• Title/Summary/Keyword: motion capture technology

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

  • 박호식;정연숙;손동주;나상동;배철수
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.603-607
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    • 2004
  • 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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Analysis of Relationship between Biomechanical Factors and Driver's Distance during Golf Driver Swing (골프 드라이버 스윙 시 운동역학 요인들과 비거리 관련성 분석)

  • Lim, Young-Tae;Park, Jun-Sung;Lee, Jae-Woo;Kwon, Moon-Seok
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.1
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    • pp.1-8
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    • 2021
  • The purpose of this study was to analyze relationship between biomechancal factors and diver's distance during golf driver swing. Fifteen professional golfers were participated in as subject. Eight motion capture cameras(250 Hz), 2 force plates(1000 Hz), and Trackman were used to collect kinematic and kinetic datas. It was performed Pearson's correlation analysis using SPSS 24.0. The level of significance was at .05. Ball speed, club head speed, X-Factor, and ground reaction force were correlated on driving distance, However, smash factor and knee moment were not correlated on driving distnace. Ball speed, club head speed, X-Factor, and ground reaction force were effected to driving distance, but smash factor and knee moment were not effected to driving distance.

Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

DYNAMIC MODEL DURING EMERGENCY MEDICAL TECHNICIANS LIFTING POSTURES (응급구조사들의 들어 올리는 자세의 동역학적 모델 분석)

  • Shin, Dong Min
    • The Korean Journal of Emergency Medical Services
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    • v.8 no.1
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    • pp.169-178
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    • 2004
  • 본 연구의 목적은 응급구조사들이 긴 척추고정판을 이용하여 환자를 들어 올리는 3가지 다른 자세와 다른 3가지 부하 조건을 이용하여, 요추 4번과 5번의 압축력, 전단응력 그리고 합력의 변화를 동역학적 모델을 제시하기 위한 분석이다. 연구방법 : 36명의 남자가 본 연구의 실험에 자발적으로 동원되었으며, 나이는 평균 21.42세이고, 신장은 평균 174.05cm이며, 체중은 평균 78.05kg이다. 이 실험에서 부하 조건은 50, 70, 90kg이고, 들어 올리는 높이는 지상에서부터 95cm 이었으며, 들어 올리는 동안의 회전고리는 110cm이었다. 운동현상학적 자료는 2-D ProReflex Motion Capture Camera을 이용하였으며, sampling rate는 60Hz로 하였다. 결과 및 논의 : 동역학적 데이터 자료를 근거로 한 본 연구의 결론은 다음과 같다. Lunge 자세기술에서 전단응력과 합력 등이 최소의 stress로 요추 4번 5번에 미치는 것으로 나타났다. 그러나 Lunge 기술에서 압축력은 약간 증가되는 것으로 나타났다. 이 연구에서 Stooped 자세기술에서는 아주 큰 전단응력과 합력 등이 요추 4번, 5번 관절에 넓게 작용하는 것으로 나타났으며, 이는 들어 올리는 동작을 할 때 상해의 원인이 된다고 사료된다. 특히 응급구조사들이 들것을 들어 올릴 때 너무 큰 전단응력이 요추 4번, 5번 관절에 작용을 하면 비정상적으로 병리학상 또는 해부학상 신체적변화가 온다고 해석할 수 있다. 그래서 응급구조사들에게 들것을 들어올리는 stooped 자세는 아주 크고 많은 합력 작용하기 때문에 권고될만한 기술이 아니라고 해석 된다. Squat 자세에서 중간 정도의 압축력, 전단응력 그리고 합력이 작용된다. 만약 응급구조사가 전단응력 그리고 합력이 요추에 미치는 영향이 가장 걱정된다면, lunge 자세가 두 가지 힘을 줄여줄 수 있다고 사료된다. 마지막으로 응급구조사가 들것을 들어올리는 데는 squat 자세 기술이 가장 좋다고 사료 된다.

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A Study on the Practical Human Robot Interface Design for the Development of Shopping Service Support Robot (쇼핑 서비스 지원 로봇 개발을 위한 실체적인 Human Robot Interface 디자인 개발에 관한 연구)

  • Hong Seong-Soo;Heo Seong-Cheol;Kim Eok;Chang Young-Ju
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.81-90
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    • 2006
  • Robot design serves as the crucial link between a human and a robot, the cutting edge technology. The importance of the robot design certainly will be more emphasized when the consumer robot market matures. For coexistence of a human and a robot, human friendly interface design and robot design with consideration of human interaction need to be developed. This research extracts series of functions in need which are consisted of series of case studies for planning and designing of 'A Shopping Support Robot'. The plan for the robot is carried out according to HRI aspects of Design and the designing process fellows. Definite results are derived by the application of series of HRI aspects such as gestures, expressions and sound. In order to verify the effectiveness of application of HRI aspects, this research suggests unified interaction that is consisted of motion-capture, animation, brain waves and sound between a human and a robot.

