• Title/Summary/Keyword: motion capture technology

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The Effect of the Technical and Virtual Creator Characteristics of Vtuber's Personal Broadcasting on Pleasure, Satisfaction, and Paid Sponsorship Intention: Based on the S-O-R Model (브이튜버(Vtuber) 개인방송의 기술적 특성과 가상 크리에이터 특성이 즐거움, 시청만족도 및 유료후원의도에 미치는 영향: S-O-R 모델을 기반으로)

  • Jin, Chengjun;Yang, Sung-Byung;Yoon, Sang-Hyeak
    • Journal of Information Technology Services
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    • v.21 no.5
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    • pp.107-127
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    • 2022
  • Personal broadcasting utilizing Vtuber, a virtual creator made of 2D or 3D avatars, has recently appeared and is growing in popularity. Vtuber is a virtual person who broadcasts on the Internet using 2D or 3D avatars with real-time motion capture and computer graphics technologies. While the personal broadcasting industry utilizing Vtuber is proliferating, related studies have mainly concentrated on technical issues. Therefore, in this study, the antecedent factors that form the technical characteristics and virtual creator characteristics of Vtuber personal broadcasting are derived using the Stimulus-Organism-Response (S-O-R) model. Then the effect of these factors on viewer pleasure and satisfaction, which lead to increased paid sponsorship is to be examined. Furthermore, we investigate how this influencing mechanism fluctuates based on the avatar type (2D vs. 3D). This study contributes to empirical examinations of viewers' paid sponsorship intention in Vtuber personal broadcasting through the S-O-R model. It also offers insights that technological or virtual creator characteristics could improve viewers' pleasure, satisfaction, and even paid sponsorship.

Active Facial Tracking for Fatigue Detection (피로 검출을 위한 능동적 얼굴 추적)

  • Kim, Tae-Woo;Kang, Yong-Seok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.3
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    • pp.53-60
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    • 2009
  • The vision-based driver fatigue detection is one of the most prospective commercial applications of facial expression recognition technology. The facial feature tracking is the primary technique issue in it. Current facial tracking technology faces three challenges: (1) detection failure of some or all of features due to a variety of lighting conditions and head motions; (2) multiple and non-rigid object tracking; and (3) features occlusion when the head is in oblique angles. In this paper, we propose a new active approach. First, the active IR sensor is used to robustly detect pupils under variable lighting conditions. The detected pupils are then used to predict the head motion. Furthermore, face movement is assumed to be locally smooth so that a facial feature can be tracked with a Kalman filter. The simultaneous use of the pupil constraint and the Kalman filtering greatly increases the prediction accuracy for each feature position. Feature detection is accomplished in the Gabor space with respect to the vicinity of predicted location. Local graphs consisting of identified features are extracted and used to capture the spatial relationship among detected features. Finally, a graph-based reliability propagation is proposed to tackle the occlusion problem and verify the tracking results. The experimental results show validity of our active approach to real-life facial tracking under variable lighting conditions, head orientations, and facial expressions.

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Correlation Analysis of The X-Factor, X-Factor Stretch and Swing-Related Factors during Drive Swing (드라이버 스윙 시 X-Factor, X-Factor Stretch와 스윙 관련 변인의 상관관계 분석)

  • Lee, Kyung-Hun;Kwon, Moon-Seok;Lim, Young-Tae
    • Korean Journal of Applied Biomechanics
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    • v.25 no.2
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    • pp.149-155
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    • 2015
  • Purpose : Recently, many researchers and golf coachers demonstrated that X-factor and X-factor stretch had a co-relationship with driving distance. However, its relationship is still controversial and ambiguous. Thus, the aim of this study was to examine the relationship among X-factor, X-factor stretch and swing-related factors, including driving distance in elite golfers. Method : Seventeen male elite golfers (handicap: ${\leq}4$) with no history of musculo-skeletal injuries participated in the study. Thirty spherical retro-reflective markers were placed on including the middle point of PSIS, the right/left ASIS, the right/left lateral acromion of the scapula, driver head and shaft grip. All motion capture data was collected at 100Hz using 6 infrared cameras. Carry distance, club speed, ball speed, smash factor, launch angle, and spin rate were collected from radar-based device, TrackMan. Results : Pearson's correlation coefficient method was used to find the correlations among X-factor, X-factor stretch and swing-related factors. Positive correlations between driving distance and other swing-related factors which include club speed(r=.798, p<.001), and ball speed(r=.948, p<.001) were observed. In contrast to the swing-related factors, X-factor and X-factor stretch had no relationship to driving distance. Conclusion : These results indicate that X-factor and X-factor stretch are not key regulators in driving distance.

