• Title/Summary/Keyword: motion graphics

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A study on the computer graphic simulation of a robot control with a visual sensor (시각 센서가 있는 로보트 제어의 컴퓨터 그래픽 시뮬레이션에 관한 연구)

  • 박남렬;김경기
    • 제어로봇시스템학회:학술대회논문집
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    • 1987.10b
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    • pp.105-108
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    • 1987
  • In this paper, a new algorithm is proposed to obtain important corner and real corner points of the simple objects and the visual robot graphics simulation using the results is studied. This is capable of performing as a debugging tool for task programming of a visual robot. And the robot motion is also simulated on a CRT terminal.

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VR Worlds on the Web - Another Culture in Cyberspace (웹에서의 3차원 가상현실 세계 - 사이버스페이스의 새로운 문화)

  • Yoon, So-Yeon
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.44-45
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    • 1999
  • The term ′multimedia′ has been one of the most pervasively used terms for the last a few years. Dyrli and Kinnaman(1995) define multimedia as "the seamless digital integration of text, graphics, animation, audio, still image, and motion video in a way that provides individual users with high levels of control and interaction".(omitted)

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Method of Motion Graphic Design Approach from Postmodern Point of View (포스트모던적 관점에서 본 모션그래픽 디자인 접근 방안)

  • Kim Gyo-Wan;Hong Su-Jung
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.124-131
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    • 2006
  • Motion graphic is also developing into its own genre in graphic design by establishing individual industrial fields. images and graphics but also recognize even motions and sounds as communication elements delivering a message. Nevertheless, web communication designers have yet to experimentally test the visual motion priniciples or the audio sound expressions in terms of technology. If the dance are used, they may be new communication approaches in the age of multi-media, which allows for communication of visual and audio information or images. With such conceptions in mind, this study was aimed at reviewing the structural relationship between visual motion principles of the kinetic and the sound images to combine the audio and video effects. To this end, the basic structure of dance and music were substituted into the dance to determine their relevancy, and thereupon, examine the effective sound expression methods and techniques depending on movements of the objects in the monitor. Thus, this study, by inquiring into the uniqueness of choreography in motion graphic, presents the possibility of limitless expression of designer creation and inner world, and the ultimate goal lies in assuring the artistic value of motion graphic and its position as a synthetic art.

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Experiment of a 3D Motion Input Device (3차원 운동 입력장치 구현)

  • Lee, Woo-Won;Choi, Myoung-Hwan
    • Journal of Industrial Technology
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    • v.19
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    • pp.173-178
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    • 1999
  • In many areas of technology there are machines and systems controllable in up to six degrees of freedom. Helicopters and underwater vehicles, industrial robots are among the first representatives of this category. They need six degrees of freedom in order to move and orient within their workspace. An even broader and more explosively growing area is 3D computer graphics and virtual environment. In this work, functions of 3D input device are described and two types of commercial 3D input device are presented. Then, a preliminary experiment of a low cost 6 axis force/moment sensor is presented that can also be sued as a 3D input device. A low cost force/moment sensor and its application in robot teaching experiment is described. It computes the direction of 3 components of the force and 3 components of the moment applied by human holding the sensor by hand. The concept is shown by an experiment where the tool position and orientation of a robot in 3 dimensional space is controlled by the proposed sensor.

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Development of a Parallel-Typed CNC Machine (병렬기구형 CNC 공작기계의 개발)

  • Lee, Min-Ki;Choi, Byung-Oh;Kim, Tae-Sung;Park, Kun-Woo
    • Proceedings of the KSME Conference
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    • 2000.11a
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    • pp.535-540
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    • 2000
  • This paper presents the development of a Parallel-Typed CNC Machining Tool. It is specially designed to machine a complex shaped workpiece by controlling the orientation of the tool. The inverse/direct kinematics of a parallel mechanism is derived and implemented in a PC based controller. With graphics icons, the GUI (Graphic User Interface) program is developed for the CNC programing. The calibration is accomplished by geometric constraint motion, which is a parallel motion of the platform with respect to a table. The calibration result is introduced and the future study is proposed.

