• Title/Summary/Keyword: 한국인 인체모델

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이달의 과학자 - 대구효성가톨릭대의대 교수 '양재호'

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.33 no.3 s.370
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    • pp.74-75
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    • 2000
  • 대구효성가톨릭대 양재호교수는 인체 피부가 다이옥신에 민감하다는 사실에 착안하여 인체 피부세포를 모델로 사용하여 인체에서도 암을 유발한다는 사실을 증명한 과학자이다. 양교수의 연구결과는 다이옥신이 인체 세포에서 암을 일으킬 수 있음을 증명한 최초의 보고서로 평가되고 있으며 97년 세계보건기구 산하의 암연구기구도 다이옥신을 인체발암물질로 분류하는데 중요한 자료로 활용하고 있다.

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High-Speed Penetration Detection and Correction of the 3-Dimensional(3D) Cloth Models Using a Virtual Cylinder in Geometrical Cloth Simulation (기하학적인 의복시뮬레이션에서 가상원통을 이용한 의복 3차원모델의 고속 관통검사와 수정)

  • Choi, Chang-Seok
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.10
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    • pp.521-528
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    • 2007
  • This paper proposes a new method for the high- speed penetration detection between the 3D human body model and the 3D cloth model using a virtual cylinder, and for the correction of the 3D cloth model. Penetration sometimes occurs locally, when the cloth model is adopted geometrically to the body. This method establishes the virtual cylinder surrounding the body model and the cloth model, and selects at a time the candidates of the penetrated points using the virtual cylinder. Finally, the penetrated points are detected among the candidates. Shift of the vertices or division of the edges in the penetrated points can correct the cloth model geometrically. This method works faster than the physical-based method. The latter requires the repeated detection of the penetrated points using bounding volume and the repeated corrections of the cloth model using dynamics.

Cloth Simulation System for 3D Fashion shopping mall based on Web (웹 기반 3D 패션몰을 위한 의복 시뮬레이션 시스템)

  • Kim, Ju-Ri;Joung, Suck-Tae;Jung, Sung-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.877-886
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    • 2009
  • In this paper, we propose a new method for the design and implementation of Cloth Simulation System for 3D fashion shopping mall based on Web. Web 3D shopping mall is implemented by using a Web3D authoring tool, ISB, which provides easy mouse operation. 3D human models and cloth item model are designed by low polygon modeling method of 3D MAX. The designed 3D human models and cloth item model are exported to XML file. Finally, 3D human models and cloth item model are displayed and animated on the Web by using ActiveX control based on DirectX. We also implemented textile palette and mapped it to clothes model by using alpha blending during simulation.

A Stduy of Design and Simulation for 3Dimension Fashion (3차원 의상 설계 시뮬레이션에 관한 연구)

  • Kim, Ju-Ri;Lee, Hyun-Chang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.23-26
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    • 2010
  • In this paper, we propose a new method for the design and implementation of a web-based 3D fashion shopping mall. Web 3D shopping mall is implemented by using a Web3D authoring tool, ISB, which provides easy mouse operation. 3D human models and cloth item model are designed by low polygon modeling method of 3D MAX. The designed 3D human models and cloth item model are exported to XML file. Finally, 3D human models and cloth item model are displayed and animated on the Web by using ActiveX control based on DirectX. We also implemented textile palette and mapped it to clothes model by using alpha blending during simulation.

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Human Body Modeling Using Skin-Skeleton Binding Technique (스킨-스켈레턴 바인딩 기법을 이용한 인체 모델링)

