• Title/Summary/Keyword: human body modeling

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Study on muscle deformation and human body modeling (근육 변형 및 인체 모델링에 관한 연구)

  • 이환용;김명수;박찬모
    • 제어로봇시스템학회:학술대회논문집
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    • 1991.10a
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    • pp.752-757
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    • 1991
  • Recently, human body modeling with muscle deformation has become an attractive research area in computer animation. There are many modeling tools available for solids such as mechanical part. However, there are many limitations of these conventional methods in modeling flexible objects with delicate motions and shapes such as human bodies. In this paper we present a new modeling technique for human body with muscle deformation. Each muscle is represented as a generalized cylinder and its shape deformation is computed using simple algorithm. The human body is a union of muscles, bones, organs, etc. The modeling data are obtained from the information on the human anatomy. To demonstrate the feasibility of our method, we model several arm muscles and simulate the skin deformation. As a result we have obtained a realistic shape deformation.

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A Study of Human Model Based on Dynamics (동력학기반 인체 모델 연구)

  • 김창희;김승호;오병주
    • Journal of Biomedical Engineering Research
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    • v.20 no.4
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    • pp.485-493
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    • 1999
  • Human can generate various posture and motion with nearly 350 muscle pairs. From the viewpoint of mechanisms, the human skeleton mechanism represents great kinematic and dynamical complexity. Physical and behavioral fidelity of human motion requires dynamically accurate modeling and controling. This paper describes a mathematical modeling, and dynamic simulation of human body. The human dynamic model is simplified as a rigid body consisting of 18 actuated degrees of freedom for the real time computation. Complex kinematic chain of human body is partitioned as 6 serial kinematic chains that is, left arm, right arm, support leg, free leg, body, and head. Modeling is developed based on Newton-Euler formulation. The validity of proposed dynamic model, which represents mathematically high order differential equation, is verified through the dynamic simulation.

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The NURBS Human Body Modeling Using Local Knot Removal

  • Jo, Joon-Woo;Han, Sung-Soo
    • Fibers and Polymers
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    • v.6 no.4
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    • pp.348-354
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    • 2005
  • These days consumers' various demands are accelerating research on apparel manufacturing system including automatic measurement, pattern generation, and clothing simulation. Accordingly, methods of reconstructing human body from point-clouds measured using a three dimensional scanning device are required for apparel CAD system to support these functions. In particular, we present in this study a human body reconstruction method focused on two issues, which are the decision of the number of control point for each sectional curve with error bound and the local knot removal for reducing the unusual concentration of control points. The approximation of sectional curves with error bounds as an approximation criterion leads all sectional curves to their own particular shapes apart from the number of control points. In addition, the application of the local knot removal to construction of human body sectional curves reduces the unusual concentration of control points effectively. The results may be used to produce an apparel CAD system as an automatic pattern generation system and a clothing simulation system through the low level control of NUBS or NURBS.

A Study on the Spatial Property of Dress Modeling-I (복식조형의 공간적 특질에 관한 연구-I)

  • 김혜연
    • Journal of the Korean Society of Costume
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    • v.38
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    • pp.31-49
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    • 1998
  • This study is the primary basic study about the spatial feature of modeling of Fashion Design. Then, this researcher lays significance in establishing the basic system about the character of dress and its ornaments as modeling in spatial-formal, dimension, examining the feature of modeling closely through perception principle and offering the basic principle to plan and organize the modeling space for dress and its ornaments on the basis of it. To generalize the findings is as follows : First, the spatial system of modeling for dress and its ornaments is made with 3 elements such as space, human beings and dress and its ornaments. Second, the form of dress and its ornaments and the spatial organization start from the structural basis which is human body, and the sensible system of body is made through inter-action, but the aesthetic expression is complet-ed by the moment of body. Third, the characteristic principle of model-ing for dress and its ornaments which was suggested in Chapter IV is based on the visuo-per-ceptional modeling experience, and these thinking contents are inputted in cognition course as the invisible in formation in the new space plan and organization and activate the apperception course and aim at the action about aesthetic judgement.

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A Study for Prevention of Musculoskeletal Disorders Using Digital Human Simulation in the Shipbuilding Industry (Digital Human Simulation을 이용한 근골격계질환 예방에 관한 연구 -조선업을 대상으로-)

  • Chang, Seong-Rok
    • Journal of the Korean Society of Safety
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    • v.22 no.3 s.81
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    • pp.81-87
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    • 2007
  • In this study digital human models of ship construction tasks using modeling & simulation were constructed and human models' activities through human activity analysis were evaluated. Human Factors experts analyzed the actual workers' tasks using the same technique used in human activity analysis at the same time. The main objective of this study is to check a possibility of applying digital human modeling technique to ship construction tasks that are mostly non-standardized(not uniformed) whereas most applications of digital human modeling technique have been applied to standardized tasks. We evaluated postures of both real workers and digital humans by RULA. It turned out that the final scores of RULA evaluation on real workers are the same as the RULA scores for digital humans. However, there were differences of RULA detail scores between real workers and digital humans in the several processes related with the wrist twist and deviations. Those differences are considered to be resulted from the error in the on-site measuring worker's body dimension which could be reduced by accurate tools to correct data for body dimension and digital real drawings for facilities. The results showed possibility of application of digital human modeling and ergonomic analysis on informal work operations as well as formal operations in the shipbuilding industry.

