• Title/Summary/Keyword: Virtual Movement

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On Natural Motion Editing by a Geometric Mean Filter (기하학적 평균 필터에 의한 자연스러운 움직임 편집)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.5 no.2
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    • pp.41-47
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    • 2004
  • Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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Effect of Horse Riding Simulator Exercise on Thickness of Transverse Abdominis in Healthy Adults

  • Park, JaeHyo;Kim, YoungMi
    • The Journal of Korean Physical Therapy
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    • v.31 no.2
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    • pp.111-116
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    • 2019
  • Purpose: This study examined the effects of horse riding simulator exercise on the thickness changes in the transverse abdominis in normal adults. Methods: Forty-five healthy adults were recruited and randomized to a horseback riding simulation exercise group (n=15), a sling exercise group (n=15), and a trunk stabilization exercise group (n=15). A horseback riding simulator offers the indoor experience of horseback riding and mimics the rhythmic movement of horseback riding, thereby provided a virtual environment, such as riding a real horse on the front screen. The velocity of the horse riding simulator exercise was regulated within the subject's ability to control the exercise on the horse riding simulator. A sling exercise group performed sling exercise under the inspection of the experimenter. In the trunk stabilization exercise group, the subjects were instructed to perform the exercise accurately and pause the session when pain occurred during the intervention. The subjects in each group carried out the interventions three times per week for six weeks. The thickness of the transverse abdominis was measured using a pressure biofeedback unit and the ultrasound. Results: Significant differences in the thickness of transverse abdominis within the groups were observed between before and after the interventions. On the other hand, there were no differences in the parameters among the groups. Conclusion: Horse riding simulator exercise can be an alternative to trunk stabilization exercise by increasing the thickness of the transverse abdominis in healthy adults.

Map-Based Obstacle Avoidance Algorithm for Mobile Robot Using Deep Reinforcement Learning (심층 강화학습을 이용한 모바일 로봇의 맵 기반 장애물 회피 알고리즘)

  • Sunwoo, Yung-Min;Lee, Won-Chang
    • Journal of IKEEE
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    • v.25 no.2
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    • pp.337-343
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    • 2021
  • Deep reinforcement learning is an artificial intelligence algorithm that enables learners to select optimal behavior based on raw and, high-dimensional input data. A lot of research using this is being conducted to create an optimal movement path of a mobile robot in an environment in which obstacles exist. In this paper, we selected the Dueling Double DQN (D3QN) algorithm that uses the prioritized experience replay to create the moving path of mobile robot from the image of the complex surrounding environment. The virtual environment is implemented using Webots, a robot simulator, and through simulation, it is confirmed that the mobile robot grasped the position of the obstacle in real time and avoided it to reach the destination.

Comparative analysis on the industrial patterns of women's jumper suits - Focusing on the surplus according to the movement - (여성 점퍼슈트의 산업패턴 비교 분석 연구 - 동작에 따른 여유분 비교를 중심으로 -)

  • Kim, Min-jung
    • The Research Journal of the Costume Culture
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    • v.30 no.2
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    • pp.226-242
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    • 2022
  • For clothing items that combine the top with the bottom, such as a jumper suit, it is necessary to design original forms to develop clothes in various styles that can satisfy aesthetic and functional needs. Therefore, to determine the original forms of women's jumper suits, this study aimed to analyze the patterns of women's jumper suits being sold in the market comparatively and evaluate their fitness. For the study method, this researcher obtained five types of women's jumper suits from local brands and compared the patterns' measured sizes, then conducted exterior evaluation on the surplus according to five different movements and analyzed the values of distortion of clothing pressure comparatively. According to the results, in the basic posture, brands A and C received favorable results, while in the other movements, brand B, which had the biggest surplus on the bottom, was evaluated favorably. In conclusion, in the patterns of women's jumper suits, a bigger surplus is added to either the crotch length or crotch girth rather than the top length, and the top and the bottom tend to have a different surplus according to the design. In addition, based on the values of body surface lengths according to the range of movements, this study suggests that an additional surplus be added to the length.

