• Title/Summary/Keyword: Still-motion method

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Design of a Motion Adaptive LCD controller for image enlargement (영상 확대를 위한 움직임 적응형 LCD 제어기 설계)

  • 이승준;권병헌;최명렬
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.40 no.3
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    • pp.109-116
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    • 2003
  • In this paper. we Propose an UXGA class LCD controller for controlling the LCD panel. The proposed controller supports the full screen display using GCD between input and output resolutions. The proposed LCD controller includes the motion detector based on median filter which can detect the motion of input image for the enhancement of a image quality. Also, it divides the motion into 3 stages such as still, semi-moving and moving, and uses the different interpolation algorithms according to the degree of motion. In order to evaluate the performance of the proposed interpolation algorithm, we use PSNR method and compare the conventional algorithm by using computer simulation. For the proposed motion detection algorithm, we use a visual verification and the estimation of pixel changes. The proposed LCD controller has been designed and verified by VHDL. It has been synthesized using Xilinx VirtexE FPGA.

Development of a Simple Excel-Based Performance Rating Training Tool for Motion and Time Study (작업관리를 위한 엑셀 기반의 간이 수행도 평가 훈련 툴 개발)

  • Choi, Seong-Hoon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.35 no.2
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    • pp.16-20
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    • 2012
  • The purpose of this thesis is to develop a performance rating training tool for the time and motion study. It is widely recognized that rating training tools based on films were made several decades ago and introduced to Korea. However, to the best of our knowledge, those films are not used for rating training in Korea any more. Furthermore, although rating is still important method for the efficient operational management study, it is briefly mentioned without any training or exercise. In this paper, we propose a simple rating training tool based on Excel with VBA. The mottoes of our development are the ease of acquisition and trainees' motivation. Test results show that trainees can obtain the concept of rating and the ability of accurate and consistent rating as they play a computer game sitting in front of the personal computer.

Comparison of Multilevel Growth Models for Respiratory Function in Patients with Tracheostomy and Stroke using Cervical Range of Motion Training

  • Kim, SoHyun;Cho, SungHyoun
    • Physical Therapy Rehabilitation Science
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    • v.10 no.3
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    • pp.328-336
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    • 2021
  • Objective: The purpose of this study was to investigate the effect of cervical range of motion training on the change in respiratory function growth rate at the group and individual level in stroke patients and stroke patients with tracheostomy tube. Design: A Multilevel Growth Model Methods: 8 general stroke patients and 6 stroke patients who had a tracheostomy tube inserted were subjected to cervical range of motion training 3 times a week for 4 weeks. Force vital capacity (FVC), Forced expiratory volume in the first second (FEV1), Forced expiration ratio (FEV1/FVC) and Manual assist peak cough flow (MPCF) were measured. Data were analyzed using descriptive statistics and multilevel analysis with HLM 8.0. Results: A significant difference was found in the respiratory function analysis growth rate of the entire group (p<0.05), and two groups were added to the research model. The linear growth rate of respiratory function in patients with general stroke increased with the exception of FEV1/FVC (p<0.05). Stroke patients with tracheostomy tube showed a decreasing pattern except for FVC. In particular, MPCF showed a significantly decreased result (p<0.05). Conclusions: This study found that the maintenance of improved respiratory function in stroke patients with tracheostomy tube decreased over time. However, cervical range of motion training is still a useful method for respiratory function in general stroke patients and stroke patients with tracheostomy tube.

Comparisons Among Functional Methods of Axis of Rotation Suitable for Describing Human Joint Motion (인체 관절운동 기술에 적합한 회전축 추정방법의 비교)

  • Kim, Jin-Uk
    • Korean Journal of Applied Biomechanics
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    • v.21 no.4
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    • pp.449-458
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    • 2011
  • There are many functional methods for estimating the mean axis of rotation of a joint. However, it is still a controversial issue which method is superior. The purpose of this study was to compare functional methods for estimated axes of rotation from synthetic data. The comparison was made in terms of suitabilities on describing humans in sports. For a more practical situation, the axis error as well as measurement and marker movement error were applied to generated data. Simulations having 1000 times of 80 rotational displacements were performed. The functional methods used in the study were two transformation methods, two fitting methods, and one more transformation method called M. The M method is a combination of S$\ddot{o}$derk & Wedin(1993) and Mardia & Jupp(2000). Another factor of the study was angular velocity with levels of .01, .025, .05, .5 and 1 rad/s. The method M resulted in unbiased, stable, and consistent axis of rotation vectors in all levels of angular velocity except .01 rad/s. Therefore, the method M had the highest validity and reliability of all the methods. The fitting methods were very sensitive in small angular velocities and stable only in the velocities of more than .5 rad/s. The most suitable method for analyzing human motion by using marker photogrammetry is M.

A Motion Data Definition for Compatible Human Animation (호환성 있는 인체 애니메이션을 위한 모션 데이터 정의)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.35-41
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    • 2008
  • H-Anim is an international standard that Humanoid Animation Working Group in Web3D Consortium defined the data structure necessary for human animation. Various libraries and tools have been generated according to the structure, but they still have restrictions to represent realistic humanoid motions. This paper presents the method of generating realistic human motion using motion capture data in order to define motion for humanoid animation based on H-Anim standard. In order to implement this, we have defined a data structure capable of receiving motion capture data and implemented a motion browser. The human motion data structure defined in this paper is based on X3D and intended to have compatibility through networks and various browsers.

