• 제목/요약/키워드: Motion generation

검색결과 754건 처리시간 0.031초

Following Path using Motion Parameters for Virtual Characters

  • Baek, Seong-Min;Jeong, Il-Kwon;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.1621-1624
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    • 2003
  • This paper presents a new method that generates a path that has no collision with the obstacles or the characters by using the three motion parameters, and automatically creates natural motions of characters that are confined to the path. Our method consists of three parameters: the joint information parameter, the behavior information parameter, and the environment information parameter. The joint information parameters are extracted from the joint angle data of the character and this information is used when creating a path following motion by finding the relation-function of the parameters on each joint. A user can set the behavior information parameter such as velocity, status, and preference and this information is used for creating different paths, motions, and collision avoidance patterns. A user can create the virtual environment such as road and obstacle, also. The environment is stored as environment information parameters to be used later in generating a path without collision. The path is generated using Hermit-curve and each control point is set at important places.

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Efficient Generation of Spatiotemporal Images for Leukocyte Motion Detection in Microvessels

  • Kim, Eung Kyeu;Jang, Byunghyun
    • IEIE Transactions on Smart Processing and Computing
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    • 제6권2호
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    • pp.76-84
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    • 2017
  • This paper presents an efficient method for generating spatiotemporal images in order to detect leukocyte motion in microvessels. Leveraging the constraint that leukocytes move along the contour line of the blood vessel wall, our proposed method efficiently generates spatiotemporal images for leukocyte motion detection. To that end, translational motion caused by in vivo movement is first removed by a template matching method. Second, the blood vessel region is detected by an automatic threshold selection method in order to binarize temporal variance images. Then, the contour of the blood vessel wall is expressed via B-spline function. Finally, using the detected blood vessel wall's contour as an initial curve, the plasma layer for the most accurate position is determined in order to find the spatial axis via snake, and the spatiotemporal images are generated. Experimental results show that the spatiotemporal images are generated effectively through comparison of each step with three images.

가속도 센서를 이용한 동작 인식 알고리즘 개발 (Development of motion-detective algorithm using accelerometer)

  • 임영철;박지호;김상동;정우영
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2006년 학술대회 논문집 정보 및 제어부문
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    • pp.594-596
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    • 2006
  • In this thesis, we propose a algorithm that is able to detect a user's motion. A minute noise of accelerometer arises cumulative error in case of converting velocity and distance, which makes it difficult to detect movement of sensor. We use a lowpass filter, ALS algorithm, and motion detection block to minimize such cumulative error. we experiment using a motion-detective module which is composed of accelerometer, micro-controller, and serial interface. Our scheme is capable of detecting such as up, down, left, right, forward, and backward movement of the module. It is expected that our scheme is applied to a game controller or user interface of a next generation PC.

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Generation Human -like Arm Motion to Catch a Moving Object

  • Kwon, Oh-Kyu;Park, Poo-Gyeon
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.161.5-161
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    • 2001
  • Robots are required to assist our activities in daily life. In this paper, we focus on arm movement to catch moving object as one of important tasks frequently performed by human. We propose an algorithm which enables a robot to perform human-like arm motion to catch a moving object. First we analyze human hand trajectories and velocity profiles to catch an object. From the experimental results, we extract some characteristics in the process of approaching and following a moving object and confirm that these are necessary to realize human-like motion. We then adopt an instantaneous optimal control method which evaluates the error and energy cost at each sampling step, and design two time-varying weight matrices to introduce human characteristic into robot motion. The matrix concerning the error is defined as a time-increasing ...

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표면 근전도 신호처리 기반 인간 팔 동작의 추종 알고리즘 (Human Arm Motion Tracking based on sEMG Signal Processing)

  • 최영진;유현재
    • 제어로봇시스템학회논문지
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    • 제13권8호
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    • pp.769-776
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    • 2007
  • This paper proposes the human arm motion tracking algorithm based on the signal processing for surface EMG (electromyogram) sensors attached on both upper arm and shoulder. The signals acquired by using surface EMG sensors are processed with choosing the maximum in a short period, taking the absolute value, and filtering noises out with a low-pass filter. The processed signals are directly used for the motion generation of virtual arm in real time simulator. The virtual arm of simulator has two degrees of freedom and complies with the flexion and extension motions of elbow and shoulder. Also, we show the validity of the suggested algorithms through the experiments.

