• Title/Summary/Keyword: motion capture system

Search Result 336, Processing Time 0.03 seconds

Study on hole-filling technique of motion capture images using GANs (Generative Adversarial Networks) (GANs(Generative Adversarial Networks)를 활용한 모션캡처 이미지의 hole-filling 기법 연구)

  • Shin, Kwang-Seong;Shin, Seong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.160-161
    • /
    • 2019
  • As a method for modeling a three-dimensional object, there are a method using a 3D scanner, a method using a motion capture system, and a method using a Kinect system. Through this method, a portion that is not captured due to occlusion occurs in the process of creating a three-dimensional object. In order to implement a perfect three-dimensional object, it is necessary to arbitrarily fill the obscured part. There is a technique to fill the unexposed part by various image processing methods. In this study, we propose a method using GANs, which is the latest trend of unsupervised machine learning, as a method for more natural hole-filling.

  • PDF

Characteristics of Balance and Muscle Activation responded to Dynamic Motions in Anterior-Posterior and Medial-Lateral Directions (전후방 및 내외측 방향의 동적 움직임에 따른 균형 및 근육 활성도 특성)

  • Kim, ChoongYeon;Jung, HoHyun;Lee, BumKee;Jung, Dukyoung;Chun, Kyeong Jin;Lim, Dohyung
    • Journal of Biomedical Engineering Research
    • /
    • v.34 no.4
    • /
    • pp.212-217
    • /
    • 2013
  • Falling is one of the major public problems to the elderly, resulting in limitations of daily living activities. It can be induced by the functional loss of the balance ability and muscle strength in the elderly. It has been, however, not well investigated to suggest an effective methodology improving the balance ability and muscle strength for the prevention of the falling due to lack of information about the characteristics of the balance and muscle activations responded to the dynamic motions. The aim of the current study is, therefore, to identify the characteristics of the balance and muscle activations responded to the dynamic motions in Anterior-Posterior(AP) and Medial Lateral(ML) directions. For that, a motion capture system with eight infrared cameras, surface electromyogram system and Wii Fit system with a customized variable unstable base were used and kinematic and kinetic data obtained from the systems were analyzed for five healthy male($24.8{\pm}3.3years$, $177.4{\pm}2.0cm$, $73.9{\pm}12.9kg$, $23.5{\pm}4.0kg/m$). The results showed that the characteristics of the balance and muscle activations were differently responded to between the dynamic motions in Anterior-Posterior(AP) and Medial Lateral(ML) directions. These findings may indicate that customized dynamic motions should be applied to the training of the balance ability and muscle strength for the effective prevention of the falling. This study may be meaningful to providing basic information to establish a guideline improving effectively the balance ability and muscle strength.

A Study about a Production of A Game Character Animation Using a Combining with a Motion-capture System (디지털기반 3D 게임캐릭터애니메이션 제작에 있어서 모션캡쳐 활용에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.5
    • /
    • pp.115-123
    • /
    • 2005
  • Game industry will be one of the fastest developed industries in the 21st century. It is the outcome derived from the development of hardware such as the accumulated technology and computer in the 20th century. The development of computer graphics and hardware technique has let games have more realistic expression. The reality shown in games has influences over the movement of 3-dimensional game character as well as its background. The animation of character has been influenced by animator's level of skill, but it was problematic to have unnatural movement and long-term production time. In this regard, this study will compare the most widely used animation techniques such as Key-Frame method and Motion-Capture method each other and try to figure out which one is the most appropriate and effective method in 3 dimensional game character animation.

  • PDF

An Implementation of Taekwondo Action Recognition System using Multiple Sensing (멀티플 센싱을 이용한 태권도 동작 인식 시스템 구현)

  • Lee, Byong Kwon
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.2
    • /
    • pp.436-442
    • /
    • 2016
  • There are a lot of sports when you left the victory and the defeat of the match the referee subjective judgment. In particular, TaeKwonDo pumse How accurate a given action? Is important. Objectively evaluate the subjective opinion of victory and defeat in a sporting event and the technology to keep as evidence is required. This study was implemented a system for recognizing Taekwondo executed through the number of motion recognition device. Step Sensor also used to detect a user's location. This study evaluated the rate matching the standard gesture data and the motion data. Through multiple gesture recognition equipment was more accurate assessment of the Taekwondo action.

A Method for Generating Inbetween Frames in Sign Language Animation (수화 애니메이션을 위한 중간 프레임 생성 방법)

  • O, Jeong-Geun;Kim, Sang-Cheol
    • The Transactions of the Korea Information Processing Society
    • /
    • v.7 no.5
    • /
    • pp.1317-1329
    • /
    • 2000
  • The advanced techniques for video processing and computer graphics enables a sign language education system to appear. the system is capable of showing a sign language motion for an arbitrary sentence using the captured video clips of sign language words. In this paper, a method is suggested which generates the frames between the last frame of a word and the first frame of its following word in order to animate hand motion. In our method, we find hand locations and angles which are required for in between frame generation, capture and store the hand images at those locations and angles. The inbetween frames generation is simply a task of finding a sequence of hand angles and locations. Our method is computationally simple and requires a relatively small amount of disk space. However, our experiments show that inbetween frames for the presentation at about 15fps (frame per second) are achieved so tat the smooth animation of hand motion is possible. Our method improves on previous works in which computation cost is relativey high or unnecessary images are generated.

