• Title/Summary/Keyword: Motion-Capture

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A Motion Capture and Mapping System: Kinect Based Human-Robot Interaction Platform (동작포착 및 매핑 시스템: Kinect 기반 인간-로봇상호작용 플랫폼)

  • Yoon, Joongsun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8563-8567
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    • 2015
  • We propose a human-robot interaction(HRI) platform based on motion capture and mapping. Platform consists of capture, processing/mapping, and action parts. A motion capture sensor, computer, and avatar and/or physical robots are selected as capture, processing/mapping, and action part(s), respectively. Case studies-an interactive presentation and LEGO robot car are presented to show the design and implementation process of Kinect based HRI platform.

A study about the improvement plan in production processes of digital entertainment image using the motion capture system (모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안에 관한 연구)

  • Lee, Man-Woo;Yun, Deok-Un;Park, Jin-Seok;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.824-828
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    • 2006
  • Introduction of motion capture system to the field of digital entertainment paved the way to accelerate the development of 3D character animation all the more. Motion capture system has been developed of the level that it can capture the fierce motions of character particularly in the digital game image and improve the dynamic characteristics by capturing the movement of human muscle or express the human's true emotion by capturing wrinkles and expression on face. Such an extension of realistic expression enables them to be used increasingly in movie, TV, advertisement, music video, etc centering around the game industry in the field of digital entertainment. The fact is, however, that many difficulties are held in the image production process compared with the competing countries such as USA and Japan, owing to inferiorities in technical expertise and capital in the image production process using the local motion capture, insufficient professional human resources of motion capture and small size of local motion capture image market. Hence, this study intends to suggest the plan to improve the technical problems in terms of integrated motion capture system, motion capture professional human resources and motion capture in-house program development in the production process of digital entertainment image using the motion capture system by surveying local and overseas examples of image production.

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The Design and experiment of 5G-based metaverse motion synchronization system (5G 기반의 메타버스 모션 동기화 시스템의 설계 및 실험)

  • Lee Sangyoon;Lee Daesik;You, Youngmo;You, Hyeonsoo;Lee, Sangku
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.61-75
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    • 2023
  • In this paper, we design and experiment a 5G-based metaverse motion synchronization system with configuration of a mobile motion capture studio that has not been commercialized at home and abroad. As a result of the experiment, the average value of the latency test measurement using Wi-Fi is 0.134 seconds faster than the average latency test measurement value using the 5G network. Existing motion capture studios have spatial limitations as the motion capture range is limited to the Wi-Fi communication range. However, the 5G-based metaverse motion synchronization system configures a mobile motion capture studio so that motion performers can solve the spatial limitations by expanding the motion capture communication range indefinitely regardless of time and place. Therefore, it is possible to implement realistic metaverse contents by displaying a realistic and natural digital human because it is free from spatial constraints. The system which was tested in this paper can create a new business model by converging next-generation technologies that are receiving attention related to the digital virtual world, such as motion capture + 5G + digital human twin + metaverse. And it allows for research and develop a next-generation metaverse-based broadcasting solution at a recent time when the business value of digital human and metaverse technologies and functions has been proven and related sales are growing in earnest.

Motion Capture of the Human Body Using Multiple Depth Sensors

  • Kim, Yejin;Baek, Seongmin;Bae, Byung-Chull
    • ETRI Journal
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    • v.39 no.2
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    • pp.181-190
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    • 2017
  • The movements of the human body are difficult to capture owing to the complexity of the three-dimensional skeleton model and occlusion problems. In this paper, we propose a motion capture system that tracks dynamic human motions in real time. Without using external markers, the proposed system adopts multiple depth sensors (Microsoft Kinect) to overcome the occlusion and body rotation problems. To combine the joint data retrieved from the multiple sensors, our calibration process samples a point cloud from depth images and unifies the coordinate systems in point clouds into a single coordinate system via the iterative closest point method. Using noisy skeletal data from sensors, a posture reconstruction method is introduced to estimate the optimal joint positions for consistent motion generation. Based on the high tracking accuracy of the proposed system, we demonstrate that our system is applicable to various motion-based training programs in dance and Taekwondo.

Real-time Marker-free Motion Capture System to Create an Agent in the Virtual Space (가상 공간에서 에이전트 생성을 위한 실시간 마커프리 모션캡쳐 시스템)

  • 김성은;이란희;박창준;이인호
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.199-202
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    • 2002
  • We described a real-time 3D computer vision system called MIMIC(Motion interface f Motion information Capture system) that can capture and save motion of an actor. This system analyzes input images from vision sensors and searches feature information like a head, hands, and feet. Moreover, this estimates intermediated joints as an elbow and hee using feature information and makes 3D human model having 20 joints. This virtual human model mimics the motion of an actor in real-time. Therefore this system can realize the movement of an actor unaffectedly because of making intermediated joint for complete human body contrary to other marker-free motion capture system.

