• Title/Summary/Keyword: human motion simulation

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A Study on the Interior Design of the Simulation Theater (시뮬레이션 상영관의 실내설계 연구)

  • Lee Ho-Sung
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.112-119
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    • 2005
  • Virtual reality(VR) is the technology that makes a user regard being in virtual space generated by computer as in the real world. Mainly, it has been studied about the three senses which are the sense of vision, touch and hearing in the five human senses. Through that, it is applied to the system making all the senses in the human body real. Even though the design idea of theater is brought to that of simulation theater, there are not many similarities between them and not general design rules yet. For making a better situation, in cooperation with a domestic company making a motion simulator for one or two person by itself, I have considered the minimum conditions and formations of the simulation theater being widely useful in the buildings of general commercial spaces from the environmental viewpoint, and basing on that facts I try to make some sorts of fundamental design types so that they are more available than those in the past. In this research, I have set the three types of simulation theater, the 50 seats of motion simulator for one person, the 20 seats of motion simulator and the 50 seats for two persons, in my researching range. Moreover, regarding the size of the simulation theater, I put the best specifications in order and also put them together, and then with making standards able to be reflected on the design plan, I have researched it for the purpose of the accumulation of skill in the construction of the special theater. Here, the design rule I suggested might be a design standard that it will be thought useful widely.

Human Behavioral Experiment for Evacuation Analysis (인명탈출분석을 위한 인적거동실험)

  • 이동곤;김홍태;박진형
    • Journal of the Society of Naval Architects of Korea
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    • v.40 no.2
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    • pp.41-48
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    • 2003
  • The human behavior is very important in development of simulation system for evacuation analysis. The walking speed of passenger is especially affected by dynamic effect and list due to damage and ship motion in wave. There are various methods to get an useful data for evacuation simulation. The onboard experimental approach is one of the most strong method. In this paper, the onboard experiment is performed to obtain human behavioral data. To realize ship trim and heel due to maritime casuality, the passage model for experiment is made. The experiment is carried out at dynamic and static condition respectively using the ship with passage model. The result is evaluated and it will be reflected in evacuation simulation tool.

Musculoskeletal model during isokinetic knee motion;Simulation and Experiment (슬관절 등속 운동시 하지근육구동모델;모의실험과 임상실험)

  • Bae, Tae-Soo;Cho, Hyeon-Seok;Kang, Sung-Jae;Choi, Kyong-Joo;Kim, Shin-Ki;Mun, Mu-Seong
    • Proceedings of the KSME Conference
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    • 2003.11a
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    • pp.1554-1559
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    • 2003
  • This study validated the musculoskeletal model of the human lower extremity by comparative study between calculated muscle parameters through simulation using modified hill-type model and measured them through isokinetic exercise. And the relationship between muscle forces and moments participated in motion was quantified from the results of simulation. For simulation of isokinetic motion, a three-dimensional anatomical knee model was constructed using trials of gait analysis and the EMG-force model was used to determine muscle activation level exciting muscles. The modified Hill-type model was used to calculate individual muscle forces and moments in dynmaic analysis and the results were validated by comparing them of experiments on BIODEX. The results showed that there was a high correlation between calculated torques from simulation and measured them from experiments for isokinetic motion(R=0.97). Therefore we concluded that the simulation by using musculoskeletal model was so useful means to predict and convalesce musculoskeletal-related diseases, and analyze unrealizable experiment such as clash condition.

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Integrated Simulation System for Computer-Generated Forces' Human-like Movement (가상군의 인간유사성 움직임을 위한 통합 시뮬레이션 시스템)

  • Han, Chang-Hee;Shin, Kyu-Yong;Oh, Myung-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.5
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    • pp.8-15
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    • 2011
  • The goal of this paper is to describe how to construct an integrated simulation system that integrates limited perception-based mapping with spatial reasoning, path planning, and human motion style in order for a virtual soldier to effectively communicate with other virtual solders and/or human participants in a simulation. Virtual human research often ignores or simplifies perception by using a full map (with omniscient perception). In addition, previous research used a placement node where virtual environment designers save in advance the required information. However, this paper also shows that the human-like movement behavior can be achieved by the integrated ECA system with the mapping that supports a spatial understanding and does not require the omniscient perception.

Development of A Lossless Video Coding System Using Motion Compensation

  • Naoki Ono;Satoshi Ishbashi;Naoki Kobayashi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.177-182
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    • 1998
  • In this paper, we propose a lossless motion video coding method using motion compensation. For realtime coding and transmission, we developed a lossless video codec based on the proposed method. It was confirmed the codec functions normally in an experiment involving coding and transmitting through an actual ATM network. Furthermore, we proposed a lossless coding method with bit-plane expansion under a constant bitrate. Two approaches, a closed bit-plane approach and a merged bit-plane approach, are considered and characteristics of their compression efficiency are estimated. Simulation results show that the proposed method is suitable for lossless video coding with bitrate control.

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Characterizing Motion Performance with the Simulation Method

  • Li, Xiaohua;Teunissen, Kees;Song, Wen;Zhang, Yuning;Chai, Lin
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.1573-1576
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    • 2008
  • A simulation system is developed to calculate the apparent motion-induced image from a sequence of temporal luminance transitions, while using the properties of the human visual system. Based on the simulation method, both edge (moving block) and detail degradation (line spreading, grating, sinusoidal pattern), and also color aberration are discussed.

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The Evaluation of the Work Motion Suitability of Men's Coverall Type Painting Work Clothes Using 3D Virtual Clothing Simulation (3차원 가상착의 시스템을 활용한 남성용 커버롤 도장 작업복의 작업동작 적합성 평가)

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.24 no.4
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    • pp.63-84
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    • 2020
  • It is essential to consider the heavy industrial working environment factors which are regarded as harmful to workers' health and safety and suitable work motion factors for the workers' motion while developing the work clothes for painting workers in the machinery and shipbuilding industries. This study suggests the use of 3D virtual clothing simulations as a solution to protect the human body from hazardous working conditions accompanying the development of painting work clothes and assessing the work motion performance associated with the comfort while workers wear them during the work clothes. The initial aim of the study is to examine a male avatar to run work motions simultaneously within a 3D virtual clothing simulator, secondly, to present the simulation images of coverall type men's painting work clothes with the application of two experimental painting work motions and one control motion to the avatar, and finally, to present the distance analysis images of the painting work clothes and the avatar body and air gap rates through the analysis of cross-sections of the avatar body while wearing the coverall work clothes according to the work motions. The results showed that the distance degree of painting work clothes to the avatar body for each part of the human body when performing painting work motions. Moreover, 3D virtual clothing simulations enabled the creation of a male model avatar to run painting work motions together and the painting work clothes developed were found to be suitable for the painting work motions.

Impact Analysis for Kicking Motion of a Humanoid Robot

  • Park, Jae yeon;Kim, Seong-Hoon;So, Byung-Rok;Yi, Byung-Ju;Kim, Wheekuk
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.36.6-36
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    • 2002
  • $\textbullet$ Human motion consists of continual impact with environment $\textbullet$ External impulse model of kicking motion $\textbullet$ Models of aerodynamic forces $\textbullet$ Analysis of external impulse according to posture $\textbullet$ Simulation of a soccer ball trajectory

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