• 제목/요약/키워드: Human Walking

검색결과 487건 처리시간 0.023초

Motion-capture-based walking simulation of digital human adapted to laser-scanned 3D as-is environments for accessibility evaluation

  • Maruyama, Tsubasa;Kanai, Satoshi;Date, Hiroaki;Tada, Mitsunori
    • Journal of Computational Design and Engineering
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    • 제3권3호
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    • pp.250-265
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    • 2016
  • Owing to our rapidly aging society, accessibility evaluation to enhance the ease and safety of access to indoor and outdoor environments for the elderly and disabled is increasing in importance. Accessibility must be assessed not only from the general standard aspect but also in terms of physical and cognitive friendliness for users of different ages, genders, and abilities. Meanwhile, human behavior simulation has been progressing in the areas of crowd behavior analysis and emergency evacuation planning. However, in human behavior simulation, environment models represent only "as-planned" situations. In addition, a pedestrian model cannot generate the detailed articulated movements of various people of different ages and genders in the simulation. Therefore, the final goal of this research was to develop a virtual accessibility evaluation by combining realistic human behavior simulation using a digital human model (DHM) with "as-is" environment models. To achieve this goal, we developed an algorithm for generating human-like DHM walking motions, adapting its strides, turning angles, and footprints to laser-scanned 3D as-is environments including slopes and stairs. The DHM motion was generated based only on a motion-capture (MoCap) data for flat walking. Our implementation constructed as-is 3D environment models from laser-scanned point clouds of real environments and enabled a DHM to walk autonomously in various environment models. The difference in joint angles between the DHM and MoCap data was evaluated. Demonstrations of our environment modeling and walking simulation in indoor and outdoor environments including corridors, slopes, and stairs are illustrated in this study.

보행하중의 매개변수 분석 및 모형화 (Parameter Analysis and Modeling of Walking Loads)

  • 이동근;김기철;최균효
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 2001년도 가을 학술발표회 논문집
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    • pp.459-466
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    • 2001
  • The floor vibration aspect for building structures which are in need of large open space are influenced by the interrelation between natural frequency and working loads. Structures with a long span and low natural frequency have a higher possibility of experiencing excessive vibration induced by dynamic excitation such as human activities. These excessive vibrations make the residents uncomfortable and the serviceability deterioration. Need formulation of loads data through actual measurement to apply walking loads that is form of dynamic load in structure analysis. The loads induced by human activities were classified into two types. First type is in place loads. the other type is moving loads. A series of laboratories experiments had been conducted to study the dynamic loads induced by human activities. The earlier works were mainly concerned to parameters study of dynamic loads. In this Paper, the walking loads have been directly measured by using the measuring plate in which two load cells were placed, the parameters, the load-time history of walking loads, and the dynamic load factors have been analyzed. Moreover, the shape of the harmonic loads which were gotten by decomposition the walking loads have been analyzed , and the walking loads modeling have been carried out by composition these harmonic loads derived by functional relation.

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RPG게임캐릭터의 능력치변화량에 따라 감정요소가 적용된 걷기동작 구현 (Design and Implementation of Walking Motions Applied with Player's Emotion Factors According to Variable Statistics of RPG Game Character)

  • 강현아;김미진
    • 한국콘텐츠학회논문지
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    • 제7권5호
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    • pp.63-71
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    • 2007
  • 본 논문에서는 플레이어의 감정 이입을 위한 게임 캐릭터 디자인 방법으로 RPG 장르의 능력치 변화량에 따라 인간의 감정 요소가 적용된 게임 캐릭터 걷기 동작을 구현하였다. 인간의 얼굴 표정에서 나타나는 기본적인 감정 요소와 캐릭터 애니메이션에서 감정 요소가 적용된 걷기 동작을 분석해 보고, RPG 장르의 능력치 요소와의 상관관계를 통해 인간의 감정 요소가 적용된 걷기 동작을 8가지 형태로 분류하였다. 이것을 RPG 게임 캐릭터 중 인간의 외형적인 특징과 가장 유사한 기사 캐릭터에 적용시켜 능력치 변화량에 따라 달라지는 걷기 동작을 구현하였다. 인간의 감정 요소가 적용된 게임 캐릭터를 플레이어가 직접 제어함으로써 플레이어의 게임 캐릭터에 대한 감정 이입 효과가 높아질 것이고 게임에 대한 몰입도가 증가할 것으로 예상된다.

부드러운 지면에서의 휴머노이드 로봇의 안정보행 (Stable Walking of a Humanoid Robot under Soft Terrains)

  • 유영국;김전걸
    • 한국정밀공학회지
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    • 제26권4호
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    • pp.72-81
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    • 2009
  • The purpose of this paper is to accomplish the stable humanoid robot walking on the soft terrains. The goal of the humanoid robot development is to make the robotic system perform some tasks in human living environment. However, human dwelling environments are very different from those of laboratories, where varied experiments are performed by the robot. In many cases, the ground is soft or elastic unlike the floor of a laboratory. When a robot walks on the soft ground, the sole of robot contacts the uneven ground. This results in unstable walking or walking may be impossible according to the degree of softness. Therefore, the algorithm that facilitates stable walking on the soft ground surface is required. In this paper, we suggest an algorithm that controls the ankle to help the robot walk stably on the soft ground using the humanoid robot (ISHURO-II) as a real model. A humanoid robot walking on the soft ground was simulated to verify that the proposed algorithm results in stable walking.

