• Title/Summary/Keyword: Motion Capture Data

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Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

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.

Characteristics of Pelvic Ranges According to Artificial Leg Length Discrepancy During Gait: Three-Dimensional Analysis in Healthy Individuals (보행 중 인위적 다리길이 차이에 따른 3차원적 골반 가동범위의 특성)

  • Kim, Yongwook
    • Journal of The Korean Society of Integrative Medicine
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    • v.7 no.2
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    • pp.59-67
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    • 2019
  • Purpose : The purpose of this study was to analyze the dynamic range of motion (ROM) of pelvic and translation of center of mass (COM) when wearing different shoe insole lifts according to leg length discrepancy (LLD) during free speed gait. Methods : Thirty-five healthy adults were participated in this study. Kinematic data were collected using a Vicon motion capture system. Reflective and cluster 40 markers attached to participants lower extremities and were asked to walk in a 6 m gait way under three different shoe lift conditions (without any insole, 1 cm insole, and 2 cm insole). The pelvic ROM and COM translation in three planes were sorted using a Nexus software, and a Visual3D motion analysis software was used to coordinate all kinematic data. Results : There were significantly increased maximal pelvic elevation and total pelvic range in coronal plane when wearing a standard shoe with 2 cm insole lift during gait (p<.05). When wearing a standard shoe with 2 cm insole lift, the total range of the pelvic segment were significantly different in all three motion planes (p<.05). Conclusion : Although LLD of less than 2 cm develops abnormal movement pattern of the pelvis and may cause of musculoskeletal diseases such as low back pain, hip and knee joint osteoarthritis, therefore intensive various physical therapy interventions for LLD are needed.

Human-like Whole Body Motion Generation of Humanoid Based on Simplified Human Model (단순인체모델 기반 휴머노이드의 인간형 전신동작 생성)

  • Kim, Chang-Hwan;Kim, Seung-Su;Ra, Syung-Kwon;You, Bum-Jae
    • The Journal of Korea Robotics Society
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    • v.3 no.4
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    • pp.287-299
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    • 2008
  • People have expected a humanoid robot to move as naturally as a human being does. The natural movements of humanoid robot may provide people with safer physical services and communicate with persons through motions more correctly. This work presented a methodology to generate the natural motions for a humanoid robot, which are converted from human motion capture data. The methodology produces not only kinematically mapped motions but dynamically mapped ones. The kinematical mapping reflects the human-likeness in the converted motions, while the dynamical mapping could ensure the movement stability of whole body motions of a humanoid robot. The methodology consists of three processes: (a) Human modeling, (b) Kinematic mapping and (c) Dynamic mapping. The human modeling based on optimization gives the ZMP (Zero Moment Point) and COM (Center of Mass) time trajectories of an actor. Those trajectories are modified for a humanoid robot through the kinematic mapping. In addition to modifying the ZMP and COM trajectories, the lower body (pelvis and legs) motion of the actor is then scaled kinematically and converted to the motion available to the humanoid robot considering dynamical aspects. The KIST humanoid robot, Mahru, imitated a dancing motion to evaluate the methodology, showing the good agreement in the motion.

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Creating Stick Figure Animations Based on Captured Motion Data (모션 캡쳐 데이터에 기초한 스틱 피규어애니메이션 제작)

  • Choi, Myung Geol;Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.23-31
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    • 2015
  • We present a method for creating realistic 2D stick figure animations easily and rapidly using captured motion data. Stick figure animations are typically created by drawing a single pose for each frame manually for the entire time interval. In contrast, our method allows the user to summarize an action (e.g. kick, jump) for an extended period of time into a single image in which one or more action lines are drawn over a stick figure to represent the moving directions of body parts. In order to synthesize a series of time-varying poses automatically from the given image, our system first builds a deformable character model that can make arbitrary deformations of the user's stick figure drawing in 2D plane. Then, the system searches for an optimal motion segment that best fits the given pose and action lines from pre-recorded motion database. Deforming the character model to imitate the retrieved motion segment produces the final stick figure animation. We demonstrate the usefulness of our method in creating interesting stick figure animations with little effort through experiments using a variety of stick figure styles and captured motion data.

