• Title/Summary/Keyword: 모션 베이스

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Design & Implementation of a Motion Capture Database Based on Motion Ontologies (온톨로지 기반의 모션 캡처 데이터베이스 설계 및 구현)

  • Chung Hyun-Sook
    • Journal of Korea Multimedia Society
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    • v.8 no.5
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    • pp.618-632
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    • 2005
  • A framework for semantic annotation oi human motion sequences is proposed in this paper. Motion capture technology is widely used for manuiacturing animation since it produces high qualify character motion similar to the actual motion of the human body. However, motion capture has a significant weakness due to the lack of an industry wide standard for archiving and retrieving motion capture data. It is difficult for animators to retrieve the desired motion sequences from motion capture files as there is no semantic annotation on already captured motion data. Our goal is to improve the reusability of motion capture data. To archive our goal first, we propose a standard format for integrating different motion capture file formals. Our standard format is called MCML (Motion Capture Markup Language). It is a markup language based on XML (extensible Markup Language). The purpose of MCML is not only to facilitate the conversion or integration of different formats, but also to allow for greater reusability of motion capture data, through the construction of a motion database storing the MCML documents Second, we define motion ontologies that are used to annotate and semantically organize human motion sequences. This ontology-based approach provides the means for discovering and exploiting the information and knowledge surrounding motion capture data.

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A Driving Simulator based on Motion Database and Motion Blending (모션 데이터베이스 및 운동감 합성을 이용한 차량 시뮬레이터)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.69-74
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    • 2006
  • 가상환경의 실시간 운동감을 제공하는 차량 시뮬레이터 기술에 있어, 그 현실성 제고를 위한 다양한 연구가 수행되어 왔으며, 최근에는 실제 대상의 운동감을 기록하고 이를 재생하는, 데이터기반 운동감 생성 시스템이 개발되었다. 이 방법은 실제 운동감을 제공하므로, 현실성 확보가 용이하나, 사용자와의 상호 작용이 없는 단순한 가상 컨텐츠의 제공 단계에 머물고 있다. 본 연구에서는, 컴퓨터 그래픽스 분야에서 활발히 연구되고 있는, 모션 캡쳐 데이터의 가공 및 합성 기술을 차량 시뮬레이터 구동 과정에 도입하여, 제어가 가능한, 실 데이터 기반 운동감을 생성하는, 새로운 방법을 제안하고자 한다. 이 방법은, 실제 차량의 운동데이터를 획득하고, 적절한 형태의 데이터 구조(운동감 조각)로 변환하여 데이터베이스에 저장하며, 실시간 시뮬레이션 시, 최적의 운동감 조각을 검색하고 합성하여 운동감 스트림을 제공하는 방법으로서, 현재의 시뮬레이션 상태 및 사용자의 요구 사항을 매개변수화 하여, 현실과 가장 가까운 운동감 생성방법을 제공한다. 또한, 차량 운동감 생성 시스템의 개발 및 모션 베이스 구동 실험을 통해, 제안한 방법에 의한 운동감의 현실성 제고 방안에 대해 소개하고자 한다.

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Moving object segmentation using Markov Random Field (마코프 랜덤 필드를 이용한 움직이는 객체의 분할에 관한 연구)

  • 정철곤;김중규
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.3A
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    • pp.221-230
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    • 2002
  • This paper presents a new moving object segmentation algorithm using markov random field. The algorithm is based on signal detection theory. That is to say, motion of moving object is decided by binary decision rule, and false decision is corrected by markov random field model. The procedure toward complete segmentation consists of two steps: motion detection and object segmentation. First, motion detection decides the presence of motion on velocity vector by binary decision rule. And velocity vector is generated by optical flow. Second, object segmentation cancels noise by Bayes rule. Experimental results demonstrate the efficiency of the presented method.

Development of a Low-Cost Motion Cheir for Rollercoaster Simulation (롤러코스터 운동감 구현을 위한 보급형 모션의자 개발)

  • 서정아;정무진;신영기
    • Proceedings of the Korea Society for Simulation Conference
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    • 2002.05a
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    • pp.115-121
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    • 2002
  • PC 및 게임 소프트웨어의 급격한 발달로 가상현실 구현에 필요한 그래픽 환경은 성숙단계에 진입하였다. 현재 국내에서 개발되는 게임 소프트웨어는 PC사용자를 겨냥한 제품이 대부분이다. 토요일 휴무제의 도입에 따른 문화 콘텐츠 시장의 확대, 가족이 즐길 수 있는 테마 공원의 성장성 등을 고려할 때 기존의 PC 게임과 차별화 되는 운동감을 포함한 가상현실 게임 제품의 개발이 요망된다. 잘 알려진 6자유도 운동 시뮬레이션 방식인 Stewart 방식은 구현 가격이 고가이고 운동범위가 작아 게임용으로 상용화하기 어렵다. 본 연구에서는 2대의 AC 서보모터를 이용하여 roll과 pitch의 2자유도만 구현하나, 각 축으로 자유로운 회전이 가능하여 탑승자의 스릴감을 향상시킬 수 있는 저가형 운동의자를 개발하였다. 2 자유도로 회전하는 외부와 차단된 캐빈 내부에는 40인치 스크린과 프로젝터가 설치되어 롤러코스터 게임의 몰입감을 향상시켰다. 롤러코스터 가상현실을 대상으로 운동감을 극대화하기 위한 워시아웃 (washout) 필터의 설계 알고리즘이 제시된다. 탑승자들의 감성 평가를 객관화하기 위한 데이터 베이스 구축방안이 서술된다