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Musculoskeletal Models to Predict Patient-specific Gait Patterns Using Function-based Morphing Technique (기능기반 형상변형기술을 응용한 환자맞춤형 근골격 모델의 보행패턴 예측에 관한 연구)

  • Park, Byoung-Keon;Koo, Bon-Yeol;Park, Eun-Joo;Chae, Jae-Wook;Lee, Soon-Hyuk;Kim, Jae-Jung
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.6
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    • pp.443-455
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    • 2012
  • The configuration of a musculoskeletal (MS) system is closely related to the individual motions of the human body. Many researches have been focused on evaluating the associations between the MS configuration and the individual motion using patient-specific MS models, but it still remains a challenging issue to accurately predict the motion by differed configurations of the MS system. The main objective of this paper is to predict the changes of a patient-specific gait by altering the geometric parameters of the hip joint using function-based morphing method (FBM). FBM is suitable for motion analysis since this method provide a robust way to morph a MS model while preserving the biomechanical functions of the bones. Computed-muscle control technique is used to calculate the muscle excitations to reproduce the targeted motion within a digital MS model without the motion-captured data. We applied this approach to a patient who has an abnormal gait pattern. Results showed that the femoral neck length and the angle significantly affect to the motion especially for the hip abduction angle during gait, and that this approach is suitable for gait prediction.

Visualizing Motion Data as Sequential Images in Comic Book Layout (만화책 형식 동작 데이터 시각화)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.31-40
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    • 2009
  • Captured motion data is widely used today in a variety of areas including film production, game development, sports analysis, and medical rehabilitation. The ability of analyzing and processing motion data has increased rapidly for last decades. However, it is still difficult for users to quickly understand the contents of motion data consisting of a series of time-varying poses. One typical approach is to visualize consecutive poses in sequence while adjusting three-dimensional view, which is often time-consuming and laborious especially when users need to repeatedly control time and view in order to search for desired motions. We present a method of visualizing motion data as a sequence of images in comic book layout so that users can rapidly understand the overall flows of motion data, and easily identify their desired motions. The usefulness of our approach is demonstrated by visualizing various kinds of motion data including locomotion, boxing, and interaction with environments.

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A Study on Analysis of Moored Ship Motion Considering Harbor Resonance (항만공진현상을 고려한 계류선박의 동요 해석에 관한 연구)

  • Kwak, Moon Su;Moon, Yong Ho;Pyun, Chong Kun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.33 no.2
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    • pp.595-608
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    • 2013
  • This paper is proposed the computation method of moored ship motion considering harbor resonance, and estimated that the harbor resonance have an effect on moored ship motion. The computation of harbor resonance was used CGWAVE model and the computation of moored sip motion was used the Green function method expressed by three dimensions. This method was verified with the field observation data of moored ship motion, and the application of actual harbor was investigated with wave field data and down time record data in Pohang New Harbor. The resonance periods in Pohang New Harbor that obtained from wave field data were 80, 33, 23, 8 minute, which are the long waves, and 42, 54, 60 second, which are the infra-gravity waves inside harbor slip. The simulated results of harbor resonance were corresponded with the wave field data. This study was investigated on 5,000 ton, 10,000 ton and 30,000 ton ship sized in Pier 8 of Pohang New Harbor that the harbor resonance has effect on moored ship motion from simulated results of ship motion in case of included resonance and excluded resonance. In case of included resonance, the ship motion have increased by 12~400 percent when compared with results of excluded resonance. We could find that the harbor resonance have still more an effect on the surge and heave motions of a large size ship and the roll and yaw motions of a small size ship.

The Revision of Motion Capture Data using Multiple Layers (다중 레이어를 이용한 모션캡쳐 수정에 관한 연구)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • Journal of Korea Multimedia Society
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    • v.12 no.7
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    • pp.903-912
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    • 2009
  • There are still many difficulties in developing techniques for modifying or transforming the flickering of motion capture data or in modifying motion capture data in such a way that suits the animation timing sheet. There is a problem in the existing method of modifying motion capture data. It requires almost same time as in the key frame animation work by a very skilled animator or even more time in modifying. It is believed that this kind of problem can be a basis for a more effective problem-solving method through creating the key animation data node and direct blend layer and replacement layer nodes. This study presents a new method which enables to modify animation data in a nonlinear way without modifying the existing animation data by creating an animation layer node for a direct connection to the animation node. 'Maya' API will be utilized in order to realize this method and the research range will be limited to 'Maya' 3D software which is generally used in motion picture and animation films. According to the results of this study, the new method is much more intuitive than the nonlinear one and does not require the preceding working of making animation clips. In addition, it has enabled to modify flickering and to extract key frames, and due to the compatibility with other programs, it has been possible to modify motion capture data by creating a direct layer node. Finally, in this study, the existing method of modifying animation will be examined, compared and analyzed.

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Real-time Flow Animation Techniques Using Computational Fluid Dynamics (전산유체역학을 이용한 실시간 유체 애니메이션 기술)

  • Kang Moon Koo
    • Journal of the Korean Society of Visualization
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    • v.2 no.2
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    • pp.8-15
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    • 2004
  • With all the recent progresses in computer hardware and software technology, the animation of fluids in real-time is still among the most challenging issues of computer graphics. The fluid animation is carried out in two steps - the physical simulation of fluids immediately followed by the visual rendering. The physical simulation is usually accomplished by numerical methods utilizing the particle dynamics equations as well as the fluid mechanics based on the Navier-Stokes equations. Particle dynamics method is usually fast in calculation, but the resulting fluid motion is conditionally unrealistic. The methods using Navier-Stokes equation, on the contrary, yield lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. This article presents a rapid fluid animation method by using the continuum-based fluid mechanics and the enhanced particle dynamics equations. For real-time rendering, pre-integrated volume rendering technique was employed. The proposed method can create realistic fluid effects that can interact with the viewer in action, to be used in computer games, performances, installation arts, virtual reality and many similar multimedia applications.

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