Evaluation of Predicted Driving Postures in RAMSIS Digital Human Model Simulation (Digital Human Model Simulation을 위한 RAMSIS 추정 운전자세의 정합성 평가 및 개선)

  • Park, Jang-Woon;Jung, Ki-Hyo;Chang, Joon-Ho;Kwon, Jeong-Ung;You, Hee-Cheon
    • IE interfaces
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    • v.23 no.2
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    • pp.100-107
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    • 2010
  • For proper ergonomic evaluation using a digital human model simulation (DHMS) system such as $RAMSIS^{(R)}$, the postures of humanoids for designated tasks need to be predicted accurately. The present study (1) evaluated the accuracy of driving postures of humanoids predicted by RAMSIS, (2) proposed a method to improve its accuracy, and (3) examined the effectiveness of the proposed method. The driving postures of 12 participants in a seating buck were measured by a motion capture system and compared with their corresponding postures predicted by RAMSIS. Significant discrepancies ($8.7^{\circ}$ to $74.9^{\circ}$) between predicted and measured postures were observed for different body parts and driving tasks. Two methods (constraints addition and user-defined posture) were proposed and their effects on posture estimation accuracy were examined. Of the two proposed methods, the user-defined posture method was found preferred, reducing posture estimation errors by 11.5% to 84.9%. Both the posture prediction accuracy assessment protocol and user-defined posture method would be of use for practitioners to improve the accuracy of predicted postures of humanoids in virtual environments.

Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry (콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석)

  • Kim, Jungho;Park, Jin Wan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.507-517
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    • 2020
  • Along with the development of computer graphics, real-time rendering, motion capture, and artificial intelligence technology, virtual being that enables two-way communication has emerged in the content industry. Although the commercialization of technologies and platforms is creating a two-way communication virtual being, there is a lack of analysis of what characteristics this virtual being has and how it can be used in each field. Therefore, through technical background survey and case study for the production of virtual being, the two-way communication virtual being is analyzed on the characteristics necessary for emotional exchange. The characteristics needed for emotional exchange were divided into interaction, individuality, and autonomy, and this characteristic is classified as the focus and how two-way communication virtual being will be used in the content field. This study is expected to provide significant implications for the research of content production and utilization using virtual being as a basic study of virtual being, which analyzes the technical background and characteristics for two-way communication required for virtual being production.

Disabled Alpine Ski Athlete's Kinematic Characteristic Changes by Computer Aided Design Based Mono Ski Bucket: A Case Study (컴퓨터 디자인 기반 모노스키 버킷 사용에 따른 장애인 알파인 스키 선수의 운동학적 특성 변화 연구: 사례 연구)

  • Koo, Dohoon;Eun, Seondeok;Hyun, Boram;Kweon, Hyosun
    • Korean Journal of Applied Biomechanics
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    • v.24 no.4
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    • pp.425-433
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    • 2014
  • The purpose of the study was to investigate the effect of CAD (Computer Aided Design) based alpine mono-ski bucket design on disabled ski athletes' kinematic characteristics. Two national team ski athletes with LW11 disabilities (Locomotion Winter Classification) category for sit ski participated in both pre and post experiment. Both of the subjects performed 3 trials of carved turn on a ski slope under two conditions. Where, subject "A" performed pre experiment with personal bucket and post experiment with the newly developed CAD based bucket whereas, Subject "B" as control subject performed both pre and post experiment with his personal bucket. For the experiment, 24 Infrared cameras were positioned on the ski slope which covered the path of the ski turn. Also, motion capture suit with reflective markers were worn by both subjects. In the result, decrement in medial/lateral displacement of COM, anterior/posterior displacement of COM, flexion/extension angle of trunk as well as velocity losing rate of COM was observed in subject "A" when using the newly developed CAD based bucket. In contrast, no larger effect on performance was observed when using personal buckets. In conclusion, the findings obtained from the study indicated effectiveness of newly developed CAD based bucket by reducing excessive movement of hip and trunk which is an important factor to perform an effective turn.

Study on Effect of Exercise Performance using Non-face-to-face Fitness MR Platform Development (비대면 휘트니스 MR 플랫폼 개발을 활용한 운동 수행 효과에 관한 연구)

  • Kim, Jun-woo
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.571-576
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    • 2021
  • This study was carried out to overcome the problems of the existing fitness business and to build a fitness system that can meet the increased demand in the Corona situation. As a platform technology for non-face-to-face fitness edutainment service, it is a next-generation fitness exercise device that can use various body parts and synchronize network-type information. By synchronizing the exercise information of the fitness equipment, it was composed of learning contents through MR-based avatars. A quantified result was derived from examining the applicability of the customized evaluation system through momentum analysis with A.I analysis applying the LSTM-based algorithm according to the cumulative exercise effect of the user. It is a motion capture and 3D visualization fitness program for the application of systematic exercise techniques through academic experts, and it is judged that it will contribute to the improvement of the user's fitness knowledge and exercise ability.

