• Title/Summary/Keyword: Motion Capture Data

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Real-time Interactive Animation System for Low-Priced Motion Capture Sensors (저가형 모션 캡처 장비를 이용한 실시간 상호작용 애니메이션 시스템)

  • Kim, Jeongho;Kang, Daeun;Lee, Yoonsang;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.29-41
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    • 2022
  • In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user's input motion, the other character's motion is decided to react to the user avatar's motion. During a pre-processing step, our system analyzes the reference motion data and generates mapping model in advance. At run-time, our system first generates initial poses of two characters and then modifies them so that it could provide plausible interacting behavior. Our experimental results show plausible interacting animations in that the user character performs a modified motion of user input and the counterpart character properly reacts against the user character. The proposed method will be useful for developing real-time interactive animation systems which provide a better immersive experience for users.

Dragging Body Parts in 3D Space to Direct Animated Characters (3차원 공간 상의 신체 부위 드래깅을 통한 캐릭터 애니메이션 제어)

  • Lee, Kang Hoon;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.2
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    • pp.11-20
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    • 2015
  • We present a new interactive technique for directing the motion sequences of an animated character by dragging its specific body part to a desired location in the three-dimensional virtual environment via a hand motion tracking device. The motion sequences of our character is synthesized by reordering subsequences of captured motion data based on a well-known graph representation. For each new input location, our system samples the space of possible future states by unrolling the graph into a spatial search tree, and retrieves one of the states at which the dragged body part of the character gets closer to the input location. We minimize the difference between each pair of successively retrieved states, so that the user is able to anticipate which states will be found by varying the input location, and resultantly, to quickly reach the desired states. The usefulness of our method is demonstrated through experiments with breakdance, boxing, and basketball motion data.

Deforming the Walking Motion with Geometrical Editing (주 관절 경로의 변형을 통한 걷기 동작 수정)

  • Kim, Meejin;Lee, Sukwon
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.1
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    • pp.1-8
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    • 2021
  • This paper proposes a simple deformation method for editing the trajectory of a walking motion with preserving its style. To this end, our method analyzes the trajectory of the root joint into the graph and deforms it by applying the graph Laplace operator. The trajectory of the root joint is presented as a graph with a vertex defined the position and direction at each time frame on the motion dataThe graph transforms the trajectory into the differential coordinate, and if the constraints are set on the trajectory vertex, the solver iterative approaches to the solution. By modifying the root trajectory, we can continuously vary the walking motion, which reduces the cost of capturing a whole motion that is required. After computes the root trajectory, other joints are copied on the root and post-processed as a final motion. At the end of our paper, we show the application that the character continuously walks in a complex environment while satisfying user constraints.

Helicopter BVI Noise Prediction Using Acoustic Analogy and High Resolution Airloads of Time Marching Free Wake Method (자유후류기법에 의한 고해상도 공기력과 음향상사법을 이용한 헬리콥터 로터 블레이드-와류 상호작용 소음 예측)

  • Chung, K.;Lee, D.J.;Hwang, C.
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.16 no.3 s.108
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    • pp.291-297
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    • 2006
  • The BVI(blade vortex interaction) noise Prediction has been one of the most challenging acoustic analyses in helicopter aeromechanical Phenomenon. It is well known high resolution airloads data with accurate tip vortex positions are necessary for the accurate prediction of this phenomenon. The truly unsteady time-marching free-wake method, which is able to capture the tip vortices instability in hover and axial flights, is expanded with the rotor flapping motion and trim routine to predict unsteady airloads in forward and descent flights. And Farassat formulation 1-A based on the FW-H equation is applied for the noise prediction considering the blade flapping motion. Main objective of this study is to validate the newly developed prediction code. To achieve the objective, the descent flight condition of AH-1 OLS(operational loads survey) configuration is analyzed using present code. The predicted sectional thrust distribution and sectional airloads time histories show the present scheme is able to capture well the unsteady airloads caused by a parallel BVI. Finally, the predicted noise data, observed in two different positions where are 3.44 times of rotor radius far from the hub center, are quite reasonable agreements with the experimental data compared to the other analysis results.