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Interactive Facial Expression Animation of Motion Data using CCA (CCA 투영기법을 사용한 모션 데이터의 대화식 얼굴 표정 애니메이션)

  • Kim Sung-Ho
    • Journal of Internet Computing and Services
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    • v.6 no.1
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    • pp.85-93
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    • 2005
  • This paper describes how to distribute high multi-dimensional facial expression data of vast quantity over a suitable space and produce facial expression animations by selecting expressions while animator navigates this space in real-time. We have constructed facial spaces by using about 2400 facial expression frames on this paper. These facial spaces are created by calculating of the shortest distance between two random expressions. The distance between two points In the space of expression, which is manifold space, is described approximately as following; When the linear distance of them is shorter than a decided value, if the two expressions are adjacent after defining the expression state vector of facial status using distance matrix expressing distance between two markers, this will be considered as the shortest distance (manifold distance) of the two expressions. Once the distance of those adjacent expressions was decided, We have taken a Floyd algorithm connecting these adjacent distances to yield the shortest distance of the two expressions. We have used CCA(Curvilinear Component Analysis) technique to visualize multi-dimensional spaces, the form of expressing space, into two dimensions. While the animators navigate this two dimensional spaces, they produce a facial animation by using user interface in real-time.

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SIFT based Image Similarity Search using an Edge Image Pyramid and an Interesting Region Detection (윤곽선 이미지 피라미드와 관심영역 검출을 이용한 SIFT 기반 이미지 유사성 검색)

  • Yu, Seung-Hoon;Kim, Deok-Hwan;Lee, Seok-Lyong;Chung, Chin-Wan;Kim, Sang-Hee
    • Journal of KIISE:Databases
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    • v.35 no.4
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    • pp.345-355
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    • 2008
  • SIFT is popularly used in computer vision application such as object recognition, motion tracking, and 3D reconstruction among various shape descriptors. However, it is not easy to apply SIFT into the image similarity search as it is since it uses many high dimensional keypoint vectors. In this paper, we present a SIFT based image similarity search method using an edge image pyramid and an interesting region detection. The proposed method extracts keypoints, which is invariant to contrast, scale, and rotation of image, by using the edge image pyramid and removes many unnecessary keypoints from the image by using the hough transform. The proposed hough transform can detect objects of ellipse type so that it can be used to find interesting regions. Experimental results demonstrate that the retrieval performance of the proposed method is about 20% better than that of traditional SIFT in average recall.

Study on Vehicle Haptic-Seat for the Information Transfer to Driver (운전자 정보전달을 위한 차량용 햅틱시트 연구)

  • Oh, S.Y.;Kim, K.T.;Yu, C.H.;Han, K.S.;Kwon, T.K.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.8 no.1
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    • pp.1-7
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    • 2014
  • In this study, the effect of the automotive haptic-seat technology which can transmit the driving information by the vibro-stimulus from the seat was investigated to overcome previous system's limitation relied on the visual and audial method and to help handicap driving. A prototype haptic seat covers with 30 coin-type motors and driver module were developed for this sake. A driving simulator on the 6-DOF motion-base was used for driving situation and we executed the seat vibro-stimulus test with 10 young participants who have normal tactile sense. The haptic recognition ratio by 30 locations was measured and analyzed in the result. The intensity of vibro-stimulus was adjusted by input voltage of motors (1.5V,2.5V,3.5V). All vibro-stimulus locations at 2.5V and 3.5V could be recognized by all participants and even in the lowest recognition ratio of 1.5V. The results showed that the seat vibration stimulus could be useful to transfer the drivers' information while driving.

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Virtual Reality Based Fall Training System (가상현실기반 낙하훈련시스템 개발)

  • Ryu, Jae-Jeong;Kang, Seok-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1749-1755
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    • 2021
  • Virtual reality is actively applied in the fields of games, entertainment, communication, sports, and architecture. In particular, many virtual reality-based education systems are being developed in the field of education, creating efficient learning effects. In addition, virtual reality-based education is used in areas such as maintenance, fighter control, medical care, and firefighting as it can maximize the educational effect through the mastery process of the function itself through the curriculum as well as indirect experiences of dangerous situations that are difficult to experience. However, due to technical limitations, lack of contents, and lack of theoretical research, the level of application of military education and training is still insufficient. This paper aim to contribute to the development of a virtual reality-based education system as a military training system by developing a high-quality drop training system applicable to military group descent training, studying key technologies and implementation methods necessary for development.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.