• Title/Summary/Keyword: Representative human model

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Human Motion Tracking based on 3D Depth Point Matching with Superellipsoid Body Model (타원체 모델과 깊이값 포인트 매칭 기법을 활용한 사람 움직임 추적 기술)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.255-262
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    • 2012
  • Human motion tracking algorithm is receiving attention from many research areas, such as human computer interaction, video conference, surveillance analysis, and game or entertainment applications. Over the last decade, various tracking technologies for each application have been demonstrated and refined among them such of real time computer vision and image processing, advanced man-machine interface, and so on. In this paper, we introduce cost-effective and real-time human motion tracking algorithms based on depth image 3D point matching with a given superellipsoid body representation. The body representative model is made by using parametric volume modeling method based on superellipsoid and consists of 18 articulated joints. For more accurate estimation, we exploit initial inverse kinematic solution with classified body parts' information, and then, the initial pose is modified to more accurate pose by using 3D point matching algorithm.

Development of Dress Forms for the Aged Women Based on Their Body Shapes Applying 3D Body Scan Data (3차원 인체 형상을 이용한 실버 여성 패션 산업용 인대 모형 개발)

  • Kim, Soo-A;Choi, Hei-Sun
    • The Research Journal of the Costume Culture
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    • v.18 no.1
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    • pp.80-92
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    • 2010
  • This research aims at developing the dress form for the aged women based on their body shapes using the three-dimensional body scan data with the body shape categorization(according to the previous research). To accomplish this goal, the sample group of representative body shape of the 50% of median was selected by using the high frequency proportion range of each type of body shape of the aged women, and the sample group of representative body shape of each type was averaged in a three-dimensional way by using the morphing method of a three-dimension reverse-engineered software. RP in the form of torso was produced based on the shape data of the final model and the data was formed into an actual object, by which an aged women's dress form model was drawn out. The differences of the girth of the bust, hip and waist between the developed dress form model and the existing dress form model were examined. The result showed that the developed dress form had a bigger size of waist girth than that of bust and hip girth, compared to the existing dress form, which shows that it reflects the aged women's tendency of abdomen obesity, so it's expected to be more proper for the human bodies of the targeted age group than the existing dress form. These research results may help design the clothing suitable for the body shape of the aged women so that their demand for the clothing of good fit will be satisfied in the future.

Comparative Analysis of 3 Experimental Mouse Model for Blood Hematology and Chemistry

  • Kong, Dae Young;Park, Jung Hwan;Lee, Kyo Won;Park, Ho;Cho, Jung Ah
    • Biomedical Science Letters
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    • v.22 no.3
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    • pp.75-82
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    • 2016
  • The immune system and neuroendocrine systems are the two key components that maintain bodily homeostasis. Peripheral blood specimens can indicate abnormalities in a body, which often cause various threats to human health, including devastating autoimmune or metabolic diseases. To develop a treatment regimen for such diseases, experimental animal models are indispensable to researchers in academic fields. In this study, we examined the peripheral blood of 3 representative mouse strains (ICR, Balb/c, and C57Bl/6), which are widely used, to investigate whether there is a difference in reference range according to animal model. We performed hematological and chemistry analysis on individuals of both genders. The results of hematology analysis showed that the number of most types of blood cells was lower in ICR than in the other two strains. The results of chemical analysis revealed no specific pattern, but different patterns according to the individual indicator. Although the distinction between ICR and B6 was prominent, differences between Balb/c and B6 were also observed for several indicators. For some indicators, totally different patterns existed between females and males. Conclusively, this study provides the information that 3 experimentally representative mouse models have their own basal levels of blood components, suggesting the importance of a careful choice of a proper mouse model in research into immune or metabolic diseases, to exclude any biases.

A Study of the Human Capital Efficiency in the Korean Online Game Business using Non-parametric Analysis Model(DEA) (비모수 분석모형(DEA)을 활용한 국내 온라인게임 기업의 인적자본 효율성 연구)

  • Yoon, Gun-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.81-93
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    • 2009
  • This study aims to investigate human capital in Korea's online game industry (as the representative of IT-based creative services) under the knowledge-based economy paradigm. In recognition of the importance of intellectual capital closely intertwined with human capital and the economic potential of the online game industry, Korean government has begun to show active support. In this context, this study measures the human capital efficiency in online game business by using non-parametric analysis (Data Envelopment Analysis, DEA). Most previous studies (human capital theory, knowledge based economy theory, economic growth theory) have proved that human capital has a very positive effect on sustainable growth of corporate management and wealth of nations. As such, this paper uses the DEA to obtain the efficiency of the human capital (scale, investment, education, compensation). The results of this study will suggest strategic implications on maximizing the human capital in online game corporations and provide a reference frame for government policies.

