• Title/Summary/Keyword: Skeleton modeling

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Parametric Shape Modeling of Femurs Using Statistical Shape Analysis (통계적 형상 분석을 이용한 대퇴골의 파라메트릭 형상 모델링)

  • Choi, Myung Hwan;Koo, Bon Yeol;Chae, Je Wook;Kim, Jay Jung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.38 no.10
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    • pp.1139-1145
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    • 2014
  • Creation of a human skeleton model and characterization of the variation in the bone shape are fundamentally important in many applications of biomechanics. In this paper, we present a parametric shape modeling method for femurs that is based on extracting the main parameter of variations of the femur shape from a 3D model database by using statistical shape analysis. For this shape analysis, principal component analysis (PCA) is used. Application of the PCA to 3D data requires bringing all the models in correspondence to each other. For this reason, anatomical landmarks are used for guiding the deformation of the template model to fit the 3D model data. After subsequent application of PCA to a set of femur models, we calculate the correlation between the dominant components of shape variability for a target population and the anatomical parameters of the femur shape. Finally, we provide tools for visualizing and creating the femur shape using the main parameter of femur shape variation.

Three-dimensional finite element analysis of unilateral mastication in malocclusion cases using cone-beam computed tomography and a motion capture system

  • Yang, Hun-Mu;Cha, Jung-Yul;Hong, Ki-Seok;Park, Jong-Tae
    • Journal of Periodontal and Implant Science
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    • v.46 no.2
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    • pp.96-106
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    • 2016
  • Purpose: Stress distribution and mandible distortion during lateral movements are known to be closely linked to bruxism, dental implant placement, and temporomandibular joint disorder. The present study was performed to determine stress distribution and distortion patterns of the mandible during lateral movements in Class I, II, and III relationships. Methods: Five Korean volunteers (one normal, two Class II, and two Class III occlusion cases) were selected. Finite element (FE) modeling was performed using information from cone-beam computed tomographic (CBCT) scans of the subjects' skulls, scanned images of dental casts, and incisor movement captured by an optical motion-capture system. Results: In the Class I and II cases, maximum stress load occurred at the condyle of the balancing side, but, in the Class III cases, the maximum stress was loaded on the condyle of the working side. Maximum distortion was observed on the menton at the midline in every case, regardless of loading force. The distortion was greatest in Class III cases and smallest in Class II cases. Conclusions: The stress distribution along and accompanying distortion of a mandible seems to be affected by the anteroposterior position of the mandible. Additionally, 3-D modeling of the craniofacial skeleton using CBCT and an optical laser scanner and reproduction of mandibular movement by way of the optical motion-capture technique used in this study are reliable techniques for investigating the masticatory system.

Game Planning and Development IDE based on Script (스크립트 기반의 게임 기획 및 개발을 위한 통합 개발 환경)

  • Lee Don-Yang;Park Wee-Joon;Choi Han-Yong
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.133-140
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    • 2005
  • It is important matter to develop game that language should consider improving game development environment. It is hardly any language that is designed to develop a game. Most developer used general purpose programming language in these situations, and directly modeling with engine. For this reasons, developers cannot easily develop games and must programming on engine level. It is hard to develop a game in this environment that was not able to understand an engine well. Moreover, developer and planner want to use an abstracted high-level language on planner phase and are going to easily develop a game. It was not have communication tool between developer and planner. Therefore, we defined a script language for modeling based on abstract engine level. In addition, we did build IDE to develop game using abstracted high-level language. It was able to develop a game on high-speed development environment. Therefore, developer does not must develop with engine phase but can develop a game with planners. In addition, game planner and developer can use a communication tool because it is able to develop skeleton game.

