• Title/Summary/Keyword: Motion-Capture

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The Revision of Motion Capture Data using Multiple Layers (다중 레이어를 이용한 모션캡쳐 수정에 관한 연구)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • Journal of Korea Multimedia Society
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    • v.12 no.7
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    • pp.903-912
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    • 2009
  • There are still many difficulties in developing techniques for modifying or transforming the flickering of motion capture data or in modifying motion capture data in such a way that suits the animation timing sheet. There is a problem in the existing method of modifying motion capture data. It requires almost same time as in the key frame animation work by a very skilled animator or even more time in modifying. It is believed that this kind of problem can be a basis for a more effective problem-solving method through creating the key animation data node and direct blend layer and replacement layer nodes. This study presents a new method which enables to modify animation data in a nonlinear way without modifying the existing animation data by creating an animation layer node for a direct connection to the animation node. 'Maya' API will be utilized in order to realize this method and the research range will be limited to 'Maya' 3D software which is generally used in motion picture and animation films. According to the results of this study, the new method is much more intuitive than the nonlinear one and does not require the preceding working of making animation clips. In addition, it has enabled to modify flickering and to extract key frames, and due to the compatibility with other programs, it has been possible to modify motion capture data by creating a direct layer node. Finally, in this study, the existing method of modifying animation will be examined, compared and analyzed.

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A Study on the Creative Process of Creative Ballet <Youth> through Motion Capture Technology (모션캡처 활용을 통한 창작발레<청춘>창작과정연구)

  • Chang, So-Jung; Park, Arum
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.809-814
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    • 2023
  • Currently, there is a lack of research that directly applies and integrates science and technology in the field of dance and translates it into creative work. In this study, the researcher applied motion capture to creative dance performance 'Youth' and described the process of incorporating motion capture into scenes for the performance. The research method involved utilizing practice-based research, which derives new knowledge and meaning from creative outcomes through the analysis of phenomena and experiences generated on-site. The creative ballet performance "<Youth>" consists of a total of 4 scenes, and the motion-captured video in these scenes serves as the highlight moments. It visually represents the image of a past ballerina while embodying the meaning of a scene that is both the 'past me' and the 'dream of the present.' The use of motion capture enhances the visual representation of the scenes and plays a role in increasing the audience's immersion. The dance field needs to become familiar with collaborating with scientific and technological advancements like motion capture to digitize intangible assets. It is essential to engage in experimental endeavors and continue training for such collaborations. Furthermore, through collaboration, the ongoing research should extend the scope of movement through digitized processes, performances, and performance records. This will continually confer value and meaning to the field of dance

Signal processing of accelerometers for motion capture of human body (인체 동작 인식을 위한 가속도 센서의 신호 처리)

  • Lee, Ji-Hong;Ha, In-Soo
    • Journal of Institute of Control, Robotics and Systems
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    • v.5 no.8
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    • pp.961-968
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    • 1999
  • In this paper we handle a system that transform sensor data to sensor information. Sensor informations from redundant accelerometers are manipulated to represent the configuration of objects carrying sensors. Basic sensor unit of the proposed systme is composed of 3 accelerometers that are aligned along x-y-z coordination axes of motion. To refine the sensor information, at first the sensor data are fused by geometrical optimization to reduce the variance of sensor information. To overcome the error caused from inexact alignment of each sensor to the coordination system, we propose a calibration technique that identifies the transformation between the coordinate axes and real sensor axes. The calibration technique make the sensor information approach real value. Also, we propose a technique that decomposes the accelerometer data into motion acceleration component and gravity acceleration component so that we can get more exact configuration of objects than in the case of raw sensor data. A set of experimental results are given to show the usefulness of the proposed method as well as the experiments in which the proposed techniques are applied to human body motion capture.

