• Title/Summary/Keyword: Motion distance

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Development of Standard Golf Swing Motion Modeling System (골프 표준 스윙 자세 구현 시스템 개발)

  • 이지홍;조복기;김기웅;심형원;유병욱
    • Proceedings of the IEEK Conference
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    • 2002.06e
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    • pp.121-124
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    • 2002
  • This paper explains the system which finds the data of the joint of Wire Frame(that express the body structure of the golfer) from standard golf swing movie. Also, this paper used interpolation and the method which modify the distance between a joint and a close joint to general new joint data. Last this paper explains the system that make a standard golf swing attitude by continuous display the static attitude(which are formed with Wire Frame) of golf swing operations.

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Kinematical Differences of the Male Professional Golfers' 30 Yard Chip Shot and Pitch Shot Motion (남자프로골퍼의 30 야드 칩샷과 피치샷 동작의 운동학적 차이)

  • Pyun, Eun-Kyung;Park, Young-Hoon;Youm, Chang-Hong;Sun, Sheng;Seo, Kuk-Woong;Seo, Kook-Eun
    • Korean Journal of Applied Biomechanics
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    • v.17 no.2
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    • pp.177-185
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    • 2007
  • Even though there were no clear definitions of the short game and short game distance, short game capability is crucial for a good golf score. Generally, chip shot and pitch shot are regarded as two principal components of the short game. Chip shot is a short, low trajectory shot played to the green or from trouble back into play. Pitch shot is a high trajectory shot of short length. Biomechanical studies were conducted usually to analyze full swing and putting motions. The purpose of the study was to reveal the kinematical differences between professional golfers' 30 yard $53^{\circ}wedge$ chip shot and $56^{\circ}wedge$ pitch shot motions. Fifteen male professional golfers were recruited for the study. Kinematical data were collected by the 60 Hz three-dimensional motion analysis system. Statistical comparisons were made by paired t-test, ANOVA, and Duncan of the SPSS 12.0K with the $\alpha$ value of .05. Results show that both the left hand and the ball were placed left of the center of the left and right foot at address. The left hand position of the chip shot was significantly left side of that of the pitch shot. But the ball position of the pitch shot was significantly right side of that of the chip shot. All body segments aligned to the left of the target line, open, at address. Except shoulder, there were no significant pelvis, knee, and feet alignment differences between chip shot and pitch shot. These differences at address seem for the ball height control. Pitch shot swing motions(the shoulder and pelvis rotation and the club head travel distance) were significantly bigger than those of the chip shot. Club head velocity of the pitch shot was significantly faster than that of the chip shot at the moment of impact. This was for the same shot length control with different lofted clubs. Swing motion differences seem mainly caused by the same shot length control with different ball height control.

The Comparison of Driving Pattern by Gender Using Driving Simulator and Motion Data (시뮬레이터 및 동작데이터를 이용한 남녀 운전 수행 패턴의 비교)

  • Mun, Kyung-Ryoul;Choi, Jin-Seung;Kang, Dong-Won;Lee, Su-Jeong;Yang, Jae-Woong;Choi, Mi-Hyun;Ji, Doo-Hwan;Min, Byung-Chan;Chung, Soon-Cheol;Tack, Gye-Rae
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.2
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    • pp.56-62
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    • 2010
  • The purpose of this study was to compare the difference of driving pattern between male and female drivers for a straight driving and unexpected situation using driving simulator and motion data. The participants included total 60 university students; 30 males aged 24.3$\pm$1.4 years and 30 females aged 23.2$\pm$1.9 years with 1~3 years of driving experience. The driving task required participants to keep the constant distance (20m, 25m or 30m) with preceding vehicle running at 55~65km/hr speed using driving simulator which was programed unexpected situation for two minutes. Simulator and motion data were acquired. The acquired data was divided in straight driving block for 40 second and unexpected situation block for 2 second. The coefficient of variation (CV) of lane keeping and jerk-cost (JC) function were analyzed for straight driving and unexpected situation blocks. The results show that CV was smaller in males than females for both straight and unexpected situation blocks (p < .05). JC was smaller in females than males for both straight and unexpected situation blocks. As the distance of vehicles become longer, JC was smaller for both male and female (p < .05).

