• 제목/요약/키워드: human motion analysis

검색결과 449건 처리시간 0.029초

다르덴 형제 영화에서 '노동'의 의미와 형식미학 (Meaning of 'Labor' and Aesthetic in Dardenne Brothers' Films)

  • 안숭범
    • 한국콘텐츠학회논문지
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    • 제12권9호
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    • pp.93-105
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    • 2012
  • 다르덴 형제의 영화는 사회의 변방으로 밀려난 소수자들의 문제를 다룬다. 특히 오늘날 노동 시장에서 가치를 박탈당한 인간의 삶에 큰 관심을 가진다. 이 글은 칸 영화제 수상작인 다르덴 형제 영화의 근작 <로제타>, <아들>, <더 차일드>, <로나의 침묵>, <자전거 탄 소년>을 대상으로 그러한 다르덴 형제의 사회인식을 살펴본다. 그리고 그들의 사회인식을 적확하게 담아내는 고유한 형식미학적 스타일을 분석해 보고자 한다. 먼저 다르덴 형제 영화의 내용을 보면, 절망적인 생계의 문제에 봉착한 개인이 등장한다. 그들의 고통은 정도 차를 두고 실업 상황과 긴밀하게 연관되어 있으며, 그로 인해 불가항력적인 '불안'과 '소외'의 이미지를 내보인다. 유념할 것은, 다르덴 형제의 영상은 내용을 담는 단순한 플랫폼이 아니라, 본질적인 주제의식을 드러내는 고안된 양식이라는 점이다. 단편적인 예를 들면, 인물을 담아내는 카메라의 위치와 시선, 움직임 모두가 세계 내에서 인물이 처한 상황을 성찰하게 한다. 플롯에 대한 고려도 거의 없고, 극적 장치도 없으며, 평면적이고 직선적이기까지 한 다르덴 형제의 영화가 끊임없이 긴장을 안기는 이유도 그와 같은 독자적인 형식미학의 힘이라고 할 수 있을 것이다.

전신진동운동이 수직점프 시 하지관절에 미치는 영향 (The effect of whole body vibration on lower joints in vertical jump)

  • 이재훈
    • 디지털융복합연구
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    • 제14권6호
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    • pp.513-518
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    • 2016
  • 다양한 연구결과에도 불구하고 전신진동운동이 인체에 미치는 기전은 명확히 제시되고 있지 않으며, 진동이 하지관절의 운동역학적 변화에 대해 분석한 연구는 미비한 실정이다. 그러므로 이 연구는 어떠한 하지관절의 운동역학적 변인이 수직점프 능력에 영향을 미치는지 분석하고자 한다. 최근 6개월간 하지에 정형외과적 병력이 없는 건강한 성인 남성 5명과 여성 5명은 5분간 30Hz의 전신진동운동을 실시한 전 후로 스쿼트 점프를 각각 3회씩 실시하였고, 수직점프 시 하지관절의 운동역학적 변화를 분석하기 위하여 3D 영상분석 시스템을 활용하였다. 대상자들의 스쿼트 점프 높이는 전신진동운동 처치 이후 향상되는 것으로 나타났으며, 발목과 무릎관절에서 하지관절 모멘트와 파워가 증가하는 것으로 나타났다. 그러나 지면반력 값과 엉덩관절의 모멘트와 파워는 전신진동운동의 처치 전 후에 통계적으로 유의한 차이가 나지 않는 것으로 나타났다. 30Hz의 전신진동운동을 실시한 결과 발목과 무릎관절은 진동이 인체내 긍정적인 영향을 미치는 것으로 나타났으나 엉덩관절의 경우 부정적인 영향을 미치는 것으로 나타났다.

