• Title/Summary/Keyword: Point to point motion

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A Study on the Change of Waist Pattern by Upper Limb Motion (Part 2) - By the Change of Oblique Line - (상지동작에 따른 길의 변화에 관한 연구(제2보) - 사선방향의 변화를 중심으로 -)

  • Lee, Eun-Jung
    • Fashion & Textile Research Journal
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    • v.4 no.2
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    • pp.145-155
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    • 2002
  • In order to investigate how upper limb motion gives influence on clothing, this study measured tests by following standards: Front Vertical motion, Side-Vertical motion, and Horizontal motion. For this study, the procedures in the order of alphabet are applied. A. Eeach of testee's pattern was copied by the motion with a method of tight fitting technique. B. Analyzing each of the size-change on measuring item. C. Studying the moving aspects at each datum points. The results shows that the biggest change can be found in the following items. 1) In vertical motion of F4 (the length to shoulder point from A-point) 2) In horizontal motion of F5 (the length to front-width point from A-point), the check-result gained by checking the notice between motions shows that the most noticeable items are F4 (the length to shoulder point from A-point), F5 (the length to front-width point from A-point), F6 (the length to armpit point from A-point), B7 (the length to side-waist point from B-point). In result of the study of datum point's movement by motion, the items which were measured with the longest on straight-distance in vertical motion are the front and rear-shoulder, and the rear-shoulder, front-armpit in horizontal motion each. In the movement of each datum points by length, the check-result gained by checking the notice between motions shows that the most remarkable item is the front-shoulder.

Template-Based Reconstruction of Surface Mesh Animation from Point Cloud Animation

  • Park, Sang Il;Lim, Seong-Jae
    • ETRI Journal
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    • v.36 no.6
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    • pp.1008-1015
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    • 2014
  • In this paper, we present a method for reconstructing a surface mesh animation sequence from point cloud animation data. We mainly focus on the articulated body of a subject - the motion of which can be roughly described by its internal skeletal structure. The point cloud data is assumed to be captured independently without any inter-frame correspondence information. Using a template model that resembles the given subject, our basic idea for reconstructing the mesh animation is to deform the template model to fit to the point cloud (on a frame-by-frame basis) while maintaining inter-frame coherence. We first estimate the skeletal motion from the point cloud data. After applying the skeletal motion to the template surface, we refine it to fit to the point cloud data. We demonstrate the viability of the method by applying it to reconstruct a fast dancing motion.

Estimation of Path Attenuation Effect from Ground Motion in the Korean Peninsula using Stochastic Point-source Model (추계학적 점지진원 모델을 사용한 한반도 지반 운동의 경로 감쇠 효과 평가)

  • Jee, Hyun Woo;Han, Sang Whan
    • Journal of the Earthquake Engineering Society of Korea
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    • v.24 no.1
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    • pp.9-17
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    • 2020
  • The stochastic point-source model has been widely used in generating artificial ground motions, which can be used to develop a ground motion prediction equation and to evaluate the seismic risk of structures. This model mainly consists of three different functions representing source, path, and site effects. The path effect is used to emulate decay in ground motion in accordance with distance from the source. In the stochastic point-source model, the path attenuation effect is taken into account by using the geometrical attenuation effect and the inelastic attenuation effect. The aim of this study is to develop accurate equations of ground motion attenuation in the Korean peninsula. In this study, attenuation was estimated and validated by using a stochastic point source model and observed ground motion recordings for the Korean peninsula.

