• Title/Summary/Keyword: human motion simulation

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A Study on the Gait Test Human Dynamic Simulation Using Gait Motion Capture and Foot Pressure Measurement : Analysis of Gait Pattern with Wearing Military Equipment of Korean Male Adult (Gait Motion Capture 및 족압 측정을 이용한 보행특성시험 및 동력학적 인체 시뮬레이션 연구 : 한국인 성인 남자의 군장착용 보행 특성 해석)

  • Lee S.H.;Lee Y.S.;Choi Y.J.;Lee J.W.;Chae J.W.;Choi E.J.;Kim I.W.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.877-880
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    • 2005
  • This paper suggests gait analysis and gait simulation method using Gait Motion Capture equipment and plantar pressure measurement system. The gait of normal person and how it will be effected by added weight with wearing military equipments are studied by suggested method. It is measured that a change of gait pattern when wears military equipments with Korean male adult(height 180 cm, weight 70 kg) and simulated its results.

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Study on redundancy resolution algorithm of humanoid

  • Yoo, Dong-Su;So, Byung-Rok;Choi, Jae-Yeon;Yi, Byung-Ju;Kim, Whee-Kuk
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2759-2764
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    • 2003
  • Humans usually employ more joints than they actually need, and thus they can be categorized as a kinematically redundant system. Therefore, the behavior of the human body can be analyzed by several redundancy resolution algorithms. Different from typical industrial robots that are fixed to the ground, the COG/ZMP condition should be taken into account in the human body motion in order not to fall down. Thus a COG/ZMP stability index is employed as a measure of stability. Kinematic redundancy inherent in the human body can be exploited to satisfy the COG/ZMP condition. Simulation result shows that the COG/ZMP condition can be satisfied by exploiting the null space motion of the kinematically redundant human body model.

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Gaits Control for Skating Motion with Nonholonomic Constraint (논홀로노믹 구속을 고려한 스케이트 운동의 연속적인 생성방법)

  • Hwang, Chang-Soon
    • Journal of the Korean Society for Precision Engineering
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    • v.26 no.6
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    • pp.59-67
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    • 2009
  • This paper addresses the control method for skating motion with a nonholonomic constraint. In order to generate a human-like skating motion, the behaviors of motion are distinctively analyzed into transient state and steady state. A close investigation of the behaviors evolved the characteristic of successive motions with transient state and steady state. Simulation results were intuitively comprehensible, and the effectiveness of control method was demonstrated for skating motion.

A Study on the Dynamic and Impact Analysis of Side Kick in Taekwondo (태권도 옆차기 동작의 동력학해석과 충격해석에 관한 연구)

  • Lee, Jung-Hyun;Han, Kyu-Hyun;Lee, Hyun-Seung;Lee, Eun-Yup;Lee, Young-Shin
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.32 no.1
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    • pp.83-90
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    • 2008
  • Taekwondo is a martial art form and sport that uses the hands and foot for attack and defense. Taekwondo basic motion is composed of the breaking, competition and poomsea motion. In the side kick among the competition motion, the impact force is larger than other kinds of kicks. The side kick with the front foot can be made in two steps. In the first step, the front foot is stretched forward from back stance free-fighting position. For the second step, the rear foot is followed simultaneously. Then, the kick is executed while entire body weight rests on the rear foot. In this paper, impact analysis of the human model for hitting posture is carried out. The ADAMS/LifeMOD is used in hitting modeling and simulation. The simulation model creates the human model to hit the opponent. As the results, the dynamic analysis of human muscle were presented.

Analysis of Human Activity Using Motion Vector (움직임 벡터를 이용한 사람 활동성 분석)

  • Kim, Sun-Woo;Choi, Yeon-Sung;Yang, Hae-Kwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.157-160
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    • 2011
  • In this paper, We proposed the method of recognition and analysis of human activites using Motion vector in real-time surveillance system. We employs subtraction image techniques to detect blob(human) in the foreground. When MPEG-4 video recording EPZS(Enhanced Predicted Zonal Search) is detected the values of motion vectors were used. In this paper, the activities of human recognize and classified such as meta-classes like this {Active, Inactive}, {Moving, Non-moving}, {Walking, Running}. Each step was separated using a step-by-step threshold values. We created approximately 150 conditions for the simulation. As a result, We showed a high success rate about 86~98% to distinguish each steps in simulation image.

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A Simulation Model of the ACL Function Using MADYMO (마디모를 이용한 전방십자인대 기능 시뮬레이션 모델)

  • Park, Jung-Hong;Son, Kwon
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.30 no.11 s.254
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    • pp.1408-1416
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    • 2006
  • A mathematical knee model was constructed using MADYMO. The purpose of this study is to present a more realistic model of the human knee to reproduce human knee motion. Knee ligaments were modeled as line elements and the surrounding muscles were considered as passive restraint elements. A calf-free-drop test was performed to validate the suggested model. A calf was dropped from the rest at about 65 degree flexed posture in the prone position. The motion data were recorded using four video cameras and then three dimensional data were acquired by Kwon3D motion analysis software. The results showed that general shapes of angular quantities were similar in both the experiment and computer simulation. Functional stability of the anterior cruciate ligament was explicitly revealed through this model.

Harmonic Motion-based Simulator Design for Multipurpose Sports Simulation

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.163-169
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    • 2015
  • This study proposes a sports simulation device with various harmonics generation. The proposed system is composed of 6 degrees of freedom simulator devices and three types of sports simulation such as walking, snowboard, and jet-ski. In this research, every joint movement is designed with a crank-and-slider mechanism, which is efficient for generating continuous curvature smoothly. Contrary to the conventional spatial simulator with linear actuators, harmonics generation and its spatial combinations become the crucial issue in this research. The harmonic pattern in each joint is modelled for generating smooth curvatures that are also superposed for achieving overall motions. In addition, the targeted motions of sports simulations have different physical factors of periodic gait motion, frictionless surface, and buoyant effects, which are respectively designed by integrating three dimensional graphics information.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

Dynamic Consideration of Athletic Constraints on Skating Motion (스케이트 운동의 생성을 위한 구속조건의 고찰)

  • Hwang, Chang-Soon
    • Journal of the Korean Society for Precision Engineering
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    • v.26 no.3
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    • pp.55-67
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    • 2009
  • This paper addresses the dynamic consideration of the athletic constraints on skating motion. In order to generate a human-like skating motion, the athletic constraints are distinctively analyzed into dynamic constraints and physical constraints. A close investigation of the athletic constraints evolved valid extent of dominant parameter for a leg muscle. During the human-like skating motion, the state of actuation was shifted from region of maximum force to region of maximum power. Simulation results were intuitively comprehensible, and the effectiveness of analytic algorithm was demonstrated for skating motion.

Low-Complexity Motion Estimation for H.264/AVC Through Perceptual Video Coding

  • An, Byoung-Man;Kim, Young-Seop;Kwon, Oh-Jin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.8
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    • pp.1444-1456
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    • 2011
  • This paper presents a low-complexity algorithm for an H.264/AVC encoder. The proposed motion estimation scheme determines the best coding mode for a given macroblock (MB) by finding motion-blurred MBs; identifying, before motion estimation, an early selection of MBs; and hence saving processing time for these MBs. It has been observed that human vision is more sensitive to the movement of well-structured objects than to the movement of randomly structured objects. This study analyzed permissible perceptual distortions and assigned a larger inter-mode value to the regions that are perceptually less sensitive to human vision. Simulation results illustrate that the algorithm can reduce the computational complexity of motion estimation by up to 47.16% while maintaining high compression efficiency.