승차감 평가를 위한 주파수 보정곡선의 분석 (Analysis of the Frequency Weighting Curve for the Evaluation of Ride Comfort)

  • 김영국;박찬경;김석원;김기환;백진성
    • 한국철도학회논문집
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    • 제13권6호
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    • pp.552-558
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    • 2010
  • 철도차량의 승차감은 진동뿐만 아니라 소음, 냄새, 온도 등 많은 요인들에 의해 영향을 받지만 승객에 크게 영향을 주는 진동으로 평가하는 것이 일반적이다. 승차감은 승객이 느끼는 감정이므로 물리적인 가속도의 크기뿐만 아니라 진동에 대한 인간의 감응도(느낌)도 고려하여야 한다. 이러한 진동에 대한 인간의 감응도를 나타낸 것이 주파수 보정곡선이다. 따라서, 철도 차량의 승차감 평가에는 인간의 감응도가 고려된 주파수 보정 가속도를 필요로 한다. 철도차량의 승차감 평가는 많은 규격에 규정되어 있으나, 각각의 규격에 따라 서로 다른 주파수 보정 곡선을 제시하고 있다. 본 논문에서는 국제철도협회, 유럽표준위원회, 국제표준위원회에서 규정한 주파수 보정곡선에 대해 분석하고 그 차이점을 고찰한다. 또한, 주파수 보정곡선의 차이가 고속철도 차량의 승차감 평가에 미치는 영향을 실제의 시운전 시험을 통해 분석하고자 한다.

가상현실 대화용 가상걸음 장치의 지능제어 (Intelligent Control of a Virtual Walking Machine for Virtual Reality Interface)

  • 윤정원;박장우;류제하
    • 제어로봇시스템학회논문지
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    • 제12권9호
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    • pp.926-934
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    • 2006
  • This paper proposes intelligent control of a virtual walking machine that can generate infinite floor for various surfaces and can provide proprioceptive feedback of walking to a user. This machine allows users to participate in a life-like walking experience in virtual environments with various terrains. The controller of the machine is implemented hierarchically, at low-level for robust actuator control, at mid-level fur platform control to compensate the external forces by foot contact, and at high-level control for generating walking trajectory. The high level controller is suggested to generate continuous walking on an infinite floor for various terrains. For the high level control, each independent platform follows a man foot during the swing phase, while the other platform moves back during single stance phase. During double limb support, two platforms manipulate neutral positions to compensate the offset errors generated by velocity changes. This control can, therefore, satisfy natural walking conditions in any direction. Transition phase between the swing and the stance phases is detected by using simple switch sensor system, while human foot motions are sensed by careful calibration with a magnetic motion tracker attached to the shoe. Experimental results of walking simulations at level ground, slope, and stairs, show that with the proposed machine, a general person can walk naturally on various terrains with safety and without any considerable disturbances. This interface can be applied to various areas such as VR navigations, rehabilitation, and gait analysis.

가상 환경에서 입력장치를 이용한 매니퓰레이터의 작업영역 분석 및 시각화 (Visualization and Workspace Analysis of Manipulator using the Input Device in Virtual Environment)

  • 김성현;송태길;윤지섭;이극
    • 디지털콘텐츠학회 논문지
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    • 제5권1호
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    • pp.22-27
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    • 2004
  • 밀폐 및 차폐 공간을 갖는 핫셀에서 사용후핵연료와 같은 고방사선 물질을 취급하고 있으며, 핵주기시설에서 마스터-슬레이브 매니퓰레이터는 원격취급장비로서 널리 사용되고 있다. 본 연구에서는 차세대관리공정의 디지털 목업을 구축하고 원격유지보수를 위한 매니퓰레이터의 작업영역 및 작업분석을 수행하였다. 실제 환경과 동일한 가상 작업환경을 갖는 디지털 목업은 3차원 그래픽으로 모델링된 공정장치 및 원격 취급장비들로 구성된다. 모델링된 매니퓰레이터는 기구학 및 동작범위에 대한 속성을 부여되고 외부 입력장치는 space ball을 사용하여 매니퓰레이터의 동작을 구현하였다. 또한 Tele-operation 인터페이스를 사용하여 6축 외부 입력장치와 연계한 시스템을 개발하였으며 외부 입력에 따른 매니퓰레이터의 동작에 대한 동기는 만족할 만한 응답을 보였다. 이는 가상환경에서 작업자 교육을 위한 시스템 개발에 유용할 것이다.

