• Title/Summary/Keyword: Pose to Pose

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A Study on Good Pose in Pose to Pose (포즈 투 포즈 방식 애니메이션에서 포즈 선별에 대한 연구)

  • Kim, Young-Chul
    • Cartoon and Animation Studies
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    • s.41
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    • pp.57-73
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    • 2015
  • A pose is an important component in the animation with timing and spacing. Pose is the key to describe the story-telling or how the animation behavior. Key animation method is Straight Ahead and pose to pose method. Many animaters have been using these two methods, or by a mix of two ways. It is possible that computer animation make a pose using interpolation between keyframes. The many animators of computer animation are using pose to pose in their work. It is depend on good and strong pose that make audience understand a story or a situation. This makes animators to be efficient of inefficient operation. In this study, according to the effective good pose to catch proposes four ways. There are four methods of making pose that are stretch and squash, the height of the character, the center of weight, step. The law of 12 kinds of Disney Animation is a good reference for the study.

2.5D human pose estimation for shadow puppet animation

  • Liu, Shiguang;Hua, Guoguang;Li, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.4
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    • pp.2042-2059
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    • 2019
  • Digital shadow puppet has traditionally relied on expensive motion capture equipments and complex design. In this paper, a low-cost driven technique is presented, that captures human pose estimation data with simple camera from real scenarios, and use them to drive virtual Chinese shadow play in a 2.5D scene. We propose a special method for extracting human pose data for driving virtual Chinese shadow play, which is called 2.5D human pose estimation. Firstly, we use the 3D human pose estimation method to obtain the initial data. In the process of the following transformation, we treat the depth feature as an implicit feature, and map body joints to the range of constraints. We call the obtain pose data as 2.5D pose data. However, the 2.5D pose data can not better control the shadow puppet directly, due to the difference in motion pattern and composition structure between real pose and shadow puppet. To this end, the 2.5D pose data transformation is carried out in the implicit pose mapping space based on self-network and the final 2.5D pose expression data is produced for animating shadow puppets. Experimental results have demonstrated the effectiveness of our new method.

Pose-normalized 3D Face Modeling for Face Recognition

  • Yu, Sun-Jin;Lee, Sang-Youn
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.12C
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    • pp.984-994
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    • 2010
  • Pose variation is a critical problem in face recognition. Three-dimensional(3D) face recognition techniques have been proposed, as 3D data contains depth information that may allow problems of pose variation to be handled more effectively than with 2D face recognition methods. This paper proposes a pose-normalized 3D face modeling method that translates and rotates any pose angle to a frontal pose using a plane fitting method by Singular Value Decomposition(SVD). First, we reconstruct 3D face data with stereo vision method. Second, nose peak point is estimated by depth information and then the angle of pose is estimated by a facial plane fitting algorithm using four facial features. Next, using the estimated pose angle, the 3D face is translated and rotated to a frontal pose. To demonstrate the effectiveness of the proposed method, we designed 2D and 3D face recognition experiments. The experimental results show that the performance of the normalized 3D face recognition method is superior to that of an un-normalized 3D face recognition method for overcoming the problems of pose variation.

A Study on the Gesture Matching Method for the Development of Gesture Contents (체감형 콘텐츠 개발을 위한 연속동작 매칭 방법에 관한 연구)

  • Lee, HyoungGu
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.75-84
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    • 2013
  • The recording and matching method of pose and gesture based on PC-window platform is introduced in this paper. The method uses the gesture detection camera, Xtion which is for the Windows PC. To develop the method, the API is first developed which processes and compares the depth data, RGB image data, and skeleton data obtained using the camera. The pose matching method which selectively compares only valid joints is developed. For the gesture matching, the recognition method which can differentiate the wrong pose between poses is developed. The tool which records and tests the sample data to extract the specified pose and gesture is developed. 6 different pose and gesture were captured and tested. Pose was recognized 100% and gesture was recognized 99%, so the proposed method was validated.

Comparison of Deep Learning Based Pose Detection Models to Detect Fall of Workers in Underground Utility Tunnels (딥러닝 자세 추정 모델을 이용한 지하공동구 다중 작업자 낙상 검출 모델 비교)

  • Jeongsoo Kim
    • Journal of the Society of Disaster Information
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    • v.20 no.2
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    • pp.302-314
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    • 2024
  • Purpose: This study proposes a fall detection model based on a top-down deep learning pose estimation model to automatically determine falls of multiple workers in an underground utility tunnel, and evaluates the performance of the proposed model. Method: A model is presented that combines fall discrimination rules with the results inferred from YOLOv8-pose, one of the top-down pose estimation models, and metrics of the model are evaluated for images of standing and falling two or fewer workers in the tunnel. The same process is also conducted for a bottom-up type of pose estimation model (OpenPose). In addition, due to dependency of the falling interference of the models on worker detection by YOLOv8-pose and OpenPose, metrics of the models for fall was not only investigated, but also for person. Result: For worker detection, both YOLOv8-pose and OpenPose models have F1-score of 0.88 and 0.71, respectively. However, for fall detection, the metrics were deteriorated to 0.71 and 0.23. The results of the OpenPose based model were due to partially detected worker body, and detected workers but fail to part them correctly. Conclusion: Use of top-down type of pose estimation models would be more effective way to detect fall of workers in the underground utility tunnel, with respect to joint recognition and partition between workers.

