• 제목/요약/키워드: motion capture technology

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Classification of Behavioral Lexicon and Definition of Upper, Lower Body Structures in Animation Character

  • Hongsik Pak;Suhyeon Choi;Taegu Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권3호
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    • pp.103-117
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    • 2023
  • This study focuses on the behavioural lexical classification for extracting animation character actions and the analysis of the character's upper and lower body movements. The behaviour and state of characters in the animation industry are crucial, and digital technology is enhancing the industry's value. However, research on animation motion application technology and behavioural lexical classification is still lacking. Therefore, this study aims to classify the predicates enabling animation motion, differentiate the upper and lower body movements of characters, and apply the behavioural lexicon's motion data. The necessity of this research lies in the potential contributions of advanced character motion technology to various industrial fields, and the use of the behavioural lexicon to elucidate and repurpose character motion. The research method applies a grammatical, behavioural, and semantic predicate classification and behavioural motion analysis based on the character's upper and lower body movements.

Dynamic torsional response measurement model using motion capture system

  • Park, Hyo Seon;Kim, Doyoung;Lim, Su Ah;Oh, Byung Kwan
    • Smart Structures and Systems
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    • 제19권6호
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    • pp.679-694
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    • 2017
  • The complexity, enlargement and irregularity of structures and multi-directional dynamic loads acting on the structures can lead to unexpected structural behavior, such as torsion. Continuous torsion of the structure causes unexpected changes in the structure's stress distribution, reduces the performance of the structural members, and shortens the structure's lifespan. Therefore, a method of monitoring the torsional behavior is required to ensure structural safety. Structural torsion typically occurs accompanied by displacement, but no model has yet been developed to measure this type of structural response. This research proposes a model for measuring dynamic torsional response of structure accompanied by displacement and for identifying the torsional modal parameter using vision-based displacement measurement equipment, a motion capture system (MCS). In the present model, dynamic torsional responses including pure rotation and translation displacements are measured and used to calculate the torsional angle and displacements. To apply the proposed model, vibration tests for a shear-type structure were performed. The torsional responses were obtained from measured dynamic displacements. The torsional angle and displacements obtained by the proposed model using MCS were compared with the torsional response measured using laser displacement sensors (LDSs), which have been widely used for displacement measurement. In addition, torsional modal parameters were obtained using the dynamic torsional angle and displacements obtained from the tests.

Feasibility Study of Gait Recognition Using Points in Three-Dimensional Space

  • Kim, Minsung;Kim, Mingon;Park, Sumin;Kwon, Junghoon;Park, Jaeheung
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제13권2호
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    • pp.124-132
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    • 2013
  • This study investigated the feasibility of gait recognition using points on the body in three-dimensional (3D) space based on comparisons of four different feature vectors. To obtain the point trajectories on the body in 3D, gait motion data were captured from 10 participants using a 3D motion capture system, and four shoes with different heel heights were used to study the effects of heel height on gait recognition. Finally, the recognition rates were compared using four methods and different heel heights.

Effect of Internal Fluid Resonance on the Performance of a Floating OWC Device

  • Cho, Il Hyoung
    • 한국해양공학회지
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    • 제35권3호
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    • pp.216-228
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    • 2021
  • In the present study, the performance of a floating oscillating water column (OWC) device has been studied in regular waves. The OWC model has the shape of a hollow cylinder. The linear potential theory is assumed, and a matched eigenfunction expansion method(MEEM) is applied for solving the diffraction and radiation problems. The radiation problem involves the radiation of waves by the heaving motion of a floating OWC device and the oscillating pressure in the air chamber. The characteristics of the exciting forces, hydrodynamic forces, flow rate, air pressure in the chamber, and heave motion response are investigated with various system parameters, such as the inner radius, draft of an OWC, and turbine constant. The efficiency of a floating OWC device is estimated in connection with the extracted wave power and capture width. Specifically, the piston-mode resonance in an internal fluid region plays an important role in the performance of a floating OWC device, along with the heave motion resonance. The developed prediction tool will help determine the various design parameters affecting the performance of a floating OWC device in waves.

Case Study of Short Animation with Facial Capture Technology Using Mobile

  • Jie, Gu;Hwang, Juwon;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.56-63
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    • 2020
  • The Avengers film produced by Marvel Comics shows visual effects that were impossible to produce in the past. Companies that produce film special effects were initially equipped with large personnel and equipment, but technology is gradually evolving to be feasible for smaller companies that do not have high-priced equipment and a large workforce. The development of hardware and software is becoming increasingly available to the general public as well as to experts. Equipment and software which were difficult for individuals to purchase before quickly popularized high-performance computers as the game industry developed. The development of the cloud has been the driving force behind software costs. As augmented reality (AR) performance of mobile devices improves, advanced technologies such as motion tracking and face recognition technology are no longer implemented by expensive equipment. Under these circumstances, after implementing mobile-based facial capture technology in animation projects, we have identified the pros and the cons and suggest better solutions to improve the problem.

