• Title/Summary/Keyword: Screen Capture

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Abstract of digital motion capture system and 3D game character animation application (디지털 모션캡쳐(Digital Motion Capture)시스템의 개요 및 3D게임 캐릭터 애니메이션 적용)

  • Choi, Tae-Jun;Lee, Dong-Lyeor;Sohn, Jong-Nam;kim, Tae-Yul
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.257-263
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    • 2006
  • Nowadays, 3-D(Three-dimensions) is used in various field such as Games, Movies, Animations etc. Especially the Role of 3-D computer graphic is being generalized by turnover of Screen from '2-dimensional' to '3-dimensional'. There are not enough data about 'Motion Capture' even though it plays main function in 3-dimensional movement. 'Motion Capture' could be also unfamiliar for people. And as a matter of fact, the use of this equipment is limited due to its high cost. Therefore, I studied the outline of Digital Motion Capture system and its application to 3-D game Character Animation. And I checked the movement of 3-D Character after transplanting the Motion Data to the 3-D Character. I acquired Motion Data by Optical Motion Capture Equipment which we possess and transplanted it into the 3-D Character then Implemented it as walking, running and hitting which are the basic motions of Expression.

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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 Reality Robot Game for Environment of Ubiquitous Concept (유비쿼터스 개념 환경하에서 실제 현실 로봇 게임 구현)

  • Joo, Byung-Kyu;Jeon, Poongwu;Jung, Seul
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.977-983
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    • 2005
  • In this paper, novel ubiquitous 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 humans/computers through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and sends them to GUI on the screen of human operators' PC. The human operator can login to the boxing game from any computer in any place if he/she is permitted. Remote control of a 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. In addition, real boxing games between a human and a computer are demonstrated.

Application of Screening Technology for Capture of Hydrogen Sulfide Using Ionic Liquids (이온성 액체의 황화수소의 포집을 위한 스크리닝 기법의 활용)

  • Han, Sangil;Lee, Bong-Seop
    • Journal of Industrial Technology
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    • v.39 no.1
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    • pp.41-45
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    • 2019
  • Hydrogen sulfide ($H_2S$) is mainly produced along with methane and hydrocarbons in many gas fields as well as hydrodesulfurization processes of crude oils containing sulfur compounds and the emission of $H_2S$ has a considerable effect on both environmental problem and human health aspects due to formation of, e.g. acid rain and smog. In recent years, ionic liquids (ILs) have been proposed as the most promising solvents for $CO_2$ and hazardous pollutants capture, such as $H_2S$ and sulfur dioxide ($SO_2$). In this work, we demonstrate the use of the predictive COSMO-SAC model for the prediction of Henry's law constant of $H_2S$ in ILs. Furthermore, the method is used to screen for potential IL candidates for $H_2S$ capture from a set of 2,624 ILs formed from 82 cations and 32 anions. The effects of cation on the Henry's law constant of $H_2S$ such as (i) the variation of the alkyl chain length on cation, (ii) the substituent of methyl group ($-CH_3$) for H in C(2) position and (iii) the change of ring structure for cation family are clearly predicted by COSMO-SAC model.

A Proteomic Screen for Presynaptic Terminal N-type Calcium Channel (CaV2.2) Binding Partners

  • Khanna, Rajesh;Zougman, Alexandre;Stanley, Elise F.
    • BMB Reports
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    • v.40 no.3
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    • pp.302-314
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    • 2007
  • N type calcium channels (CaV2.2) play a key role in the gating of transmitter release at presynaptic nerve terminals. These channels are generally regarded as parts of a multimolecular complex that can modulate their open probability and ensure their location near the vesicle docking and fusion sites. However, the proteins that comprise this component remain poorly characterized. We have carried out the first open screen of presynaptic CaV2.2 complex members by an antibody-mediated capture of the channel from purified rat brain synaptosome lysate followed by mass spectroscopy. 589 unique peptides resulted in a high confidence match of 104 total proteins and 40 synaptosome proteome proteins. This screen identified several known CaV2.2 interacting proteins including syntaxin 1, VAMP, protein phosphatase 2A, $G_{o\alpha}$, G$\beta$ and spectrin and also a number of novel proteins, including clathrin, adaptin, dynamin, dynein, NSF and actin. The unexpected proteins were classified within a number of functional classes that include exocytosis, endocytosis, cytoplasmic matrix, modulators, chaperones, and cell-signaling molecules and this list was contrasted to previous reports that catalogue the synaptosome proteome. The failure to detect any postsynaptic density proteins suggests that the channel itself does not exhibit stable trans-synaptic attachments. Our results suggest that the channel is anchored to a cytoplasmic matrix related to the previously described particle web.