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Comparison of Numerical Results for Laminar Wavy Liquid Film Flows down a Vertical Plate for Various Time-Differencing Schemes for the Volume Fraction Equation (수직평판을 타고 흐르는 층류파동액막류에 대한 체적분율식 시간차분법에 따른 해석 결과 비교)

  • Park, Il-Seouk;Kim, Young-Jo;Min, June-Kee
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.35 no.11
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    • pp.1169-1176
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    • 2011
  • Liquid film flows are classified into waveless laminar, wavy laminar, and turbulent flows depending on the Reynolds number or the flow stability. Since the wavy motions of the film flows are so intricate and nonlinear, studies on them have largely been experimental. Most numerical approaches have been limited to the waveless flow regime. The various free surface-tracking schemes adopted for this problem were used to more accurately estimate the average film thickness, rather than to capture the unsteady wavy motion. In this study, the wavy motions in laminar wavy liquid film flows with Reynolds numbers of 200-1000 were simulated with various numerical schemes based on the volume of fluid (VOF) method for interface tracking. The results from each numerical scheme were compared with the experimental results in terms of the average film thickness, the wave velocity, and the wave amplitude.

A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.31-38
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    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.

A Study on Fast Iris Detection for Iris Recognition in Mobile Phone (휴대폰에서의 홍채인식을 위한 고속 홍채검출에 관한 연구)

  • Park Hyun-Ae;Park Kang-Ryoung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.2 s.308
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    • pp.19-29
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    • 2006
  • As the security of personal information is becoming more important in mobile phones, we are starting to apply iris recognition technology to these devices. In conventional iris recognition, magnified iris images are required. For that, it has been necessary to use large magnified zoom & focus lens camera to capture images, but due to the requirement about low size and cost of mobile phones, the zoom & focus lens are difficult to be used. However, with rapid developments and multimedia convergence trends in mobile phones, more and more companies have built mega-pixel cameras into their mobile phones. These devices make it possible to capture a magnified iris image without zoom & focus lens. Although facial images are captured far away from the user using a mega-pixel camera, the captured iris region possesses sufficient pixel information for iris recognition. However, in this case, the eye region should be detected for accurate iris recognition in facial images. So, we propose a new fast iris detection method, which is appropriate for mobile phones based on corneal specular reflection. To detect specular reflection robustly, we propose the theoretical background of estimating the size and brightness of specular reflection based on eye, camera and illuminator models. In addition, we use the successive On/Off scheme of the illuminator to detect the optical/motion blurring and sunlight effect on input image. Experimental results show that total processing time(detecting iris region) is on average 65ms on a Samsung SCH-S2300 (with 150MHz ARM 9 CPU) mobile phone. The rate of correct iris detection is 99% (about indoor images) and 98.5% (about outdoor images).

The Effect of Shoe Heel Types and Gait Speeds on Knee Joint Angle in Healthy Young Women - A Preliminary Study

  • Chhoeum, Vantha;Wang, Changwon;Jang, Seungwan;Min, Se Dong;Kim, Young;Choi, Min-Hyung
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.41-50
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    • 2020
  • The consequences of wearing high heels can be different according to the heel height, gait speed, shoe design, heel base area, and shoe size. This study aimed to focus on the knee extension and flexion range of motion (ROM) during gait, which were challenged by wearing five different shoe heel types and two different self-selected gait speeds (comfortable and fast) as experimental conditions. Measurement standards of knee extension and flexion ROM were individually calibrated at the time of heel strike, mid-stance, toe-off, and stance phase based on the 2-minute video recordings of each gait condition. Seven healthy young women (20.7 ± 0.8 years) participated and they were asked to walk on a treadmill wearing the five given shoes at a self-selected comfortable speed (average of 2.4 ± 0.3 km/h) and a fast speed (average of 5.1 ± 0.2 km/h) in a random order. All of the shoes were in size 23.5 cm. Three of the given shoes were 9.0 cm in height, the other two were flat shoes and sneakers. A motion capture software (Kinovea 0.8.27) was used to measure the kinematic data; changes in the knee angles during each gait. During fast speed gait, the knee extension angles at heel strike and mid-stance were significantly decreased in all of the 3 high heels (p<0.05). The results revealed that fast gait speed causes knee flexion angle to significantly increase at toe-off in all five types of shoes. However, there was a significant difference in both the knee flexion and extension angles when the gait in stiletto heels and flat shoes were compared in fast gait condition (p<0.05). This showed that walking fast in high heels leads to abnormal knee ROM and thus can cause damages to the knee joints. The findings in this preliminary study can be a basis for future studies on the kinematic changes in the lower extremity during gait and for the analysis of causes and preventive methods for musculoskeletal injuries related to wearing high heels.

Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.