Development of Autonomous Navigation System Using Simulation Based on Unity-ROS (Unity-ROS 시뮬레이터 기반의 자율운항 시스템 개발 및 검증)

  • Kiwon Kim;Hyuntae Bang;Jeonghwa Seo;Wonkeun Youn
    • Journal of the Society of Naval Architects of Korea
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    • v.60 no.6
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    • pp.406-415
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    • 2023
  • In this study, we focused on developing and verifying ship collision avoidance algorithms using Unity simulator and ROS(Robot Operating System). ROS is used to establish an environment where communication between different operating systems is possible, and a dynamic model of a ship is constructed within Unity simulator. The Lidar data collected in Unity environment is passed to the system based on python through ROS. In the system based on python, control command values were created through the logic of the collision avoidance algorithm using data, and the values were transferred back to Unity to control the movement of the virtual ship. Through the developed simulation system, the reliability of the collision avoidance algorithm of ships with two different forms in an environment similar to the actual physical world was confirmed. As a result, it was confirmed on the simulator that it could be avoided without collision even in an environment with various types of obstacles, and that the avoidance characteristics according to the dynamics of the ship could be analyzed.

Development Of Virtual Reality System For The Training And Assessment Of Proprioception During Upper-limb Reaching Task: A Pilot Study (상지재활 훈련동안 자기수용감각의 훈련 및 평가를 위한 가상현실 시스템 개발: 예비연구)

  • Cho, Sang-Woo;Ku, Jeong-Hun;Han, Ki-Wan;Lee, Hyeong-Rae;Park, Jin-Sick;Lee, Won-Ho;Shin, Young-Seok;Kim, Hong-Joon;Kang, Youn-Joo;Kim, In-Young;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.749-753
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    • 2008
  • Proprioception defined it as the ability to detect, the spatial position or movement of joints using balance, power of the muscle, agility in the internal parts of the body. In existing study for improvement of proprioception, reaching task training provided a feedback; the assessment was not provided a feedback. But, this has problem that it can not guide a proprioception from situation with visual feedback. Virtual reality technique can solve the problem of way providing feedback during training. In this study, we developed proprioception training program using virtual reality and pilot study is performed. VR task were composed three modes. In mode 1, real-time movement of the body was provided using visual feedback. In mode 2, body position was provided using visual feedback when participant have specific response. And in mode 3, body position was not provided. VR task is performed five sessions at each mode and one session performed one by one a three target. In the result of this study, the moving time toward the target from mode 3 was smaller than the moving time toward the target from mode 1 (p= 0.001). The correlation was statistically significant between mode 2 and mode 3 while be offering visual feedback position of mode 2 1session. But, the correlation was not statistically significant between mode 2 and mode 3 after be offered visual feedback position of mode2 1session (p = 0.012). Training environment of mode 1 shows which training used visual feedback than proprioception. Mode2 can execute training of proprioception because first session acquires visual feedback by proprioception. The next study will be verification of the system for training or assessment by clinical experiment.

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Commissioning Experience of Tri-Cobalt-60 MRI-guided Radiation Therapy System (자기공명영상유도 Co-60 기반 방사선치료기기의 커미셔닝 경험)

  • Park, Jong Min;Park, So-Yeon;Wu, Hong-Gyun;Kim, Jung-in
    • Progress in Medical Physics
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    • v.26 no.4
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    • pp.193-200
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    • 2015
  • The aim of this study is to present commissioning results of the ViewRay system. We verified safety functions of the ViewRay system. For imaging system, we acquired signal to noise ratio (SNR) and image uniformity. In addition, we checked spatial integrity of the image. Couch movement accuracy and coincidence of isocenters (radiation therapy system, imaging system and virtual isocneter) was verified. Accuracy of MLC positioing was checked. We performed reference dosimetry according to American Association of Physicists in Medicine (AAPM) Task Group 51 (TG-51) in water phantom for head 1 and 3. The deviations between measurements and calculation of percent depth dose (PDD) and output factor were evaluated. Finally, we performed gamma evaluations with a total of 8 IMRT plans as an end-to-end (E2E) test of the system. Every safety system of ViewRay operated properly. The values of SNR and Uniformity met the tolerance level. Every point within 10 cm and 17.5 cm radii about the isocenter showed deviations less than 1 mm and 2 mm, respectively. The average couch movement errors in transverse (x), longitudinal (y) and vertical (z) directions were 0.2 mm, 0.1 mm and 0.2 mm, respectively. The deviations between radiation isocenter and virtual isocenter in x, y and z directions were 0 mm, 0 mm and 0.3 mm, respectively. Those between virtual isocenter and imaging isocenter were 0.6 mm, 0.5 mm and 0.2 mm, respectively. The average MLC positioning errors were less than 0.6 mm. The deviations of output, PDDs between mesured vs. BJR supplement 25, PDDs between measured and calculated and output factors of each head were less than 0.5%, 1%, 1% and 2%, respectively. For E2E test, average gamma passing rate with 3%/3 mm criterion was $99.9%{\pm}0.1%$.