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Numerical Simulation of Ballast Water Exchange

  • Kamada, Koichi;Minami, Kiyokazu;Shiotani, Shigeaki;Shoji, Kuniaki
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2006년도 Asia Navigation Conference
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    • pp.157-165
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    • 2006
  • In February,2004, at International Maritime Organization (IMO), LONDON, a new international convention 'International Convention fur the Control and Management of Ship's Ballast Water and Sediment 2004' was adopted. It is called 'Ballast Water Management Convention (BWM)'. Ballast water means charged seawater or fresh water in ship's special tanks (ballast tank) to keep safety navigation and ship's maneuverability. However, from 1980, it was point out the serious problem for marine ecosystem and human life that ballast water includes harmful marine species (and small organisms) and these species are also discharged along with ballast water. These species were released with discharged ballast water in water areas, where species are different from discharged ballast water. The problem is that released species increase when released species are more powerful than native species and consequently, marine ecological system is destroyed in released water area. Authors have inspected the validity of the ballast water exchange using pumping-through method that is one of the methods of ballast water management. In this paper, the numerical simulation of the motion and density of the fluid at the time of exchange of the fluid in a 2-dimensional tank using the pumping-through method was carried out by using two different type numerical methods. One method is MPS method that is one of the particle methods. Other one is Finite Different Method (FDM). Authors were compared with result of two numerical method calculations and experiment result and reported some knowledge from these results.

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3D Facial Landmark Tracking and Facial Expression Recognition

  • Medioni, Gerard;Choi, Jongmoo;Labeau, Matthieu;Leksut, Jatuporn Toy;Meng, Lingchao
    • Journal of information and communication convergence engineering
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    • 제11권3호
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    • pp.207-215
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    • 2013
  • In this paper, we address the challenging computer vision problem of obtaining a reliable facial expression analysis from a naturally interacting person. We propose a system that combines a 3D generic face model, 3D head tracking, and 2D tracker to track facial landmarks and recognize expressions. First, we extract facial landmarks from a neutral frontal face, and then we deform a 3D generic face to fit the input face. Next, we use our real-time 3D head tracking module to track a person's head in 3D and predict facial landmark positions in 2D using the projection from the updated 3D face model. Finally, we use tracked 2D landmarks to update the 3D landmarks. This integrated tracking loop enables efficient tracking of the non-rigid parts of a face in the presence of large 3D head motion. We conducted experiments for facial expression recognition using both framebased and sequence-based approaches. Our method provides a 75.9% recognition rate in 8 subjects with 7 key expressions. Our approach provides a considerable step forward toward new applications including human-computer interactions, behavioral science, robotics, and game applications.

국내 프로 치어리더 유니폼 디자인 현황분석 (An Analysis on the Present State of Korean Professional Cheerleader's Uniform Design)

  • 배수정
    • 패션비즈니스
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    • 제17권2호
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    • pp.46-62
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    • 2013
  • This thesis aims to provide basic resources for the development of various uniform designs of cheerleaders by investigating the currently favoured uniform designs. The 13 professional cheerleader teams were existed among the 25 professional sports teams-9 baseball, 10 basketball and 6 volleyball teams. In each sports teams, four cheerleader's uniform were chosen and evaluated in terms of the cheerleader uniform design by analyzing the forms, colors, decorations and accessories. The result shows that the common kinds of design representing the symbolic color and the emblem were generally prevalent, instead of particular types of uniform design and subject in accordance with different kinds of the professional baseball, basketball and volleyball respectively. Throughout all the kinds of the sports, the combination of the sleeveless top and hot-pants were most frequently observed. In case of the skirts, the mini flare, wrap, and pleats skirts were the most prevalent, because it gave free to motion for cheerleading. The one-piece style were rather infrequent, comparing with the two-pieces, with the hourglass and fitted silhouette the most frequent type, and all those were mini in length. The sleeve in top were generally absent or short, however the bare top style was never found that the top would have a risk of being taken off downwardly during cheerleading. The accessories and the cheering tools were not so much used. The cap and headdresses were not many in kinds. The pompom, megaphone, tube stick, towel, umbrella and musical instruments would not be sufficient to play a role of tools for cheering, which suggests that the rather advanced tools or instruments for cheering in the sports need to be developed, not alone the uniform design.