  • Choi, Hae-Ock;Yoo, Tae-Sun;Jun, Byoung-Min
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.7
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    • pp.1873-1882
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    • 1998
  • 사실감있는 인체 모델과 동작제어 기술은 컴퓨터 그래픽스와 가상현실감 및 시뮬레이션등의 다양한 응용 분야에서 이용되고 있다. 인체의 모델링과 이의 동작을 제어하는 기술은 관절 구조의 인체를 뼈대와 관절 그리고 이를 둘러싸고 있는 피부로 모델링하고 운동학에 기반하여 각 관절을 제어하여 인체의 동작을 생성한다. 본 논문에서는 인체의 모델링을 위한 스킨-스켈레턴 바인딩 알고리즘을 제안한다. 인체의 골격구조를 관리하기 위한 일반적인 계층적 다관절체 데이터 구조를 설계하고, 골격 데이터에 피부를 입히기 위한 스킨-tm켈레던 바인딩 알고리즘을 설계한다. 제안된 알고리즘은 전처리, 세그멘테이션과 바인딩의 세기능 모듈로 구성된다. 바인딩 가능한 요소들의 효율적인 탐색을 위하여 분할해결 방식을 적용한 후보 테이블을 이용하였다. 20개의 관절로 이루어진 인체 골격 데이터와 Inventor 포맷의 인체 피부 데이터로 알고리즘을 실험하였다.

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H-Anim-based Definition of Character Animation Data (캐릭터 애니메이션 데이터의 H-Anim 기반 정의)

  • Lee, Jae-Wook;Lee, Myeong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.10
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    • pp.796-800
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    • 2009
  • Currently, there are many software tools that can generate 3D human figure models and animations based on the advancement of computer graphics technology. However, we still have problems in interoperability of human data models in different applications because common data models do not exist. To address this issue, the Web3D Consortium and the ISO/IEC JTC1 SC24 WG6 have developed the H-Anim standard. However, H-Anim does not include human motion data formats although it defines the structure of a human figure. This research is intended to obtain interoperable human animation by defining the data for human motions in H- Anim figures. In this paper, we describe a syntactic method to define motion data for the H-Anim figure and its implementation. In addition, we describe a method of specifying motion parameters necessary for generating animations by using an arbitrary character model data set created by a general graphics tool.

Multi-View 3D Human Pose Estimation Based on Transformer (트랜스포머 기반의 다중 시점 3차원 인체자세추정)

  • Seoung Wook Choi;Jin Young Lee;Gye Young Kim
    • Smart Media Journal
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    • v.12 no.11
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    • pp.48-56
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    • 2023
  • The technology of Three-dimensional human posture estimation is used in sports, motion recognition, and special effects of video media. Among various methods for this, multi-view 3D human pose estimation is essential for precise estimation even in complex real-world environments. But Existing models for multi-view 3D human posture estimation have the disadvantage of high order of time complexity as they use 3D feature maps. This paper proposes a method to extend an existing monocular viewpoint multi-frame model based on Transformer with lower time complexity to 3D human posture estimation for multi-viewpoints. To expand to multi-viewpoints our proposed method first generates an 8-dimensional joint coordinate that connects 2-dimensional joint coordinates for 17 joints at 4-vieiwpoints acquired using the 2-dimensional human posture detector, CPN(Cascaded Pyramid Network). This paper then converts them into 17×32 data with patch embedding, and enters the data into a transformer model, finally. Consequently, the MLP(Multi-Layer Perceptron) block that outputs the 3D-human posture simultaneously updates the 3D human posture estimation for 4-viewpoints at every iteration. Compared to Zheng[5]'s method the number of model parameters of the proposed method was 48.9%, MPJPE(Mean Per Joint Position Error) was reduced by 20.6 mm (43.8%) and the average learning time per epoch was more than 20 times faster.

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Biomechanical Analysis and Evaluation Technology Using Human Multi-Body Dynamic Model (인체 다물체 동역학 모델을 이용한 생체역학 분석 및 평가 기술)

  • Kim, Yoon-Hyuk;Shin, June-Ho;Khurelbaatar, Tsolmonbaatar
    • Journal of the Korean Society for Nondestructive Testing
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    • v.31 no.5
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    • pp.494-499
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    • 2011
  • This paper presents the biomechanical analysis and evaluation technology of musculoskeletal system by multi-body human dynamic model and 3-D motion capture data. First, medical image based geometric model and material properties of tissue were used to develop the human dynamic model and 3-D motion capture data based motion analysis techniques were develop to quantify the in-vivo joint kinematics, joint moment, joint force, and muscle force. Walking and push-up motion was investigated using the developed model. The present model and technologies would be useful to apply the biomechanical analysis and evaluation of human activities.