• Title/Summary/Keyword: Real human

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Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

Design and Implementation of Depth Image Based Real-Time Human Detection

  • Lee, SangJun;Nguyen, Duc Dung;Jeon, Jae Wook
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.14 no.2
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    • pp.212-226
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    • 2014
  • This paper presents the design and implementation of a pipelined architecture and a method for real-time human detection using depth image from a Time-of-Flight (ToF) camera. In the proposed method, we use Euclidean Distance Transform (EDT) in order to extract human body location, and we then use the 1D, 2D scanning window in order to extract human joint location. The EDT-based human extraction method is robust against noise. In addition, the 1D, 2D scanning window helps extracting human joint locations easily from a distance image. The proposed method is designed using Verilog HDL (Hardware Description Language) as the dedicated hardware architecture based on pipeline architecture. We implement the dedicated hardware architecture on a Xilinx Virtex6 LX750 Field Programmable Gate Arrays (FPGA). The FPGA implementation can run 80 MHz of maximum operating frequency and show over 60fps of processing performance in the QVGA ($320{\times}240$) resolution depth image.

Neo-Confucian Study on the Ministerial Fire's Theory of JuDanGe (주단계(朱丹溪) 상화론(相火論)의 성리학적(性理學的) 연구(硏究))

  • Kim, Yeong-Mok
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.20 no.4
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    • pp.784-792
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    • 2006
  • The Neo-Confucian study of the thee of ministerial fire(相火論) constitute of the rule of iung jung(中正), the principal of form and use(體用) and of real nature and emotion(性情) of human and ethic mind(人心道心). The present study is to evaluate a fundamental concept of the theory of ministerial fire, which is one of traditional medical ideology in China, through the Neo-Confucianism projects to The theory of ministerial fire. The theory of ministerial fire of Judange(朱丹溪) was recognized by ontological principal of Heaven-Human being-Earth, ontological structure of Form-Use and the structure that mind consist of real nature and emotion(심統性惰). The ethic and human mind(道心人心) of Judange and constancy and transition(常變) of seven emotion have relationship in the ontological structure of Form-Use. The real nature of human Doing consisted of apriority of Heaven rule is unitary constructed by Form-Use(체용) of inactivated real nature and activated seven emotion and then activated seven emotion shows dual form of appropriate(中節) and inappropriate(不中節). Emperor's and ministerial fire(君火相火) which has a relationships of Heaven-Human being synchronization represents all kinds of fire and classified to heaven fire(天火) and human fire(人火). The emperor's fire was triggered by inactivated fire and ministerial fire(相火) was triggered by activated fire. Inactivated ministerial fires have dual form of physiological ministerial and pathological ministerial fire. Regarding the forementioned analytic thinking, it was clear that manifest processing of One's real nature and the ministerial fire undergo the same principal and logics. Since maintained One's real nature that is inactivated seven emotion and appropriated activated seven emotion, ministerial fire can be stable and keep one's health and well-being in mind and body.

Novel Ubiquitous Concept of Real Reality Robot Game Controlled by Mobile Server Robot

  • Joo, Byoung-Kyu;Jeon, Poong-Woo;Jung, Seul
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2481-2485
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    • 2003
  • In this paper novel concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by two human operator through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and send them to GUI on the screen of human operators’ PC. The human operator can login to boxing game from any computer in any place if he/she is permitted. Remote control of boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved.

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Implementation of Real-time EMG-based Human-computer Interface (실시간 근전도 인터페이스의 구현)

  • 이명준;문인혁;강성재;김경훈;문무성
    • Proceedings of the IEEK Conference
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    • 2003.07c
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    • pp.2729-2732
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    • 2003
  • This paper proposes a real-time method to recognize shoulder elevation motions by comparing EMG signals on the Levator scapulae muscles with double threshold values. To achieve real-time, we implement a EMG signal processing hareware embedded band-rejection filter, low-pass filter, full rectifier and moving average circuits. And a high speed microprocessor is used for implementing the double thresholds method. The available shoulder motions for the human-computer interface are elevation of left, right and both shoulders. From experimental results we show that the proposed real-time processing hardware and double thresholds method are useful for the real-time EMG-based human-computer interface.

