• Title/Summary/Keyword: 2.5 pose data

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2.5D human pose estimation for shadow puppet animation

  • Liu, Shiguang;Hua, Guoguang;Li, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.4
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    • pp.2042-2059
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    • 2019
  • Digital shadow puppet has traditionally relied on expensive motion capture equipments and complex design. In this paper, a low-cost driven technique is presented, that captures human pose estimation data with simple camera from real scenarios, and use them to drive virtual Chinese shadow play in a 2.5D scene. We propose a special method for extracting human pose data for driving virtual Chinese shadow play, which is called 2.5D human pose estimation. Firstly, we use the 3D human pose estimation method to obtain the initial data. In the process of the following transformation, we treat the depth feature as an implicit feature, and map body joints to the range of constraints. We call the obtain pose data as 2.5D pose data. However, the 2.5D pose data can not better control the shadow puppet directly, due to the difference in motion pattern and composition structure between real pose and shadow puppet. To this end, the 2.5D pose data transformation is carried out in the implicit pose mapping space based on self-network and the final 2.5D pose expression data is produced for animating shadow puppets. Experimental results have demonstrated the effectiveness of our new method.

Pose-Normalized 3D Face Modeling (포즈 정규화된 3D 얼굴 모델링 기법)

  • Yu, Sun-Jin;Kim, Sang-Ki;Kim, Il-Do;Lee, Sang-Youn
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.455-456
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    • 2006
  • This paper presents an automatic pose-normalized 3D face data acquisition method using 2D and 3D information. We propose an automatic pose-normalized 3D face acquisition method that accomplishes 3D face modeling and 3D face pose-normalization at once. The proposed method uses 2D information with AAM (Active Appearance Model) and 3D information with 3D normal vector. The 3D face modeling system consists of 2 cameras and 1 projector. In order to verify proposed pose-normalized 3D modeling method, we made an experiment for 2.5D face recognition. The experimental result shows that proposed method is robust against pose variation.

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Automatic 3D Head Pose-Normalization using 2D and 3D Interaction (자동 3차원 얼굴 포즈 정규화 기법)

  • Yu, Sun-Jin;Kim, Joong-Rock;Lee, Sang-Youn
    • Proceedings of the IEEK Conference
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    • 2007.07a
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    • pp.211-212
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    • 2007
  • Pose-variation factors present a significant problem in 2D face recognition. To solve this problem, there are various approaches for a 3D face acquisition system which was able to generate multi-view images. However, this created another pose estimation problem in terms of normalizing the 3D face data. This paper presents a 3D head pose-normalization method using 2D and 3D interaction. The proposed method uses 2D information with the AAM(Active Appearance Model) and 3D information with a 3D normal vector. In order to verify the performance of the proposed method, we designed an experiment using 2.5D face recognition. Experimental results showed that the proposed method is robust against pose variation.

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Recent Trends in Human Pose Estimation Based on a Single Image (단일 이미지에 기반을 둔 사람의 포즈 추정에 대한 연구 동향)

  • Cho, Jungchan
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.5
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    • pp.31-42
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    • 2019
  • With the recent development of deep learning technology, remarkable achievements have been made in many research areas of computer vision. Deep learning has also made dramatic improvement in two-dimensional or three-dimensional human pose estimation based on a single image, and many researchers have been expanding the scope of this problem. The human pose estimation is one of the most important research fields because there are various applications, especially it is a key factor in understanding the behavior, state, and intention of people in image or video analysis. Based on this background, this paper surveys research trends in estimating human poses based on a single image. Because there are various research results for robust and accurate human pose estimation, this paper introduces them in two separated subsections: 2D human pose estimation and 3D human pose estimation. Moreover, this paper summarizes famous data sets used in this field and introduces various studies which utilize human poses to solve their own problem.

Mobile Augmented Visualization Technology Using Vive Tracker (포즈 추적 센서를 활용한 모바일 증강 가시화 기술)

  • Lee, Dong-Chun;Kim, Hang-Kee;Lee, Ki-Suk
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.41-48
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    • 2021
  • This paper introduces a mobile augmented visualization technology that augments a three-dimensional virtual human body on a mannequin model using two pose(position and rotation) tracking sensors. The conventional camera tracking technology used for augmented visualization has the disadvantage of failing to calculate the camera pose when the camera shakes or moves quickly because it uses the camera image, but using a pose tracking sensor can overcome this disadvantage. Also, even if the position of the mannequin is changed or rotated, augmented visualization is possible using the data of the pose tracking sensor attached to the mannequin, and above all there is no load for camera tracking.