Design of Moir${\acute{e}}$- and Starburst-Free Metal Meshes for Touch Screen Panels (모아레, 스타버스트 현상이 없는 터치스크린 패널용 메탈 메쉬 설계)

  • Shin, Dong-Kyun;Park, Jong-Woon;Seo, Hwa-Il
    • Journal of the Semiconductor & Display Technology
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    • v.13 no.1
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    • pp.83-90
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    • 2014
  • Using a ray tracing simulation, we have investigated the moir${\acute{e}}$ and starburst phenomena of touch screen panels (TSPs) based on opaque metallic grids (square, hexagonal, and random grids). It is demonstrated that employing a random metal mesh is the most effective way to suppress the moir${\acute{e}}$ and starburst phenomena at the same time. At high crossing angles between metal mesh of TSPs and black matrix (BM) of displays, however, a random metal mesh brings in stronger moir${\acute{e}}$ phenomenon than a square metal mesh due to point defects. Though the square metal mesh suppresses the moir${\acute{e}}$ effect substantially at high crossing angles, yet it results in the strongest starburst patterns. We have also provided the simulation scheme that can capture the moir${\acute{e}}$ and starburst patterns observed experimentally and useful design guidelines for metal grids.

An Interactive Aerobic Training System Using Vision and Multimedia Technologies

  • Chalidabhongse, Thanarat H.;Noichaiboon, Alongkot
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1191-1194
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    • 2004
  • We describe the development of an interactive aerobic training system using vision-based motion capture and multimedia technology. Unlike the traditional one-way aerobic training on TV, the proposed system allows the virtual trainer to observe and interact with the user in real-time. The system is composed of a web camera connected to a PC watching the user moves. First, the animated character on the screen makes a move, and then instructs the user to follow its movement. The system applies a robust statistical background subtraction method to extract a silhouette of the moving user from the captured video. Subsequently, principal body parts of the extracted silhouette are located using model-based approach. The motion of these body parts is then analyzed and compared with the motion of the animated character. The system provides audio feedback to the user according to the result of the motion comparison. All the animation and video processing run in real-time on a PC-based system with consumer-type camera. This proposed system is a good example of applying vision algorithms and multimedia technology for intelligent interactive home entertainment systems.

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Multi-Focusing Image Capture System for 3D Stereo Image (3차원 영상을 위한 다초점 방식 영상획득장치)

  • Ham, Woon-Chul;Kwon, Hyeok-Jae;Enkhbaatar, Tumenjargal
    • The Journal of Korea Robotics Society
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    • v.6 no.2
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    • pp.118-129
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    • 2011
  • In this paper, we suggest a new camera capturing and synthesizing algorithm with the multi-captured left and right images for the better comfortable feeling of 3D depth and also propose 3D image capturing hardware system based on the this new algorithm. We also suggest the simple control algorithm for the calibration of camera capture system with zooming function based on a performance index measure which is used as feedback information for the stabilization of focusing control problem. We also comment on the theoretical mapping theory concerning projection under the assumption that human is sitting 50cm in front of and watching the 3D LCD screen for the captured image based on the modeling of pinhole Camera. We choose 9 segmentations and propose the method to find optimal alignment and focusing based on the measure of alignment and sharpness and propose the synthesizing fusion with the optimized 9 segmentation images for the best 3D depth feeling.

Guitar Rhythm Game Using Motion Capture (모션 캡쳐를 이용한 기타 리듬게임)

  • Park, DongGyu;Jeong, JeongSu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1106-1112
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    • 2013
  • Microsoft released motion sensing device named Kinnect on early 2010, which is available for developing Xbox 360 game and entertainment software. Also many third party libraries and applications are developed for Kinnect. In this paper, we studied and developed guitar rhythm game on Kinnect using three sensor units on it. Rhythm game is the most popular game genre for many game devices including PC, console device, and smart phone. The main reasons for their popularity depends on their simplicity, short learning time and physical activity with rhythms. We developed the game screen and layout on DirectX 11, also we used OpenNI library for recognize physical activity of gamer's body and fingers, and OpenGL for body gestures on the game.

The Implementation of Day and Night Intruder Motion Detection System using Arduino Kit (아두이노 키트를 이용한 주야간 침입자 움직임 감지 시스템 구현)

  • Young-Oh Han
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.919-926
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    • 2023
  • In this paper, we implemented the surveillance camera system capable of day and night shooting. To this end, it is designed to capture clear images even at night using a CMOS image sensor as well as an IR-LED. In addition, a relatively simple motion detection algorithm was proposed through color model separation. Motions can be detected by extracting only the H channel from the color model, dividing the image into blocks, and then applying the block matching method using the average color value between consecutive frames. When motions are detected during filming, an alarm sounds automatically and a day and night motion detection system is implemented that can capture and save the event screen to a PC.