminate composite beam with two piezoelectric face layer with a carbon nanotube reinforces composite core is considered. The whole beam structure is laid on a viscoelastic substrate which normally occurred in actual conditions. Due to small scale of the structure non-classical elasticity theory provided more accurate results. Therefore, nonlocal strain gradient theory is employed here to capture both nano-scale effects on carbon nanotubes and microscale effects because of overall scale of the structure. Equivalent homogenous properties of the composite core is obtained using Halpin-Tsai equation. The equations of motion is derived considering energy terms of the beam and variational principle in minimizing total energy. The boundary condition is assumed to be clamped at one end and simply supported at the other end. Due to nonlinear terms in the equations of motion, semi-analytical method of general differential quadrature method is engaged to solve the equations. In addition, due to complexity in developing and solving equations of motion of arches, an artificial neural network is design and implemented to capture effects of different parameters on the inplane vibration of sandwich arches. At the end, effects of several parameters including nonlocal and gradient parameters, geometrical aspect ratios and substrate constants of the structure on the natural frequency and amplitude is derived. It is observed that increasing nonlocal and gradient parameters have contradictory effects of the amplitude and frequency of vibration of the laminate beam.

3-dimensional Coordinate Measurement by Pulse Magnetic Field Method (자기적 방법을 이용한 3차원 좌표 측정)

  • Im, Y.B.;Cho, Y.;Herr, H.B.;Son, D.
    • Journal of the Korean Magnetics Society
    • /
    • v.12 no.6
    • /
    • pp.206-211
    • /
    • 2002
  • We have constructed a new kind of magnetic motion capture sensor based on the pulse magnetic field method. 3-orthogonal magnetic pulse fields were generated in turns only one period of sinusoidal waveform using 3-orthogonal magnetic dipole coils, ring counter and analog multiplier. These pulse magnetic fields were measured with 3-orthogonal search coils, of which induced voltages by the x-, y-, and l-dipole sources using S/H amplifier at the time position of maximum induced voltage. Using the developed motion capture sensor, we can measure position of sensor with uncertainty of ${\pm}$0.5% in the measuring range from ${\pm}$0.5 m to ${\pm}$1.5 m.

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
    • /
    • v.19 no.4
    • /
    • pp.13-22
    • /
    • 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.

A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.11a
    • /
    • pp.278-281
    • /
    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

  • PDF

Three-dimensional finite element analysis of unilateral mastication in malocclusion cases using cone-beam computed tomography and a motion capture system

  • Yang, Hun-Mu;Cha, Jung-Yul;Hong, Ki-Seok;Park, Jong-Tae
    • Journal of Periodontal and Implant Science
    • /
    • v.46 no.2
    • /
    • pp.96-106
    • /
    • 2016
  • Purpose: Stress distribution and mandible distortion during lateral movements are known to be closely linked to bruxism, dental implant placement, and temporomandibular joint disorder. The present study was performed to determine stress distribution and distortion patterns of the mandible during lateral movements in Class I, II, and III relationships. Methods: Five Korean volunteers (one normal, two Class II, and two Class III occlusion cases) were selected. Finite element (FE) modeling was performed using information from cone-beam computed tomographic (CBCT) scans of the subjects' skulls, scanned images of dental casts, and incisor movement captured by an optical motion-capture system. Results: In the Class I and II cases, maximum stress load occurred at the condyle of the balancing side, but, in the Class III cases, the maximum stress was loaded on the condyle of the working side. Maximum distortion was observed on the menton at the midline in every case, regardless of loading force. The distortion was greatest in Class III cases and smallest in Class II cases. Conclusions: The stress distribution along and accompanying distortion of a mandible seems to be affected by the anteroposterior position of the mandible. Additionally, 3-D modeling of the craniofacial skeleton using CBCT and an optical laser scanner and reproduction of mandibular movement by way of the optical motion-capture technique used in this study are reliable techniques for investigating the masticatory system.

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
    • /
    • v.19 no.5
    • /
    • pp.1199-1206
    • /
    • 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 about a Production of A Game Character Animation Using a Combining with a Motion-capture System (디지털기반 3D 게임캐릭터애니메이션 제작에 있어서 모션캡쳐 활용에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.5
    • /
    • pp.115-123
    • /
    • 2005
  • Game industry will be one of the fastest developed industries in the 21st century. It is the outcome derived from the development of hardware such as the accumulated technology and computer in the 20th century. The development of computer graphics and hardware technique has let games have more realistic expression. The reality shown in games has influences over the movement of 3-dimensional game character as well as its background. The animation of character has been influenced by animator's level of skill, but it was problematic to have unnatural movement and long-term production time. In this regard, this study will compare the most widely used animation techniques such as Key-Frame method and Motion-Capture method each other and try to figure out which one is the most appropriate and effective method in 3 dimensional game character animation.

  • PDF