• Title/Summary/Keyword: Motion Similarity

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

  • Kang, Hyun-Ah;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.63-71
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    • 2007
  • From several commercialized games the technique of changing facial expressions is imported, and a design method of a game character for the player's empathy is expected to be diversified in the future. In this paper, as a design method of a game character for the player's empathy, this makes walking motion for the game character applied with 'human-emotion' factors as statistics variation of a game character in RPG genre. After this paper implements analyzed emotions of human facial expression and walking motions applied with emotion in examples of character animation theory, this paper divides walking motion applied with human-emotion factors into 8 types through relationship to statistics factors in RPG genre. And then these are applied to a knight character, which has the most similarity with human's physical feature of the game characters in RPG genre, and makes walking motion as variable statistics. As a game player controls the game character applied with 'human-emotion' factors, the effect of the player's empathy about the game character becomes higher, and the level of immersion in game play is also expected to increase.

The Effect of Aspect Ratio on Aerodynamic Characteristics of Flapping Motion (날개의 종횡비가 날개 짓 운동의 공기역학적 특성에 미치는 영향)

  • Oh, Hyun-Taek;Choi, Hang-Cheol;Kim, Kwang-Ho;Chung, Jin-Taek
    • 유체기계공업학회:학술대회논문집
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    • 2006.08a
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    • pp.217-220
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    • 2006
  • The lift and drag forces produced by a wing of a given cross-sectional profile are dependent on the wing planform and the angle of attack. Aspect ratio is the ratio of the wing span to the average chord. For conventional fixed wing aircrafts, high aspect ratio wings produce a higher lift to drag ratio than low ones for flight at subsonic speeds. Therefore, high aspect ratio wings are used on aircraft intended for long endurance. However, birds and insects flap their wings to fly in the air and they can change their wing motions. Their wing motions are made up of translation and rotation. Therefore, we tested flapping motions with parameters which affect rotational motion such as the angle of attack and the wing beat frequency. The half elliptic shaped wings were designed with the variation of aspect ratio from 4 to 11. The flapping device was operated in the water to reduce the wing beat frequency according to Reynolds similarity. In this study, the aerodynamic forces, the time-averaged force coefficients and the lift to drag ratio were measured at Reynolds number 15,000 to explore the aerodynamic characteristics with the variation of aspect ratio. The maximum lift coefficient was turned up at AR=8. The mean drag coefficients were almost same values at angle of attack from $10^{\circ}$ to $40^{\circ}$ regardless of aspect ratio, and the mean drag coefficients above angle of attack $50^{\circ}$ were decreased according to the increase of aspect ratio. For flapping motion the maximum mean lift to drag ratio appeared at AR=8.

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Numerical Simulation of Slamming Phenomena for 2-D Wedges (2차원 쐐기형 구조물의 슬래밍 현상에 대한 수치 유동해석)

  • Yum, Deuk-Joon;Yoon, Bum-Sang
    • Journal of the Society of Naval Architects of Korea
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    • v.45 no.5
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    • pp.477-486
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    • 2008
  • Numerical analysis for slamming impact phenomena has been carried out when 2-dimensional wedge shaped structure with finite deadrise angles enter the free surface by using a commertial CFD code, FLUENT. Fluid is assumed incompressible and entry speed of the structure is kept constant. Geo-reconstruct scheme (or PLIC-VOF scheme) is used for the tracking of the deforming free surface. User defined function of 6 degrees of freedom motion and moving dynamic mesh option are used for the expression of the downward motion of the structure and deforming of unstructured meshes adjacent to the structure. The magnitude and the location of impact pressure and the total drag force which is the summation of pressures distributed at the bottom of the structure are analyzed. Results of the analysis show good agreement with the results of similarity solution, asymptotic solution and the solution of BEM.

Design, Fabrication and Analysis of Walking Robot Based on Origami Structure (종이 접기 구조를 활용한 단일 구동기 보행 로봇의 설계, 제작 및 분석)

  • Kim, Tae-Yeon;Lee, Seok-Hun;Lee, Gi-Jung;Lee, Dae-Young;Kim, Ji-Suk;Cho, Kyu-Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.32 no.1
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    • pp.97-105
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    • 2015
  • Recently, there have been many researches about applications of origami to mechanical engineering, which realizes a 30 sturcture by folding a 20 plane material. With this simple manufacturing process, origami was even adopted by some roboticists as a way to build an entirely new robot with benefits in terms of cost, weight, and structural simplicity In this paper, we propose a new type of a walking robot based on origami structure. Because all the components of the robot that generate gait motion are mechanically connected, it can actually walk fotward with only a single actuator. We also showed the similarity of gait trajectories between a kinematic analysis and the actual gait motion measured by video tracking. This result proved the possibility of designing an origami-based robot with the identical gait trajectory as we plan.

Surveillance Video Retrieval based on Object Motion Trajectory (물체의 움직임 궤적에 기반한 감시 비디오의 검색)

  • 정영기;이규원;호요성
    • Journal of Broadcast Engineering
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    • v.5 no.1
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    • pp.41-49
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    • 2000
  • In this paper, we propose a new method of indexing and searching based on object-specific features at different semantic levels for video retrieval. A moving trajectory model is used as an indexing key for accessing the individual object in the semantic level. By tracking individual objects with segmented data, we can generate motion trajectories and set model parameters using polynomial curve fitting. The proposed searching scheme supports various types of queries including query by example, query by sketch, and query on weighting parameters for event-based video retrieval. When retrieving the interested video clip, the system returns the best matching event in the similarity order.