A Study on Repetition and Multiplicite of Superhero Comics (슈퍼히어로 코믹의 반복과 다양체적 형식에 관한 연구)

  • Park, Seh-Hyuck
    • Cartoon and Animation Studies
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    • s.28
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    • pp.27-53
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    • 2012
  • American superhero comics are being produced in numerous different forms for multiple, and cross-platform media. In cinema, films based on superhero comics top the list of all time box office records. The same phenomenon of the 'Invasion of Superhero' is duplicated in Korean box office 2012, however, the korean fans are not familiar with the superheroes from the publication which provides the original source of characters and stories for other superhero related media products. Based on observing the multiple and vastness of world building characteristics of superhero comic, this paper attempts to associate the continuous creative nature and the infinite repetition of superheroes and comic texts with the identity of superhero on ontological level. First, chapter 2 examines how one superhero exists in multiple and different worlds individually by utilizing the concept of 'multi-universe' or 'multiverse' in comic texts. Initially, duplicating a superhero on multiple settings and series destroyed continuity and allowed contradiction and paradox confused narrative as a whole, but it also gave chances for comics to be more vibrant and experimental with their stories and characters. Chapter 3 analyzes the superhero comic texts in the light of repetition, concept developed by french philosopher Gilles Deleuze, and make the argument that the superheroes and texts are not repeated to generate surplus of source for economic utilitarian purposes, but it is, first and foremost, a repetition of creativeness and capability. Many concepts introduced by Deleuze in his early masterpiece, $\acute{e}$rence et R$\acute{e}$p$\acute{e}$tition> are taken to support this argument. Mainly, his critical views on generality of the identity and his effort to replace the Plato's system of representation with vibrant creative, and renewal energy of r$\acute{e}$p$\acute{e}$tition. According to Deleuze, repetition is similar concept, if not identical, to what Nietzsche called the 'eternal return' which allows the return of the Overhuman or the Superhuman, and he extends his idea that the returning Overhuman is the singular simulacre which opposes the generalization of identity, in the likes of Plato's Idea. Thus, the superhero's identity is ever changing, ever returning, and ever renewing Overhuman. The superhero must be repeated to fully actualize his/her existence. Also, based on Deleuze's reading of Bergson's texts on the Virtual, the superhero, for example Superman, is actualization of his/her multiplisit$\acute{e}$, the internally multiple, and differentiated variations from itself. These every Supermans' multiplisit$\acute{e}$ shares common memory, past, and duration, thus the Virtual of Superman. Superman becomes himself only by actualizing the movement and differentiation from these multiplisit$\acute{e}$ in his virtual on the surface of reality. On chapter 4, a popular Korean comic book character Oh, Hae-Sung's r$\acute{e}$p$\acute{e}$tition and multiplist$\acute{e}$ are analyzed, and makes comparison to that of Superman to distinguish the repetition from r$\acute{e}$p$\acute{e}$tition, and multiplicit$\acute{e}$ from diversity.

Real-Time Hand Pose Tracking and Finger Action Recognition Based on 3D Hand Modeling (3차원 손 모델링 기반의 실시간 손 포즈 추적 및 손가락 동작 인식)

  • Suk, Heung-Il;Lee, Ji-Hong;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
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    • v.35 no.12
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    • pp.780-788
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    • 2008
  • Modeling hand poses and tracking its movement are one of the challenging problems in computer vision. There are two typical approaches for the reconstruction of hand poses in 3D, depending on the number of cameras from which images are captured. One is to capture images from multiple cameras or a stereo camera. The other is to capture images from a single camera. The former approach is relatively limited, because of the environmental constraints for setting up multiple cameras. In this paper we propose a method of reconstructing 3D hand poses from a 2D input image sequence captured from a single camera by means of Belief Propagation in a graphical model and recognizing a finger clicking motion using a hidden Markov model. We define a graphical model with hidden nodes representing joints of a hand, and observable nodes with the features extracted from a 2D input image sequence. To track hand poses in 3D, we use a Belief Propagation algorithm, which provides a robust and unified framework for inference in a graphical model. From the estimated 3D hand pose we extract the information for each finger's motion, which is then fed into a hidden Markov model. To recognize natural finger actions, we consider the movements of all the fingers to recognize a single finger's action. We applied the proposed method to a virtual keypad system and the result showed a high recognition rate of 94.66% with 300 test data.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.