• Title/Summary/Keyword: embedding motion

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Seismic response of a rigid foundation embedded in a viscoelastic soil by taking into account the soil-foundation interaction

  • Messioud, Salah;Sbartai, Badreddine;Dias, Daniel
    • Structural Engineering and Mechanics
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    • v.58 no.5
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    • pp.887-903
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    • 2016
  • This study analyses the seismic response of a three-dimensional (3-D) rigid massless square foundation resting or embedded in a viscoelastic soil limited by rigid bedrock. The foundation is subjected to harmonic oblique seismic waves P, SV, SH and R. The key step is the characterization of the soil-foundation interaction by computing the impedance matrix and the input motion matrix. A 3-D frequency boundary element method (BEM) in conjunction with the thin layer method (TLM) is adapted for the seismic analysis of the foundation. The dynamic response of the rigid foundation is solved from the wave equations by taking into account the soil-foundation interaction. The solution is formulated using the frequency BEM with the Green's function obtained from the TLM. This approach has been applied to analyze the effect of soilstructure interaction on the seismic response of the foundation as a function of the kind of incident waves, the angles of incident waves, the wave's frequencies and the embedding of foundation. The parametric results show that the non-vertical incident waves, the embedment of foundation, and the wave's frequencies have important impact on the dynamic response of rigid foundations.

Realtime Facial Expression Control and Projection of Facial Motion Data using Locally Linear Embedding (LLE 알고리즘을 사용한 얼굴 모션 데이터의 투영 및 실시간 표정제어)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.117-124
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    • 2007
  • This paper describes methodology that enables animators to create the facial expression animations and to control the facial expressions in real-time by reusing motion capture datas. In order to achieve this, we fix a facial expression state expression method to express facial states based on facial motion data. In addition, by distributing facial expressions into intuitive space using LLE algorithm, it is possible to create the animations or to control the expressions in real-time from facial expression space using user interface. In this paper, approximately 2400 facial expression frames are used to generate facial expression space. In addition, by navigating facial expression space projected on the 2-dimensional plane, it is possible to create the animations or to control the expressions of 3-dimensional avatars in real-time by selecting a series of expressions from facial expression space. In order to distribute approximately 2400 facial expression data into intuitional space, there is need to represents the state of each expressions from facial expression frames. In order to achieve this, the distance matrix that presents the distances between pairs of feature points on the faces, is used. In order to distribute this datas, LLE algorithm is used for visualization in 2-dimensional plane. Animators are told to control facial expressions or to create animations when using the user interface of this system. This paper evaluates the results of the experiment.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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Vibration analysis of sandwich sector plate with porous core and functionally graded wavy carbon nanotube-reinforced layers

  • Feng, Hongwei;Shen, Daoming;Tahouneh, Vahid
    • Steel and Composite Structures
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    • v.37 no.6
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    • pp.711-731
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    • 2020
  • This paper deals with free vibration of FG sandwich annular sector plates on Pasternak elastic foundation with different boundary conditions, based on the three-dimensional theory of elasticity. The plates with simply supported radial edges and arbitrary boundary conditions on their circular edges are considered. The influence of carbon nanotubes (CNTs) waviness, aspect ratio, internal pores and graphene platelets (GPLs) on the vibrational behavior of functionally graded nanocomposite sandwich plates is investigated in this research work. The distributions of CNTs are considered functionally graded (FG) or uniform along the thickness of upper and bottom layers of the sandwich sectorial plates and their mechanical properties are estimated by an extended rule of mixture. In this study, the classical theory concerning the mechanical efficiency of a matrix embedding finite length fibers has been modified by introducing the tube-to-tube random contact, which explicitly accounts for the progressive reduction of the tubes' effective aspect ratio as the filler content increases. The core of structure is porous and the internal pores and graphene platelets (GPLs) are distributed in the matrix of core either uniformly or non-uniformly according to three different patterns. The elastic properties of the nanocomposite are obtained by employing Halpin-Tsai micromechanics model. A semi-analytic approach composed of 2D-Generalized Differential Quadrature Method (2D-GDQM) and series solution is adopted to solve the equations of motion. The fast rate of convergence and accuracy of the method are investigated through the different solved examples. Some new results for the natural frequencies of the plate are prepared, which include the effects of elastic coefficients of foundation, boundary conditions, material and geometrical parameters. The new results can be used as benchmark solutions for future researches.