Ergonomic Evaluation of Trunk-Forearm Support Type Chair

  • Lim, Seung Yeop;Won, Byeong Hee
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.2
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    • pp.143-153
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    • 2014
  • Objective: The aim of this study is to investigate the effects of trunk-forearm supported sitting on trunk flexion angle, trunk extensor fatigue and seat contact pressure. Background: The relationship between sitting posture and musculoskeletal disorders of the trunk extensor fatigue and seat contact pressure has been documented. The trunk-forearm support type ergonomic chair was devised from the fact that trunk-forearm support has been reported to reduce trunk extensor activity and discomfort. Method: Using three different sitting postures, upright ($P_1$), trunk-forearm supported ($P_2$) and normal sitting ($P_3$), six healthy subjects participated in the study. Motion capture system was used to collect head and trunk flexion angle, and surface electromyography (sEMG) was used to collect myoelectric signal of upper trapezius, lower trapezius, erector spinae, multifidus, and pressure mat system was used to measure seat contact pressure. Results: When trunk and forearm were supported by the ergonomic chair, higher head flexion angle showed upright > trunk-forearm supported > normal in order, and muscle fatigue showed less than upright and normal sitting. Mean seat contact pressure decreased 19% than upright sitting. But muscle fatigue was not affected by each condition. Conclusion: Trunk-forearm supported sitting of the ergonomic chair showed positive effect in respect of trunk and head flexion angle, trunk extensor fatigue, seat contact pressure. To acquire comprehensive understanding of the effectiveness of the ergonomic chair, further studies such as anatomical effects from measurement of external applied loading effect to the body from interface pressure analysis are required. Application: The results of the publishing trend analysis might help physiological effects of trunk-forearm support type chair.

Effects of Real-time Visual Feedback Gait Training on Gait Stability in Older Adults (실시간 시각적 피드백 보행 훈련이 노인들의 보행 안정성에 미치는 영향)

  • Byun, Kyungseok;Han, Sooji;Bhang, Dawon;Seo, Hyundam;Lee, Hyo Keun
    • Korean Journal of Applied Biomechanics
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    • v.30 no.3
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    • pp.247-253
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    • 2020
  • Objective: This study aimed to examine the effects of real-time visual feedback gait training on gait stability in older adults. Method: Twelve older adults participated in this study, being divided into 2 groups including a) visual feedback (VF) and b) non-visual feedback (NVF) groups. For 4 weeks, VF performed a treadmill walking training with real-time visual feedback about their postural information while NVF performed a normal treadmill walking training. For evaluations of gait stability, kinematic data of 15-minute treadmill walking were collected from depth-based motion capture system (30 Hz, exbody, Korea). Given that step lengths in both right and left sides were determined based on kinematic data, three variables including step difference, coefficient of variation, approximate entropy were calculated to evaluate gait symmetry, variability and complexity, respectively. Results: For research findings, VF exhibited significant improvements in gait stability after 4-week training in comparison to NVF, particularly in gait symmetry and complexity measures. However, greater improvement in gait variability was observed in NVF than VF. Conclusion: Given that visual feedback walking gives potential effectiveness on gait stability in older adults, gait training with visual feedback may be a robust therapeutic intervention in people with gait disturbances like instability or falls.

Design Guideline of Height-adjustable Wash Basin for Persons with Disability (고령자 및 장애인용 높이조절 세면기의 설계 가이드라인)

  • Bae, Ju-Hwan;Moon, Inhyuk
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.4
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    • pp.349-354
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    • 2017
  • In this study, we proposed a design guideline of height-adjustable wash basin which is an assistive product for personal hygiene for persons with disability. We performed biomechanical assessments using both of conventional and prototype height adjustable wash basin. Total five elderly subjects (all male, age $68.6{\pm}4.3yrs.$, height $169.8{\pm}5.7cm$, weight $70{\pm}7.7kg$) participated for the assessment test. Each joint angles were measured by using a 3D motion capture system when subjects use wash basins, and the lumbar moment of each subjects was estimated based on a human body model. From the assessment results, a design guideline which has the range of the height from 652[mm] to 1162[mm] was proposed. Then additional assessment tests with five healthy subjects ($25.8{\pm}1.8yrs.$, $175.5{\pm}5.8cm$, $74{\pm}15.7kg$) were performed in order to verify effectiveness of the design guideline. The results showed a height-adjustable wash basin applied the proposed design guideline was effective to reduce the lumbar moment.