• 제목/요약/키워드: Motion capture system

검색결과 335건 처리시간 0.032초

동작 획득 시스템의 개발 (Development of Motion Capture System)

  • 우정재;최형식;김영식;전대원
    • 한국정밀공학회지
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    • 제19권10호
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    • pp.139-146
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    • 2002
  • We developed a motion capture system to utilize informations on the human walking motion. The system is composed of the mechanical and electronic devices to obtain the joint angle data and the software to analyze the obtained data and to transform the data into the input for a biped walking robot. The mechanical system is composed of a pair of links with 3 revolute joints, on which potentiometers are attached on joint axes to sense rotation angles. Analog signals from potentiometers are transformed into the digital data through the low pass filter and the A/D converter, and then which are stored at the computer. We analyzed the walking characteristics by applying FFT to the digital data, and then performed a 3-D computer simulation using the data. Finally, We apply the processed data to a biped walking robot.

Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • 한국멀티미디어학회논문지
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    • 제16권11호
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    • pp.1348-1356
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    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.

헛디딤 보행특성과 3 차원 모의해석결과 비교 (Comparison of Three-Dimensional Dynamic Simulation with Falling Gait Analysis)

  • 명성식;금영광;황성재;김한성;김영호
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.359-363
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    • 2004
  • Numerous studies have been performed to analyze various phenomena of human's walking, gait. In the present study, unrecognized walking and recognized walking were analyzed by three dimensional motion capture system(VICON motion system Ltd., England) and simulated by computer program. Two normal males participated in measuring the motion of unrecognized and recognized walking. Six infrared cameras and four force plates were used and sixteen reflective markers were attached to the subject to capture the motion. A musculoskeletal model was generated anatomically by using ADAMS(MSC software corp., USA) and LifeMOD(Biomechanics Research Group Inc, USA). The inverse dynamic simulation and forward dynamic simulation were also performed. The result of simulation was similar to the experimental result. This study provides the base line for dynamic simulation of the falling walking. It will be useful to simulate various another pathologic gaits for old peoples.

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기하학적 평균 필터에 의한 자연스러운 움직임 편집 (On Natural Motion Editing by a Geometric Mean Filter)

  • 김진옥
    • 인터넷정보학회논문지
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    • 제4권2호
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    • pp.31-37
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    • 2003
  • 최근 움직임 포착 시스템은 애니메이션 연구 분야에 가장 활발하게 적용되고 있다. 움직임 데이터의 포착은 움직임 포착 시스템은 실제 배우의 움직임과 연결하여 이루어진다. 본 연구는 기하학적 평균 필터를 이용하여 움직임 데이터를 편집하는 방법에 대해 다룬다. 포착한 움직임 데이터에 잡음이 끼면 부자연스러운 동작을 생성하기 때문에 동작을 자연스럽게 만들어 내는 중간 과정이 필요한데 기하학적 평균 필터를 이용하여 자연스러운 동작을 생성할 수 있도록 한 것이다. 실험 결과는 기하학적 평균필터가 다양한 공간필터 중에서 움직임 데이터의 잡음을 제거하는데 가장 우수함을 보여준다. 본 연구의 제안 방법은 실시간 애니메이션, 가상현신, 3D 응용분야등에 다양하게 응용 가능하다.

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기하학적 평균 필터에 의한 자연스러운 움직임 편집 (On Natural Motion Editing by a Geometric Mean Filter)

  • 김진옥
    • 인터넷정보학회논문지
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    • 제5권2호
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    • pp.41-47
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    • 2004
  • 최근 움직임 포착 시스템은 애니메이션 연구 분야에 가장 활발하게 적용되고 있다. 움직임 데이터의 포착은 움직임 포착 시스템을 실제 배우의 움직임과 연결하여 이루어진다. 본 연구는 기하학적 평균 필터를 이용하여 움직임 데이터를 편집하는 방법에 대해 다룬다. 포착한 움직임 데이터에 잡음이 끼면 부자연스러운 동작을 생성하기 때문에 동작을 자연스럽게 만들어 내는 중간 과정이 필요한데 기하학적 평균 필터를 이용하여 자연스러운 동작을 생성할 수 있도록 한 것이다. 실험 결과는 기하학적 평균필터가 다양한 공간필터 중에서 움직임 데이터의 잡음을 제거하는데 가장 우수함을 보여준다. 본 연구의 제안 방법은 실시간 애니메이션, 가상현실, 3D 응용분야등에 다양하게 응용 가능하다.

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3차원 체인코드와 은닉마르코프 모델을 이용한 권투모션 인식 (Recognition of Fighting Motion using a 3D-Chain Code and HMM)

  • 한창호;오춘석;최병욱
    • 제어로봇시스템학회논문지
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    • 제16권8호
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    • pp.756-760
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    • 2010
  • In this paper, a new method to recognize various motions of fighting with an aid of HMM is proposed. There are four kinds of fighting motion such as hook, jab, uppercut, and straight as the fighting motion. The motion graph is generalized to define each motion in motion data and the new 3D-chain code is used to convert motion data to motion graphs. The recognition experiment has been performed with HMM algorithm on motion graphs. The motion data is captured by a motion capture system developed in this study and by five actors. Experimental results are given with relatively high recognition rate of at least 85%.