A Character Speech Animation System for Language Education for Each Hearing Impaired Person (청각장애우의 언어교육을 위한 캐릭터 구화 애니메이션 시스템)

  • Won, Yong-Tae;Kim, Ha-Dong;Lee, Mal-Rey;Jang, Bong-Seog;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.389-398
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    • 2008
  • There has been some research into a speech system for communications between those who are hearing impaired and those who hear normally, but the system has been pursued in inefficient teaching ways in which existing teachers teach each individual due to social indifference and a lack of marketability. In order to overcome such a weakness, there appeared to be a need to develop contents utilizing 3D animation and digital technology. For the investigation of a standard face and a standard spherical shape for the preparation of a character, the study collected sufficient data concerning students in the third-sixth grades in elementary schools in Seoul and Gyeonggi, Korea, and drew up standards for a face and a spherical shape of such students. This data is not merely the basic data of content development for the hearing impaired, but it can also offer a standard measurement and a standard type realistically applicable to them. As a system for understanding conversations by applying 3D character animation and educating self-expression, the character speech animation system supports effective learning for language education for hearing impaired children who need language education within their families and in special education institutions with the combination of 3D technology and motion capture.

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Data-driven Facial Animation Using Sketch Interface (스케치 인터페이스를 이용한 데이터 기반 얼굴 애니메이션)

  • Ju, Eun-Jung;Ahn, Soh-Min;Lee, Je-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.11-18
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    • 2007
  • Creating stylistic facial animation is one of the most important problems in character animation. Traditionally facial animation is created manually by animators of captured using motion capture systems. But this process is very difficult and labor-intensive. In this work, we present an intuitive, easy-to-use, sketch-based user interface system that facilitates the process of creating facial animation and key-frame interpolation method using facial capture data. The user of our system is allowed to create expressive speech facial animation easily and rapidly.

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Immediate Effects of Low-Dye Taping on the Ankle Motion and Ground Reaction Forces in the Pronated Rear-Foot During Gait

  • Kim, Sung-shin;Chung, Jae-yeop
    • Physical Therapy Korea
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    • v.23 no.1
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    • pp.72-79
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    • 2016
  • Background: Increased foot pronation causes biomedchanical changes at the lower limbs, which may result in musculoskeletal injuries at the proximal joints. Pronation rear-foot leads to plantar fasciitis, Achilles tendonitis, and posterior tibial tendonitis pathologically. According to the recent meta-analysis, They showed that therapeutic adhesive taping is more effective than foot orthoses and motion control footwear, low-Dye (LD) taping has become the most popular method used by physiotherapists. Objects: The purpose of this study was to determine the immediate effects of LD taping results in different ankle motion and ground reaction force (GRF) as before and after applied LD taping on pronated rear-foot during gait. Methods: Twenty-four participants were recruited for this study. The gait data were recorded using an 8-camera motion capture system and two force platforms. At first, the experiments were carried out that participants walked barefoot without LD taping. And then they walked both feet was applied LD taping. Results: The ankle inversion minimum was significantly greater after LD taping than before LD taping (p=.04); however, in the GRF, there were no significant differences in the inversion maximum or total motion of the stance phase (p=.33, p=.07), or in the vertical (p=.33), posterior (p=.22), and lateral (p=.14) peak forces. Conclusion: The application of taping to pronation rear-foot assists in increased ankle inversion.

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.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

Design of Robot Arm Controller based on Motion Capture (동작 모방형 로봇팔의 제어기 설계)

  • Ha, Chang-Wan;Lee, Dong-Hee;Ahn, Jin-Woo
    • Proceedings of the KIPE Conference
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    • 2011.07a
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    • pp.535-536
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    • 2011
  • 본 논문에서는 컨트롤러를 부착한 사람의 팔 움직임을 따라 하는 Robot Arm에 대해 기술한다. 구부러짐에 따라 저항값이 다르게 나오는 flexible sensor를 관절마다 부착하여 사람의 팔의 움직임에 따라 만들어진 Data를 Analog Digital Converting과 Digital Filtering을 거쳐 데이터를 안정화 있게 로봇팔로 전송 하도록 설계하였다.

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