• Title/Summary/Keyword: 3D Motion Analysis

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Kinetic Analysis of Human Simulation for the Soft Golf Swing (소프트 골프 스윙 동작을 위한 인체 시뮬레이션의 운동역학 분석)

  • Kwak, K.Y.;Yu, M.;So, H.J.;Kim, S.H.;Kim, N.G.;Kim, D.W.
    • Journal of Biomedical Engineering Research
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    • v.31 no.2
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    • pp.141-150
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    • 2010
  • The purpose of this study was to analyze the golf swing motion for a soft golf clubs and regular golf club. Soft golf is a newly developed recreational sports for all ages, including the elderly and the beginners of golf. To quantify the effect of using soft golf club, which much lighter club than regular clubs, a motion analysis has been performed using a 3D optoelectric motion tracking system that utilizes active infrared LEDs and near-infrared sensors. The subject performed swing motion using a regular golf club and a soft golf club in turn. The obtained motion capture data was used to build a 3D computer simulation model to obtain left wrist, elbow shoulder and lumbar joint force and torque using inverse and forward dynamics calculations. The joint force and torque during soft golf swing were lower than regular golf swing. The analysis gave better understanding of the effectiveness of the soft golf club.

Comparative Analysis of Markerless Facial Recognition Technology for 3D Character's Facial Expression Animation -Focusing on the method of Faceware and Faceshift- (3D 캐릭터의 얼굴 표정 애니메이션 마커리스 표정 인식 기술 비교 분석 -페이스웨어와 페이스쉬프트 방식 중심으로-)

  • Kim, Hae-Yoon;Park, Dong-Joo;Lee, Tae-Gu
    • Cartoon and Animation Studies
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    • s.37
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    • pp.221-245
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    • 2014
  • With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.

Dynamic Analysis and Control of the 3 Degrees of Freedom Motor (3자유도 모터의 동역학적 해석 및 제어)

  • 강규원
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1996.04a
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    • pp.341-345
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    • 1996
  • Many mechanical and electrocal systems use the number of motors to make multi degree of freedom motion. One method to reduce the number of motors is suggested by using the 3 D.O.F. motor. The 3 D.O.F. motor has advantages such as downsize, weight reduction, and simplification of the existing 3 D.O.F. systems. In this study, a mathematical model for the 3 D.O.F. motor is suggested and the dynamic equation is derived to analyze the 3 D.O.F. motion. Generallinear control methods are very hard to get the good performance because of the nonlinear terms of each degree of each degree of freedom. To control the motion properly, the nonlinear terms are decoupled using a feedback control law. Nonlinear feedback control law which can arrage the poles arbitrarily is derived. The effects of the gains are examined through computer simulations.

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Representation Techniques for 4-Dimensional MR Images

  • Homma, Kazuhiro;Takenaka, Kenji;Nakai, Yoshihiko;Hirose, Takeshi
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2002.09a
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    • pp.429-431
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    • 2002
  • Metabolic analysis of biological tissues, the interventional radiology in MRT (Magnetic Resonance Treatment) and for clinical diagnoses, representation of 4-Dimensional (4D) structural information (x,y,z,t) of biological tissues is required. This paper discusses image representation techniques for those 4D MR Images. We have proposed an image reconstruction method for ultra-fast 3D MRI. It is based on image interpolation and prediction of un-acquired pictorial data in both of the real and the k-space (the acquisition domain in MRI). A 4D MR image is reconstructed from only two 3D MR images and acquired a few echo signals that are optimized by prediction of the tissue motion. This prediction can be done by the phase of acquired echo signal is proportioned to the tissue motion. On the other hand, reconstructed 4D MR images are represented as a 3D-movie by using computer graphics techniques. Rendered tissue surfaces and/or ROIs are displayed on a CRT monitor. It is represented in an arbitrary plane and/or rendered surface with their motion. As examples of the proposed representation techniques, the finger and the lung motion of healthy volunteers are demonstrated.