Kinect Sensor를 이용한 실시간 3D 인체 전신 융합 모션 캡처 (Realtime 3D Human Full-Body Convergence Motion Capture using a Kinect Sensor)

  • 김성호
    • 디지털융복합연구
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    • 제14권1호
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    • pp.189-194
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    • 2016
  • 최근 카메라, 캠코더 및 CCTV 등의 사용이 활발해지면서 영상 처리 기술의 수요가 급증하고 있다. 특히 키넥트 센서와 같은 깊이(Depth) 카메라를 사용한 3D 영상 기술에 대한 연구개발이 더욱더 활성화되고 있다. 키넥트 센서는 RGB, 골격(Skeleton) 및 깊이(Depth) 영상을 통해 인체의 3D 골격 구조를 실시간 프레임 단위로 획득할 수 있는 고성능 카메라이다. 본 논문에서는 키넥트 센서를 사용하여 인체의 3D 골격 구조를 모션 캡처하고 범용으로 사용되고 있는 모션 파일 포맷($^*.trc$$^*.bvh$)으로 선택하여 저장할 수 있는 시스템을 개발한다. 또한 본 시스템은 광학식 모션 캡처 파일 포맷($^*.trc$)을 자기식 모션 캡처 파일 포맷($^*.bvh$)으로 변환할 수 있도록 하는 기능을 가진다. 마지막으로 본 논문에서는 키넥트 센서를 사용하여 캡처한 모션 데이터가 제대로 캡처되어졌는지 모션 캡처 데이터 뷰어를 통하여 확인한다.

PSD센서를 이용한 모션캡쳐 시스템의 센서보정에 관한 연구 (A Study on the Sensor Calibration for Low Cost Motion Capture Sensor using PSD Sensor)

  • 김유건;최훈일;유영기;오춘석
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2005년도 학술대회 논문집 정보 및 제어부문
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    • pp.603-605
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    • 2005
  • In this paper, we deal with a calibration method for low cost motion capture sensor using PSD (Position Sensitive Detection). The PSD sensor is employed to measure the direction of incident light from moving markers attached to motion body. To calibrate the PSD optical module, a conventional camera calibration algorithm introduced by Tsai. The 3-dimensional positions of the markers are measured by using stereo camera geometry. From the experimental results, the low cost motion capture sensor can be used in a real time system.

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인체 동작 인식을 위한 가속도 센서의 신호 처리 (Signal processing of accelerometers for motion capture of human body)

  • 이지홍;하인수
    • 제어로봇시스템학회논문지
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    • 제5권8호
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    • pp.961-968
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    • 1999
  • In this paper we handle a system that transform sensor data to sensor information. Sensor informations from redundant accelerometers are manipulated to represent the configuration of objects carrying sensors. Basic sensor unit of the proposed systme is composed of 3 accelerometers that are aligned along x-y-z coordination axes of motion. To refine the sensor information, at first the sensor data are fused by geometrical optimization to reduce the variance of sensor information. To overcome the error caused from inexact alignment of each sensor to the coordination system, we propose a calibration technique that identifies the transformation between the coordinate axes and real sensor axes. The calibration technique make the sensor information approach real value. Also, we propose a technique that decomposes the accelerometer data into motion acceleration component and gravity acceleration component so that we can get more exact configuration of objects than in the case of raw sensor data. A set of experimental results are given to show the usefulness of the proposed method as well as the experiments in which the proposed techniques are applied to human body motion capture.

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Adaptation of Motion Capture Data of Human Arms to a Humanoid Robot Using Optimization

  • Kim, Chang-Hwan;Kim, Do-Ik
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.2126-2131
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    • 2005
  • Interactions of a humanoid with a human are important, when the humanoid is requested to provide people with human-friendly services in unknown or uncertain environment. Such interactions may require more complicated and human-like behaviors from the humanoid. In this work the arm motions of a human are discussed as the early stage of human motion imitation by a humanoid. A motion capture system is used to obtain human-friendly arm motions as references. However the captured motions may not be applied directly to the humanoid, since the differences in geometric or dynamics aspects as length, mass, degrees of freedom, and kinematics and dynamics capabilities exist between the humanoid and the human. To overcome this difficulty a method to adapt captured motions to a humanoid is developed. The geometric difference in the arm length is resolved by scaling the arm length of the humanoid with a constant. Using the scaled geometry of the humanoid the imitation of actor's arm motions is achieved by solving an inverse kinematics problem formulated using optimization. The errors between the captured trajectories of actor arms and the approximated trajectories of humanoid arms are minimized. Such dynamics capabilities of the joint motors as limits of joint position, velocity and acceleration are also imposed on the optimization problem. Two motions of one hand waiving and performing a statement in sign language are imitated by a humanoid through dynamics simulation.

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