A Study on Hand Recognition in Image for Multimedia System (멀티미디어 시스템을 위한 영상내의 손 인식에 관한 연구)

  • Jung Hye-Won;Yang Hwan-Seok
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.267-274
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    • 2005
  • In this paper, we proposed an algorithm which cognize hand pose in real time using only image. Hand recognizes using edge orientation histogram which comes under a constant quantity of 2D appearance because hand pose is intricate. This method suit hand pose recognition in real time because it extracts hand space accurately, has little computation quantify, and is less sensitive to lighting change using color information in complicated background. Method which reduces recognition error using principal component analysis method to can recognize through hand shape presentation direction change is explained. A case that hand shape changes by turning 3D also by using this method is possible to recognize. Besides, principal component space creation time is reduced remarkably because edge directional data is used.

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Automatic Pose similarity Computation of Motion Capture Data Through Topological Analysis (위상분석을 통한 모션캡처 데이터의 자동 포즈 비교 방법)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1199-1206
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    • 2015
  • This paper introduces an algorithm for computing similarity between two poses in the motion capture data with different scale of skeleton, different number of joints and different joint names. The proposed algorithm first performs the topological analysis on the skeleton hierarchy for classifying the joints into more meaningful groups. The global joints positions of each joint group then are aggregated into a point cloud. The number of joints and their positions are automatically adjusted in this process. Once we have two point clouds, the algorithm finds an optimal 2D transform matrix that transforms one point cloud to the other as closely as possible. Then, the similarity can be obtained by summing up all distance values between two points clouds after applying the 2D transform matrix. After some experiment, we found that the proposed algorithm is able to compute the similarity between two poses regardless of their scale, joint name and the number of joints.

Sports Biomechanical Analysis of Physical Movements on the Basis of the Patterns of the Ready Poses (준비동작의 형태 변화에 따른 신체 움직임의 운동역학적 분석)

  • Lee, Joong-Sook
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.179-195
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    • 2002
  • The purpose of this research is to provide a proper model by analyzing the sports biomechanical of physical movements on the basis of the two patterns(open-stance and cross-stance) at the ready-to-start pose. The subjects for this study are composed of five male handball players from P university and five female shooting players from S university. Three-way moving actions at start(right, left, and forward) are recorded with two high-speed video cameras and measured with two Force platforms and a EMG system. Three-dimensional action analyzer, GRF system, and Whole body reaction movement system are used to figure out the moving mechanisms at the start pose. The analytic results of the moving mechanism at the start pose were as follows. 1. Through examining the three-way moving actions at start, I have found the cross-stance pose is better for the moving speed of body weight balance than the open-stance one. 175 degree of knee joint angle at "take-off" and 172 degree of hip joint angle were best for the start pose. 2. The Support time and GRF data shows that the quickest center of gravity shift was occurred when cross-stanced male subjects started to move toward his lefthand side. The quickest male's average supporting time of left and right foot is 0.19${\pm}$0.07 sec., 0.26${\pm}$0.06sec. respectively. The supporting time difference between two feet is 0.07sec. 3. Through analyzing GRF of moving actions at start pose, I have concluded that more than 1550N are overloaded on one foot at the open-stance start, and the overloaded force may cause physical injury. However, at the cross-stance pose, The GRF are properly dispersed on both feet, and maximum 1350N are loaded on one foot.

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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Real-time Monocular Camera Pose Estimation using a Particle Filiter Intergrated with UKF (UKF와 연동된 입자필터를 이용한 실시간 단안시 카메라 추적 기법)

  • Seok-Han Lee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.16 no.5
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    • pp.315-324
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    • 2023
  • In this paper, we propose a real-time pose estimation method for a monocular camera using a particle filter integrated with UKF (unscented Kalman filter). While conventional camera tracking techniques combine camera images with data from additional devices such as gyroscopes and accelerometers, the proposed method aims to use only two-dimensional visual information from the camera without additional sensors. This leads to a significant simplification in the hardware configuration. The proposed approach is based on a particle filter integrated with UKF. The pose of the camera is estimated using UKF, which is defined individually for each particle. Statistics regarding the camera state are derived from all particles of the particle filter, from which the real-time camera pose information is computed. The proposed method demonstrates robust tracking, even in the case of rapid camera shakes and severe scene occlusions. The experiments show that our method remains robust even when most of the feature points in the image are obscured. In addition, we verify that when the number of particles is 35, the processing time per frame is approximately 25ms, which confirms that there are no issues with real-time processing.