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Adaptation of Motion Capture Data of Human Arms to a Humanoid Robot Using Optimization

  • Kim, Chang-Hwan;Kim, Do-Ik
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2126-2131
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    • 2005
  • Interactions of a humanoid with a human are important, when the humanoid is requested to provide people with human-friendly services in unknown or uncertain environment. Such interactions may require more complicated and human-like behaviors from the humanoid. In this work the arm motions of a human are discussed as the early stage of human motion imitation by a humanoid. A motion capture system is used to obtain human-friendly arm motions as references. However the captured motions may not be applied directly to the humanoid, since the differences in geometric or dynamics aspects as length, mass, degrees of freedom, and kinematics and dynamics capabilities exist between the humanoid and the human. To overcome this difficulty a method to adapt captured motions to a humanoid is developed. The geometric difference in the arm length is resolved by scaling the arm length of the humanoid with a constant. Using the scaled geometry of the humanoid the imitation of actor's arm motions is achieved by solving an inverse kinematics problem formulated using optimization. The errors between the captured trajectories of actor arms and the approximated trajectories of humanoid arms are minimized. Such dynamics capabilities of the joint motors as limits of joint position, velocity and acceleration are also imposed on the optimization problem. Two motions of one hand waiving and performing a statement in sign language are imitated by a humanoid through dynamics simulation.

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Analysis of Pitching Motions by Human Pose Estimation Based on RGB Images (RGB 이미지 기반 인간 동작 추정을 통한 투구 동작 분석)

  • Yeong Ju Woo;Ji-Yong Joo;Young-Kwan Kim;Hie Yong Jeong
    • Smart Media Journal
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    • v.13 no.4
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    • pp.16-22
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    • 2024
  • Pitching is a major part of baseball, so much so that it can be said to be the beginning of baseball. Analysis of accurate pitching motions is very important in terms of performance improvement and injury prevention. When analyzing the correct pitching motion, the currently used motion capture method has several critical environmental drawbacks. In this paper, we propose analysis of pitching motion using the RGB-based Human Pose Estimation (HPE) model to replace motion capture, which has these shortcomings, and use motion capture data and HPE data to verify its reliability. The similarity of the two data was verified by comparing joint coordinates using the Dynamic Time Warping (DTW) algorithm.

Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.19-26
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    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.

Research of Mobile 3D Dance Contents Construction Using Motion Capture System (모션캡처 시스템을 이용한 모바일 3D 댄스 콘텐츠 제작 연구)

  • Kim Nam-Ho
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.98-107
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    • 2006
  • By improving performance of mobile machine(3D engine, 3D accelerator chip set, etc) and developing wireless network technology, a demand for actual contents of users is being increased rapidly. But, there are some difficulties yet for the speedy development of actual contents because of the limitation of development resources that is dependent on each mobile device's different performance. In general, much of the animated character-creation work for mobile environment is still done manually by experienced animator with the method of key frame processing. However, it needs a lot of time and more costs for creating motion. Additionally, it is possible to cause a distortion of motion. In this paper, I solved the difficulties by using a optical motion capture system, it was able to acquire accurate motion data more easily and quickly, and then it was possible to make 3D dance contents efficiently. Also, I showed techniques of key reduction and controlling frame number for using huge amounts of motion capture data in mobile environment which requires less resources. In making 3D dance contents, using an optical motion capture system was verified that it was more efficient to make and use actual-reality contents by creating actual character motion and by decreasing processing time than existing method.

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A Motion Data Definition for Compatible Human Animation (호환성 있는 인체 애니메이션을 위한 모션 데이터 정의)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.35-41
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    • 2008
  • H-Anim is an international standard that Humanoid Animation Working Group in Web3D Consortium defined the data structure necessary for human animation. Various libraries and tools have been generated according to the structure, but they still have restrictions to represent realistic humanoid motions. This paper presents the method of generating realistic human motion using motion capture data in order to define motion for humanoid animation based on H-Anim standard. In order to implement this, we have defined a data structure capable of receiving motion capture data and implemented a motion browser. The human motion data structure defined in this paper is based on X3D and intended to have compatibility through networks and various browsers.

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Real-time Facial Modeling and Animation based on High Resolution Capture (고해상도 캡쳐 기반 실시간 얼굴 모델링과 표정 애니메이션)

  • Byun, Hae-Won
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1138-1145
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    • 2008
  • Recently, performance-driven facial animation has been popular in various area. In television or game, it is important to guarantee real-time animation for various characters with different appearances between a performer and a character. In this paper, we present a new facial animation approach based on motion capture. For this purpose, we address three issues: facial expression capture, expression mapping and facial animation. Finally, we show the results of various examination for different types of face models.

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