Nutating 헤드 타입 5축 CNC 레이저 절단기용 동작 시뮬레이터 (Cutting Motion Simulator for Nutating Head Type S-axis CNC Laser Cutting Machine)

  • 강재관
    • 산업경영시스템학회지
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    • 제34권3호
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    • pp.35-40
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    • 2011
  • 5-axis laser cutting has great advantages when it is applied to three dimensional machining requiring high cutting quality. For developing 5-axis CNC laser cutting systems, however, many problems such as rotating a laser head or a working table, 5-axis servo-control mechanism, tool path generation and post-processing, and collision avoidance between a laser head and a work-piece should be solved. In this paper, we deal with developing a motion simulator for 5-axis laser cutting machine with a nutating cutting head whose rotational axis is in an inclined plane. Two essential modules such as post-processor and cutting motion simulator was developed based on a commercial 3D CAD of UG-NX. The developed system was applied to three dimensional cutting products and showed the validity of the developed methods.

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구 (A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation)

  • 김태규;김경배;강신영
    • 디지털융복합연구
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    • 제18권6호
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    • pp.419-424
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    • 2020
  • 의료 기술의 발전과 생활수준의 향상으로 인해 고령화 시대가 초래되었다. 이와 더불어 기술의 발전과 컴퓨터의 대중화로 인해 콘텐츠 사업이 발전하며 여러 기능성게임이 출시되고 있다. 이러한 기능성게임 중 앞의 고령화 시대의 큰 문제점 중의 하나인 치매 등의 문제를 해결하기 위해 실버 기능성게임이 나오고 있다. 본 연구에서는 실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 중 운동적인 요소에 입각하여 설계 시 도움이 되는 요소에 대해 제안하기 위해 앞선 연구를 분석하였다. 분석한 내용을 근거로 여가제약 요인을 통해 치매 예방 체감형 운동 요소 모델을 제시하였다. 향후 본 연구에서 제시한 치매 예방 체감형 운동 요소 모델을 적용해 실버 체감형 기능성 게임을 설계한다면 장기적으로 효과적이고 효율적인 실버 게임이 출연할 것으로 기대한다.

Depth layer partition을 이용한 2D 동영상의 3D 변환 기법 (3D conversion of 2D video using depth layer partition)

  • 김수동;유지상
    • 방송공학회논문지
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    • 제16권1호
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    • pp.44-53
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    • 2011
  • 본 논문에서는 depth layer partition을 이용한 2D 동영상의 자동 3D 변환 기법을 제안한다. 제안하는 기법에서는 먼저 2D 동영상의 장면 전환점을 검출하여 각각의 프레임 그룹을 설정하여 움직임 연산 과정에서의 오류 확산을 방지하여 깊이맵(depth map) 생성과 정에서 오차를 줄여준다. 깊이정보는 두 가지 방법으로 생성되는데 하나는 영역 분할과 움직임 정보를 이용하여 깊이맵을 추출하는 것이고 다른 하나는 에지 방향성 히스토그램(edge directional histogram)을 이용하는 방법이다. 제안하는 기법에서는 객체와 배경을 분리하는 depth layer partition 과정을 수행한 후 생성된 두 개의 깊이맵을 원 영상에 최적이 되도록 병합하게 된다. 제안된 기법으로 신뢰도 높은 깊이맵과 결과 영상을 생성할 수 있다는 것을 다양한 실험 결과를 통해 알 수 있다.

파력발전기의 가동부유체와 본체 사이의 연결방식에 따른 운동특성 연구 (A study of motion characteristics along the connection methods between the floating body and the wave energy convertor)

  • 김성수;이종현;강동훈
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2014년도 추계학술대회
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    • pp.17-18
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    • 2014
  • 파력발전기의 유형은 진동수주형, 월파형, 가동물체형으로 나누어진다. 그 중 가동물체형은 파도에너지를 기계적 운동에너지로 전환하여 발전하기 때문에 가동물체의 운동량이 증가해야 발전량이 증가 할 수 있다. 본 논문에서는 가동물체형 파력발전기를 발전시스템이 있는 구조물 본체와 가동부유체로 구성하고 바 형태의 다리로 연결하였다. 다양한 정면파 조건에서 가동부유체와 구조물 본체 간 연결 방식 변화에 따른 운동 특성을 연구하고, 발전축의 모멘트와 각속도를 계산하였다. 이 연구는 가동물체형 파력발전기의 설계시 기초 자료로 사용 될 수 있다.

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