Modeling of flat otter boards motion in three dimensional space (평판형 전개판의 3차원 운동 모델링)

  • Choe, Moo-Youl;Lee, Chun-Woo;Lee, Gun-Ho
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.43 no.1
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    • pp.49-61
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    • 2007
  • Otter boards in the trawl are the one of essential equipments for the net mouth to be spread to the horizontal direction. Its performance should be considered in the light of the spreading force to the drag and the stability of towing in the water. Up to the present, studies of the otter boards have focused mainly on the drag and lift force, but not on the stability of otter boards movement in 3 dimensional space. In this study, the otter board is regarded as a rigid body, which has six degrees of freedom motion in three dimensional coordinate system. The forces acting on the otter boards are the underwater weight, the resistance of drag and spread forces and the tension on the warps and otter pendants. The equations of forces were derived and substituted into the governing equations of 6 degrees of freedom motion, then the second order of differential equations to the otter boards were established. For the stable numerical integration of this system, Backward Euler one of implicit methods was used. From the results of the numerical calculation, graphic simulation was carried out. The simulations were conducted for 3 types of otter boards having same area with different aspect ratio(${\lambda}=0.5,\;1.0,\;1.5$). The tested gear was mid-water trawl and the towing speed was 4k't. The length of warp was 350m and all conditions were same to each otter board. The results of this study are like this; First, the otter boards of ${\lambda}=1.0$ showed the longest spread distance, and the ${\lambda}=0.5$ showed the shorted spread distance. Second, the otter boards of ${\lambda}=1.0$ and 1.5 showed the upright at the towing speed of 4k't, but the one of ${\lambda}=0.5$ heeled outside. Third, the yawing angles of three otter boards were similar after 100 seconds with the small oscillation. Fourth, it was revealed that the net height and width are affected by the characteristics of otter boards such as the lift coefficient.

Facial Expression Control of 3D Avatar using Motion Data (모션 데이터를 이용한 3차원 아바타 얼굴 표정 제어)

  • Kim Sung-Ho;Jung Moon-Ryul
    • The KIPS Transactions:PartA
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    • v.11A no.5
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    • pp.383-390
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    • 2004
  • This paper propose a method that controls facial expression of 3D avatar by having the user select a sequence of facial expressions in the space of facial expressions. And we setup its system. The space of expression is created from about 2400 frames consist of motion captured data of facial expressions. To represent the state of each expression, we use the distance matrix that represents the distances between pairs of feature points on the face. The set of distance matrices is used as the space of expressions. But this space is not such a space where one state can go to another state via the straight trajectory between them. We derive trajectories between two states from the captured set of expressions in an approximate manner. First, two states are regarded adjacent if the distance between their distance matrices is below a given threshold. Any two states are considered to have a trajectory between them If there is a sequence of adjacent states between them. It is assumed . that one states goes to another state via the shortest trajectory between them. The shortest trajectories are found by dynamic programming. The space of facial expressions, as the set of distance matrices, is multidimensional. Facial expression of 3D avatar Is controled in real time as the user navigates the space. To help this process, we visualized the space of expressions in 2D space by using the multidimensional scaling(MDS). To see how effective this system is, we had users control facial expressions of 3D avatar by using the system. As a result of that, users estimate that system is very useful to control facial expression of 3D avatar in real-time.

A Method for Real Time Target Following of a Mobile Robot Using Heading and Distance Information (방향각 및 거리 정보에 의한 이동 로봇의 실시간 목표물 추종 방법)

  • Ko, Nak-Yong;Seo, Dong-Jin;Moon, Yong-Seon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.5
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    • pp.624-631
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    • 2008
  • This paper presents a method for a mobile robot to follow a moving object in real time. The robot follows a target object keeping the facing angle toward the target and the distance to the target to given value. The method consists of two procedures: first, the detection of target position in the robot coordinate system, and the second, the calculation of translational velocity and rotational velocity to follow the object:. To detect the target location, range sensor data is represented in histogram. Based on the real time calculation of the location of the target relative to the robot, translational velocity and rotational velocity to follow the target are calculated. The velocities make the heading angle and the distance to target converge toward the desired ones. The performance of the method is tested through simulation. In the simulation, the target moves with three different trajectories, straight line trajectory, rectangular trajectory, and circular trajectory. As shown in the results, it is inevitable to lose track temporarily of the target when the target suddenly changes its motion direction. Nevertheless, the robot speeds up to catch up and finally succeeds to follow the target as soon as possible even in this case. The proposed method can also be utilized to coordinate the motion of multiple robots to keep their formation as well as to follow a target.

Multi-classifier Decision-level Fusion for Face Recognition (다중 분류기의 판정단계 융합에 의한 얼굴인식)

  • Yeom, Seok-Won
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.4
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    • pp.77-84
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    • 2012
  • Face classification has wide applications in intelligent video surveillance, content retrieval, robot vision, and human-machine interface. Pose and expression changes, and arbitrary illumination are typical problems for face recognition. When the face is captured at a distance, the image quality is often degraded by blurring and noise corruption. This paper investigates the efficacy of multi-classifier decision level fusion for face classification based on the photon-counting linear discriminant analysis with two different cost functions: Euclidean distance and negative normalized correlation. Decision level fusion comprises three stages: cost normalization, cost validation, and fusion rules. First, the costs are normalized into the uniform range and then, candidate costs are selected during validation. Three fusion rules are employed: minimum, average, and majority-voting rules. In the experiments, unfocusing and motion blurs are rendered to simulate the effects of the long distance environments. It will be shown that the decision-level fusion scheme provides better results than the single classifier.