Study of Fall Detection System of Long Short-term Memory Using Yolo-pose (Yolo-pose를 이용한 장단기 메모리의 낙상감지 시스템 연구)

  • Jeong, Seung Su;Kim, Nam Ho;Yu, Yun Seop
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.123-125
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    • 2022
  • In this paper, we introduce a system applied to long short-term memory using Yolo-pose. Using Yolo-pose from image data, data divided into daily life and falls are extracted and applied to LSTM for learning. In order to prevent overfitting, training is performed 8 to 2 validation and is represented by a confusion matrix. The result of Yolo-pose recorded 100% of both sensitivity and specificity, confirming that daily life and falls were well distinguished.

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Accurate Face Pose Estimation and Synthesis Using Linear Transform Among Face Models (얼굴 모델간 선형변환을 이용한 정밀한 얼굴 포즈추정 및 포즈합성)

  • Suvdaa, B.;Ko, J.
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.508-515
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    • 2012
  • This paper presents a method that estimates face pose for a given face image and synthesizes any posed face images using Active Appearance Model(AAM). The AAM that having been successfully applied to various applications is an example-based learning model and learns the variations of training examples. However, with a single model, it is difficult to handle large pose variations of face images. This paper proposes to build a model covering only a small range of angle for each pose. Then, with a proper model for a given face image, we can achieve accurate pose estimation and synthesis. In case of the model used for pose estimation was not trained with the angle to synthesize, we solve this problem by training the linear relationship between the models in advance. In the experiments on Yale B public face database, we present the accurate pose estimation and pose synthesis results. For our face database having large pose variations, we demonstrate successful frontal pose synthesis results.

Effective Pose-based Approach with Pose Estimation for Emotional Action Recognition (자세 예측을 이용한 효과적인 자세 기반 감정 동작 인식)

  • Kim, Jin Ok
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.3
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    • pp.209-218
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    • 2013
  • Early researches in human action recognition have focused on tracking and classifying articulated body motions. Such methods required accurate segmentation of body parts, which is a sticky task, particularly under realistic imaging conditions. Recent trends of work have become popular towards the use of more and low-level appearance features such as spatio-temporal interest points. Given the great progress in pose estimation over the past few years, redefined views about pose-based approach are needed. This paper addresses the issues of whether it is sufficient to train a classifier only on low-level appearance features in appearance approach and proposes effective pose-based approach with pose estimation for emotional action recognition. In order for these questions to be solved, we compare the performance of pose-based, appearance-based and its combination-based features respectively with respect to scenario of various emotional action recognition. The experiment results show that pose-based features outperform low-level appearance-based approach of features, even when heavily spoiled by noise, suggesting that pose-based approach with pose estimation is beneficial for the emotional action recognition.

A Distributed Real-time 3D Pose Estimation Framework based on Asynchronous Multiviews

  • Taemin, Hwang;Jieun, Kim;Minjoon, Kim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.2
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    • pp.559-575
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    • 2023
  • 3D human pose estimation is widely applied in various fields, including action recognition, sports analysis, and human-computer interaction. 3D human pose estimation has achieved significant progress with the introduction of convolutional neural network (CNN). Recently, several researches have proposed the use of multiview approaches to avoid occlusions in single-view approaches. However, as the number of cameras increases, a 3D pose estimation system relying on a CNN may lack in computational resources. In addition, when a single host system uses multiple cameras, the data transition speed becomes inadequate owing to bandwidth limitations. To address this problem, we propose a distributed real-time 3D pose estimation framework based on asynchronous multiple cameras. The proposed framework comprises a central server and multiple edge devices. Each multiple-edge device estimates a 2D human pose from its view and sendsit to the central server. Subsequently, the central server synchronizes the received 2D human pose data based on the timestamps. Finally, the central server reconstructs a 3D human pose using geometrical triangulation. We demonstrate that the proposed framework increases the percentage of detected joints and successfully estimates 3D human poses in real-time.

Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation (인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성)

  • Jeong, Hieyong;Shin, Choonsung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.718-727
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    • 2022
  • The Korean domestic cartoon industry has grown explosively by 65% compared to the previous year. Then the market size is expected to exceed KRW 1 trillion. However, excessive work results in health deterioration. Moreover, this working environment makes the production of human resources insufficient, repeating a vicious cycle. Although some tasks require creation activity during cartoon production, there are still a lot of simple repetitive tasks. Therefore, this study aimed to develop a method for creating a character pose through human pose estimation (HPE). The HPE is to detect key points for each joint of a user. The primary role of the proposed method was to make each joint of the character match that of the human. The proposed method enabled us to create the pose of the two-dimensional cartoon character through the results. Furthermore, it was possible to save the static image for one character pose and the video for continuous character pose.