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Automatic Synchronization of Separately-Captured Facial Expression and Motion Data (표정과 동작 데이터의 자동 동기화 기술)

  • Jeong, Tae-Wan;Park, Sang-II
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.23-28
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    • 2012
  • In this paper, we present a new method for automatically synchronize captured facial expression data with its corresponding motion data. In a usual optical motion capture set-up, a detailed facial expression can not be captured simultaneously in the motion capture session because its resolution requirement is higher than that of the motion capture. Therefore, those are captured in two separate sessions and need to be synchronized in the post-process to be used for generating a convincing character animation. Based on the patterns of the actor's neck movement extracted from those two data, we present a non-linear time warping method for the automatic synchronization. We justify our method with the actual examples to show the viability of the method.

Development of a Low-cost Monocular PSD Motion Capture System with Two Active Markers at Fixed Distance (일정간격의 두 능동마커를 이용한 저가형 단안 PSD 모션캡쳐 시스템 개발)

  • Seo, Pyeong-Won;Kim, Yu-Geon;Han, Chang-Ho;Ryu, Young-Kee;Oh, Choon-Suk
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.46 no.2
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    • pp.61-71
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    • 2009
  • In this paper, we propose a low-cost and compact motion capture system which enables to play motion games in PS2(Play Station 2). Recently, motion capture systems which are being used as a part in film producing and making games are too expensive and enormous systems. Now days, motion games using common USB camera are slow and have two-dimension recognition. But PSD sensor has a few good points, such as fast and low-cost. In recently year, 3D motion capture systems using 2D PSD (Position Sensitive Detector) optic sensor for motion capturing have been developed. One is Multi-PSD motion capture system applying stereo vision and another is Single-PSD motion capture system applying optical theory ship. But there are some problems to apply them to motion games. The Multi-PSD is high-cost and complicated because of using two more PSD Camera. It is so difficult to make markers having omni-direction equal intensity in Single-PSD. In this research, we propose a new theory that solves aforementioned problems. It can measure 3D coordination if separated two marker's intensity is equal to. We made a system based on this theory and experimented for performance capability. As a result, we were able to develop a motion capture system which is a single, low-cost, fast, compact, wide-angle and an adaptable motion games. The developed system is expected to be useful in animation, movies and games.

A Case Study on AI-Driven <DEEPMOTION> Motion Capture Technology

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.87-92
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    • 2024
  • The rapid development of artificial intelligence technology in recent years is evident, from the emergence of ChatGPT to innovations like Midjourney, Stable Diffution, and the upcoming SORA text-to-video technology by OPENai. Animation capture technology, driven by the AI technology trend, is undergoing significant advancements, accelerating the progress of the animation industry. Through an analysis of the current application of DEEPMOTION, this paper explores the development direction of AI motion capture technology, analyzes issues such as errors in multi-person object motion capture, and examines the vast prospects. With the continuous advancement of AI technology, the ability to recognize and track complex movements and expressions faster and more accurately, reduce human errors, enhance processing speed and efficiency. This advancement lowers technological barriers and accelerates the fusion of virtual and real worlds.

Motion Capture System for Digital Entertainment (디지털 엔터테인먼트에서의 모션 획득 시스템)

  • Lee, Man-Woo;Kim, Soon-Gohn
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.85-93
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    • 2007
  • The motion capture system has shown its great potential as a new image expression means for handling such challenging tasks as realistic animation of humans or animals in motion, which cannot be handled by the existing key frame method satisfactorily, and also projects involving a large scale or a burdensome economic expenses. Its applications also has been intensified and widened in the entertainment arena including motion pictures, TV, advertisements, documentaries, music videos, etc. centering around games. Despite of these merits, though, a number of issues have been surfaced in the digital image expression utilizing the motion capture system, such as a burdensome amount of preparatory work, the needs for attachment of markers and for remedial corrections of motion data, and the lack of trained manpower. We would like to present in this paper a new direction for making the digital image production more efficient, based on the extensive analysis of prior image production projects that used the motion capture system.

A Study on Efficient Motion Data Editing of Motion Capture System : Focused 'Fighters Club' Character (모션캡쳐 시스템의 효율적인 모션 데이터 편집에 관한 연구 : '파이터스 클럽' 캐릭터 중심으로)

  • Nam, Ju-Hyun
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.25-34
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    • 2014
  • To provide high quality contents, game companies are introducing a new technology. One of the ways is the game character animation would utilize the motion capture. However, because of the economic burden, small businesses do not have a chance to take advantage of the motion capture. The purpose of this study is to derive benefit from cost and time saving by simplifying the existing production method based on a case of utilize to motion capture system. In addition this study has find ways to apply the key frame animation, so that is will be help to develop game contents.