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Vision-Based Two-Arm Gesture Recognition by Using Longest Common Subsequence (최대 공통 부열을 이용한 비전 기반의 양팔 제스처 인식)

  • Choi, Cheol-Min;Ahn, Jung-Ho;Byun, Hye-Ran
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.5C
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    • pp.371-377
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    • 2008
  • In this paper, we present a framework for vision-based two-arm gesture recognition. To capture the motion information of the hands, we perform color-based tracking algorithm using adaptive kernel for each frame. And a feature selection algorithm is performed to classify the motion information into four different phrases. By using gesture phrase information, we build a gesture model which consists of a probability of the symbols and a symbol sequence which is learned from the longest common subsequence. Finally, we present a similarity measurement for two-arm gesture recognition by using the proposed gesture models. In the experimental results, we show the efficiency of the proposed feature selection method, and the simplicity and the robustness of the recognition algorithm.

View synthesis with sparse light field for 6DoF immersive video

  • Kwak, Sangwoon;Yun, Joungil;Jeong, Jun-Young;Kim, Youngwook;Ihm, Insung;Cheong, Won-Sik;Seo, Jeongil
    • ETRI Journal
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    • v.44 no.1
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    • pp.24-37
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    • 2022
  • Virtual view synthesis, which generates novel views similar to the characteristics of actually acquired images, is an essential technical component for delivering an immersive video with realistic binocular disparity and smooth motion parallax. This is typically achieved in sequence by warping the given images to the designated viewing position, blending warped images, and filling the remaining holes. When considering 6DoF use cases with huge motion, the warping method in patch unit is more preferable than other conventional methods running in pixel unit. Regarding the prior case, the quality of synthesized image is highly relevant to the means of blending. Based on such aspect, we proposed a novel blending architecture that exploits the similarity of the directions of rays and the distribution of depth values. By further employing the proposed method, results showed that more enhanced view was synthesized compared with the well-designed synthesizers used within moving picture expert group (MPEG-I). Moreover, we explained the GPU-based implementation synthesizing and rendering views in the level of real time by considering the applicability for immersive video service.

Graph-based High-level Motion Segmentation using Normalized Cuts (Normalized Cuts을 이용한 그래프 기반의 하이레벨 모션 분할)

  • Yun, Sung-Ju;Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.35 no.11
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    • pp.671-680
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    • 2008
  • Motion capture devices have been utilized in producing several contents, such as movies and video games. However, since motion capture devices are expensive and inconvenient to use, motions segmented from captured data was recycled and synthesized to utilize it in another contents, but the motions were generally segmented by contents producers in manual. Therefore, automatic motion segmentation is recently getting a lot of attentions. Previous approaches are divided into on-line and off-line, where ow line approaches segment motions based on similarities between neighboring frames and off-line approaches segment motions by capturing the global characteristics in feature space. In this paper, we propose a graph-based high-level motion segmentation method. Since high-level motions consist of repeated frames within temporal distances, we consider similarities between neighboring frames as well as all similarities among all frames within the temporal distance. This is achieved by constructing a graph, where each vertex represents a frame and the edges between the frames are weighted by their similarity. Then, normalized cuts algorithm is used to partition the constructed graph into several sub-graphs by globally finding minimum cuts. In the experiments, the results using the proposed method showed better performance than PCA-based method in on-line and GMM-based method in off-line, as the proposed method globally segment motions from the graph constructed based similarities between neighboring frames as well as similarities among all frames within temporal distances.

3D Non-local Means(NLM) Algorithm Based on Stochastic Distance for Low-dose X-ray Fluoroscopy Denoising (저선량 X-ray 영상의 잡음 제거를 위한 확률 거리 기반 3차원 비지역적 평균 알고리즘)

  • Lee, Min Seok;Kang, Moon Gi
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.4
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    • pp.61-67
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    • 2017
  • Low-dose X-ray fluoroscopic image sequences to avoid radiation exposure risk are contaminated by quantum noise. To restore these noisy sequences, we propose a 3D nonlocal means (NLM) filter based on stochastic distancesed can be applied to the denoising of X-ray fluoroscopic image sequences. The stochastic distance is obtained within motion-compensated noise filtering support to remove the Poisson noise. In this paper, motion-adaptive weight which reflected the frame similarity is proposed to restore the noisy sequences without motion artifact. Experimental results including comparisons with conventional algorithms for real X-ray fluoroscopic image sequences show the proposed algorithm has a good performance in both visual and quantitative criteria.

Detection of Moving Objects in Crowded Scenes using Trajectory Clustering via Conditional Random Fields Framework (Conditional Random Fields 구조에서 궤적군집화를 이용한 혼잡 영상의 이동 객체 검출)

  • Kim, Hyeong-Ki;Lee, Gwang-Gook;Kim, Whoi-Yul
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1128-1141
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    • 2010
  • This paper proposes a method of moving object detection in crowded scene using clustered trajectory. Unlike previous appearance based approaches, the proposed method employes motion information only to isolate moving objects. In the proposed method, feature points are extracted from input frames first and then feature tracking is followed to create feature trajectories. Based on an assumption that feature points originated from the same objects shows similar motion as the object moves, the proposed method detects moving objects by clustering trajectories of similar motions. For this purpose an energy function based on spatial proximity, motion coherence, and temporal continuity is defined to measure the similarity between two trajectories and the clustering is achieved by minimizing the energy function in CRFs (conditional random fields). Compared to previous methods, which are unable to separate falsely merged trajectories during the clustering process, the proposed method is able to rearrange the falsely merged trajectories during iteration because the clustering is solved my energy minimization in CRFs. Experiment results with three different crowded scenes show about 94% detection rate with 7% false alarm rate.