• 제목/요약/키워드: Motion mimic

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운동포착 및 재현 시스템 (A motion capture and mimic system)

  • 윤중선;최원수
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1996년도 한국자동제어학술회의논문집(국내학술편); 포항공과대학교, 포항; 24-26 Oct. 1996
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    • pp.1344-1347
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    • 1996
  • A general procedure for motion capture and mimic system has been delineated. Utilizing sensors operated in the magnetic fields, complex and optimized movements are easily digitized to analyze and follow. Design concepts of the system are modular, open, and user friendly to ensure the overall system performance. The system consists of motion capture, visualization, plan, mimic and GUI modules. This procedure is currently being implemented on a virtual cyber cube.

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운동 제어를 위한 운동 포착 및 재현 시스템 (A Motion Capture and Mimic System for Motion Controls)

  • 윤중선
    • 한국정밀공학회지
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    • 제14권7호
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    • pp.59-66
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    • 1997
  • A general procedure for a motion capture and mimic system has been delineated. Utilizing sensors operated in the magnetic fields, complicated and optimized movements are easily digitized to analyze and repreduce. The system consists of a motion capture module, a motion visualization module, a motion plan module, a motion mimic module, and a GUI module. Design concepts of the system are modular, open, and user friendly to ensure the overall system performance. Custom-built and/or off-the-shelf modules are ease- ly integrated into the system. With modifications, this procedure can be applied for complicated motion controls. This procedure is implemented on tracking a head and balancing a pole. A neural controller based on this control scheme dtilizing human motions can easily evolve from a small amount of learning data.

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사람의 움직임을 쓴 운동 제어 (A Motion Control utilizing Human Motions)

  • 최원수;손호영;윤중선
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1996년도 추계학술대회 논문집
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    • pp.243-247
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    • 1996
  • A general procedure for motion capture and mimic system has been delineated. Utilizing sensors operated in the magnetic fields, complicated and optimized movements are easily digitized to analyze and reproduce. The system consists of a motion capture module, a motion visualization module, a motion plan module, a motion mimic module, and a GUI module. Design concepts of the system are modular, open, and user friendly to ensure the overall system performance. This procedure is being implemented on a virtual cyber cube. and an inverted pendulum. With modifications, this procedure can applied for complicated motion controls.

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생물학적 모방에 따른 물고기 로봇의 직진유영 연구 (A study on the straight cruise of fish robot according to biological mimic)

  • 박진현;이태환;최영규
    • 한국정보통신학회논문지
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    • 제15권8호
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    • pp.1756-1763
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    • 2011
  • 본 연구에서는 생물학적 모방에 따른 물고기 로봇의 직진유영에 관한 연구로써, Liu 등이 제안한 꼬리 모션 함수를 푸우리에 급수 전개의 7차 항까지 고려한 제안된 방법과 일반적인 사인함수만으로 근사한 방법과 비교하여 모의실험 하였다. 일반적으로 로봇 물고기의 꼬리 링크의 길이가 길어지고 링크가 많을 경우, 로봇 물고기의 꼬리 모션 함수의 말단 회전 관절 궤적은 사인 함수의 모양과 매우 다르다. 그러므로 로봇 물고기의 꼬리 궤적을 단순한 푸우리에 급수 전개의 기본파 성분만으로 근사하기에는 문제가 있다. 제안된 방법과 일반적인 사인함수만으로 근사한 방법의 모의실험 결과 제안된 방법이 로봇 물고기의 추력과 속도에서 10%정도 뛰어남을 보였다.

지능 접속을 위한 인체 운동 포착 및 재현 시스템 (A motion capture and mimic system for intelligent interactions)

  • 윤중선
    • 제어로봇시스템학회논문지
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    • 제5권5호
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    • pp.585-592
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    • 1999
  • A new paradigm of technology, based on the overall interactions of technology, human and environment, is explored. History of technology and machines is reviewed in terms of the interactions of human and machines. Two main concepts of intelligent interactions proposed, holism and embodiment, are based on the interactions of machines and human through human body : Korperlichkeit ( corporeality). Human body movements are the result of long periods of evolution and, thus, are very optimized motions. Complicated and flexible motions could be easily achieved by mimicking human body movements. Motion capture and mimic systems based on the electromagnetic, visual, and gyroscopic type trackers, are being implemented to demonstrate these concepts. Also, various motion mappings are investigated on these interactive systems. By exploring a new paradigm of technology through Korperlichkeit, an oriental view of technology as relativities may evolve to embrace the limitations of western view of machines as an absolute independent form.

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생물학적 모방에 따른 물고기 로봇의 빠른 방향 전환 연구 (A study on the C-shape Sharp Turn of fish robot according to biological mimic)

  • 박진현;이태환;최영규
    • 한국정보통신학회논문지
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    • 제15권12호
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    • pp.2626-2631
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    • 2011
  • CST(C-shape sharp turn)는 물고기가 유영 시 빠른 방향 전환을 위해 물고기 꼬리 부분을 빠르게 C-형태로 구부려 빠르게 방향 전환을 하는 모션을 나타낸다. 그러나 CST와 관련된 모션 궤적 함수는 아직 일반화된 함수가 없다. 본 연구에서는 생물학자들이 실제 물고기의 관측으로부터 나온 순차적인 물고기의 모션 기록을 통하여 CST룰 위한 매우 단순한 모션 함수를 제안하였다. 그리고 이를 모의실험을 통하여 제안된 함수의 유용성을 확인하였다.

저작재현장치의 개발 (DEVELOPMENT OF CHEWING SIMULATOR)

  • 박성호;정일영;이권용
    • Restorative Dentistry and Endodontics
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    • 제28권1호
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    • pp.34-40
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    • 2003
  • Chewing simulator, which can partly mimic the motion of chewing motion of human, has been successfully developed. The purpose of its development was to make a new machine which can anticipate the clinical results of restoration in the human teeth more accurately in vitro condition It is composed of 4 major parts, chewing part, motor part, water bath, controlling part. The controlling part control the chewing force, frequency, the temperature and running time of water. Additionally, the actual chewing force and remaining time is shown in the monitor of controlling part. At present, the chewing cycle is composed depending on the pre-published data of foreign people. Long term clinical data should be additionally collected for the simulator to mimic the clinical results more accurately.

3차원 가상 인체 생성을 위한 실시간 마커프리 모션캡쳐 시스템 (Real-time Marker-free Motion Capture System to Create a 3D Virtual Human Model)

  • 김성은;이란희;박창준;이인호
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2002년도 춘계학술발표논문집(하)
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    • pp.1093-1098
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    • 2002
  • 본 연구실에서 개발한 MIMIC(Motion Interface & Motion Information Capture system)은 동작자의 동작을 획득하고, 동작의 의미를 이해할 수 있도록 설계된 시스템이다. 비전 센서로부터 입력된 영상을 분석하여 동작자의 머리와 두 손, 두 발의 정보를 찾는다. 그리고, 이 정보를 기반으로 팔꿈치나 무릎 등의 중간 관절을 추정한 후 20개의 관절을 가지는 3차원 인체 모델을 구성한다. 이 인체 모델은 동작자의 동작을 실시간으로 흉내낸다. 그러므로, 기존의 마커프리 모션캡쳐 시스템과 달리 완벽한 인체를 구성하기 위한 중간 관절까지 생성함으로써 동작자의 동작을 더욱 자연스럽게 구현할 수 있다.

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Jitter Correction of the Face Motion Capture Data for 3D Animation

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • 한국컴퓨터정보학회논문지
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    • 제20권9호
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    • pp.39-45
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    • 2015
  • Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character's motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.45-50
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    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.