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Development of a Modified Exoskeletal Linkage Type Instrument for 3-D Motion Measurement of the Human Knee Joint (무릎관절의 3차원 회전량 측정을 위한 개선된 외골격 링크장치 형태의 측정기구 개발)

  • 김영은;안정호
    • Journal of Biomedical Engineering Research
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    • v.15 no.3
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    • pp.289-294
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    • 1994
  • A new type of electrogoniometer to measure the three dimensional motion of the human knee joint was developed. This instrument is composed of six potentiometers: four arranged for two universal joints, one for pin joint, and one for axial rotation measurement. The voltage change in six potentiometers were collected through A/D converter for acquisition, storage and analysis. With a developed instrument, gait analysis was performed. Compared to earlier developed triaxial type goniometer, new instrument shows its convenience in application and accuracy in measurement.

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Analysis of Body Surface Area by Fitness Motion Using 3D Scan Data of Korean Elderly Female (한국 여성 노인 3D 스캔 데이터를 활용한 피트니스 동작별 체표면적 분석)

  • Jeon, Eun-Jin;Jung, Ha-young;Kim, Hee-Eun;You, Hee-Cheon
    • Fashion & Textile Research Journal
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    • v.22 no.5
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    • pp.650-659
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    • 2020
  • The present study provides reference data required for the design of clothing for the elderly by analyzing the body surface area during fitness motion based on 3D scan data of Korean elderly women. This study was conducted with the procedures of (1) survey of motions and main muscles for fitness, (2) acquisition of 3D scan data, and (3) analysis of rate of change for body surface area during fitness motion. Acquisition of 3D body scan data was obtained from seven elderly females (age: 64-77). We selected 66 anatomical landmarks (40 upper body and 22 lower body) by referring to previous studies. Body surface was segmented by connecting the landmarks marked on the 3D scan data acquired. Analysis of body surface area was conducted in terms of the change rate of surface area in 9 postures of elbow 0°, 90° and 180° for flexion, shoulder 90°, 180° for flexion, shoulder 0°, 180° for abduction, hip 90° for flexion, and knee 90° for flexion compared to the those in the standing posture. The amount of changes in body surface area were 12%-62% in the upper body, 15%-77% in the arm, and 10%-51% in the lower body. A future study on the rate of change of body surface length is needed; in addition, a study on how to apply the results of body surface area and body surface length analysis to clothing pattern design is also necessary.

Develipment of a hand motion analysis system using a 3-D Glove (3-D Glove를 이용한 손동작의 분석 시스템 개발)

  • 윤명환;권오채;한수미;박재희;이경태
    • Proceedings of the ESK Conference
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    • 1997.10a
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    • pp.393-397
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    • 1997
  • 본 연구에서는 손동작(Hand Motion)과 수작업(Manual Task) 분석에 VR환경에서 사용되는 각도 측정 장갑(3-D Glove)을 이용하는 방법을 제안하였다. 본 연구에서 개발된 손동작(Hand Motion)과 수작업(Manual Task)의 분석 시스템은 18-sensor $Cyberglove^{TM}$정 시스템으로부터 측정된 angle data를 기초로 손동작이나 수작업에 대한 totalmuscle moment값과 total muscle excursion값을 구하고, digit와 joint의 moment값을 X,Y.Z방향별고 구하는 기능을 가지고 있다. 시스템의 구성은 : (1) $Cyberglove^{TM}$ System과 분석 시스템의 digital data 처리를 기반으로 하는 손동작의 측정 시스템 ; (2) $Cyberglove^{TM}$ System에서 얻어진 자료를 바탕으로 3차원 공간에서 손동작을 표현할 수 있는 Kinematic Hand Model ; (3) Hand Model과 $Cyberglove^{TM}$ Systme을 기반으로 3차원에서 손동작의 역학적 분석을 할 수 있는 3-D Hand Biomechanical Model ; 등으로 되어있다. 본 시스템은 Telerobotics, Medicine, Virtual Reality 등 다양한 분야에 응용이 가능하며, 수작업에 관련되는 Product Design, Manual Control Device, Computer I/O Device의 설계에도 도움이 될 것으로 기대된다.

