• Title/Summary/Keyword: Motion generation

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Associative Motion Generation for Humanoid Robot Reflecting Human Body Movement

  • Wakabayashi, Akinori;Motomura, Satona;Kato, Shohei
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.12 no.2
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    • pp.121-130
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    • 2012
  • This paper proposes an intuitive real-time robot control system using human body movement. Recently, it has been developed that motion generation for humanoid robots with reflecting human body movement, which is measured by a motion capture. However, in the existing studies about robot control system by human body movement, the detailed structure information of a robot, for example, degrees of freedom, the range of motion and forms, must be examined in order to calculate inverse kinematics. In this study, we have proposed Associative Motion Generation as humanoid robot motion generation method which does not need the detailed structure information. The associative motion generation system is composed of two neural networks: nonlinear principal component analysis and Jordan recurrent neural network, and the associative motion is generated with the following three steps. First, the system learns the correspondence relationship between an indication and a motion using training data. Second, associative values are extracted for associating a new motion from an unfamiliar indication using nonlinear principal component analysis. Last, the robot generates a new motion through calculation by Jordan recurrent neural network using the associative values. In this paper, we propose a real-time humanoid robot control system based on Associative Motion Generation, that enables user to control motion intuitively by human body movement. Through the task processing and subjective evaluation experiments, we confirmed the effective usability and affective evaluations of the proposed system.

A Data Driven Motion Generation for Driving Simulators Using Motion Texture (모션 텍스처를 이용한 차량 시뮬레이터의 통합)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.7 s.262
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.

Use of learning method to generate of motion pattern for robot (학습기법을 이용한 로봇의 모션패턴 생성 연구)

  • Kim, Dong-won
    • Journal of Platform Technology
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    • v.6 no.3
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    • pp.23-30
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    • 2018
  • A motion pattern generation is a process of calculating a certain stable motion trajectory for stably operating a certain motion. A motion control is to make a posture of a robot stable by eliminating occurring disturbances while a robot is in operation using a pre-generated motion pattern. In this paper, a general method of motion pattern generation for a biped walking robot using universal approximator, learning neural networks, is proposed. Existing techniques are numerical methods using recursive computation and approximating methods which generate an approximation of a motion pattern by simplifying a robot's upper body structure. In near future other approaches for the motion pattern generations will be applied and compared as to be done.

Synthesis of four-bar linkage motion generation using optimization algorithms

  • Phukaokaew, Wisanu;Sleesongsom, Suwin;Panagant, Natee;Bureerat, Sujin
    • Advances in Computational Design
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    • v.4 no.3
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    • pp.197-210
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    • 2019
  • Motion generation of a four-bar linkage is a type of mechanism synthesis that has a wide range of applications such as a pick-and-place operation in manufacturing. In this research, the use of meta-heuristics for motion generation of a four-bar linkage is demonstrated. Three problems of motion generation were posed as a constrained optimization probably using the weighted sum technique to handle two types of tracking errors. A simple penalty function technique was used to deal with design constraints while three meta-heuristics including differential evolution (DE), self-adaptive differential evolution (JADE) and teaching learning based optimization (TLBO) were employed to solve the problems. Comparative results and the effect of the constraint handling technique are illustrated and discussed.

Research on Effective Feature Vector Configuration for Motion Matching in Locomotive Motion Generation (보행 동작 생성을 위한 모션 매칭의 효과적인 특징 벡터 설정에 관한 연구)

  • Sura Kim;Sang Il Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.159-166
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    • 2023
  • This paper investigates effective methods for implementing motion matching, which is actively used in real-time motion generation applications. The success of motion matching heavily hinges on its simple definition of a feature vector, yet this very definition can introduce significant variance in the outcomes. Our research focuses on identifying the optimal combination of feature vectors that effectively generates desired trajectories in locomotion generation. To this end, we experimented with a range of feature vector combinations and performed an in-depth error analysis to evaluate the results.

