• Title/Summary/Keyword: Motion Technique

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Directional Harmonic Wavelet Analysis (방향성 조화 웨이블렛 해석 기법)

  • 한윤식;이종원
    • Journal of KSNVE
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    • v.8 no.5
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    • pp.957-963
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    • 1998
  • A new signal processing technique, the directional harmonic wavelet map(dHWM), is presented to characterize the instantaneous planar motion of a measurement point in a structure from its transient complex-valued vibration signal. It is proven that the directional auto-HWM essentially tracks the shape and directively of the instantaneous planar motion, whereas the phase of the directional cross-HWM indicates its inclination angle. Finally, the technique is suessfully applied to an automobile engine for characterization of its transient motion during crank-on/idling/engine-off.

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Application of Free Oscillation Technique for Yawing Dynamic Stability Derivatives in Yaw (요 동안정미계수 측정을 위한 자유진동기법의 적용)

  • 조환기;백승욱
    • Journal of the Korea Institute of Military Science and Technology
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    • v.5 no.2
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    • pp.62-71
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    • 2002
  • A free oscillation technique for obtaining the dynamic stability derivatives in yaw is applied to the pure yawing motion. The procedure of wind tunnel testing is to compute the derivatives after measuring deflecting angles of the model during the free oscillating motion. The charging compressed air is supplied for the initial excitation. The results of this experiment predicted feasible characteristics of the yawing motion, comparing with the data previously reported in the literature.

Low Complexity Motion Estimation Based on Spatio - Temporal Correlations (시간적-공간적 상관성을 이용한 저 복잡도 움직임 추정)

  • Yoon Hyo-Sun;Kim Mi-Young;Lee Guee-Sang
    • Journal of KIISE:Software and Applications
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    • v.31 no.9
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    • pp.1142-1149
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    • 2004
  • Motion Estimation(ME) has been developed to reduce temporal redundancy in digital video signals and increase data compression ratio. ME is an Important part of video encoding systems, since it can significantly affect the output quality of encoded sequences. However, ME requires high computational complexity, it is difficult to apply to real time video transmission. for this reason, motion estimation algorithms with low computational complexity are viable solutions. In this paper, we present an efficient method with low computational complexity based on spatial and temporal correlations of motion vectors. The proposed method uses temporally and spatially correlated motion information, the motion vector of the block with the same coordinate in the reference frame and the motion vectors of neighboring blocks around the current block in the current frame, to decide the search pattern and the location of search starting point adaptively. Experiments show that the image quality improvement of the proposed method over MVFAST (Motion Vector Field Adaptive Search Technique) and PMVFAST (Predictive Motion Vector Field Adaptive Search Technique) is 0.01~0.3(dB) better and the speedup improvement is about 1.12~l.33 times faster which resulted from lower computational complexity.

Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data (역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기)

  • Han, KuHyun;Kim, YoungBeom;Park, Byung-Ha;Jung, Kwang-Mo;Han, JungHyun
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1587-1596
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    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

Frame Interpolation using Dominant MV (우세 움직임 벡터를 이용한 프레임 보간 기법)

  • Choi, Seung-Hyun;Lee, Seong-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.6
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    • pp.123-131
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    • 2009
  • The emerging display technology has been replaced the previous position of the CRT with the LCD. The nature of hold type display such as LCD, however, causes many problems such as motion blur and motion judder. To resolve the problems, we used frame interpolation technique which improves the image quality by inserting new interpolated frames between existing frames. In this paper, we propose a novel frame interpolation technique that uses dominant MV and variance different value in each block. At first, the proposed algorithm performs unidirectional motion estimation using blocking matching algorithm. The new frame is generated by pixel average using compared block variance or by pixel motion compensation using dominant motion vector, whether the motion estimation find the target area or not. Several experiments with the proposed algorithm shows that the proposed algorithm has better image quality than the existing bidirectional frame interpolation algorithm at the rate of about 3dB PSNR and has low complexity comparing to the unidirectional frame interpolation technique.