Fine-Motion Estimation Using Ego/Exo-Cameras

  • Uhm, Taeyoung;Ryu, Minsoo;Park, Jong-Il
    • ETRI Journal
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    • v.37 no.4
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    • pp.766-771
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    • 2015
  • Robust motion estimation for human-computer interactions played an important role in a novel method of interaction with electronic devices. Existing pose estimation using a monocular camera employs either ego-motion or exo-motion, both of which are not sufficiently accurate for estimating fine motion due to the motion ambiguity of rotation and translation. This paper presents a hybrid vision-based pose estimation method for fine-motion estimation that is specifically capable of extracting human body motion accurately. The method uses an ego-camera attached to a point of interest and exo-cameras located in the immediate surroundings of the point of interest. The exo-cameras can easily track the exact position of the point of interest by triangulation. Once the position is given, the ego-camera can accurately obtain the point of interest's orientation. In this way, any ambiguity between rotation and translation is eliminated and the exact motion of a target point (that is, ego-camera) can then be obtained. The proposed method is expected to provide a practical solution for robustly estimating fine motion in a non-contact manner, such as in interactive games that are designed for special purposes (for example, remote rehabilitation care systems).

1-Point Ransac Based Robust Visual Odometry

  • Nguyen, Van Cuong;Heo, Moon Beom;Jee, Gyu-In
    • Journal of Positioning, Navigation, and Timing
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    • v.2 no.1
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    • pp.81-89
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    • 2013
  • Many of the current visual odometry algorithms suffer from some extreme limitations such as requiring a high amount of computation time, complex algorithms, and not working in urban environments. In this paper, we present an approach that can solve all the above problems using a single camera. Using a planar motion assumption and Ackermann's principle of motion, we construct the vehicle's motion model as a circular planar motion (2DOF). Then, we adopt a 1-point method to improve the Ransac algorithm and the relative motion estimation. In the Ransac algorithm, we use a 1-point method to generate the hypothesis and then adopt the Levenberg-Marquardt method to minimize the geometric error function and verify inliers. In motion estimation, we combine the 1-point method with a simple least-square minimization solution to handle cases in which only a few feature points are present. The 1-point method is the key to speed up our visual odometry application to real-time systems. Finally, a Bundle Adjustment algorithm is adopted to refine the pose estimation. The results on real datasets in urban dynamic environments demonstrate the effectiveness of our proposed algorithm.

A Fast Search Algorithm for Sub-Pixel Motion Estimation (부화소 움직임 추정을 위한 고속 탐색 기법)

  • Park, Dong-Kyun;Jo, Seong-Hyeon;Cho, Hyo-Moon;Lee, Jong-Hwa
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.26-28
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    • 2007
  • The motion estimation is the most important technique in the image compression of the video standards. In the case of next generation standards in the video codec as H.264, a high compression-efficiency can be also obtained by using a motion compensation. To obtain the accurate motion search, a motion estimation should be achieved up to 1/2 pixel and 1/4 pixel uiuts. To do this, the computational complexity is increased although the image compression rate is increased. Therefore, in this paper, we propose the advanced sub-pixel block matching algorithm to reduce the computational complexity by using a statistical characteristics of SAD(Sum of Absolute Difference). Generally, the probability of the minimum SAD values is high when searching point is in the distance 1 from the reference point. Thus, we reduced the searching area and then we can overcome the computational complexity problem. The main concept of proposed algorithm, which based on TSS(Three Step Search) method, first we find three minimum SAD points which is in integer distance unit, and then, in second step, the optimal point is in 1/2 pixel unit either between the most minimum SAD value point and the second minimum SAD point or between the most minimum SAD value point and the third minimum SAD point In third step, after finding the smallest SAD value between two SAD values on 1/2 pixel unit, the final optimized point is between the most minimum SAD value and the result value of the third step, in 1/2 pixel unit i.e., 1/4 pixel unit in totally. The conventional TSS method needs an eight.. search points in the sub-pixel steps in 1/2 pixel unit and also an eight search points in 1/4 pixel, to detect the optimal point. However, in proposed algorithm, only total five search points are needed. In the result. 23 % improvement of processing speed is obtained.