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Solution Space of Inverse Differential Kinematics (역미분기구학의 해 공간)

  • Kang, Chul-Goo
    • The Journal of Korea Robotics Society
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    • v.10 no.4
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    • pp.230-244
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    • 2015
  • Continuous-path motion control such as resolved motion rate control requires online solving of the inverse differential kinematics for a robot. However, the solution space of the inverse differential kinematics related to Jacobian J is not well-established. In this paper, the solution space of inverse differential kinematics is analyzed through categorization of mapping conditions between joint velocities and end-effector velocity of a robot. If end-effector velocity is within the column space of J, the solution or the minimum norm solution is obtained. If it is not within the column space of J, an approximate solution by least-squares is obtained. Moreover, this paper introduces an improved mapping diagram showing orthogonality and mapping clearly between subspaces, and concrete examples numerically showing the concept of several subspaces. Finally, a solver and graphics user interface (GUI) for inverse differential kinematics are developed using MATLAB, and the solution of inverse differential kinematics using the GUI is demonstrated for a vertically articulated robot.

A Study on the Swing Path and Plane of the Club in Golf Swing (골프 클럽의 스윙궤도와 스윙면에 대한 고찰)

  • Sung, Rak-Joon
    • Korean Journal of Applied Biomechanics
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    • v.14 no.1
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    • pp.99-115
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    • 2004
  • In order to Know the correct swing methods in golf swing it is important to understand the whole swing path but also the concept of swing plane. But, most amateur golfers don't Know the concept of swing plane well. Therefore this study was trying to make a good material that makes the concept of swing plane easy to understand. A good swing motion data was obtained from a professional golfer using the three-dimensional DLT method. This swing motion was divided into 10 phases and evaluated using the concept of swing plane. The result of the analyze show a good matches between the path of the club and swing plane. This result was summarized as a 3 dimensional graphics to provide a good material to teach the golf swing well.

Video Saliency Detection Using Bi-directional LSTM

  • Chi, Yang;Li, Jinjiang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.6
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    • pp.2444-2463
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    • 2020
  • Significant detection of video can more rationally allocate computing resources and reduce the amount of computation to improve accuracy. Deep learning can extract the edge features of the image, providing technical support for video saliency. This paper proposes a new detection method. We combine the Convolutional Neural Network (CNN) and the Deep Bidirectional LSTM Network (DB-LSTM) to learn the spatio-temporal features by exploring the object motion information and object motion information to generate video. A continuous frame of significant images. We also analyzed the sample database and found that human attention and significant conversion are time-dependent, so we also considered the significance detection of video cross-frame. Finally, experiments show that our method is superior to other advanced methods.

A Kinematic Approach to Answering Similarity Queries on Complex Human Motion Data (운동학적 접근 방법을 사용한 복잡한 인간 동작 질의 시스템)

  • Han, Hyuck;Kim, Shin-Gyu;Jung, Hyung-Soo;Yeom, Heon-Y.
    • Journal of Internet Computing and Services
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    • v.10 no.4
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    • pp.1-11
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    • 2009
  • Recently there has arisen concern in both the database community and the graphics society about data retrieval from large motion databases because the high dimensionality of motion data implies high costs. In this circumstance, finding an effective distance measure and an efficient query processing method for such data is a challenging problem. This paper presents an elaborate motion query processing system, SMoFinder (Similar Motion Finder), which incorporates a novel kinematic distance measure and an efficient indexing strategy via adaptive frame segmentation. To this end, we regard human motions as multi-linkage kinematics and propose the weighted Minkowski distance metric. For efficient indexing, we devise a new adaptive segmentation method that chooses representative frames among similar frames and stores chosen frames instead of all frames. For efficient search, we propose a new search method that processes k-nearest neighbors queries over only representative frames. Our experimental results show that the size of motion databases is reduced greatly (${\times}1/25$) but the search capability of SMoFinder is equal to or superior to that of other systems.

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Trajectory Rectification of Marker using Confidence Model (신뢰도 모델을 이용한 마커 궤적 재조정)

  • Ahn, Junghyun;Jang, Mijung;Wohn, Kwangyun
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.3
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    • pp.17-23
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    • 2002
  • Motion capture system is widely used nowadays in the entertainment industry like movies, computer games and broadcasting. This system consist of several high resolution and high speed CCD cameras and expensive frame grabbing hardware for image acquisition. KAIST VR laboratory focused on low cost system for a few years and have been developed a LAN based optical motion capture system. But, by using low cost system some problems like occlusion, noise and swapping of markers' trajectory can be occurred. And more labor intensive work is needed for post-processing process. In this thesis, we propose a trajectory rectification algorithm by confidence model of markers attached on actor. Confidence model is based on graph structure and consist of linkage, marker and frame confidence. To reduce the manual work in post-processing, we have to reconstruct the marker graph by maximizing the frame confidence.

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