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Development of Quality Management Indicators for Educational Institutions

  • Jin, Sunmi
    • International Journal of Contents
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    • v.18 no.3
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    • pp.34-48
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    • 2022
  • The purpose of this study was to develop indicators for quality management of educational institutions, and to achieve this, literature analysis and expert interviews were conducted. Through literature analysis, the components of TQM were derived focusing on factors to improve the quality of education, engineering education accreditation standards, and a representative education accreditation system, were considered. Additionally, seven areas as well as 32 indicators required for education quality management, were derived by comparing the EFQM excellence model and the MBNQA education model, applied for quality management of companies and institutions. By comparing and synthesizing these results, a draft was developed for the quality management index of educational institution. Next, opinions on correction and supplementation of quality management indicators derived from literature analysis, were collected from five education experts. From the comparisons and integration of these results, eight criteria (leadership, strategy, customers, people, facilities and environment, curriculum management, curriculum improvement, and performance management) and 34 indicators, were proposed for quality management indicators for educational institutions. Curriculum management, people, and performance management criteria were considered more significantly in quality management of educational institutions, and several implications are suggested based on the study results.

Computational representative techniques of human/machine configurations (인간/기계 형상의 컴퓨터 표현기법)

  • Y.H. Yoon
    • Proceedings of the ESK Conference
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    • 1992.10a
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    • pp.3-8
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    • 1992
  • 컴퓨터 스크린상에 어떤 물체의 형상을 나타낼 때 각 형태에 따라 그 표현 기법은 크게 두 분야로 나뉘게 되는데 대부분의 기계부품들처럼 원통이나 평면 등과 같이 기하학적 기본형태들로 이루어진 것과 사람이나 동물처럼 형상자체가 단순한 수학적공식으로 표현이 불가능한 형태(Free Form Geometry)로 분류된다. 어떤 대상물체가 선정되면 그것의 기하학적 형상을 먼저 컴퓨터 스크린상에 정확한 형상데이터로 표현된 다음 가시화를 위한 것이든 시뮬레이션 목적이든 그 형상 데이터가 이용된다. 이처럼 컴퓨터에 의한 모의 실험에서 대상물체를 모델링하는 단계는 반드시 필요하다. 최근 컴퓨터에 의한 각종 모델의 시뮬레이션을 시도할 때 Modeling 단계에서 수학적 공식으로 표현이 가능한 모델(Mathemeatical model)보다 임의 형태를 가진 모델(Physical model)표현에 많은 애로를 겪고 있는 실정이다. 따라서, 본 연구에서는 인간이나 항공기처럼 복잡한 형태를 가진 물체형상을 컴퓨터 스크린상에 표현할 때 비교적 실물에 가까운 형상데이터를 얻는 기법들에 대해 기술하고 그 결과를 소개한다. 특히 인간의 정적 또는 동적인 자세변화에 따른 각 신체 부위의 정확한 계량분석을 시도할 때 본 기법들의 응용이 가능하다.

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In Vivo Effects of Crataegus pinnatifida Extract for Healthy Longevity

  • In-sun Yu;Mina K. Kim;Min Jung Kim;Jaewon Shim
    • Journal of Microbiology and Biotechnology
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    • v.33 no.5
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    • pp.680-686
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    • 2023
  • Aging is a complex series of multi-organ processes that occur in various organisms. As such, an in vivo study using an animal model of aging is necessary to define its exact mechanisms and identify anti-aging substances. Using Drosophila as an in vivo model system, we identified Crataegus pinnatifida extract (CPE) as a novel anti-aging substance. Regardless of sex, Drosophila treated with CPE showed a significantly increased lifespan compared to those without CPE. In this study, we also evaluated the involvement of CPE in aging-related biochemical pathways, including TOR, stem cell generation, and antioxidative effects, and found that the representative genes of each pathway were induced by CPE administration. CPE administration did not result in significant differences in fecundity, locomotion, feeding amount, or TAG level. These conclusions suggest that CPE is a good candidate as an anti-aging food substance capable of promoting a healthy lifespan.

