• Title/Summary/Keyword: Motion Mimic

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A motion capture and mimic system (운동포착 및 재현 시스템)

  • 윤중선;최원수
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.1344-1347
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    • 1996
  • A general procedure for motion capture and mimic system has been delineated. Utilizing sensors operated in the magnetic fields, complex and optimized movements are easily digitized to analyze and follow. Design concepts of the system are modular, open, and user friendly to ensure the overall system performance. The system consists of motion capture, visualization, plan, mimic and GUI modules. This procedure is currently being implemented on a virtual cyber cube.

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A Motion Capture and Mimic System for Motion Controls (운동 제어를 위한 운동 포착 및 재현 시스템)

  • Yoon, Joongsun
    • Journal of the Korean Society for Precision Engineering
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    • v.14 no.7
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    • pp.59-66
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    • 1997
  • A general procedure for a motion capture and mimic system has been delineated. Utilizing sensors operated in the magnetic fields, complicated and optimized movements are easily digitized to analyze and repreduce. The system consists of a motion capture module, a motion visualization module, a motion plan module, a motion mimic module, and a GUI module. Design concepts of the system are modular, open, and user friendly to ensure the overall system performance. Custom-built and/or off-the-shelf modules are ease- ly integrated into the system. With modifications, this procedure can be applied for complicated motion controls. This procedure is implemented on tracking a head and balancing a pole. A neural controller based on this control scheme dtilizing human motions can easily evolve from a small amount of learning data.

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A Motion Control utilizing Human Motions (사람의 움직임을 쓴 운동 제어)

  • 최원수;손호영;윤중선
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1996.11a
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    • pp.243-247
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    • 1996
  • A general procedure for motion capture and mimic system has been delineated. Utilizing sensors operated in the magnetic fields, complicated and optimized movements are easily digitized to analyze and reproduce. The system consists of a motion capture module, a motion visualization module, a motion plan module, a motion mimic module, and a GUI module. Design concepts of the system are modular, open, and user friendly to ensure the overall system performance. This procedure is being implemented on a virtual cyber cube. and an inverted pendulum. With modifications, this procedure can applied for complicated motion controls.

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A study on the straight cruise of fish robot according to biological mimic (생물학적 모방에 따른 물고기 로봇의 직진유영 연구)

  • Park, Jin-Hyun;Lee, Tae-Hwan;Choi, Young-Kiu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.8
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    • pp.1756-1763
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    • 2011
  • This paper was researched the straight cruise of fish robot according to biological mimic, and it was compared the proposed method which was considered up to 7th order components in fourier series of Liu's tail motion function with the approximate method which was used general sine function by simulation. If fish robot has a large number of links and if the length of tail link is long. The end rotary joint trajectory of tail motion function generally is different from sine function. Therefore The approximate method which expresses tail motion trajectories as fundamental component in fourier series has a problem. Through the computer simulation, the proposed method showed 10% excellent propulsion and velocity than the conventional method.

A motion capture and mimic system for intelligent interactions (지능 접속을 위한 인체 운동 포착 및 재현 시스템)

  • Yoon, Joong-Sun
    • Journal of Institute of Control, Robotics and Systems
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    • v.5 no.5
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    • pp.585-592
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    • 1999
  • A new paradigm of technology, based on the overall interactions of technology, human and environment, is explored. History of technology and machines is reviewed in terms of the interactions of human and machines. Two main concepts of intelligent interactions proposed, holism and embodiment, are based on the interactions of machines and human through human body : Korperlichkeit ( corporeality). Human body movements are the result of long periods of evolution and, thus, are very optimized motions. Complicated and flexible motions could be easily achieved by mimicking human body movements. Motion capture and mimic systems based on the electromagnetic, visual, and gyroscopic type trackers, are being implemented to demonstrate these concepts. Also, various motion mappings are investigated on these interactive systems. By exploring a new paradigm of technology through Korperlichkeit, an oriental view of technology as relativities may evolve to embrace the limitations of western view of machines as an absolute independent form.

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A study on the C-shape Sharp Turn of fish robot according to biological mimic (생물학적 모방에 따른 물고기 로봇의 빠른 방향 전환 연구)

  • Park, Jin-Hyun;Lee, Tae-Hwan;Choi, Young-Kiu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2626-2631
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    • 2011
  • CST(C-shape sharp turn) represented the motion whereby fish bend their tail quickly in a C-shape to achieve an emergent changing of its swimming direction on fish swimming. But there is not yet the general motion trajectory functions related to CST. In this paper, we proposed the very simple motion functions related to CST sequence recorded from a real fish by biologists. Through the computer simulations, we confirmed the usefulness of the proposed function.

DEVELOPMENT OF CHEWING SIMULATOR (저작재현장치의 개발)

  • Park, Sung-Ho;Jung, Il-Young;Lee, Kwon-Yong
    • Restorative Dentistry and Endodontics
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    • v.28 no.1
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    • pp.34-40
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    • 2003
  • Chewing simulator, which can partly mimic the motion of chewing motion of human, has been successfully developed. The purpose of its development was to make a new machine which can anticipate the clinical results of restoration in the human teeth more accurately in vitro condition It is composed of 4 major parts, chewing part, motor part, water bath, controlling part. The controlling part control the chewing force, frequency, the temperature and running time of water. Additionally, the actual chewing force and remaining time is shown in the monitor of controlling part. At present, the chewing cycle is composed depending on the pre-published data of foreign people. Long term clinical data should be additionally collected for the simulator to mimic the clinical results more accurately.

Real-time Marker-free Motion Capture System to Create a 3D Virtual Human Model (3차원 가상 인체 생성을 위한 실시간 마커프리 모션캡쳐 시스템)

  • 김성은;이란희;박창준;이인호
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.1093-1098
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    • 2002
  • 본 연구실에서 개발한 MIMIC(Motion Interface & Motion Information Capture system)은 동작자의 동작을 획득하고, 동작의 의미를 이해할 수 있도록 설계된 시스템이다. 비전 센서로부터 입력된 영상을 분석하여 동작자의 머리와 두 손, 두 발의 정보를 찾는다. 그리고, 이 정보를 기반으로 팔꿈치나 무릎 등의 중간 관절을 추정한 후 20개의 관절을 가지는 3차원 인체 모델을 구성한다. 이 인체 모델은 동작자의 동작을 실시간으로 흉내낸다. 그러므로, 기존의 마커프리 모션캡쳐 시스템과 달리 완벽한 인체를 구성하기 위한 중간 관절까지 생성함으로써 동작자의 동작을 더욱 자연스럽게 구현할 수 있다.

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Jitter Correction of the Face Motion Capture Data for 3D Animation

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.39-45
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    • 2015
  • Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character's motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.45-50
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    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.