Ultrashort Echo Time MRI (UTE-MRI) Quantifications of Cortical Bone Varied Significantly at Body Temperature Compared with Room Temperature

  • Jerban, Saeed;Szeverenyi, Nikolaus;Ma, Yajun;Guo, Tan;Namiranian, Behnam;To, Sarah;Jang, Hyungseok;Chang, Eric Y.;Du, Jiang
    • Investigative Magnetic Resonance Imaging
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    • 제23권3호
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    • pp.202-209
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    • 2019
  • Purpose: To investigate the temperature-based differences of cortical bone ultrashort echo time MRI (UTE-MRI) biomarkers between body and room temperatures. Investigations of ex vivo UTE-MRI techniques were performed mostly at room temperature however, it is noted that the MRI properties of cortical bone may differ in vivo due to the higher temperature which exists as a condition in the live body. Materials and Methods: Cortical bone specimens from fourteen donors ($63{\pm}21$ years old, 6 females and 8 males) were scanned on a 3T clinical scanner at body and room temperatures to perform T1, $T2^*$, inversion recovery UTE (IR-UTE) $T2^*$ measurements, and two-pool magnetization transfer (MT) modeling. Results: Single-component $T2^*$, $IR-T2^*$, short and long component $T2^*s$ from bi-component analysis, and T1 showed significantly higher values while the noted macromolecular fraction (MMF) from MT modeling showed significantly lower values at body temperature, as compared with room temperature. However, it is noted that the short component fraction (Frac1) showed higher values at body temperature. Conclusion: This study highlights the need for careful consideration of the temperature effects on MRI measurements, before extending a conclusion from ex vivo studies on cortical bone specimens to clinical in vivo studies. It is noted that the increased relaxation times at higher temperature was most likely due to an increased molecular motion. The T1 increase for the studied human bone specimens was noted as being significantly higher than the previously reported values for bovine cortical bone. The prevailing discipline notes that the increased relaxation times of the bound water likely resulted in a lower signal loss during data acquisition, which led to the incidence of a higher Frac1 at body temperature.

Development of Squat Posture Guidance System Using Kinect and Wii Balance Board

  • Oh, SeungJun;Kim, Dong Keun
    • Journal of information and communication convergence engineering
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    • 제17권1호
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    • pp.74-83
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    • 2019
  • This study designs a squat posture recognition system that can provide correct squat posture guidelines. This system comprises two modules: a Kinect camera for monitoring users' body movements and a Wii Balance Board(WBB) for measuring balanced postures with legs. Squat posture recognition involves two states: "Stand" and "Squat." Further, each state is divided into two postures: correct and incorrect. The incorrect postures of the Stand and Squat states were classified into three and two different types of postures, respectively. The factors that determine whether a posture is incorrect or correct include the difference between shoulder width and ankle width, knee angle, and coordinate of center of pressure(CoP). An expert and 10 participants participated in experiments, and the three factors used to determine the posture were measured using both Kinect and WBB. The acquired data from each device show that the expert's posture is more stable than that of the subjects. This data was classified using a support vector machine (SVM) and $na{\ddot{i}}ve$ Bayes classifier. The classification results showed that the accuracy achieved using the SVM and $na{\ddot{i}}ve$ Bayes classifier was 95.61% and 81.82%, respectively. Therefore, the developed system that used Kinect and WBB could classify correct and incorrect postures with high accuracy. Unlike in other studies, we obtained the spatial coordinates using Kinect and measured the length of the body. The balance of the body was measured using CoP coordinates obtained from the WBB, and meaningful results were obtained from the measured values. Finally, the developed system can help people analyze the squat posture easily and conveniently anywhere and can help present correct squat posture guidelines. By using this system, users can easily analyze the squat posture in daily life and suggest safe and accurate postures.