Three-Dimensional Kinematic Model of the Human Knee Joint during Gait

  • Mun, Joung-Hwan;Seichi Takeuchi
    • Journal of Biomedical Engineering Research
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    • v.23 no.3
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    • pp.171-179
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    • 2002
  • It is well known that the geometry of the articular surface plays a major role in the kinematic and kinetic analysis to understand human knee joint function during motion. The functionality of the knee joint cannot be accurately modeled without considering the effects of sliding and lolling motions. We Present a 3-D human knee joint model considering sliding and rotting motion and major ligaments. We employ more realistic articular geometry using two cam profiles obtained from the extrusion of the sagittal Plain view of the representative Computerized Tomography image of the knee joint compared to the previously reported model. Our model shows good agreement with the already reported experimental results on Prediction of the lines of force through the human joint during gait. The contact point between femur and tibia moves toward the Posterior direction as the knee undergoes flexion, reflecting the coupling of anterior and Posterior motion with flexion/extension. The anterior/posterior displacement of the contact Point on the tibia plateau during one gait cycle is about 16 mm. for the lateral condyle and 25 mm. for the medial condyle using the employed model Also. the femur motion on the tibia undergoes lateral/medial movement about 7 mm. and 10 mm. during one gait cycle for the lateral condyle and medial condyle. respectively. The developed computational model maybe Potentially employed to identify the joint degeneration.

Co-Operative Strategy for an Interactive Robot Soccer System by Reinforcement Learning Method

  • Kim, Hyoung-Rock;Hwang, Jung-Hoon;Kwon, Dong-Soo
    • International Journal of Control, Automation, and Systems
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    • v.1 no.2
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    • pp.236-242
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    • 2003
  • This paper presents a cooperation strategy between a human operator and autonomous robots for an interactive robot soccer game, The interactive robot soccer game has been developed to allow humans to join into the game dynamically and reinforce entertainment characteristics. In order to make these games more interesting, a cooperation strategy between humans and autonomous robots on a team is very important. Strategies can be pre-programmed or learned by robots themselves with learning or evolving algorithms. Since the robot soccer system is hard to model and its environment changes dynamically, it is very difficult to pre-program cooperation strategies between robot agents. Q-learning - one of the most representative reinforcement learning methods - is shown to be effective for solving problems dynamically without explicit knowledge of the system. Therefore, in our research, a Q-learning based learning method has been utilized. Prior to utilizing Q-teaming, state variables describing the game situation and actions' sets of robots have been defined. After the learning process, the human operator could play the game more easily. To evaluate the usefulness of the proposed strategy, some simulations and games have been carried out.

Analysis of Expressions on Nietzsche's Nihilism in Fashion Collection & Arts (패션 컬렉션과 예술에 나타난 허무주의 표현 분석)

  • Lee, Hyewon;Kim, Minja
    • Journal of the Korean Society of Costume
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    • v.65 no.4
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    • pp.76-90
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    • 2015
  • Based on a concept of Nietzschean nihilism, this study aimed at interpreting the nihilism in arts and its expressions, also analyzing the modern fashion collection from the same angle. The research was centered on arts after 1980, when post-modern formal destruction expanded in earnest and on the fashion collection after the 20th century, easily accessible to data. Particularly, it set 1994 nihilism collection by Alexander McQueen, a representative nihilist fashion designer as a starting point. Nietzsche mentioned that true arts may be achieved when Apollonian characteristics including a bodily sensory system and an idealization process and Dionysian characteristics including every human feeling are integrated. Besides, he emphasized the importance of an artist being represented as an image of ${\ddot{U}}bermensch$. The ${\ddot{U}}bermensch$ image, reflected in arts and artistic nihilism, represents themes of violence/death, realistic/unrealistic expressions, human body/inhuman aversion materials and the transmutation of a form. Fashion collection expressions, owing to the special characteristic of the show form unlike other arts, were segmented as a realistic ${\ddot{U}}bermensch$ image using a model in a theme, expression, material and form. The theme of violence/death was divided into the death of human and a society. Human life/death was expressed as destruction of human weakness and self-identity, sexual objectification and violence, and social death as destruction and conflict of a class, nation, culture and nature. As for the expression, it was divided into the realistic expression of the primitive/natural and directing of an unrealistic atmosphere using a show.