The Effect of Oriental Medicine Treatments for Supraspinatus Tendinopathy: Systematic Review and Meta-Analysis (극상근 건병증의 한의학적 치료에 대한 연구 동향: 체계적 문헌 고찰과 메타 분석)

  • Dong-Hyeob Kang;Do-Hoon Lee;Sang-Joon Yoo;Seok-Gyu Yang;Ja-Yean Son;Seol Jung;Hea-Ju Kim;Minjin Kwon;Oh-Bin Kwon;Seon-Woo Jang;Hyun-Woo Cho
    • Journal of Korean Medicine Rehabilitation
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    • v.33 no.4
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    • pp.45-59
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    • 2023
  • Objectives The aim of this study was to analyze the trends of researches on oriental medicine treatments for supraspinatus tendinopathy. Methods We used five databases for searching researches; Korean studies Information Service System, Oriental Medicine Advanced Searching Integrated System, Research Information Sharing Service, PubMed, and China National Knowledge Infrastructure. Only randomized controlled trials suitable for the subject were selected. The methodological quality of included randomized controlled trials (RCTs) was assessed by the Cochrane risk of bias tool. Results Twenty randomized controlled trials were analyzed. There were 9 types of treatment interventions; acupuncture, acupotomy, pharmacopuncture, electroacupuncture, fire needling, warming needle, catgut-embedding therapy, herbal medicine, cupping. The most frequently used treatment intervention was acupuncture and acupotomy. There were 9 outcome measurements including visual analog scale (VAS), Constant-Murley Score (CMS), and range of motion. The most used measurement was VAS. As a result of meta-analysis, acupuncture was more effective than control group in VAS. Additionally, acupotomy was clinically significant compared to control groups in VAS and CMS. Conclusions In this review, we analyzed researches on effectiveness of oriental medicine for supraspinatus tendinopathy. A provisional conclusion can be produced that acupuncture and acupotomy showed beneficial effect to supraspinatus tendinopathy. Although there were some RCT studies, many of them had a high risk of bias, so it is hard to conclude that our study can include overall clinical status. Further well-designed trials are needed.

Multi-View 3D Human Pose Estimation Based on Transformer (트랜스포머 기반의 다중 시점 3차원 인체자세추정)

  • Seoung Wook Choi;Jin Young Lee;Gye Young Kim
    • Smart Media Journal
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    • v.12 no.11
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    • pp.48-56
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    • 2023
  • The technology of Three-dimensional human posture estimation is used in sports, motion recognition, and special effects of video media. Among various methods for this, multi-view 3D human pose estimation is essential for precise estimation even in complex real-world environments. But Existing models for multi-view 3D human posture estimation have the disadvantage of high order of time complexity as they use 3D feature maps. This paper proposes a method to extend an existing monocular viewpoint multi-frame model based on Transformer with lower time complexity to 3D human posture estimation for multi-viewpoints. To expand to multi-viewpoints our proposed method first generates an 8-dimensional joint coordinate that connects 2-dimensional joint coordinates for 17 joints at 4-vieiwpoints acquired using the 2-dimensional human posture detector, CPN(Cascaded Pyramid Network). This paper then converts them into 17×32 data with patch embedding, and enters the data into a transformer model, finally. Consequently, the MLP(Multi-Layer Perceptron) block that outputs the 3D-human posture simultaneously updates the 3D human posture estimation for 4-viewpoints at every iteration. Compared to Zheng[5]'s method the number of model parameters of the proposed method was 48.9%, MPJPE(Mean Per Joint Position Error) was reduced by 20.6 mm (43.8%) and the average learning time per epoch was more than 20 times faster.

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