Color Capture Device의 저조도 감도 향상 방안 (Sensitivity Improvement Method for Color Capture Device At Low Illumination Conditions)

  • 김일도;전재성;최병선;박상규
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2007년도 하계종합학술대회 논문집
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    • pp.235-236
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    • 2007
  • CCD(Charge-Coupled Device) 혹은 CMOS (Complementary Metal Oxide Semiconductor)와 같은 소자를 이용하여 빛을 전기적 신호인 Image로 재구성하는 촬상소자(Color Capture Device)는 촬영환경이 어두워지면 Dynamic Range가 작아지고, Noise가 상대적으로 심해진다[1][2]. 본 논문에서는 촬영 환경이 어두울 때, Resolution을 Preserving하는 Pixel Pitch가 큰 촬상 소자와 Motion Blur를 억제하는 Exposure Time이 긴 촬상 소자의 조합을 신호처리로 구현하여, 신호의 Power를 향상시켜 Dynamic Range를 키우고 Noise의 Boost-up을 억제하여 SNR(Signal to Noise Ratio)을 향상시키는 방식으로, 촬상 장치의 감도를 향상시켜 화질을 개선하는 방법을 제안한다.

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디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류 (Digital Motion Capture for Types and Shapes of 3D Character Animation)

  • 윤황록;유석호;이동열
    • 한국콘텐츠학회논문지
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    • 제7권8호
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    • pp.102-108
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    • 2007
  • 디지털 시대를 맞아 21세기 주목받는 문화산업 중에서도 가장 대표적인 게임산업은 최근 어느 때 보다도 그 관심도가 높아지고 있다. 2D 및 3D 애니메이션은 컴퓨터 기술의 발전과 더불어 보다 사실적인 동작표현에 맞추어 계속적인 성장과 발전을 이루고, 컴퓨터 하드웨어 및 소프트웨어 기술의 빠른 변화를 통하여 2D 및 3D 애니메이션 활용범위는 TV, 영화, GAME 산업 등에서 그 영역을 넓히고 있는 추세이다. 한편으로 최근 게임 그래픽의 추세는 2D의 단순조작 게임 중심에서 플레이어의 몰입감과 조작감을 높이는 3D 게임 그리고 3D 게임 캐릭터의 활성화로 2D에서 3D로 그 무게가 변화하고 있는 추세이다. 본 논문에서는 3D 게임 캐릭터의 실사움직임(Motion Capture)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델분류를 하는데 그 의의를 두고 있다. 이를 위해 먼저 3D 게임 캐릭터의 개요 및 실사움직임 사례에 대해 알아보고, 그리고 3D 게임 캐릭터 애니메이션의 종류별 모델 분류, 형태별 모델 분류 데이터를 제안함으로써 향후 게임산업 및 디지털 콘텐츠 산업에 효율성이 높고 빠른 시간에 적용 가능한 캐릭터애니메이션 제작과정 및 3D 캐릭터 애니메이션 응용에 그 효과가 클 것으로 사료된다.

의류학 연구 및 패션산업 현장에 도입되고 있는 3D 기술동향 및 적용사례 고찰 (Emerging Trends in 3D Technology Adopted in Apparel Design Research and Product Development)

  • 박희주;구수민
    • 한국의류학회지
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    • 제42권1호
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    • pp.195-209
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    • 2018
  • This study reviewed emerging trends in 3D technology adopted in apparel design research and product development for rapid prototyping and effective evaluation of product performance. Based on a literature review, the authors discussed technical advantages, practical merits and limitations, applications, and on-going developmental efforts of the following methodologies focusing on 3D body scanning and 3D motion capture, and 3D virtual fit simulation technologies. Such data-driven technical approaches observed in recent apparel design research and industry practice are expected to increasingly be adopted in the field to improve consumers' satisfaction with functionality, aesthetics, and comfort of a wide range of apparel products that include daily wear, sport apparel and protective clothing.

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik;Choi, Myung Geol
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.45-50
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    • 2019
  • Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

관절체에 고정된 관성 센서의 위치 및 자세 보정 기법 (Pose Calibration of Inertial Measurement Units on Joint-Constrained Rigid Bodies)

  • 김신영;김혜진;이성희
    • 한국컴퓨터그래픽스학회논문지
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    • 제19권4호
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    • pp.13-22
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    • 2013
  • 모션 캡처 장치는 자연스러운 인체 동작을 생성하는 것을 용이하게 하여 영화, 컴퓨터 게임, 컴퓨터 애니메이션 등 여러 분야에서 폭넓게 사용되고 있다. 그 중 관성 센서를 활용한 모션 캡처 장치는 보다 널리 사용되고 있는 광학 모션 캡처 장비에 비해 소요 공간과 비용 측면에서 이점을 가지고 있으나 비교적 높은 노이즈로 인해 측정 결과의 정밀도가 떨어지는 단점이 있다. 특히 관성 센서에 포함되어 중력 방향을 계측하는 가속도 센서는 센서의 선형 가속 운동으로 인해 중력 방향의 계측 정밀도가 떨어지는 문제를 갖는다. 본 논문에서는 관절체에 부착된 센서의 자세 측정 정확도를 높이기 위해 가속도 센서에서 선형 가속도 성분을 제거하는 기법을 제안한다. 아울러 센서가 부착되어 있는 관절체의 회전축 및 센서의 부착 위치를 보정하는 기법을 소개한다. 이 보정 기법은 관성 센서가 관절체의 임의의 위치와 방향으로 부착되는 것을 가능하게 한다.