• Title/Summary/Keyword: Primitive Motion

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Design and Implementation of the Primitive Motion API for Kinetic Typography (키네틱 타이포그래피를 위한 기본모션 API 설계 및 개발)

  • Cho, YoonAh;Woo, Sung-Ho;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.18 no.6
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    • pp.763-771
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    • 2015
  • The kinetic typography animates the static text and it will enable the delivery the opinion and emotion, but we should use professional software or do complex coding precess to create a motion into an existing static text. In this paper, we propose the primitive motion API which is the way to configure the kinetic typography easily by adding a motion into the static text. In the pursuit of this purpose, we analyzed the movement of the text, defined the underlying levels of the movement and designed the primitive motion API to express the kinetic typography promptly. Furthermore, we verified the performance of the primitive motion API by testing the usability. Using the primitive motion API to implement the kinetic typography explicitly might substitute for tedious coding process and usage of the existing professional software so it makes anyone be able to apply the kinetic typography in a variety of applications.

Generating 3-D Models of Human Motions by Motion Capture

  • Yamaguchi, I.;Tou, K.;Tan, J.K.;Ishikawa, S.;Naito, T.;Yokota, M.
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1629-1632
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    • 2003
  • A technique is presented for generating a compound human motion from its primitive motions obtained by a motion capture system. Some human fundamental motions are modeled in a 3-D way and registered as primitive motions. Because the factorization method is used for the motion capture, calibration of video cameras and connection of the motion in the direction of time is both unnecessary. Employing these motions, various compound human motions are generated by connecting the motions after having applied rotation and parallel transformation to them. Linear interpolation is done at the discontinuous boundary between primitive motions and smooth connection is achieved. Experimental results show satisfactory performance of the proposed technique. The technique may contribute to producing various complicated human motions without much effort using a strict motion capture system.

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Hierarchical Fuzzy Motion Planning for Humanoid Robots Using Locomotion Primitives and a Global Navigation Path

  • Kim, Yong-Tae
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.3
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    • pp.203-209
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    • 2010
  • This paper presents a hierarchical fuzzy motion planner for humanoid robots in 3D uneven environments. First, we define both motion primitives and locomotion primitives of humanoid robots. A high-level planner finds a global path from a global navigation map that is generated based on a combination of 2.5 dimensional maps of the workspace. We use a passage map, an obstacle map and a gradient map of obstacles to distinguish obstacles. A mid-level planner creates subgoals that help the robot efficiently cope with various obstacles using only a small set of locomotion primitives that are useful for stable navigation of the robot. We use a local obstacle map to find the subgoals along the global path. A low-level planner searches for an optimal sequence of locomotion primitives between subgoals by using fuzzy motion planning. We verify our approach on a virtual humanoid robot in a simulated environment. Simulation results show a reduction in planning time and the feasibility of the proposed method.

Human Primitive Motion Recognition Based on the Hidden Markov Models (은닉 마르코프 모델 기반 동작 인식 방법)

  • Kim, Jong-Ho;Yun, Yo-Seop;Kim, Tae-Young;Lim, Cheol-Su
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.521-529
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    • 2009
  • In this paper, we present a vision-based human primitive motion recognition method. It models the reference motion patterns, recognizes a user's motion, and measures the similarity between the reference action and the user's one. In order to recognize a motion, we provide a pattern modeling method based on the Hidden Markov Models. In addition, we provide a similarity measurement method between the reference motion and the user's one using the editing distance algorithm. Experimental results show that the recognition rate of ours is above 93%. Our method can be used in the motion recognizable games, the motion recognizable postures, and the rehabilitation training systems.

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Control Program for Dexterous Manipulation by Robotic Hand (물체의 안정한 조작을 위한 동작의 계획과 운동의 실현)

  • Hwang Chang-Soon
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.29 no.4 s.235
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    • pp.540-554
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    • 2005
  • This paper presents a motion planning and control method for the dexterous manipulation with a robotic hand. For a given trajectory of an object, a simulation system calculates the necessary joint displacements and contact forces at the fingertip surfaces. These joint displacements and contact forces are the reference inputs to the control loops of the robotic fingers. A task is decomposed into a set of primitive motions, and each primitive motion is executed using the planned output of the simulation system as the reference. Force sensors and dynamic tactile sensors are used to adapt to errors and uncertainties encountered during manipulation. Several experimental results are presented.

Development of Korean-Sign Language Generating System based on Motion-Primitives (Motion-Primitives에 의한 한국수화 생성시스템의 개발)

  • ;;;Hiroyuki Sakato;Shan Lu;Seiji lgi
    • Journal of Korea Multimedia Society
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    • v.4 no.3
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    • pp.238-246
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    • 2001
  • We have developed the sign-language synthesis system, which can be applied for intelligent terminal equipments, for the purpose of communications between normal people and the hearing-impaired. In the system, we generate the behavior of the sign-language words using CG animation based on Motion-Primitives of the motion observed of each legion of the body in the generation of words, the conventional system was difficult to control the shape of hands and the motions of hands and shoulder, requiring lots of time for the processing. Also it is a big problem to make a large database of sign-language, because it requires over 5,000 words to translate the sign-language. Therefore, in this paper, we propose the new system that is easy to construct the database by using Motion-Primitives, which can make paths of various motions more smooth than conventional systems. We have tested 100 words of the sign-language against the hearing-impaired with the proposed system. As the result of testing by the proposed system, we have earned a good recognition rate with 82%. On the other hand, we had earned the recognition ratio with 76% by using the former system.