보행하중을 받는 구조물의 효율적인 진동해석

  • 김기철
    • 한국지진공학회:학술대회논문집
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    • 한국지진공학회 2000년도 추계 학술발표회 논문집 Proceedings of EESK Conference-Fall 2000
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    • pp.159-166
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    • 2000
  • Structures with a long span have a higher possibility of experiencing excessive vibration induced by human activities such as walking, running, jumping and dancing. These excessive vibration give occupants annoyance. The general method for the vibration analysis of structures subjected to walking loads is to apply a series of nodal loads with assigned time delays at the nodes. But this method has a limit in representing the walking loads. In this study, the equivalent nodal loads are introduced for an effective analysis of floor vibration induced by walking loads. And, walking loads with difference walking rate are measured and applied to the analytical model for numerical analysis.

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하이브리드 시스템 방법을 이용한 이족보행 로봇의 보행 알고리즘 (Walking Algorithm of Biped Robots using Hybrid System Approach)

  • 주정현;임미섭;임준홍
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2005년도 학술대회 논문집 정보 및 제어부문
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    • pp.249-251
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    • 2005
  • For walking patterns of biped robots, knee-bent patterns are used in most cases. However, humans are mostly walking with their knees nearly stretched. In this paper, a human-like walking algorithm using hybrid system is proposed for biped robots, The hybrid system consists of the logically constituted discrete system, in which the discrete states are defined by considering the walking characteristics, and the continuous state system used for motor control. It is shown that the proposed algorithm is effective by experimental studies.

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공간지능화에서 다중카메라를 이용한 이동로봇의 인간추적행위 (Human-Tracking Behavior of Mobile Robot Using Multi-Camera System in a Networked ISpace)

  • 진태석;하시모토 히데키
    • 로봇학회논문지
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    • 제2권4호
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    • pp.310-316
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    • 2007
  • The paper proposes a human-following behavior of mobile robot and an intelligent space (ISpace) is used in order to achieve these goals. An ISpace is a 3-D environment in which many sensors and intelligent devices are distributed. Mobile robots exist in this space as physical agents providing humans with services. A mobile robot is controlled to track a walking human using distributed intelligent sensors as stably and precisely as possible. The moving objects is assumed to be a point-object and projected onto an image plane to form a geometrical constraint equation that provides position data of the object based on the kinematics of the intelligent space. Uncertainties in the position estimation caused by the point-object assumption are compensated using the Kalman filter. To generate the shortest time trajectory to track the walking human, the linear and angular velocities are estimated and utilized. The computer simulation and experimental results of estimating and trackinging of the walking human with the mobile robot are presented.

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합성데크를 사용한 바닥판의 동적하중 이론식 개발 (A Development of a Dynamic Load Function for a composite Deek Floor System)

  • 김태윤
    • 한국지진공학회:학술대회논문집
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    • 한국지진공학회 1999년도 춘계 학술발표회 논문집 Proceedings of EESK Conference-Spring
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    • pp.127-134
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    • 1999
  • Vibration problem occurring at the metal deck floor system not only reduces the serviceability of a building but also reduces the usability of a floor system. Most problem occurring at the metal deck floor results from the human movement such as walking and running. However the vibration induced by running does not occur continuously except the special case. therefore the floor vibration due to walking was only considered on this paper,. Vibration occurring due to human walking was measured and the corresponding load function was derived through the Fast Fourier Transform(FFT)

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작업지향 설계를 위한 의복형 보행보조 로봇의 분류방법 (Classification of Wearable Walking-Assistive Robots for Task-Oriented Design)

  • 김헌희;정진우;장효영;김진오;변증남
    • 로봇학회논문지
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    • 제1권1호
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    • pp.1-8
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    • 2006
  • In this paper, we propose a methodology for classifying types of lower limb disability and their mechanical structure, based on extensive survey of previous developments. We also propose a task-oriented design with human-friendly and energy-efficient assistive system. The result can be used for optimal design of wearable walking-assistive robot considering the type of disability and the content of task.

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자립형 이족 보행 로봇의 개발 (Development of Autonomous Biped Walking Robot)

  • 김영식;오정민;백창열;우정재;최형식
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2003년도 춘계학술대회
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    • pp.805-809
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    • 2003
  • We developed a human-sized BWR(biped walking robot) named KUBIR1 driven by a new actuator based on the ball screw which has high strength and high gear ratio. KUBIR1 was developed to walk autonomously such that it is actuated by small torque motors and is boarded with DC battery and controllers. To utilize the information on the human walking motion and to analyze the walking mode of robot, a motion capture system was developed. The system is composed of the mechanical and electronic devices to obtain the joint angle data. By using the obtained data, a 3-D graphic interface was developed based on the OpenGL tool. Through the graphic interface, the control input of KUBIR1 is performed.

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