Fast Video Stabilization Method Using Integral Image (적분 영상을 이용한 고속 비디오 안정화 기법)

  • Kwon, Young-Man;Lim, Myung-Jae;Oh, Byung-Hun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.5
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    • pp.13-20
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    • 2010
  • We proposed a new technique to perform fast video stabilization using integral image in this article. In the proposed technique, it evaluate local and global motion by the block matching using the generated integral image for each frame and compensate the motion like jitter. We made the various experimental jitter patterns to evaluate the effectiveness of the proposed technique and evaluated stabilization capability and execution time with the existing ones. Through the experiment, we found that the execution time of proposed technique was faster than that of existing techniques and the compensation of jitter was well done.

Signal processing of accelerometers for motion capture of human body (인체 동작 인식을 위한 가속도 센서의 신호 처리)

  • Lee, Ji-Hong;Ha, In-Soo
    • Journal of Institute of Control, Robotics and Systems
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    • v.5 no.8
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    • pp.961-968
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    • 1999
  • In this paper we handle a system that transform sensor data to sensor information. Sensor informations from redundant accelerometers are manipulated to represent the configuration of objects carrying sensors. Basic sensor unit of the proposed systme is composed of 3 accelerometers that are aligned along x-y-z coordination axes of motion. To refine the sensor information, at first the sensor data are fused by geometrical optimization to reduce the variance of sensor information. To overcome the error caused from inexact alignment of each sensor to the coordination system, we propose a calibration technique that identifies the transformation between the coordinate axes and real sensor axes. The calibration technique make the sensor information approach real value. Also, we propose a technique that decomposes the accelerometer data into motion acceleration component and gravity acceleration component so that we can get more exact configuration of objects than in the case of raw sensor data. A set of experimental results are given to show the usefulness of the proposed method as well as the experiments in which the proposed techniques are applied to human body motion capture.

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Structure-From-Motion Approach to the Reconstruction of Surfaces for Earthwork Planning

  • Nassar, Khaled;Jung, Young-Han
    • Journal of Construction Engineering and Project Management
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    • v.2 no.3
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    • pp.1-7
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    • 2012
  • The reconstruction of surfaces from unorganized point clouds can provide very useful information for construction managers. Although point clouds are generally created using 3D scanners, they can also be generated via the structure-from-motion technique using a sequence of images. Here we report a novel surface reconstruction technique for modeling and quantifying earthworks that can be used for preliminary planning, project updates and estimating of earthwork quantities, as well as embedded planning systems in construction equipment. The application of structure-from-motion techniques in earth works is examined and its advantages and limitations identified. Data from 23 earthwork excavation construction sites were collected and analyzed. 3D surface reconstructions during the construction phase were compared to the original land form. Similar experiments were conducted with piles of earth and the results analyzed to determine appropriate ranges of use for structure-from-motion surface reconstructions in earthwork applications. The technique was found to be most suited to pile of materials with volumes less than 2000 m3. Piles up to 10 m in height and with base areas up to $300m^2$ were also successfully reconstructed. These results should be of interest to contractors seeking to utilize new technology to optimize operational efficiency.

An Unstructured 3-D Chimera Technique for Overlapped Bodies inRelative Motion (3차원 비정렬 중첩격자계를 이용한 서로 겹쳐진 물체들 간의 상대운동 해석기법에 관한 연구)

  • 안상준;권오준;정문승
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.34 no.8
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    • pp.1-7
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    • 2006
  • In the present study, A 3-D chimera technique for overlapped bodies in relative motion is studied using unstructured meshes. If all node points of a mesh element at solid boundary are in another body, this element is excluded from computational domain. For computation of unsteady flow, non-active cells have proper variables using interpolation and extrapolation. These variables are used in next time step. The motion of a launching trajectory ejected from a wing and the motion of deploying fins of a trajectory which have not been simulated are computed to conform practicality of this technique.

3D Avatar´s movement creation and control technique

  • Jang, Moon-Sung;Kuc, Tae-Yong;Kim, Si-Jung
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.4-117
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    • 2001
  • This paper introduces the movement creation and control technique of an avatar, whose replacement of the user is increasing due to the rapid development of the internet and hardware that generalizes the VR. A 3D avatar´s movement is usually created through the key-framing technique or motion-capture equipment. This paper introduce the production of the avatar´s movement by constructing a articulated avatar whose speed and movement are automatically created by the neural oscillatory network and avatar´s joint is controlled by the use of kinematics and motion editor.

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