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Motion Imitation Learning and Real-time Movement Generation of Humanoid Using Evolutionary Algorithm (진화 알고리즘을 사용한 인간형 로봇의 동작 모방 학습 및 실시간 동작 생성)

  • Park, Ga-Lam;Ra, Syung-Kwon;Kim, Chang-Hwan;Song, Jae-Bok
    • Journal of Institute of Control, Robotics and Systems
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    • v.14 no.10
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    • pp.1038-1046
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    • 2008
  • This paper presents a framework to generate human-like movements of a humanoid in real time using the movement primitive database of a human. The framework consists of two processes: 1) the offline motion imitation learning based on an Evolutionary Algorithm and 2) the online motion generation of a humanoid using the database updated bγ the motion imitation teaming. For the offline process, the initial database contains the kinetic characteristics of a human, since it is full of human's captured motions. The database then develops through the proposed framework of motion teaming based on an Evolutionary Algorithm, having the kinetic characteristics of a humanoid in aspect of minimal torque or joint jerk. The humanoid generates human-like movements far a given purpose in real time by linearly interpolating the primitive motions in the developed database. The movement of catching a ball was examined in simulation.

Reusing Technique of Primitive Motions for Effective Implementation of Complex Action (복합적 행동들을 효율적으로 구현하기 위한 기본 동작의 재활용 기법)

  • Choi, Jun-Seong;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.1-13
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    • 2014
  • Apart from the physical realism, the implementation of various physical actions of an agent to respond to dynamically changing situations is essential for the design of an agent in a cyber world. To achieve a maximum diversity in actions, we develop a mechanism that allows composite actions to be constructed by reusing a set of primitive motions and enables an agent to instantly react to changes in the ambient states. Specifically we model an agent's body in terms of joints, and a primitive or composite motion is performed in a real time. To implement this mechanism, we produce an animation for basic joint movements and develop a method to construct overall motions out of the primitive motions. These motions can be assembled into a plan by which an agent can achieve a goal. In this manner, diverse actions can be implemented without excessive efforts. This approach has conspicuous advantages when constructing a parallel action, e.g., eating while walking, that is, two or more parallel actions can be naturally merged into a parallel action according to their priority. We implement several composite and parallel actions to demonstrate the viability of our approach.

Development of a multi-robot control system with sensor integrating capability (센서 통합 능력을 갖는 다중 로보트 제어 시스템의 개발)

  • 서일홍;현웅근;김태원;여희주;김재욱;윤승중
    • 제어로봇시스템학회:학술대회논문집
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    • 1992.10a
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    • pp.1008-1013
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    • 1992
  • 본 논문에서는 다중 로보느의 협조제어(Coordinated Control)를 위한 로보트 콘트롤러의 설계에 대해서 연구한다. 첫 부분에서는 다중 로보느의 연구배경 및 연구동기에 대해서 논의하고 이어서 Coordinated Task를 묘사하기 위한 Programming Primiitive Set을 정의하며 구현에 대해서도 논의한다. 특히 Motopn Primitive는 synchronous(Coordinated Motion), Asynchronous Motion, Conditional Motion, 특수 Motion으로 분류하고, 각각의 궤적계획 및 구현에 대해서도 간단히 논의한다. 특히 본 논문에서는 외부의 변화하는 환경에 효과적으로 적응할 수 있게 하기 위하여 Vision센서, Encoder신호와 Limit센서, Force센서 등의 다양한 외부 센서를 융합 처리할수 있는 다중 로보트 제어 시스템을 개발하였다.

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An Effective Visualization of Intricate Multi-Event Situations by Reusing Primitive Motions and Actions

  • Park, Jong Hee;Choi, Jun Seong
    • International Journal of Contents
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    • v.15 no.4
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    • pp.16-26
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    • 2019
  • The efficient implementation of various physical actions of agents to respond to dynamically changing situations is essential for the simulation of realistic agents and activities in a cyber world. To achieve a maximum diversity of actions and immediate responsiveness to abrupt changes in situations, we have developed an animation technique in which complex actions are recursively constructed by reusing a set of primitive motions, and agents are designed to react in real-time to abrupt ambient changes by computationally satisfying kinematic constraints on body parts with respect to their goals. Our reusing scheme is extended to visualize the procedure of realistic intricate situations involving many concurring events. Our approach based on motion reuse and recursive assembly has clear advantages in motion variability and action diversity with respect to authoring scalability and motion responsiveness compared to conventional monolithic (static) animation techniques. This diversity also serves to accommodate the characteristic unpredictability of events concurring in a situation due to inherent non-determinism of associated conditions. To demonstrate the viability of our approach, we implement several composite and parallel actions in a dynamically changing example situation involving events that were originally independent until coincidentally inter-coupled therein.