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The Examination of Reliability of Lower Limb Joint Angles with Free Software ImageJ

  • Kim, Heung Youl
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.6
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    • pp.583-595
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    • 2015
  • Objective: The purpose of this study was to determine the reliability of lower limb joint angles computed with the software ImageJ during jumping movements. Background: Kinematics is the study of bodies in motion without regard to the forces or torques that may produce the motion. The most common method for collecting motion data uses an imaging and motion-caption system to record the 2D or 3D coordinates of markers attached to a moving object, followed by manual or automatic digitizing software. Above all, passive optical motion capture systems (e.g. Vicon system) have been regarded as the gold standards for collecting motion data. On the other hand, ImageJ is used widely for an image analysis as free software, and can collect the 2D coordinates of markers. Although much research has been carried out into the utilizations of the ImageJ software, little is known about their reliability. Method: Seven healthy female students participated as the subject in this study. Seventeen reflective markers were attached on the right and left lower limbs to measure two and three-dimensional joint angular motions. Jump performance was recorded by ten-vicon camera systems (250Hz) and one digital video camera (240Hz). The joint angles of the ankle and knee joints were calculated using 2D (ImageJ) and 3D (Vicon-MX) motion data, respectively. Results: Pearson's correlation coefficients between the two methods were calculated, and significance tests were conducted (${\alpha}=1%$). Correlation coefficients between the two were over 0.98. In Vicon-MX and ImageJ, there is no systematic error by examination of the validity using the Bland-Altman method, and all data are in the 95% limits of agreement. Conclusion: In this study, correlation coefficients are generally high, and the regression line is near the identical line. Therefore, it is considered that motion analysis using ImageJ is a useful tool for evaluation of human movements in various research areas. Application: This result can be utilized as a practical tool to analyze human performance in various fields.

Stereo Vision Based 3D Input Device (스테레오 비전을 기반으로 한 3차원 입력 장치)

  • Yoon, Sang-Min;Kim, Ig-Jae;Ahn, Sang-Chul;Ko, Han-Seok;Kim, Hyoung-Gon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.4
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    • pp.429-441
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    • 2002
  • This paper concerns extracting 3D motion information from a 3D input device in real time focused to enabling effective human-computer interaction. In particular, we develop a novel algorithm for extracting 6 degrees-of-freedom motion information from a 3D input device by employing an epipolar geometry of stereo camera, color, motion, and structure information, free from requiring the aid of camera calibration object. To extract 3D motion, we first determine the epipolar geometry of stereo camera by computing the perspective projection matrix and perspective distortion matrix. We then incorporate the proposed Motion Adaptive Weighted Unmatched Pixel Count algorithm performing color transformation, unmatched pixel counting, discrete Kalman filtering, and principal component analysis. The extracted 3D motion information can be applied to controlling virtual objects or aiding the navigation device that controls the viewpoint of a user in virtual reality setting. Since the stereo vision-based 3D input device is wireless, it provides users with a means for more natural and efficient interface, thus effectively realizing a feeling of immersion.

Vector form intrinsic finite-element analysis of static and dynamic behavior of deep-sea flexible pipe

  • Wu, Han;Zeng, Xiaohui;Xiao, Jianyu;Yu, Yang;Dai, Xin;Yu, Jianxing
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.12 no.1
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    • pp.376-386
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    • 2020
  • The aim of this study was to develop a new efficient strategy that uses the Vector form Intrinsic Finite-element (VFIFE) method to conduct the static and dynamic analyses of marine pipes. Nonlinear problems, such as large displacement, small strain, and contact and collision, can be analyzed using a unified calculation process in the VFIFE method according to the fundamental theories of point value description, path element, and reverse motion. This method enables analysis without the need to integrate the stiffness matrix of the structure, because only motion equations of particles established according to Newton's second law are required. These characteristics of the VFIFE facilitate the modeling and computation efficiencies in analyzing the nonlinear dynamic problem of flexible pipe with large deflections. In this study, a three-dimensional (3-D) dynamical model based on 3-D beam element was established according to the VFIFE method. The deep-sea flexible pipe was described by a set of spatial mass particles linked by 3-D beam element. The motion and configuration of the pipe are determined by these spatial particles. Based on this model, a simulation procedure to predict the 3-D dynamical behavior of flexible pipe was developed and verified. It was found that the spatial configuration and static internal force of the mining pipe can be obtained by calculating the stationary state of pipe motion. Using this simulation procedure, an analysis was conducted on the static and dynamic behaviors of the flexible mining pipe based on a 1000-m sea trial system. The results of the analysis proved that the VFIFE method can be efficiently applied to the static and dynamic analyses of marine pipes.