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CAD Data Conversion to a Node-Relation Structure for 3D Sub-Unit Topological Representation (3차원 위상구조 생성을 위한 노드 - 관계구조로의 CAD 자료 변환)

  • Stevens Mark;Choi Jin-Mu
    • Journal of the Korean Geographical Society
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    • v.41 no.2 s.113
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    • pp.188-194
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    • 2006
  • Three-dimensional topological data is essential for 3D modeling and application such as emergency management and 3D network analysis. This paper reviewed current 3D topological data model and developed a method to construct 3D topological node-relation data structure from 2D computer aided design (CAD) data. The method needed two steps with medial axis-transformation and topological node-relation algorithms. Using a medial-axis transformation algorithm, the first step is to extract skeleton from wall data that was drawn polygon or double line in a CAD data. The second step is to build a topological node-relation structure by converting rooms to nodes and the relations between rooms to links. So, links represent adjacency and connectivity between nodes (rooms). As a result, with the conversion method 3D topological data for micro-level sub-unit of each building can be easily constructed from CAD data that are commonly used to design a building as a blueprint.

Seismic response study of tower-line system considering bolt slippage under foundation displacement

  • Jia-Xiang Li;Jin-Peng Cheng;Zhuo-Qun Zhang;Chao Zhang
    • Steel and Composite Structures
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    • v.52 no.2
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    • pp.135-143
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    • 2024
  • Once the foundation displacement of the transmission tower occurs, additional stress will be generated on the tower members, which will affect the seismic response of transmission tower-line systems (TTLSs). Furthermore, existing research has shown that the reciprocating slippage of joints needs to be considered in the seismic analysis. The hysteretic behavior of joints is obtained by model tests or numerical simulations, which leads to the low modeling efficiency of TTLSs. Therefore, this paper first utilized numerical simulation and model tests to construct a BP neural network for predicting the skeleton curve of joints, and then a numerical model for a TTLS considering the bolt slippage was established. Then, the seismic response of the TTLS under foundation displacement was studied, and the member stress changes and the failed member distribution of the tower were analyzed. The influence of foundation displacement on the seismic performance were discussed. The results showed that the trained BP neural network could accurately predict the hysteresis performance of joints. The slippage could offset part of the additional stress caused by foundation settlement and reduce the stress of some members when the TTLS with foundation settlement was under earthquakes. The failure members were mainly distributed at the diagonal members of the tower leg adjacent to the foundation settlement and that of the tower body. To accurately analyze the seismic performance of TTLSs, the influence of foundation displacement and the joint effect should be considered, and the BP neural network can be used to improve modeling efficiency.

Analysis on Lower Body Type and 3D Virtual Appearance Evaluation of Boots cut Jeans for Women (성인여성의 하반신 체형분석 및 부츠 컷 청바지의 가상 외관평가)

  • Choi, Jin;Do, Wol-Hee
    • Journal of the Korean Home Economics Association
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    • v.46 no.2
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    • pp.73-83
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    • 2008
  • The focus of this research was concerned with studying lower body type for Korean adult females. information from the measuring values based on research on the physical standard of the nation(2004) were summarized, in addition a factor of the need for appropriate fit in boots cut jean wear, basic lower body part applying to each item had to be taken into consideration to enhance sizing suitability. The body type are classified into three kinds by means of factor analysis and cluster analysis. Type 1 referred to the fat lower body, having thick rounding waist. compared to other body parts, and long leg according to its proportion. Type 2 represented medium stature but with a large skeleton structure of lower body. Type 3 represented a the long lower body having slender rounding waist. This study was attempted to evaluate the fitness of boots cut jeans pattern for women using 3D Clothes Modeling Software.

