• Title/Summary/Keyword: motion capture system

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A Data Driven Motion Generation for Driving Simulators Using Motion Texture (모션 텍스처를 이용한 차량 시뮬레이터의 통합)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.7 s.262
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.

Development of Frozen Shoulder Rehabilitation Robot Based On Motion Capture Data (모션 캡쳐 데이터 기반의 오십견 재활 보조용 로봇의 개발)

  • Yang, Un-Je;Kim, Jung-Yup
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.36 no.9
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    • pp.1017-1026
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    • 2012
  • In this study, an exoskeleton-type robot is developed to assist frozen shoulder rehabilitation in a systematic and efficient manner for humans. The developed robot has two main features. The first is a structural feature: this robot was designed to rehabilitate both shoulders of a patient, and the three axes of the shoulder meet at one point to generate human-like ball joint motions. The second is a functional feature that is divided into two rehabilitation modes: the first mode is a joint rehabilitation mode that helps to recover the shoulder's original range of motion by moving the patient's shoulder according to patterns obtained by motion capture, and the second mode is a muscle rehabilitation mode that strengthens the shoulder muscles by suitably resisting the patient's motion. Through these two modes, frozen shoulder rehabilitation can be performed systematically according to the patient's condition. The development procedure is described in detail.

Implementation of Human Motion Following Robot through Wireless Communication Interface

  • Choi, Hyoukryeol;Jung, Kwangmok;Ryew, SungMoo;Kim, Hunmo;Jeon, Jaewook;Nam, Jaedo
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.36.3-36
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    • 2002
  • $\textbullet$ Motion capture system $\textbullet$ Exoskeleton mechanism $\textbullet$ Kinematics analysis $\textbullet$ Man-machine Interface $\textbullet$ Wireless communication $\textbullet$ Control algorithm

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Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
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    • v.39
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    • pp.351-378
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    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.

Experimental validation of smartphones for measuring human-induced loads

  • Chen, Jun;Tan, Huan;Pan, Ziye
    • Smart Structures and Systems
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    • v.18 no.3
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    • pp.625-642
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    • 2016
  • The rapid technology developments in smartphones have created a significant opportunity for their use in structural live load measurements. This paper presents extensive experiments conducted in two stages to investigate this opportunity. Shaking table tests were carried out in the first stage using selected popular smartphones to measure the sinusoidal waves of various frequencies, the sinusoidal sweeping, and earthquake waves. Comparison between smartphone measurements and real inputs showed that the smartphones used in this study gave reliable measurements for harmonic waves in both time and frequency domains. For complex waves, smartphone measurements should be used with caution. In the second stage, three-dimensional motion capture technology was employed to explore the capacity of smartphones for measuring the movement of individuals in walking, bouncing and jumping activities. In these tests, reflective markers were attached to the test subject. The markers' trajectories were recorded by the motion capture system and were taken as references. The smartphone measurements agreed well with the references when the phone was properly fixed. Encouraged by these experimental validation results, smartphones were attached to moving participants of this study. The phones measured the acceleration near the center-of-mass of his or her body. The human-induced loads were then reconstructed by the acceleration measurements in conjunction with a biomechanical model. Satisfactory agreement between the reconstructed forces and that measured by a force plate was observed in several instances, clearly demonstrating the capability of smartphones to accurately assist in obtaining human-induced load measurements.

Design of Embedded EPGA for Controlling Humanoid Robot Arms Using Exoskeleton Motion Capture System (Exoskeleton 모션 캡처 장치로 다관절 로봇의 원격제어를 하기 위한 FPGA 임베디드 제어기 설계)

  • Lee, Woon-Kyu;Jung, Seul
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.1
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    • pp.33-38
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    • 2007
  • In this paper, hardware implementation of interface and control between two robots, the master and the slave robot, are designed. The master robot is the motion capturing device that captures motions of the human operator who wears it. The slave robot is the corresponding humanoid robot arms. Captured motions from the master robot are transferred to the slave robot to follow after the master. All hardware designs such as PID controllers, communications between the master robot, encoder counters, and PWM generators are embedded on a single FPGA chip. Experimental studies are conducted to demonstrate the performance of the FPGA controller design.

Feasibility Study of Gait Recognition Using Points in Three-Dimensional Space

  • Kim, Minsung;Kim, Mingon;Park, Sumin;Kwon, Junghoon;Park, Jaeheung
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.13 no.2
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    • pp.124-132
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    • 2013
  • This study investigated the feasibility of gait recognition using points on the body in three-dimensional (3D) space based on comparisons of four different feature vectors. To obtain the point trajectories on the body in 3D, gait motion data were captured from 10 participants using a 3D motion capture system, and four shoes with different heel heights were used to study the effects of heel height on gait recognition. Finally, the recognition rates were compared using four methods and different heel heights.

A Development of Golf Coaching using Human Motion Analysis (동작분석기법을 활용한 골프코칭시스템 개발)

  • Lim, Seok-Jin
    • Journal of the Korea Safety Management & Science
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    • v.15 no.2
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    • pp.55-61
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    • 2013
  • For years, many studies have mainly been investigated in a complicated human motion analysis. Recently, many motion analysis equipments have been studied and developed. Therefore, the more complex human movement analyses are possible, we have enabled us to perform more and more complicated human movement analyses. A Three-dimensional(3D) motion analysis on of the several methods is a useful tool for analyzing the human motion analysis. The purpose of this study was to develop the 3D human motion analysis using a kalman filter algorithm and a gyro sensor. The algorithm and sensor were used to human motion analysis with high-speed motion capture. In this study, the developed system will be adapted to facilitate golf swing analysis. Using the developed system, golfers and coaches who do not have advanced biomechanical knowledge can easily be used to their golf swing analysis. Future study is necessary for more practical and efficient area such as other sports industries, 3D game industries, rehabilitation training, etc..

Noise-Robust Capturing and Animating Facial Expression by Using an Optical Motion Capture System (광학식 동작 포착 장비를 이용한 노이즈에 강건한 얼굴 애니메이션 제작)

  • Park, Sang-Il
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.103-113
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    • 2010
  • In this paper, we present a practical method for generating facial animation by using an optical motion capture system. In our setup, we assumed a situation of capturing the body motion and the facial expression simultaneously, which degrades the quality of the captured marker data. To overcome this problem, we provide an integrated framework based on the local coordinate system of each marker for labeling the marker data, hole-filling and removing noises. We justify the method by applying it to generate a short animated film.