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A Human Mobility Model in Shipyards

  • Duong, Dat Van Anh;Yoon, Seokhoon
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.93-101
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    • 2020
  • Shipyards are potential environments for using IoT services, sensor networks, and delay tolerant networks. Simulations of those services and networks strongly rely on human mobility models. Results obtained with an unrealistic model may not reflect the true performance of applications, protocols, and algorithms in a shipyard. A lot of synthetic models for human movements have been studied but most of them are generic and focus on the daily movements of humans on city scales. Nevertheless, workers in shipyards have unique movement characteristics such as movement speed, pause time, and attractions places. For instance, workers usually move to some places, where they work, and rarely move to other places in the factory. Movement characteristics of workers not only depend on workers but also on tasks, which they do. For instance, workers, who paint ships, have similar movement speed and pause time. Hence, in this paper, human movements in shipyards are studied. We propose a new human mobility model called the human mobility mode in shipyards (MIS). In MIS, workers are classified into multiple types. Movement characteristics of a worker are similar to other workers in the same type. Based on the visiting probability, workers have some places, where they frequently visits, and some places, where they rarely visit. We analyze real mobility traces and studie to achieve human movement characteristics from real traces. The results show that MIS provides a well-match to the movement characteristic from real traces.

A Study on Load Control Method for Home Energy Management System (H-EMS) Considering the Human Comfort (주거자 만족도를 고려한 주택 에너지관리 시스템의 부하제어 방법 연구)

  • Jeon, Jeong-Pyo;Kim, Kwang-Ho
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.8
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    • pp.1025-1032
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    • 2014
  • The effective energy management method will provide the significant advantage to the residential customers under real time pricing plan since it can reduce the electricity charge by controlling the energy consumption according to electricity rate. The earlier studies for load management mainly aim to minimize the electricity charges and peak power but put a less emphasis on the human comfort dwelling in the residence. The discomfort and displeasure from the energy management only focusing on reduction of electricity charge will make the residential customer reluctant to enroll the real time pricing plan. In this paper, therefore, we propose optimal load control strategy which aim to achieve not only minimizing the electricity charges but also maintaining human comfort by introducing "the human comfort coefficient." Using the human comfort coefficient, the energy management system can reflect the various human personality and control the loads within the range that the human comfort is maintained. Simulation results show that proposed load control strategy leads to significant reduction in the electricity charges and peak power in comparison with the conventional load management method.

Correlation between Real-Time and Off-Time Subjective Assessments and Physiological Responses for Visual Picture Stimulus (시각자극에 대한 실시간 및 비 실시간 주관적 평가와 생리반응과의 상관관계)

  • Jeong, Sun-Cheol;Min, Byeong-Chan;Min, Byeong-Un;Kim, Sang-Gyun;O, Ji-Yeong;Kim, Yu-Na;Kim, Cheol-Jung;Park, Se-Jin
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.3
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    • pp.27-39
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    • 1999
  • The purpose of this study was to approve the capability of human sensibility evaluation based on physiological responses and real-time subjective assessments. Three well-trained healthy human subjects were participated in the experiments. We measured physiological responses such as Heart Rate Variability(HRV), Galvanic Skin Response(GSR) and skin temperature under rest and visual stimulation conditions, respectively. Off-time subjective assessments were recorded before and after visual stimulations. Real-time subjective assessments were recorded during visual stimulations. The results of physiological responses and off-time and real-time subjective assessments were quantified and compared. The results showed that the correlation between physiological responses and real-time subjective assessments was high (83%) for both the positive and negative visual stimulation. The correlation between the physiological responses and off-time subjective assessments was high (83%) for the negative visual stimulation but was low (15%) for the positive visual stimulation. Although the current observation is preliminary and requires more careful experimental study, it appears that the correlation between real-time subjective assessment and physiological responses is higher than that of the off-time subjective assessment and physiological responses.

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A Distributed Real-time 3D Pose Estimation Framework based on Asynchronous Multiviews

  • Taemin, Hwang;Jieun, Kim;Minjoon, Kim
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.2
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    • pp.559-575
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    • 2023
  • 3D human pose estimation is widely applied in various fields, including action recognition, sports analysis, and human-computer interaction. 3D human pose estimation has achieved significant progress with the introduction of convolutional neural network (CNN). Recently, several researches have proposed the use of multiview approaches to avoid occlusions in single-view approaches. However, as the number of cameras increases, a 3D pose estimation system relying on a CNN may lack in computational resources. In addition, when a single host system uses multiple cameras, the data transition speed becomes inadequate owing to bandwidth limitations. To address this problem, we propose a distributed real-time 3D pose estimation framework based on asynchronous multiple cameras. The proposed framework comprises a central server and multiple edge devices. Each multiple-edge device estimates a 2D human pose from its view and sendsit to the central server. Subsequently, the central server synchronizes the received 2D human pose data based on the timestamps. Finally, the central server reconstructs a 3D human pose using geometrical triangulation. We demonstrate that the proposed framework increases the percentage of detected joints and successfully estimates 3D human poses in real-time.