• Title/Summary/Keyword: motion capture system

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Development of Gait Event Detection Algorithm using an Accelerometer (가속도계를 이용한 보행 시점 검출 알고리즘 개발)

  • Choi, Jin-Seung;Kang, Dong-Won;Mun, Kyung-Ryoul;Bang, Yun-Hwan;Tack, Gye-Rae
    • Korean Journal of Applied Biomechanics
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    • v.19 no.1
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    • pp.159-166
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    • 2009
  • The purpose of this study was to develop and automatic gait event detection algorithm using single accelerometer which is attached at the top of the shoe. The sinal vector magnitude and anterior-posterior(x-axis) directional component of accelerometer were used to detect heel strike(HS) and toe off(TO), respectively. To evaluate proposed algorithm, gait event timing was compared with that by force plate and kinematic data. In experiment, 7 subjects performed 10 trials level walking with 3 different walking conditions such as fast, preferred & slow walking. An accelerometer, force plate and 3D motion capture system were used during experiment. Gait event by force plate was used as reference timing. Results showed that gait event by accelerometer is similar to that by force plate. The distribution of differences were spread about $22.33{\pm}17.45m$ for HS and $26.82{\pm}14.78m$ for To and most error was existed consistently prior to 20ms. The difference between gait event by kinematic data and developed algorithm was small. Thus it can be concluded that developed algorithm can be used during outdoor walking experiment. Further study is necessary to extract gait spatial variables by removing gravity factor.

Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.

Analysis of the Effects of Positive and Negative VR Game Contents on Enhancing Environmental Awareness Based on Self-Reliant and Team-Based Play Styles (개인 플레이와 협동 플레이 방식에서 긍정적 및 부정적 VR 콘텐츠가 환경 인식 개선에 미치는 영향)

  • Jihun Chae;Seungeun Yoo;Youngsung Lee;Yunsub Kim;Hyeonjin Kim;Daseong Han
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.137-147
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    • 2023
  • This paper presents a motion-capture-based projection VR system to explore the effectiveness of gamification in improving environmental awareness. We examine the key components of positive and negative VR game content and analyze the impact of individual and cooperative play methods on promoting sustainable behaviors. Our findings are as follows. Firstly, we discovered that the use of positive content in individual play mode was effective in improving awareness of the importance of recycling. Secondly, we confirmed that the use of positive content in cooperative play mode and the use of negative content in individual play mode were each effective in enhancing awareness of the seriousness of environmental pollution. Thirdly, we found that experiencing positive content first, followed by negative content, in individual play mode was effective in increasing interest in the environment. Based on these findings, we determined that adjusting the order of use of positive and negative content is more effective than simply using positive or negative content alone for improving environmental awareness. Moreover, considering the importance of recycling, the seriousness of environmental pollution, and the level of interest in the environment, we confirmed that individual play mode is effective and cooperative play mode can be more effective depending on the measure.

Study on the Differences in the Results of Body Shape Test According to the Position of the Two Feet and the Usefulness of the Neck and Body Motion Image Test (두 발의 위치에 따른 체형검사 결과 차이와 체간신전 동작 이미지 검사의 유용성 연구)

  • Chang, Wan Song;Kim, Song Ja;Ryu, Seo Won;Lim, Duk Joon;Jung, Moon Young
    • Journal of Naturopathy
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    • v.9 no.1
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    • pp.22-26
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    • 2020
  • Purposes: The purposes of this study were to investigate the relationship between the standing position of the subject and the normal standing position(NSP) and the straight standing position(SSP) and to investigate the possibility of different body shape test results depending on the status of the image inspection apparatus. Methods: The images of the NSP and SSP were compared with each other by body line BLS system. Results: At the time of examination, the position of the camera was captured at a position 2.3 m vertically from the posterior position 45 cm behind the subject. This is a privacy protection method for covering the breast of the subject. Results: The physiological characteristics of the anatomical position of the body align image test are the living body. NSP and SSP tests showed different shapes of the pelvis AS(antero-supero) and pelvis rotation in the transverse plane. Shoulder and arm displacement was observed in the trunk extension image capture. Conclusions: In the body alignment test, the pelvis position test images of NSP and SSP are evaluated differently for pelvis rotation, AS, and PS. At the extension position of the trunk, a test of the maximal extension range showed that the left and right shortening of the shoulder anterior muscles could be observed. Inducing and testing the trunk extension is also useful.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.