A Study on the Dynamic and Impact Analysis of Side Kick in Taekwondo (태권도 옆차기 동작의 동력학해석과 충격해석에 관한 연구)

  • Lee, Jung-Hyun;Han, Kyu-Hyun;Lee, Hyun-Seung;Lee, Eun-Yup;Lee, Young-Shin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.32 no.1
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    • pp.83-90
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    • 2008
  • Taekwondo is a martial art form and sport that uses the hands and foot for attack and defense. Taekwondo basic motion is composed of the breaking, competition and poomsea motion. In the side kick among the competition motion, the impact force is larger than other kinds of kicks. The side kick with the front foot can be made in two steps. In the first step, the front foot is stretched forward from back stance free-fighting position. For the second step, the rear foot is followed simultaneously. Then, the kick is executed while entire body weight rests on the rear foot. In this paper, impact analysis of the human model for hitting posture is carried out. The ADAMS/LifeMOD is used in hitting modeling and simulation. The simulation model creates the human model to hit the opponent. As the results, the dynamic analysis of human muscle were presented.

A Study on Elicitation Procedures of the Entity for Data Model (데이터 모델을 위한 엔터티 도출 절차에 관한 연구)

  • Kim, Doyu;Yeo, Jeongmo
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.7
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    • pp.479-486
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    • 2013
  • The data model that can be said as skeleton of the information system constitutes important 2 axles in the information system together with the process model. There is entity, properties, relation as key factors of the data model, and entity is the most fundamental factor in the data model, and thus total data model becomes vague if not deriving entity definitely. This study dealt with entity deduction only. Deducing methods of existing entity depended on experiences, task knowledge of designers and clear procedures were not suggested, so there were many difficulties in approaching them from beginners or unskilled persons. For giving helps in solving the problem, this study proposes entity- deducing procedures based on tasks that can derive entity with a systematic process at previously derived target businesses through suggested methods from advancing researches. And the study enabled proposing procedures on imaginary tasks to be applied, objecting to undergraduates who had not experiences on the data modeling, and then verified suggesting process through a similarity checking between best answers with deduced entity by students after taking impossible points of comparing existing methods with suggesting process into consideration. By doing so, deducing entity closely to the best answer was confirmed accordingly. Therefore, a fact could be confirmed that beginners were able to deduce entity closely to the best answer even if letting beginners who had not experiences on the data modeling be applied to unfamiliar tasks. Regarding researches on properties and relation deduction besides entity, this study leaves them to next time.

Using Maya Walking Motion Analysis in the Changing Environment of the Ground and Implement Realistic Character Animation (마야를 이용한 지형변화 환경에서의 보행동작 분석과 현실적 캐릭터 애니메이션 구현)

  • Yoon, Yeo-Geun;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.521-523
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    • 2012
  • In the field of virtual reality and game production with realistic, real-time character's behavior is frequently used. In this paper, the terrain changes or other actions on the surrounding environment by implementing adaptive any action that is the most natural and can be adapted to analyze real-time character animation is implemented. For this purpose, in order to control the various movements of the character of the human body, by highlighting the major joints Kinematic dummy character animation is to create a way. Changes in terrain height difference of the two stairs that could cause analysis of the behavior in the environment and the other on the surrounding environment by adapting behavior to analyze the behavior of the slope climbing Based on this, the character animation is implemented.

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Digital Signage service through Customer Behavior pattern analysis

  • Shin, Min-Chan;Park, Jun-Hee;Lee, Ji-Hoon;Moon, Nammee
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.53-62
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    • 2020
  • Product recommendation services that have been researched recently are only recommended through the customer's product purchase history. In this paper, we propose the digital signage service through customers' behavior pattern analysis that is recommending through not only purchase history, but also behavior pattern that customers take when choosing products. This service analyzes customer behavior patterns and extracts interests about products that are of practical interest. The service is learning extracted interest rate and customers' purchase history through the Wide & Deep model. Based on this learning method, the sparse vector of other products is predicted through the MF(Matrix Factorization). After derive the ranking of predicted product interest rate, this service uses the indoor signage that can interact with customers to expose the suitable advertisements. Through this proposed service, not only online, but also in an offline environment, it would be possible to grasp customers' interest information. Also, it will create a satisfactory purchasing environment by providing suitable advertisements to customers, not advertisements that advertisers randomly expose.