• Title/Summary/Keyword: Motion representation

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Trends and Prospects in Super-realistic Metaverse Visualization Technologies (초실감 메타버스 시각화 기술 동향과 전망)

  • W.S. Youm;C.W. Byun;C.M. Kang;K.J. Kim;Y.D. Kim;D.H. Ahn
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.24-32
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    • 2024
  • Wearable metaverse devices have sparked enthusiasm as innovative virtual computing user interfaces by addressing a major source of user discomfort, namely, motion-to-photon latency. This kind of latency occurs between the user motion and screen update. To enhance the realism and immersion of experiences using metaverse devices, the vergence-accommodation conflict in stereoscopic image representation must be resolved. Ongoing research aims to address current challenges by adopting vari-focal, multifocal, and light field display technologies for stereoscopic imaging. We explore current trends in research with emphasis on multifocal stereoscopic imaging. Successful metaverse visualization services require the integration of stereoscopic image rendering modules and content encoding/decoding technologies tailored to these services. Additionally, real-time video processing is essential for these modules to correctly and timely process such content and implement metaverse visualization services.

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.

Representation of a Conceptual Design for a Rectilinear Motion Polymer Actuator

  • Koo, Ja-Choon;Jung, Kwang-Mok;Park, Jong-Kil;Nam, Jae-Do;Lee, Young-Kwan;Jeon, Jae-Wook;Choi, Hyouk-Ryeol
    • International Journal of Control, Automation, and Systems
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    • v.5 no.4
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    • pp.429-435
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    • 2007
  • A number of different alternative actuation methods have been under active development for some specific applications where the traditional electromechanical actuators are difficult to apply. Recently, many of these substitutes are trying to employ new smart materials like electroactive polymers. However most of the polymeric materials are flexible and vulnerable so that they normally can not sustain external forces. Although the materials have shown a good potential to be used for alternative actuation mechanisms, no tangible industrial application is yet presented because of the reason. A conceptual design for a rectilinear motion actuator using dielectric elastomer is presented in this article. The introduced design concept might enable to produce fairly controllable rectilinear motions for various applications and the presented prototype actuator system is fully packaged in a small unit and controlled by a standard communication interface.

Crowd Activity Classification Using Category Constrained Correlated Topic Model

  • Huang, Xianping;Wang, Wanliang;Shen, Guojiang;Feng, Xiaoqing;Kong, Xiangjie
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.11
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    • pp.5530-5546
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    • 2016
  • Automatic analysis and understanding of human activities is a challenging task in computer vision, especially for the surveillance scenarios which typically contains crowds, complex motions and occlusions. To address these issues, a Bag-of-words representation of videos is developed by leveraging information including crowd positions, motion directions and velocities. We infer the crowd activity in a motion field using Category Constrained Correlated Topic Model (CC-CTM) with latent topics. We represent each video by a mixture of learned motion patterns, and predict the associated activity by training a SVM classifier. The experiment dataset we constructed are from Crowd_PETS09 bench dataset and UCF_Crowds dataset, including 2000 documents. Experimental results demonstrate that accuracy reaches 90%, and the proposed approach outperforms the state-of-the-arts by a large margin.

A Study on Ontology in Stop-Motion Animation (스톱 모션 애니메이션에서 사물의 존재론에 대한 고찰)

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.489-494
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    • 2016
  • Stop-Motion Animation is the work that gives lives to the objects. In order to give lives to objects and to form story line to persuade the audience, it is important that the reason of choice of color, material, and texture has something to do with the narratives. For this study, among the Garri Bardin's animation, the ones with good representation of the objects have been chosen: Conflict (1983), Fioritures (1987), and Adagio (2000). With these animations, I would like to look for the meaning of existence of the objects, and to consider the importance of the relationship between the types of objects that are represented and the narratives.

