• Title/Summary/Keyword: Motion generation

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Mdlti-View Video Generation from 2 Dimensional Video (2차원 동영상으로부터 다시점 동영상 생성 기법)

  • Baek, Yun-Ki;Choi, Mi-Nam;Park, Se-Whan;Yoo, Ji-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.1C
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    • pp.53-61
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    • 2008
  • In this paper, we propose an algorithm for generation of multi-view video from conventional 2 dimensional video. Color and motion information of an object are used for segmentation and from the segmented objects, multi-view video is generated. Especially, color information is used to extract the boundary of an object that is barely extracted by using motion information. To classify the homogeneous regions with color, luminance and chrominance components are used. A pixel-based motion estimation with a measurement window is also performed to obtain motion information. Then, we combine the results from motion estimation and color segmentation and consequently we obtain a depth information by assigning motion intensity value to each segmented region. Finally, we generate multi-view video by applying rotation transformation method to 2 dimensional input images and the obtained depth information in each object. The experimental results show that the proposed algorithm outperforms comparing with conventional conversion methods.

Efficient Motion Compensated Extrapolation Technique Using Forward and Backward Motion Estimation (순방향과 역방향 움직임 추정을 이용한 효율적인 움직임 보상 외삽 기법)

  • Kwon, Hye-Gyung;Lee, Chang-Woo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.4C
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    • pp.207-216
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    • 2011
  • Motion compensated extrapolation (MCE) techniques show inferior performance compared to motion compensated interpolation techniques, since only past frames are used in MCE. MCE techniques are used for the reconstruction of corrupted frames, the up-conversion of frame rates and the generation of side information in the distributed video coding system. In this paper, the performance of various MCE techniques are evaluated and an efficient MCE technique using the forward and backward motion estimation is proposed. In the proposed technique, the present frame is extrapolated by averaging two frames which are generated by forward and backward motion estimation respectively. It is shown that the proposed method produces better PSNR results and less blocking phenomena than conventional methods.

Parameter Analysis of Muscle Models for Arm Movement (팔 근육운동의 파라미터 분석)

  • Kim, Lae-Kyeom;Tak, Tae-Oh
    • Journal of Industrial Technology
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    • v.28 no.A
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    • pp.155-161
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    • 2008
  • Muscle force prediction in forward dynamic analysis of human motion depends many muscle parameters associated with muscle actuation. This research studies the effects of various parameters of Hill type muscle model using the simple hand raising motion. Motion analysis is carried out using motion capture system, and each muscle force is recorded for comparison with muscle model generated muscle force. Using Hill type muscle model, muscle force for generating the same hand rasing motion was setup adjusting 5 activation parameters. The test showed the importance of activation parameters on the accurate generation of muscle force.

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A New Washout Algorithm for Reappearance of Driving Perception of Simulator (운전 시뮬레이터의 주행감각 재현을 위한 새로운 가속도 모의 수법 알고리즘 개발)

  • 유기성;이민철
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.6
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    • pp.519-528
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    • 2004
  • For reappearance of driving perception in a driving simulator, a washout algorithm is required. This algorithm can reappear the vehicle driving motions within workspace of the driving simulator. However classical washout algorithm contains several problems such as selection of order, cut-off frequency of filters, generation of wrong motion cues by characteristics of filters, etc. In order to overcome these problems, this paper proposes a new washout algorithm which gives more accurate sensations to drivers. The algorithm consists of an artificial inclination of the motion plate and human perception model with band pass filter and dead zone. As a result of this study, the motion of a real car could be reappeared satisfactorily in the driving simulator and the workspace of motion plate is restrained without scaling factor.

Generation of Design Spectrum Compatible Ground Motion in Time Domain (시간영역에서 생성되는 설계응답스펙트럼 맞춤형 지진파 생성)

  • Jeong, Chang-Gyun;Park, Du-Hee
    • Proceedings of the Korean Geotechical Society Conference
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    • 2009.09a
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    • pp.1250-1257
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    • 2009
  • Due to the improvement of the seismic hazard analysis method and the design code, dynamic analysis method is widely used. To conduct dynamic analysis, various coefficients should be designated. The time history acceleration is one of the most essential factor. However, strong earthquake motion data from the outside of the country have been used to conduct dynamic analysis without considering of the ground motion parameters. In this study, the methodology to choose appropriate input motion is developed by using time domain design spectrum matching procedure. Two examples are applied to verify the methodology. The Result shows that the methodology satisfies seismic circumstances and the design code.

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An Experimental Study on Dynamic Performance of Large Floating Wave-Offshore Hybrid Power Generation Platform in Extreme Conditions (대형 부유식 파력-해상풍력 복합발전 구조물의 극한환경 운동 성능에 대한 실험적 연구)

  • Kim, Kyong Hwan;Hong, Jang Pyo;Park, Sewan;Lee, Kangsu;Hong, Keyyong
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.19 no.1
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    • pp.7-17
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    • 2016
  • The present study experimentally considers dynamic performance of large floating wave-offshore hybrid power generation platform in extreme conditions. In order to evaluate the motion performance of the large floating hybrid power generation platform, 1/50 scaled model was manufactured. A mooring line was also manufactured, and free-decay and static pull-out tests were carried out to check the mooring model. A mooring line table was introduced to satisfy the water depth, and environmental conditions were checked. Motion responses in regular waves were measured and complicated environmental conditions including wave, wind, and current were applied to see the dynamic performance in extreme/survival conditions. Maximum motion and acceleration were judged following the design criteria, and maximum offset and mooring tension were also checked based on the rule. The characteristics of hybrid power generation platform are discussed based on these data.

