• Title/Summary/Keyword: Virtual Walking

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Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.

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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A Study on Motion and Position Recognition Considering VR Environments (VR 환경을 고려한 동작 및 위치 인식에 관한 연구)

  • Oh, Am-suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2365-2370
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    • 2017
  • In this paper, we propose a motion and position recognition technique considering an experiential VR environment. Motion recognition attaches a plurality of AHRS devices to a body part and defines a coordinate system based on this. Based on the 9 axis motion information measured from each AHRS device, the user's motion is recognized and the motion angle is corrected by extracting the joint angle between the body segments. The location recognition extracts the walking information from the inertial sensor of the AHRS device, recognizes the relative position, and corrects the cumulative error using the BLE fingerprint. To realize the proposed motion and position recognition technique, AHRS-based position recognition and joint angle extraction test were performed. The average error of the position recognition test was 0.25m and the average error of the joint angle extraction test was $3.2^{\circ}$.

The Intelligent Control System for Biped Robot Using Hierarchical Mixture of Experts (계층적 모듈라 신경망을 이용한 이동로봇 지능제어기)

  • Choi Woo-Kyung;Ha Sang-Hyung;Kim Seong-Joo;Kim Yong-Taek;Jeon Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.4
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    • pp.389-395
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    • 2006
  • This paper proposes the controller for biped robot using intelligent control algorithm. In order to simplify the complexity of biped robot control, manipulator of biped robot is divided into four modules. These modules are controlled by intelligent algorithm with Hierarchical Mixture of Experts(HME) using neural network. Also neural network having direct control method learns the inverse dynamics of biped robot. The HME, which is a network of tree structure, reallocates the input domain for the output by learning pattern of input and output. In this paper, as a result of learning HME repeatedly with EM algorithm, the controller for biped robot operating safety walking is designed by modelling dynamics of biped robot and generating virtual error of HME.

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.

Fall prevention strategies in community-dwelling older adults aged 65 or over with type 2 diabetes mellitus: a systematic review and meta-analysis

  • Hwang, Sujin;Woo, Youngkeun
    • Physical Therapy Rehabilitation Science
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    • v.7 no.4
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    • pp.197-203
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    • 2018
  • Objective: Independent walking is the most essential prerequisite to maintain quality of life in older persons. The purpose of this review was to investigate the effect of fall prevention strategies on fall risk for type 2 diabetes mellitus (T2DM) within community-dwelling older adults aged 65 and over. Design: A systematic review and meta-analysis. Methods: PubMed and three other databases were searched up to October 31st, 2018 and randomized controlled trials (RCTs) evaluating fall prevention strategies for fall risk in persons who were 65 years of age or above with T2DM were included. The review extracted the following information from each study selected: first author's surname, published year, country, study population, type of intervention, intensity of intervention, comparison, measurement variables, additional therapy, summary of results, and mean and standard deviation from selected studies. Results: This review selected fourteen RCTs with 460 older adults with diabetes mellitus. Of the 14 studies, the types of intervention used to improve the risk of falls were strengthening (5), aerobic exercises (2), multimodal exercises (4), one virtual reality exercise (1), whole body vibration with balance exercise (1), and Tai Chi exercise (1). Seven RCTs were eligible for the meta-analysis. Therapeutic interventions were more effective than the control group for the Timed Up-and-Go test (-1.11; 95% CI, -1.82 to -0.41) and the 6-minute Walk Test (-1.89; 95% CI, -8.33 to 4.54). Conclusions: The results of the review suggest that interventions to prevent fall risk in older adults with T2DM should focus on strengthening, balance, aerobic, and multimodal exercises.

A Study on the Application method of Digital Media in Commercial Space - Using Persona-based Scenario Approach - (상업공간 디지털미디어 적용방안에 관한 연구 - 페르소나 기반 사용자 시나리오 기법으로 -)

  • An, Se-Yun;Kim, So-Yeon;Cao, Wen-jia
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.33-42
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    • 2017
  • Interior design especially the design developments for commercial spaces should ensure the economy of spaces. This is the marketing for space. It is necessary to understand the design elements of commercial space for the efficient using of digital media of space marketing. In this research decided to design application schemes for shopping mall by searching fashion shopping behaviors of users with persona-base scenario approach. Collected the information of users behavior base on case analysis of advance research to make personas. And develop scenario base personas for knowing the needs of users. And then made 4 schemes as the solution. Scheme 1. Customers can get the information and communication with the staff through with media screen in one room of shopping mall. The data of customers can be recorded for providing information or product recommendation personality. Forecast to preferred by group trip or customers that don't like walking around in shopping mall. Scheme 2. Install a media screen at entrance of a store in shopping mall and show special effect to raise customers' attention who walk through from the front of the store. Through with this customers will stay for long time and raise curiosity to get in the store. And the media screen also provide information of store and products. Scheme 3. Customers can get the information of products with using smart phone to scan QR cord in labels of products and record. Customers can finish whole shopping behaviors without the help of store staff. And can make buying decision even have left shopping mall as a online mode. Scheme 4. Store managers can record the products and the environment of store with 360 camera and update to website. Then customers can browse the virtual space with VR glasses. That make customers can have the real shopping experience without being in the store. In this study, have presented schemes of digital media in commercial space. But there are various of commercial space. In this study was presented schemes for shopping mall by searching fashion shopping behaviors of users. And look forward the researches about specific space setting and other type of commercial space for space development.