• Title/Summary/Keyword: Motion-Capture

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Geomorphic Features of ${\check{O}}rumkol$(Frozen Valley) Area (Kyungnam Province, South Korea) - Mainly about Talus - (경남 밀양 얼음골 일대의 지형적 특성 -Talus를 중심으로-)

  • Jeon, Young-Gweon
    • Journal of the Korean association of regional geographers
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    • v.3 no.1
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    • pp.165-182
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    • 1997
  • The aim of this paper is to clarify geomorphic features on talus within ${\check{O}}rumkol$ and the origin of ${\check{O}}rumkol$. ${\check{O}}rumkol$ is located in Milyang of Kyungnam province, in South Korea. ${\check{O}}rumkol$ is good area to study talus. because it is characterized by following three geomorphic landscapes : free face surrounding ${\check{O}}rumkol$ ; ${\check{O}}rumkol$ with deep and wide valley floor ; lots of taluses typically developing within ${\check{O}}rumkol$. The main results can be summarized as follows: 1) The origin of ${\check{O}}rumkol$ may be suggested two assumptions : one is that its origin have been resulted from intrusion structure(intrusive rock might capture less resistant rock as tuff) ; the other is that its origin have been resulted from volcanic depression after intrusion or eruption. But these assumptions are not obvious. therefore more geological evidences will be supplemented after this 2) The characteristics of ${\check{O}}rumkol$ talus (1) Pattern ${\check{O}}rumkol$ taluses are tongue-shaped or cone-shaped in appearance. They are $50{\sim}200m$ in length and the range of the maximum width from 25 to 115m and one of their mean slope gradient from 32 to $36^{\circ}$ (2) Origin ${\check{O}}rumkol$ taluses have been formed under periglacial environment in the last glacial age and they are classified into rock fall talus type, considering in conjunction with the shape, hardness, sorting, weathering conditions of constituent debris. (3) The stage of landform development ${\check{O}}rumkol$ talus slope profiles are mainly concave slope. This concave slope type was eventually caused by talus creep at the lower end of the talus. That means new additions of debris from the free face have virtually ceased and there is no evidence of recent motion in the deposit. Now it is predominant that vegetation cover is gradually increasingly. Therefore ${\check{O}}rumkol$ taluses appear to be relict form stage. at present.

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Hierarchical Visualization of the Space of Facial Expressions (얼굴 표정공간의 계층적 가시화)

  • Kim Sung-Ho;Jung Moon-Ryul
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.726-734
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    • 2004
  • This paper presents a facial animation method that enables the user to select a sequence of facial frames from the facial expression space, whose level of details the user can select hierarchically Our system creates the facial expression space from about 2400 captured facial frames. To represent the state of each expression, we use the distance matrix that represents the distance between pairs of feature points on the face. The shortest trajectories are found by dynamic programming. The space of facial expressions is multidimensional. To navigate this space, we visualize the space of expressions in 2D space by using the multidimensional scaling(MDS). But because there are too many facial expressions to select from, the user faces difficulty in navigating the space. So, we visualize the space hierarchically. To partition the space into a hierarchy of subspaces, we use fuzzy clustering. In the beginning, the system creates about 10 clusters from the space of 2400 facial expressions. Every tine the level increases, the system doubles the number of clusters. The cluster centers are displayed on 2D screen and are used as candidate key frames for key frame animation. The user selects new key frames along the navigation path of the previous level. At the maximum level, the user completes key frame specification. We let animators use the system to create example animations, and evaluate the system based on the results.

Technical-note : Real-time Evaluation System for Quantitative Dynamic Fitting during Pedaling (단신 : 페달링 시 정량적인 동적 피팅을 위한 실시간 평가 시스템)

  • Lee, Joo-Hack;Kang, Dong-Won;Bae, Jae-Hyuk;Shin, Yoon-Ho;Choi, Jin-Seung;Tack, Gye-Rae
    • Korean Journal of Applied Biomechanics
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    • v.24 no.2
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    • pp.181-187
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    • 2014
  • In this study, a real-time evaluation system for quantitative dynamic fitting during pedaling was developed. The system is consisted of LED markers, a digital camera connected to a computer and a marker detecting program. LED markers are attached to hip, knee, ankle joint and fifth metatarsal in the sagittal plane. Playstation3 eye which is selected as a main digital camera in this paper has many merits for using motion capture, such as high FPS (Frame per second) about 180FPS, $320{\times}240$ resolution, and low-cost with easy to use. The maker detecting program was made by using Labview2010 with Vision builder. The program was made up of three parts, image acquisition & processing, marker detection & joint angle calculation, and output section. The digital camera's image was acquired in 95FPS, and the program was set-up to measure the lower-joint angle in real-time, providing the user as a graph, and allowing to save it as a test file. The system was verified by pedalling at three saddle heights (knee angle: 25, 35, $45^{\circ}$) and three cadences (30, 60, 90 rpm) at each saddle heights by using Holmes method, a method of measuring lower limbs angle, to determine the saddle height. The result has shown low average error and strong correlation of the system, respectively, $1.18{\pm}0.44^{\circ}$, $0.99{\pm}0.01^{\circ}$. There was little error due to the changes in the saddle height but absolute error occurred by cadence. Considering the average error is approximately $1^{\circ}$, it is a suitable system for quantitative dynamic fitting evaluation. It is necessary to decrease error by using two digital camera with frontal and sagittal plane in future study.