A Study on 3D Character Animation Production Based on Human Body Anatomy (인체 해부학을 바탕으로 한 3D 캐릭터 애니메이션 제작방법에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.17 no.2
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    • pp.87-94
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    • 2004
  • 3D character animation uses the various entertainment factors such as movie, advertisement, game and cyber idol and occupies an important position in video industry. Although character animation makes various productions and real expressions possible, it is difficult to make character like human body without anatomical understanding of human body. Human body anatomy is the basic knowledge which analyzes physical structure anatomically, gives a lot of helps to make character modeling and make physical movement and facial expression delicately when character animation is produced. Therefore this study examines structure and proportion of human body and focuses on character modeling and animation production based on anatomical understanding of human body.

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Digital Elderly Human Body Modeling Part I : Standard Anthropometry and Exterior/Interior Geometries (디지털 고령 인체 모델 구축 Part I : 표준 Anthropometry 및 내외형상)

  • Han, Ji-Won;Choi, Hyung-Yun;Yoon, Kyong-Han;Park, Yo-Han
    • Transactions of the Korean Society of Automotive Engineers
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    • v.17 no.1
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    • pp.96-104
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    • 2009
  • An anatomically detailed elderly human body model is under development. Using the anthropometric database of domestic nation-wide size survey, SizeKorea, a standard size and shape of 50th %tile elderly was constructed. Through the local recruitment process, a male volunteer with 71 years of age, 163cm of height and 63kg of weight has been selected. The exterior (skin) and interior (skeleton and organ) geometries were acquired from whole body 3D laser scan and various medical images such as CT, X-ray, and Ultrasonic of the volunteer. A particular attention has been paid into the combining process of exterior and interior geometries especially for joint articulation positions since they were measured at different postures (sitting vs. supine). A whole ribcage of PMHS which possessed similar anthropometry and age of standard 50th %tile elderly was prepared and dissected for the precise gauge of cortical rib bone thickness distributions. After completing the morphological construction of elderly human body, the finite element modeling will be processed by meshing elements and assigning mechanical properties to various biological tissues which reflect the aging effect.

Human-like Whole Body Motion Generation of Humanoid Based on Simplified Human Model (단순인체모델 기반 휴머노이드의 인간형 전신동작 생성)

  • Kim, Chang-Hwan;Kim, Seung-Su;Ra, Syung-Kwon;You, Bum-Jae
    • The Journal of Korea Robotics Society
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    • v.3 no.4
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    • pp.287-299
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    • 2008
  • People have expected a humanoid robot to move as naturally as a human being does. The natural movements of humanoid robot may provide people with safer physical services and communicate with persons through motions more correctly. This work presented a methodology to generate the natural motions for a humanoid robot, which are converted from human motion capture data. The methodology produces not only kinematically mapped motions but dynamically mapped ones. The kinematical mapping reflects the human-likeness in the converted motions, while the dynamical mapping could ensure the movement stability of whole body motions of a humanoid robot. The methodology consists of three processes: (a) Human modeling, (b) Kinematic mapping and (c) Dynamic mapping. The human modeling based on optimization gives the ZMP (Zero Moment Point) and COM (Center of Mass) time trajectories of an actor. Those trajectories are modified for a humanoid robot through the kinematic mapping. In addition to modifying the ZMP and COM trajectories, the lower body (pelvis and legs) motion of the actor is then scaled kinematically and converted to the motion available to the humanoid robot considering dynamical aspects. The KIST humanoid robot, Mahru, imitated a dancing motion to evaluate the methodology, showing the good agreement in the motion.

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Development of a Test Dummy for the Evaluation of Driver's Response to Vehicle Vibration (운전 자세에서의 인체진동 평가용 시험용 더미 개발)

  • 장한기;홍석인;송치문;김기선;이정훈;김광준
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2004.05a
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    • pp.105-108
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    • 2004
  • This paper introduces a process of the development of a vibration test dummy for the posture of inclined seating. Experimental devices was invented to measure apparent mass curves on the contact point of the hip and the back of a seated human body. During the excitation of a rigid seat secured to a hydraulic exciter, force and acceleration signals were measured on the contact points to determine the apparent mass. In order to describe nonlinear characteristics of a human body, seven levels of Gaussian random signal were used for the base excitation. The modeling of the human body will be performed using measured apparent mass curves. The modeling will be done by June and the prototype of the test dummy will be invented in the following six months.

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Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.