Prediction of Motion State of a Docking Small Planing Ship using Artificial Neural Network

  • Hoang Thien Vu;Thi Thanh Diep Nguyen;Hyeon Kyu Yoon
    • Journal of Navigation and Port Research
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    • v.48 no.2
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    • pp.116-124
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    • 2024
  • Automatic docking of small planing ship is a critical aspect of maritime operations, requiring accurate prediction of motion states to ensure safe and efficient maneuvers. This study investigates the use of Artificial Neural Network (ANN) to predict motion state of a small planing ship to enhance navigation automation in port environments. To achieve this, simulation tests were conducted to control a small planing ship while docking at various heading angles in calm water and in waves. Comprehensive analysis of the ANN-based predictive model was conducted by training and validation using data from various docking situations to improve its ability to accurately capture motion characteristics of a small planing ship. The trained ANN model was used to predict the motion state of the small planning ship based on any initial motion state. Results showed that the small planing ship could dock smoothly in both calm water and waves conditions, confirming the accuracy and reliability of the proposed method for prediction. Moreover, the ANN-based prediction model can adjust the dynamic model of the small planing ship to adapt in real-time and enhance the robustness of an automatic positioning system. This study contributes to the ongoing development of automated navigation systems and facilitates safer and more efficient maritime transport operations.

Flight Test Measurement and Assessment of a Flapping Micro Air Vehicle

  • Kim, Jong-Heon;Park, Chan-Yik;Jun, Seung-Moon;Chung, Dae-Keun;Kim, Jong-Rok;Hwang, Hee-Chul;Stanford, Bret;Beran, Philip;Parker, Gregory;Mrozinski, Denny
    • International Journal of Aeronautical and Space Sciences
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    • v.13 no.2
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    • pp.238-249
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    • 2012
  • Flight test of flapping micro air vehicles (FMAVs) is carried out using an instrumented measurement system to obtain various engineering parameters and hence to assess the flight performance of the vehicles through the data investigation. An indoor flight test facility equipped with a motion capture system and tracking cameras is used for the work presented in this paper. Maneuvers including straight-level flight, ground flapping, takeoff and landing are tested. Spatial position and orientation data are obtained from the retro-reflective tracking markers attached to the vehicles. Subsequent test analysis is carried out by generating performance parameters from raw data and then assessing the flight performance by comparison of the vehicles. The main findings of this work confirm that the test method and procedures presented here enable the systematic numerical data measurement and assessment of the flying performances of these vehicles, and show the applicability for the test and evaluation of general flapping MAVs.

A Study on the Correction of Face Motion Recognition Data Using Kinect Method (키넥트 방식을 활용한 얼굴모션인식 데이터 제어에 관한 연구)

  • Lee, Junsang;Park, Junhong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.513-515
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    • 2019
  • Techniques to recognize depth values using Kinect infrared projectors continue to evolve. Techniques to track human movements are being developed from the Marcris method to the Bimarris method. Capture of facial movement using Kinect has disadvantages that are not sophisticated. In addition, a method to control the gestures and movements on the face in real time requires much research. Therefore, this paper proposes a technique to create natural 3D image contents by studying technology to apply and control branding technology to extracted face recognition data using Kinect infrared method.

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A Comparative Analysis of Biomechanical Factors and Premotor Time of Body Muscles between Elite College and Amateur Baseball Players during the Baseball Batting Motion

  • Lim, Young-Tae;Kwon, Moon-Seok
    • Korean Journal of Applied Biomechanics
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    • v.26 no.2
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    • pp.205-211
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    • 2016
  • Purpose: The aim of this study was to analyze biomechanical factors and PMT (premotor time) of body muscles between elite college and amateur baseball players during the baseball batting motion. Method: Kinematic and electromyographic data were obtained for 10 elite college baseball players and 10 amateur baseball players who participated in this study. All motion capture data were collected at 200 Hz using 8 VICON cameras and the PMT of muscles was recorded using a Delsys Trigno wireless system. The peak mean bat speed and the peak mean angular velocities of trunk, pelvis, and bat with PMT of 16 body muscles were computed. These kinematic and PMT data of both groups were compared by independent t-tests (p < .05). Results: The pelvis, trunk, and bat showed a sequence of angular velocity value during baseball batting. The PMTs of right tibialis anterior, left gastrocnemius, external oblique, and erector spinae were significantly different between the two groups. Conclusion: The PMT of body muscles was related to the shifting of body and rotation of the pelvis and the trunk segment, and this action can be considered the coordinated muscle activity of the lower and upper body.

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.