Android Platform based Gesture Recognition using Smart Phone Sensor Data (안드로이드 플랫폼기반 스마트폰 센서 정보를 활용한 모션 제스처 인식)

  • Lee, Yong Cheol;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.4
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    • pp.18-26
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    • 2012
  • The increase of the number of smartphone applications has enforced the importance of new user interface emergence and has raised the interest of research in the convergence of multiple sensors. In this paper, we propose a method for the convergence of acceleration, magnetic and gyro sensors to recognize the gesture from motion of user smartphone. The proposed method first obtain the 3D orientation of smartphone and recognize the gesture of hand motion by using HMM(Hidden Markov Model). The proposed method for the representation for 3D orientation of smartphone in spherical coordinate was used for quantization of smartphone orientation to be more sensitive in rotation axis. The experimental result shows that the success rate of our method is 93%.

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A Study on Value of Artistic Presentation on Motion Graphics -Focused on F5 and Semi-Permanent- (모션그래픽에서 예술적 표현의 가치에 관한 연구 -F5와 Semi-Permanent를 중심으로-)

  • Son, Kook-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.521-529
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    • 2016
  • This paper presents the historical development process and expressive style of motion graphics which are intended to artistic expression, and discusses the value of artistic expressions in motion graphics through the works and activities of F5 and Semi-Permanent which are the representative organization of that. Commercial use of digital motion graphics has been rapidly widespread and used in most of the picture contents by changes in the digital video production environment with the development of the computer. Motion graphics begins with a graphic design applied to the motion graphic content and is transferred from the abstract representation of the animation at the same time. Since then motion graphics have been developed as an independent genre on the basis of graphic design and animation, and take the important position for the understanding and development of the contemporary design and content industry. Moreover, the motion graphics which present the experiment of various techniques and the aspect of mixed genres contribute to the development and diversification of the visual image. This paper is covered on not only F5 and Semi-Permanent that have published experimental artistic motion graphics but also the analysis of the developed ways and expressive patters to produce experimental motion graphics of their works. Furthermore, it discusses the experimental artistic value of these works.

Facial Characteristic Point Extraction for Representation of Facial Expression (얼굴 표정 표현을 위한 얼굴 특징점 추출)

  • Oh, Jeong-Su;Kim, Jin-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.1
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    • pp.117-122
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    • 2005
  • This paper proposes an algorithm for Facial Characteristic Point(FCP) extraction. The FCP plays an important role in expression representation for face animation, avatar mimic or facial expression recognition. Conventional algorithms extract the FCP with an expensive motion capture device or by using markers, which give an inconvenience or a psychological load to experimental person. However, the proposed algorithm solves the problems by using only image processing. For the efficient FCP extraction, we analyze and improve the conventional algorithms detecting facial components, which are basis of the FCP extraction.

A Study on the Optimization and Parallelism Information Representation using Ideograph (Ideograph를 이용한 최적화 및 병렬성 정보 표현에 관한 연구)

  • 정성옥;고광만
    • Journal of Intelligence and Information Systems
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    • v.6 no.2
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    • pp.41-47
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    • 2000
  • Ideograph is a truly unifies data and procedural dependencies. Ideograph can be used to assist various program optimization, such as common expression elimination, code motion, constant folding etc. In this paper, we propose an improved representation of the data and control flow dependencies information for the efficient program execution. In pursuing this goal, we propose a model and in particularly implement a dependency information extractor and information table, which contains data and control flow information per a basic block And then we design and implementation of the optimized abstract syntax tree using Ideograph which has a control flow information and data flow information for source program.

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Mechanism Design Using a Mechanism Configuration Method (메커니즘 합성을 통한 기계설계)

  • Lee, Jang-Yong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.35 no.12
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    • pp.1613-1618
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    • 2011
  • Analysis method for mechanism has been fully developed and relatively easy work compared to mechanism synthesis. Developing or creating a new mechanism for a given task is a creative job. In this case, a few theories are developed such as type synthesis. However, these methods are not sufficient for mechanism designers to sufficientely take into account alternative mechanism models during the initial phase of the mechanism design process. This paper presents the configuration design of mechanisms using graphical representation in the conceptual design stage. In this stage of kinematic synthesis, one needs to select mechanisms and configure appropriately to realize the desired motion of a machine. Graphical representation of mechanisms is proposed in this paper to help a designer to be highly creative and efficient in the initial design process. It is possible to easily design and analyze the mechanism of a machine by using this method.