A Study on the Fine Dust Removal Equipment of Pressurized Water type for the Removal of Exhaust Gas Fine Dust and Volatile Organic Compounds from the Non-industrial combustion plant (비산업 연소 사업장 배출 가스상 미세먼지와 휘발성 유기 화합물 제거를 위한 가압수식 미세먼지 제거 장치 연구)

  • Youn, Jae-Seo;Kim, Sang-Min;Lee, Ye-Ji;Noh, Seong-Yeo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.506-512
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    • 2018
  • The fine dust generated in the home and restaurant business occupies a low ratio of about 4% of the total fine dust emissions. However, at the foodservice business, the rate of change of the pollutant concentration is very high, so that the temporary fine dust concentration can be measured up to 60 times. The pollutants generated from non-industrial combustion plants consist of particulate fine dust and gaseous organic compounds. To remove these pollutants, cleaning dust collection system, which is an effective system for simultaneous removal of gaseous and particulate matter, is applied. This is a method of increasing the probability of diffusion capture of the Brownian motion by pressurized liquid injection method using the atomizing nozzle. The dust removal efficiency of the fine dust collecting system was analyzed by nozzle spraying air pressure condition and angle using the manufactured fine dust removing system. As a result, it was confirmed that the efficiency of removal of fine dust and gaseous organic compounds was more than 90%. The developed system is expected to be highly usable in the future because it can remove particulate dust from the existing plant hood system without any installation cost.

FBX Format Animation Generation System Combined with Joint Estimation Network using RGB Images (RGB 이미지를 이용한 관절 추정 네트워크와 결합된 FBX 형식 애니메이션 생성 시스템)

  • Lee, Yujin;Kim, Sangjoon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.519-532
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    • 2021
  • Recently, in various fields such as games, movies, and animation, content that uses motion capture to build body models and create characters to express in 3D space is increasing. Studies are underway to generate animations using RGB-D cameras to compensate for problems such as the cost of cinematography in how to place joints by attaching markers, but the problem of pose estimation accuracy or equipment cost still exists. Therefore, in this paper, we propose a system that inputs RGB images into a joint estimation network and converts the results into 3D data to create FBX format animations in order to reduce the equipment cost required for animation creation and increase joint estimation accuracy. First, the two-dimensional joint is estimated for the RGB image, and the three-dimensional coordinates of the joint are estimated using this value. The result is converted to a quaternion, rotated, and an animation in FBX format is created. To measure the accuracy of the proposed method, the system operation was verified by comparing the error between the animation generated based on the 3D position of the marker by attaching a marker to the body and the animation generated by the proposed system.

Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.

Seismic performance assessment of single pipe piles using three-dimensional finite element modeling considering different parameters

  • Duaa Al-Jeznawi;Jitendra Khatti;Musab Aied Qissab Al-Janabi;Kamaldeep Singh Grover;Ismacahyadi Bagus Mohamed Jais;Bushra S Albusoda;Norazlan Khalid
    • Earthquakes and Structures
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    • v.24 no.6
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    • pp.455-475
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    • 2023
  • The present study investigates the non-linear soil-pile interaction using three-dimensional (3D) non-linear finite element models. The numerical models were validated by using the results of extensive pile load and shaking table tests. The pile performance in liquefiable and non-liquefiable soil has been studied by analyzing the liquefaction ratio, pile lateral displacement (LD), pile bending moment (BM), and frictional resistance (FR) results. The pile models have been developed for the different ground conditions. The study reveals that the results obtained during the pile load test and shaking cycles have good agreement with the predicted pile and soil response. The soil density, peak ground acceleration (PGA), slenderness ratio (L/D), and soil condition (i.e., dry and saturated) are considered during modeling. Four ground motions are used for the non-linear time history analyses. Consequently, design charts are proposed depended on the analysis results to be used for design practice. Eleven models have been used to validate the capability of these charts to capture the soil-pile response under different seismic intensities. The results of the present study demonstrate that L/D ratio slightly affects the lateral displacement when compared with other parameters. Also, it has been observed that the increasing in PGA and decreasing L/D decreases the excess pore water pressure ratio; i.e., increasing PGA from 0.1 g to 0.82 g of loose sand model, decrease the liquefaction ratio by about 50%, and increasing L/D from 15 to 75 of the similar models (under Kobe earthquake), increase this ratio by about 30%. This study reveals that the lateral displacement increases nonlinearly under both dry and saturated conditions as the PGA increases. Similarly, it is observed that the BM increases under both dry and saturated states as the L/D ratio increases. Regarding the acceleration histories, the pile BM was reduced by reducing the acceleration intensity. Hence, the pile BM decreased to about 31% when the applied ground motion switched from Kobe (PGA=0.82 g) to Ali Algharbi (PGA=0.10 g). This study reveals that the soil conditions affect the relationship pattern between the FR and the PGA. Also, this research could be helpful in understanding the threat of earthquakes in different ground characteristics.