An Exploratory Study of Searching Human Body Segments for Motion Sensors of Smart Sportswear: Focusing on Rowing Motion (동작에 따른 피부변화 분석을 통한 동작센서 부착의 최적위치 탐색: 조정 동작을 중심으로)

  • Han, Bo-Ram;Park, Seonhyung;Cho, Hyun-Seung;Kang, Bokku;Kim, Jin-Sun;Lee, Joohyeon;Kim, Han Sung;Lee, Hae-Dong
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.17-30
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    • 2017
  • Lots of interdisciplinary studies for fusion of high technologes and the other areas of research had been tried in these days. In sports training area, high technologies like a vital sign sensor or an accelerometer were adopted as training tools to improve the performance of the sports players. The purpose of this study is finding the proper locations on the human body for attaching the motion sensors in order to develop a smart sportswear which could be helpful in training players. The rowing was selected as a subject sport as lots of movements of the joint on human body could be seen in rowing motions. The players of rowing could be devided into two weight divisions, the lightweight and the heavyweight. In this study, the change rates of distance between markers on human skin as the players moved were took on the back, the elbow, the hip and the knee area on human body by 3D motion capturing system. The distances between markers and the differences between the lightweight and heavyweight were analyzed. Finally, this study provided the guide lines for designing a motion sensing smart sportswear.

Metamorphosis Hierarchical Motion Vector Estimation Algorithm for Multidimensional Image System (다차원 영상 시스템을 위한 변형계층 모션벡터 추정알고리즘)

  • Kim Jeong-Woong;Yang Hae-Sool
    • The KIPS Transactions:PartB
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    • v.13B no.2 s.105
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    • pp.105-114
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    • 2006
  • In ubiquitous environment where various kinds of computers are embedded in persons, objects and environment and they are interconnected and can be used in my place as necessary, different types of data need to be exchanged between heterogeneous machines through home network. In the environment, the efficient processing, transmission and monitoring of image data are essential technologies. We need to make research not only on traditional image processing such as spatial and visual resolution, color expression and methods of measuring image quality but also on transmission rate on home network that has a limited bandwidth. The present study proposes a new motion vector estimation algorithm for transmitting, processing and controlling image data, which is the core part of contents in home network situation and, using algorithm, implements a real time monitoring system of multi dimensional images transmitted from multiple cameras. Image data of stereo cameras to be transmitted in different environment in angle, distance, etc. are preprocessed through reduction, magnification, shift or correction, and compressed and sent using the proposed metamorphosis hierarchical motion vector estimation algorithm for the correction of motion. The proposed algorithm adopts advantages and complements disadvantages of existing motion vector estimation algorithms such as whole range search, three stage search and hierarchical search, and estimates efficiently the motion of images with high variation of brightness using an atypical small size macro block. The proposed metamorphosis hierarchical motion vector estimation algorithm and implemented image systems can be utilized in various ways in ubiquitous environment.

A Method for the Reduction of Skin Marker Artifacts During Walking : Application to the Knee

  • Mun, Joung-Hwan
    • Journal of Mechanical Science and Technology
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    • v.17 no.6
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    • pp.825-835
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    • 2003
  • Previous studies have demonstrated the importance of joint angle errors mainly due to skin artifact and measurement errors during gait analysis. Joint angle errors lead to unreliable kinematics and kinetic analyses in the investigation of human motion. The purpose of this paper is to present the Joint Averaging Coordinate System (JACS) method for human gait analysis. The JACS method is based on the concept of statistical data reduction of anatomically referenced marker data. Since markers are not attached to rigid bodies, different marker combinations lead to slightly different predictions of joint angles. These different combinations can be averaged in order to provide a "best" estimate of joint angle. Results of a gait analysis are presented using clinically meaningful terminology to provide better communication with clinical personal. In order to verify the developed JACS method, a simple three-dimensional knee joint contact model was developed, employing an absolute coordinate system without using any kinematics constraint in which thigh and shank segments can be derived independently. In the experimental data recovery, the separation and penetration distance of the knee joint is supposed to be zero during one gait cycle if there are no errors in the experimental data. Using the JACS method, the separation and penetration error was reduced compared to well-developed existing methods such as ACRS and Spoor & Veldpaus method. The separation and penetration distance ranged up to 15 mm and 12 mm using the Spoor & Veldpaus and ACRS method, respectively, compared to 9 mm using JACS method. Statistical methods like the JACS can be applied in conjunction with existing techniques that reduce systematic errors in marker location, leading to an improved assessment of human gait.