• 제목/요약/키워드: Motion capture

검색결과 654건 처리시간 0.152초

A Study on the Development of Digital Space Design Process Using User′s Motion Data (사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구)

  • 안신욱;박혜경
    • Korean Institute of Interior Design Journal
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    • 제13권3호
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    • pp.187-196
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    • 2004
  • The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

Motion Filter for Making Emphasized Human Motion

  • Sato, Syuichi;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 한국방송공학회 1996년도 Proceedings International Workshop on New Video Media Technology
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    • pp.45-49
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    • 1996
  • This paper describes algorithms for the method to generate motions automatically. There are many efforts to generate motions with assistance from computers. But almost of these are methods for generating motions from scratch using computers - generally called "Computer Generated Animation". We propose a method called "Computer Aided Animation" which is a tool to help in animator generating motions. Many motions in cartoonized animation are included with impossible motions for human. Animation makes these motions based on knowledge of experimental techniques. The method in this paper works like a filter in the field of image processing. We call this method "Motion Filter". Motion Filter accepts captured motions from motion capture system and translate these motions to emphasized-cartoonized-motions.

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MultiFormat motion picture storage subsystem using DirectShow Filters for a Mutichannel Visual Monitoring System (다채널 영상 감시 시스템을 위한 다중 포맷 동영상 저장 DirectShow Filter설계 및 구현)

  • 정연권;하상석;정선태
    • Proceedings of the IEEK Conference
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    • 대한전자공학회 2002년도 하계종합학술대회 논문집(4)
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    • pp.113-116
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    • 2002
  • Windows provides Directshow for efficient multimedia streaming processings such as multimedia capture, storage, display and etc. Presently, many motion picture codecs and audio codecs are made to be used in Directshow framework and Windows also supports many codecs (MPEG4, H,263, WMV, WMA, ASF, etc.) in addition to a lot of useful tools for multimedia streaming processing. Therefore, Directshow can be effectively utilized for developing windows-based multimedia streaming applications such as visual monitoring systems which needs to store real-time video data for later retrieval. In this paper, we present our efforts for developing a Directshow Filter System supporting storage of motion pictures in various motion picture codecs. Our Directshow Filter system also provides an additional functionality of motion detection.

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Bio Nature Mimic - Simultaneous Measurements of a Seagull Model's Motion and its Flow Fields (생체자연모사 - 갈매기 운동과 유동 동시측정 해석)

  • Doh, Deog-Hee;Baek, Tae-Sil;Cho, Kyeong-Rae;Pyeon, Yong-Beom;Cho, Yong-Beom
    • 한국가시화정보학회:학술대회논문집
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    • 한국가시화정보학회 2006년도 추계학술대회 논문집
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    • pp.117-120
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    • 2006
  • Inspiring or mimicking biological bodies is regarded as one of a breakthrough in the conventional engineering. The bird's motion is one of the mimicking objects. Seagulls fly under strong storm at sea. An attempt of investigating into the characteristics of a seagull model's motion and its flow fields has been made in this study. Three cameras, two for motion capture and one for flow field, were used. The motions of the seagull's wing have been reconstructed, and the flow characteristics around the wing have been investigated with 2D-PIV measurements.

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Motion characteristics of a floating wave energy converter with wave activating body type

  • Kim, Sung-soo;Lee, Jae-chul;Kang, Donghoon;Lee, Soon-sup
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제11권1호
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    • pp.244-255
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    • 2019
  • Interest in renewable energy has been increasing in recent years for many reasons, and there have been many studies on new types of wave energy converters and mechanisms for them. However, in this paper, motion characteristics of a wave energy converter with a wave activating body type is studied with an experiment. In order to conduct the experiment, a simple wave activating body type's wave energy converter is proposed. Experimental variations consist of connection type and location. The connection type controls the rotation motions of structures, and the connection location controls the distance between structures. The movement of floating structures, such as rotation, velocity, and acceleration, is measured with a potentiometer and a motion capture camera. Using the recorded data, the motion characteristics derived from the experimental variations are investigated.

Algorithm for Simplification of Motion Capture Data using Motion Property (움직임 특성을 이용한 모션 캡쳐 데이터의 간략화 알고리즘)

  • 이광수;황보택근
    • Proceedings of the Korea Multimedia Society Conference
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    • 한국멀티미디어학회 2003년도 추계학술발표대회(하)
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    • pp.621-625
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    • 2003
  • 최근 유ㆍ무선 환경을 기반으로 하는 온라인 게임 및 메신저 서비스 등에서 아바타를 활용한 서비스가 증가하고 있으며 3D 아바타의 움직임을 표현하기 위한 3D 애니메이션에서는 사실적인 움직임을 표현하기 위해서 모션 캡쳐 데이터를 많이 사용하고 있다. 본 연구에서는 모션 캡쳐 데이터의 크기를 줄이기 위한 기법으로 모션 캡쳐 데이터를 움직임 특성에 대하여 분석하여 추출된 특징점을 이용하여 간략화하는 기법과 간략화된 모션 데이터를 본래의 데이터로 복원하는 기법을 제안한다.

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3D Avatar´s movement creation and control technique

  • Jang, Moon-Sung;Kuc, Tae-Yong;Kim, Si-Jung
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.117.4-117
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    • 2001
  • This paper introduces the movement creation and control technique of an avatar, whose replacement of the user is increasing due to the rapid development of the internet and hardware that generalizes the VR. A 3D avatar´s movement is usually created through the key-framing technique or motion-capture equipment. This paper introduce the production of the avatar´s movement by constructing a articulated avatar whose speed and movement are automatically created by the neural oscillatory network and avatar´s joint is controlled by the use of kinematics and motion editor.

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An Analysis of Natural Motion for Product Design : Refrigerator Half Guard Installation Part Design (자연스러운 동작 분석을 통한 냉장고 Half Guard 조립체의 인간공학적 개선)

  • Park, Jang-Woon;Kim, Su-Jin;You, Hee-Cheon
    • Journal of Korean Institute of Industrial Engineers
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    • 제37권1호
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    • pp.10-18
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    • 2011
  • Ergonomic product design considering users' natural use motion is of importance to improve the usability and satisfaction of a product. A five-step process of product design was developed in the present study by measuring and analyzing users' natural product-use motion with a motion capture system. The developed process was applied to ergonomic design improvement of a half guard installation part of refrigerator; new guard designs (diagonal and arc shape) were developed with the process and evaluated in terms of validity during the development as two measures (task satisfaction and similarity of natural motion). According to the evaluation result, the satisfaction at putting in- and out-task of new guard designs ($6.3{\pm}0.5$ points) was significantly higher than that of existing guard designs ($3.3{\pm}1.0$ points); the difference between natural motion and product-use motion in new guard designs ($1.0{\pm}0.3cm$) was significantly less than that of existing guard designs ($2.0{\pm}0.2cm$). The proposed process of natural motion analysis and product design is applicable to ergonomic product design and evaluation.

Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권11호
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

Real-time Interactive Animation System for Low-Priced Motion Capture Sensors (저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템)

  • Kim, Jeongho;Kang, Daeun;Lee, Yoonsang;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • 제28권2호
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    • pp.29-41
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    • 2022
  • In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user's input motion, the other character's motion is decided to react to the user avatar's motion. During a pre-processing step, our system analyzes the reference motion data and generates mapping model in advance. At run-time, our system first generates initial poses of two characters and then modifies them so that it could provide plausible interacting behavior. Our experimental results show plausible interacting animations in that the user character performs a modified motion of user input and the counterpart character properly reacts against the user character. The proposed method will be useful for developing real-time interactive animation systems which provide a better immersive experience for users.