Analysis of the Effects of Positive and Negative VR Game Contents on Enhancing Environmental Awareness Based on Self-Reliant and Team-Based Play Styles (개인 플레이와 협동 플레이 방식에서 긍정적 및 부정적 VR 콘텐츠가 환경 인식 개선에 미치는 영향)

  • Jihun Chae;Seungeun Yoo;Youngsung Lee;Yunsub Kim;Hyeonjin Kim;Daseong Han
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.137-147
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    • 2023
  • This paper presents a motion-capture-based projection VR system to explore the effectiveness of gamification in improving environmental awareness. We examine the key components of positive and negative VR game content and analyze the impact of individual and cooperative play methods on promoting sustainable behaviors. Our findings are as follows. Firstly, we discovered that the use of positive content in individual play mode was effective in improving awareness of the importance of recycling. Secondly, we confirmed that the use of positive content in cooperative play mode and the use of negative content in individual play mode were each effective in enhancing awareness of the seriousness of environmental pollution. Thirdly, we found that experiencing positive content first, followed by negative content, in individual play mode was effective in increasing interest in the environment. Based on these findings, we determined that adjusting the order of use of positive and negative content is more effective than simply using positive or negative content alone for improving environmental awareness. Moreover, considering the importance of recycling, the seriousness of environmental pollution, and the level of interest in the environment, we confirmed that individual play mode is effective and cooperative play mode can be more effective depending on the measure.

A Study on Korean Speech Animation Generation Employing Deep Learning (딥러닝을 활용한 한국어 스피치 애니메이션 생성에 관한 고찰)

  • Suk Chan Kang;Dong Ju Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.10
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    • pp.461-470
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    • 2023
  • While speech animation generation employing deep learning has been actively researched for English, there has been no prior work for Korean. Given the fact, this paper for the very first time employs supervised deep learning to generate Korean speech animation. By doing so, we find out the significant effect of deep learning being able to make speech animation research come down to speech recognition research which is the predominating technique. Also, we study the way to make best use of the effect for Korean speech animation generation. The effect can contribute to efficiently and efficaciously revitalizing the recently inactive Korean speech animation research, by clarifying the top priority research target. This paper performs this process: (i) it chooses blendshape animation technique, (ii) implements the deep-learning model in the master-servant pipeline of the automatic speech recognition (ASR) module and the facial action coding (FAC) module, (iii) makes Korean speech facial motion capture dataset, (iv) prepares two comparison deep learning models (one model adopts the English ASR module, the other model adopts the Korean ASR module, however both models adopt the same basic structure for their FAC modules), and (v) train the FAC modules of both models dependently on their ASR modules. The user study demonstrates that the model which adopts the Korean ASR module and dependently trains its FAC module (getting 4.2/5.0 points) generates decisively much more natural Korean speech animations than the model which adopts the English ASR module and dependently trains its FAC module (getting 2.7/5.0 points). The result confirms the aforementioned effect showing that the quality of the Korean speech animation comes down to the accuracy of Korean ASR.

Study on the Differences in the Results of Body Shape Test According to the Position of the Two Feet and the Usefulness of the Neck and Body Motion Image Test (두 발의 위치에 따른 체형검사 결과 차이와 체간신전 동작 이미지 검사의 유용성 연구)

  • Chang, Wan Song;Kim, Song Ja;Ryu, Seo Won;Lim, Duk Joon;Jung, Moon Young
    • Journal of Naturopathy
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    • v.9 no.1
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    • pp.22-26
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    • 2020
  • Purposes: The purposes of this study were to investigate the relationship between the standing position of the subject and the normal standing position(NSP) and the straight standing position(SSP) and to investigate the possibility of different body shape test results depending on the status of the image inspection apparatus. Methods: The images of the NSP and SSP were compared with each other by body line BLS system. Results: At the time of examination, the position of the camera was captured at a position 2.3 m vertically from the posterior position 45 cm behind the subject. This is a privacy protection method for covering the breast of the subject. Results: The physiological characteristics of the anatomical position of the body align image test are the living body. NSP and SSP tests showed different shapes of the pelvis AS(antero-supero) and pelvis rotation in the transverse plane. Shoulder and arm displacement was observed in the trunk extension image capture. Conclusions: In the body alignment test, the pelvis position test images of NSP and SSP are evaluated differently for pelvis rotation, AS, and PS. At the extension position of the trunk, a test of the maximal extension range showed that the left and right shortening of the shoulder anterior muscles could be observed. Inducing and testing the trunk extension is also useful.