Human-like Whole Body Motion Generation of Humanoid Based on Simplified Human Model (단순인체모델 기반 휴머노이드의 인간형 전신동작 생성)

  • Kim, Chang-Hwan;Kim, Seung-Su;Ra, Syung-Kwon;You, Bum-Jae
    • The Journal of Korea Robotics Society
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    • v.3 no.4
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    • pp.287-299
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    • 2008
  • People have expected a humanoid robot to move as naturally as a human being does. The natural movements of humanoid robot may provide people with safer physical services and communicate with persons through motions more correctly. This work presented a methodology to generate the natural motions for a humanoid robot, which are converted from human motion capture data. The methodology produces not only kinematically mapped motions but dynamically mapped ones. The kinematical mapping reflects the human-likeness in the converted motions, while the dynamical mapping could ensure the movement stability of whole body motions of a humanoid robot. The methodology consists of three processes: (a) Human modeling, (b) Kinematic mapping and (c) Dynamic mapping. The human modeling based on optimization gives the ZMP (Zero Moment Point) and COM (Center of Mass) time trajectories of an actor. Those trajectories are modified for a humanoid robot through the kinematic mapping. In addition to modifying the ZMP and COM trajectories, the lower body (pelvis and legs) motion of the actor is then scaled kinematically and converted to the motion available to the humanoid robot considering dynamical aspects. The KIST humanoid robot, Mahru, imitated a dancing motion to evaluate the methodology, showing the good agreement in the motion.

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KisBot II : New Spherical Robot with Curved Two-pendulum Driving Mechanism (두 개의 곡선형 펜들럼 주행 메커니즘을 갖는 구형로봇)

  • Yoon, Joong-Cheol;Ahn, Sung-Su;Lee, Yun-Jung
    • The Journal of Korea Robotics Society
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    • v.6 no.4
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    • pp.323-333
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    • 2011
  • Due to the limited pendulum motion range, the conventional one-pendulum driven spherical robot has limited driving capability. Especially it can not drive parallel direction with center horizontal axis to which pendulum is attached from stationary state. To overcome the limited driving capability of one-pendulum driven spherical robot, we introduce a spherical robot, called KisBot II, with a new type of curved two-pendulum driving mechanism. A cross-shape frame of the robot is located horizontally in the center of the robot. The main axis of the frame is connected to the outer shell, and each curved pendulum is connected to the end of the other axis of the frame respectively. The main axis and pendulums can rotate 360 degrees inside the sphere orthogonally without interfering with each other, also the two pendulums can rotate identically or independent of each other. Due to this driving mechanism, KisBot II has various motion generation abilities, including a fast steering, turning capability in place and during travelling, and four directions including forward, backward, left, and right from stationary status. Experiments for several motions verify the driving efficiency of the proposed spherical robot.

A Study on ER Suspension System with Energy Generation (재생 에너지를 특징으로하는 ER현가장치 연구)

  • 김기선;김승환
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.36T no.1
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    • pp.71-78
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    • 1999
  • This paper presents a new type of energy generative ER suspension system which does not require external power sources. This is accomplished by converting vibration energy(kinetic energy) into electrical energy. In order to undertake this, an appropriate size of the ER damper is manufactured by incorporation a mechanism which changes the linear motion of the ER damper to the rotary motion. This rotary motion is amplified by gears and activates a generator to produce the electrical energy. The efficiency of energy generation is evaluated and the level of damping force with generated power is also investigated. Then, the ER suspension system is applied to the quarter car model, and its vibration isolation is experimentally evaluated with respect to the piston speed.

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A Cartoon Motion Generation System for 3D Character (3차원 캐릭터의 만화적 모션 제작 시스템)

  • Lee, Ji-Hyeong;Gu, Bon-Gi;Kim, Jong-Hyeok;Choe, Jeong-Ju;Hwang, Chi-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.409-413
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    • 2008
  • 최근, 3차원 그래픽스 기술은 애니메이션 필름 제작에 있어서 자주 사용된다. 그러나 많은 애니메이션 필름들은 3차원 그래픽스 기술을 사용하여 제작되더라도, 2차원 셀 애니메이션 효과를 내려고 한다. 3차원 그래픽스 기술을 이용하여 2차원 셀 애니메이션의 효과를 내기 위해서는 렌더링에는 카툰 렌더링이 사용 된다. 그러나 이를 제외하고도 몇 가기 기술이 더 필요한데, 그중 하나가 만화 캐릭터(character)의 만화스러운 움직임이다. 기존의 연구 중에는 기존의 모션을 만화적 모션으로 변형하려는 시도가 있었으나, 셀 애니메이션의 캐릭터 움직임과 차이가 있었다. 또 생성된 모션이 만화적 모션인가 하는 의문에 대한 평가 기준이 없기 때문에, 만화적 모션의 모호성 문제가 발생하였다. 본 논문에서는 직접 애니메이션에서 모션을 얻어내는 시스템을 제안한다. 2차원 애니메이션 동영상에서 2차원 캐릭터의 자세를 보고 3차원 캐릭터의 자세로 반자동 맵핑하여, 3차원 캐릭터의 애니메이션 키 프레임을 생성하고, 이 키 프레임간의 보간을 통해 3차원 캐릭터 애니메이션을 생성한다. 생성된 3차원 캐릭터 애니메이션은 만화적 움직임을 갖게 되며, 2차원 캐릭터의 자세와 움직임을 기준으로 만들었기 때문에, 만화적 모호성을 극복할 수 있다.

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