  • PDF

Robot Control Method in Parameter Space Adopting Biomimetics (생체모방기술을 접목한 파라미터 공간에서의 로봇제어 기법)

  • Kim, Heejoong
    • Journal of Aerospace System Engineering
    • /
    • v.12 no.5
    • /
    • pp.16-23
    • /
    • 2018
  • In the paper, a robot control technique by employing Biomimetics is described. Rhythmic movements of the diving beetle's leg were analyzed and the formulated equations on the motion were drawn by applying Fourier least mean square fitting method. Simple control parameters were defined by comparing the observed locomotion through a motion capture system and reproduced motions according to changes in the values in the equation. Subsequently, the correlation of each parameter was discovered and expressed in a parameter space. Apparently, it was confirmed that various bio-mimicking motions can simply be generated for controlling the robot. Additionally, robot designing based on adopting structural advantages which the living organism possess have been briefly introduced. The proposed bio-mimicking motion generating technique was observed to be applicable to robot system developments under various environmental conditions.

Single Gyroscope Sensor Module System for Gait Event Detection (보행시점 검출을 위한 단일 각속도 센서모듈 시스템)

  • Kang, Dong-Won;Choi, Jin-Seung;Kim, Han-Su;Oh, Ho-Sang;Seo, Jeong-Woo;Tack, Gye-Rae
    • Korean Journal of Applied Biomechanics
    • /
    • v.21 no.4
    • /
    • pp.495-501
    • /
    • 2011
  • The purpose of this study was to develop the inertial sensor module system to detect gait event using single angular rate sensor(gyroscope), and evaluate the accuracy of this system. This sensor module is attached at the heel and gait events such as heel strike, foot flat, heel off, toe off are detected by using proposed automatic event detection algorithm. The developed algorithm detect characteristics of pitch data of the gyroscope to find gait event. To evaluate the accuracy of system, 3D motion capture system was used and synchronized with sensor module system for comparison of gait event timings. In experiment, 6 subjects performed 5 trials level walking with 3 different conditions such as slow, preferred and fast. Results showed that gait event timings by sensor module system are similar to that by kinematic data, because maximum absolute errors were under 37.4msec regardless of gait velocity. Therefore, this system can be used to detect gait events. Although this system has advantages of small, light weight, long-term monitoring and high accuracy, it is necessary to improve the system to get other gait information such as gait velocity, stride length, step width and joint angles.

Effect of dimensionless number and analysis of gait pattern by gender -spatiotemporal variables- (보행 분석시 Dimensionless number의 효과 및 성별간 보행패턴 분석 -시공간변인-)

  • Lee, Hyun-Seob
    • 한국체육학회지인문사회과학편
    • /
    • v.53 no.5
    • /
    • pp.521-531
    • /
    • 2014
  • The purposes of this study were to evaluate the effect of normalization by dimensionless number of Hof(1996) and to analysis the gait pattern for 20s Korean males and females. Subjects are selected in accordance with classification system of Korean standard body figure and age. Experimental equipment is the Motion capture system. Subjects who are walked at a self-selected normal walking speed were photographed using the Motion capture system and analyzed using 3D motion analysis method with OrthoTrak, Cortex, Matlab and SPSS for a statistical test. When used to normalize data, there are no differences of statistical significances between gender in all spatiotemporal variables. I concluded that gait research for mutual comparison requires a normalization by dimensionless number to eliminate the effects of the body size and to accurate statistical analysis.

Vision-based Human-Robot Motion Transfer in Tangible Meeting Space (실감만남 공간에서의 비전 센서 기반의 사람-로봇간 운동 정보 전달에 관한 연구)

  • Choi, Yu-Kyung;Ra, Syun-Kwon;Kim, Soo-Whan;Kim, Chang-Hwan;Park, Sung-Kee
    • The Journal of Korea Robotics Society
    • /
    • v.2 no.2
    • /
    • pp.143-151
    • /
    • 2007
  • This paper deals with a tangible interface system that introduces robot as remote avatar. It is focused on a new method which makes a robot imitate human arm motions captured from a remote space. Our method is functionally divided into two parts: capturing human motion and adapting it to robot. In the capturing part, we especially propose a modified potential function of metaballs for the real-time performance and high accuracy. In the adapting part, we suggest a geometric scaling method for solving the structural difference between a human and a robot. With our method, we have implemented a tangible interface and showed its speed and accuracy test.

  • PDF

An Analysis of Natural Motion for Product Design : Refrigerator Half Guard Installation Part Design (자연스러운 동작 분석을 통한 냉장고 Half Guard 조립체의 인간공학적 개선)

  • Park, Jang-Woon;Kim, Su-Jin;You, Hee-Cheon
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.37 no.1
    • /
    • pp.10-18
    • /
    • 2011
  • Ergonomic product design considering users' natural use motion is of importance to improve the usability and satisfaction of a product. A five-step process of product design was developed in the present study by measuring and analyzing users' natural product-use motion with a motion capture system. The developed process was applied to ergonomic design improvement of a half guard installation part of refrigerator; new guard designs (diagonal and arc shape) were developed with the process and evaluated in terms of validity during the development as two measures (task satisfaction and similarity of natural motion). According to the evaluation result, the satisfaction at putting in- and out-task of new guard designs ($6.3{\pm}0.5$ points) was significantly higher than that of existing guard designs ($3.3{\pm}1.0$ points); the difference between natural motion and product-use motion in new guard designs ($1.0{\pm}0.3cm$) was significantly less than that of existing guard designs ($2.0{\pm}0.2cm$). The proposed process of natural motion analysis and product design is applicable to ergonomic product design and evaluation.