Real-Time Generation of Humanoid Motion with the Motion-Embedded COG Jacobian

  • Kim, Do-Ik;Choi, Young-Jin;Oh, Yong-Hwan;You, Bum-Jae
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2148-2153
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    • 2005
  • For a legged robot such as a humanoid, balancing its body during a given motion is natural but the most important problem. Recently, a motion given to a humanoid is more and more complicated, and thus the balancing problem becomes much more critical. This paper suggests a real-time motion generation algorithm that guarantees a humanoid to be balanced during the motion. A desired motion of each arm and/or leg is planned by the conventional motion planning method without considering the balancing problem. In order to balance a humanoid, all the given motions are embedded into the COG Jacobian. The COG Jacobian is modified to include the desired motions and, in consequence, dimension of the COG Jacobian is drastically reduced. With the motion-embedded COG Jacobian, balancing and performing a task is completed simultaneously, without changing any other parameters related to the control or planning. Validity and efficiency of the proposed motion-embedded COG Jacobian is simulated in the paper.

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Generation and Animation of Optimal Robot Joint Motion data using Captured Human Motion data (인체모션 데이터 획득 장치와 최적화 기법을 사용한 로봇운동 데이터 생성과 애니메이션)

  • Bae, Tae Young;Kim, Young Seog
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.22 no.3_1spc
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    • pp.558-565
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    • 2013
  • This paper describes a whole-body (human body's) motion generation scheme for an android robot that uses motion capture device and a nonlinear constrained optimization method. Because the captured motion data are based on global coordinates and the actors have different heights and different upper-lower body ratios, the captured motion data cannot be used directly for a humanoid robot. In this paper, we suggest a method for obtaining robot joint angles, which allow the resultant robot motion to be as close as possible to the captured human motion data, by applying a nonlinear constrained optimization method. In addition, the results are animated to demonstrate the similarity of the motions.

A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오용진;박노국
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1999.05a
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    • pp.154-162
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would be cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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A Framework for VR Effects with Multi-sensory Motional Display (운동감 및 다감각 가상현실 효과 시스템의 구조와 응용)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Journal of the Korea Society for Simulation
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    • v.14 no.3
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    • pp.55-66
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    • 2005
  • Virtual reality (VR) simulators have been extended to transfer knowledge and education, and demands for exhibition systems for science education and cultural experiences has also increased. Existing VR simulators, which are based on the dynamics equations of motion, cannot easily be adapted to changes in simulation contents. In order to effectively transfer knowledge and maintain interests through educational applications, an experiential system that has multi-sensory effects as well as motion effects is required. In this study, we designed and implemented a motion generation that is tailored to experiential exhibition systems and multi-sensory VR effects. Both the sense of motion which is generated from the movement of the viewpoint of the visual image, and motion effects which are constructed in advance, are applied to motion simulation. Motion effects which occur during interaction between the user and the exhibition system can be easily added. Various sensory cues that are appropriate to the exhibition system are also considered.

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Derivation of Real Values from Imaginary Roots by Altering Prescribed Positions in the Precision Point Synthesis of Mechanisms (정밀점 기구합성시 지정위치의 변경을 이용한 허근의 실수화 방법)

  • 이태영;심재경;이재길
    • Journal of the Korean Society for Precision Engineering
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    • v.17 no.7
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    • pp.196-202
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    • 2000
  • In the precision point synthesis of mechanisms, it is usually required to solve a system of polynomial equations. With the aid of efficient algorithms such as elimination, it is possible to obtain all the solutions of the equations in the complex domain. But among these solutions only real values can be used fur real mechanisms, while imaginary ones are liable to be discarded. In this article, a method is presented, which leads the imaginary solutions to real domain permitting slight alteration of prescribed positions and eventually increases the number of feasible mechanisms satisfying the desired motion approximately. Two synthesis problems of planar 4-bar path generation and spatial 7-bar motion generation are given to verify the proposed method.

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