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Hybrid Motion Blending Algorithm of 3-Axis SCARA Robot based on $Labview^{(R)}$ using Parametric Interpolation (매개변수를 이용한 $Labview^{(R)}$ 기반의 3축 SCARA로봇의 이종모션 제어 알고리즘)

  • Chung, Won-Jee;Ju, Ji-Hun;Lee, Kee-Sang
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.18 no.2
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    • pp.154-161
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    • 2009
  • In order to implement continuous-path motion on a robot, it is necessary to blend one joint motion to another joint motion near a via point in a trapezoidal form of joint velocity. First, the velocity superposition using parametric interpolation is proposed. Hybrid motion blending is defined as the blending of different two type's motions such as blending of joint motion with linear motion, in the neighborhood of a via point. Second, hybrid motion blending algorithm is proposed based on velocity superposition using parametric interpolation. By using a 3-axis SCARA (Selective Compliance Assembly Robot Arm) robot with $LabVIEW^{(R)}$ $controller^{(1)}$, the velocity superposition algorithm using parametric interpolation is shown to result in less vibration, compared with PTP(Point- To-Point) motion and Kim's algorithm. Moreover, the hybrid motion $algorithm^{(2)}$ is implemented on the robot using $LabVIEW^{(R)(1)}$ programming, which is confirmed by showing the end-effector path of joint-linear hybrid motion.

A Block Matching using the Motion Information of Previous Frame and the Predictor Candidate Point on each Search Region (이전 프레임의 움직임 정보와 탐색 구간별 예측 후보점을 이용하는 블록 정합)

  • 곽성근;위영철;김하진
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.3
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    • pp.273-281
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    • 2004
  • There is the temporal correlation of the video sequence between the motion vector of current block and the motion vector of previous block. In this paper, we propose the prediction search algorithm for block matching using the temporal correlation of the video sequence and the center-biased property of motion vectors. The proposed algorithm determines the location of a better starting point for the search of an exact motion vector using the point of the smallest SAD(sum of absolute difference) value by the predicted motion vector from the same block of the previous frame and the predictor candidate point on each search region. Simulation results show that PSNR(Peak-to-Signal Noise Ratio) values are improved up to the 1.06㏈ as depend on the video sequences and improved about 0.19∼0.46㏈ on an average except the full search(FS) algorithm.

Experimental study on human arm motions in positioning

  • Shibata, S.;Ohba, K.;Inooka, H.
    • 제어로봇시스템학회:학술대회논문집
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    • 1993.10b
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    • pp.212-217
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    • 1993
  • In this paper, characteristics of the motions of a human arm are investigated experimentally. When the conditions of the target point are restricted, human adjusts its trajectory and velocity pattern of the arm to fit the conditions skillfully. The purpose of this work is to examine the characteristics of the trajectory, velocity pattern, and the size of the duration in the following cases. First, we examine the case of point-to-point motion. The results are consistent with the minimum jerk theory. However, individual differences in the length of the duration can be observed in the experiment. Second, we examine the case which requires accuracy of positioning at the target point. It is found that the velocity pattern differs from the bell shaped pattern explained by the minimum jerk theory, and has its peak in the first half of the duration. When higher accuracy of the positioning is required, learning effects can be observed. Finally, to examine the case which requires constraint of the arm posture at the target point, we conduct experiments of a human trying to grasp a cup. It is considered that this motion consists of two steps : one is the positioning motion of the person in order to start the grasping motion, the other is the grasping motion of the human's hand approaching toward the cup and grasping it. In addition, two representative velocity patterns are observed : one is the similar velocity pattern explained in the above experiment, the other is the velocity pattern which has its relative maximum in the latter half of the duration.

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THE MOTION OF POINT VORTEX DIPOLE ON THE ELLIPSOID OF REVOLUTION

  • Kim, Sun-Chul
    • Bulletin of the Korean Mathematical Society
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    • v.47 no.1
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    • pp.73-79
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    • 2010
  • A pair of point vortices of the same strength but opposite sign is called a vortex dipole. We consider the limiting case where two vortices approach infinitely close while the ratio of the strength to the distance kept constant. The motion of such point vortex dipole on the ellipsoid of revolution is investigated geometrically to conclude that the trajectory draws a geodesic up to the leading order of perturbation, whose direction is determined by the initial orientation of the dipole. Related issues are also remarked.