• Title/Summary/Keyword: still-motion

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The Revision of Motion Capture Data using Multiple Layers (다중 레이어를 이용한 모션캡쳐 수정에 관한 연구)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • Journal of Korea Multimedia Society
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    • v.12 no.7
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    • pp.903-912
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    • 2009
  • There are still many difficulties in developing techniques for modifying or transforming the flickering of motion capture data or in modifying motion capture data in such a way that suits the animation timing sheet. There is a problem in the existing method of modifying motion capture data. It requires almost same time as in the key frame animation work by a very skilled animator or even more time in modifying. It is believed that this kind of problem can be a basis for a more effective problem-solving method through creating the key animation data node and direct blend layer and replacement layer nodes. This study presents a new method which enables to modify animation data in a nonlinear way without modifying the existing animation data by creating an animation layer node for a direct connection to the animation node. 'Maya' API will be utilized in order to realize this method and the research range will be limited to 'Maya' 3D software which is generally used in motion picture and animation films. According to the results of this study, the new method is much more intuitive than the nonlinear one and does not require the preceding working of making animation clips. In addition, it has enabled to modify flickering and to extract key frames, and due to the compatibility with other programs, it has been possible to modify motion capture data by creating a direct layer node. Finally, in this study, the existing method of modifying animation will be examined, compared and analyzed.

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Eye-Catcher : Real-time 2D/3D Mixed Contents Display System

  • Chang, Jin-Wook;Lee, Kyoung-Il;Park, Tae-Soo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.51-54
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    • 2008
  • In this paper, we propose a practical method for displaying 2D/True3D mixed contents in real-time. Many companies released their 3D display recently, but the costs of producing True3D contents are still very expensive. Since there are already a lot of 2D contents in the world and it is more effective to mix True3D objects into the 2D contents than making True3D contents directly, people became interested in mixing 2D/True3D contents. Moreover, real-time 2D/True3D mixing is helpful for 3D displays because the scenario of the contents can be easily changed on playback-time by adjusting the 3D effects and the motion of the True3D object interactively. In our system, True3D objects are rendered into multiple view-point images, which are composed with 2D contents by using depth information, and then they are multiplexed with pre-generated view masks. All the processes are performed on a graphics processor. We were still able to play a 2D/True3D mixed contents with Full HD resolution in real-time using a normal graphics processor.

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A Study on Theo van Doesburg's Plastic Experiments with Colored Planes (반 두즈버르그의 색면 조형 실험에 관한 연구)

  • Park, Young-Kyung
    • Korean Institute of Interior Design Journal
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    • v.16 no.3 s.62
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    • pp.30-37
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    • 2007
  • This research is to find out the characteristics and significance of the plastic experiments with colored planes in Theo van Doesburg's works. Based on the analysis, the following results have been obtained. First, Thea van Doesburg's plastic experiments with colored planes started from the paintings in 1916-1918. series and series were made of the ion of still life or human motion. These paintings were intended to make effects of rhythm, acceleration and simultaneity. Second, he colored the outer and inner architectural surface with primary colors. The expression of visual. rhythm on the color design for De Vonk, Districts Housing Projects VIII & IX in Spangen, Multi-Housing in Oosterstraat, Friesian Housing, Landbouw Winter School, and University Hall in Amsterdam embodied the concept of painting-in-architecture. Third, the field of these experiments were extended into the architectural space. As a results, $H\hat{o}tel$ Particulier and Maison d'Artiste was shown on the Architectural Exhibition in Paris in 1923. The colored planes were used as a construction material. They generated the dynamic space in architecture. Fourth, through the pictorial works like Architectural Analysis, Contra-Composition, Simultaneous Composition or Simultaneous Contra-Composition, Tesseract and Aubette Cinema-Dancing Hall, he created the concepts of simultaneous integration including nature and the environments as well as space-time in the architecture.

A Study of Facial Expression of Digital Character with Muscle Simulation System

  • He, Yangyang;Choi, Chul-young
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.162-169
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    • 2019
  • Facial rigging technology has been developing more and more since the 21st century. Facial rigging of various methods is still attempted and a technique of capturing the geometry in real time recently also appears. Currently Modern CG is produced image which is hard to distinguish from actual photograph. However, this kind of technology still requires a lot of equipment and cost. The purpose of this study is to perform facial rigging using muscle simulation instead of using such equipment. Original muscle simulations were made primarily for use in the body of a creature. In this study, however, we use muscle simulations for facial rigging to create a more realistic creature-like effect. To do this, we used Ziva Dynamics' Ziva VFX muscle simulation software. We also develop a method to overcome the disadvantages of muscle simulation. Muscle simulation can not be applied in real time and it takes time to simulate. It also takes a long time to work because the complex muscles must be connected. Our study have solved this problem using blendshape and we want to show you how to apply our method to face rig.

Comparisons Among Functional Methods of Axis of Rotation Suitable for Describing Human Joint Motion (인체 관절운동 기술에 적합한 회전축 추정방법의 비교)

  • Kim, Jin-Uk
    • Korean Journal of Applied Biomechanics
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    • v.21 no.4
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    • pp.449-458
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    • 2011
  • There are many functional methods for estimating the mean axis of rotation of a joint. However, it is still a controversial issue which method is superior. The purpose of this study was to compare functional methods for estimated axes of rotation from synthetic data. The comparison was made in terms of suitabilities on describing humans in sports. For a more practical situation, the axis error as well as measurement and marker movement error were applied to generated data. Simulations having 1000 times of 80 rotational displacements were performed. The functional methods used in the study were two transformation methods, two fitting methods, and one more transformation method called M. The M method is a combination of S$\ddot{o}$derk & Wedin(1993) and Mardia & Jupp(2000). Another factor of the study was angular velocity with levels of .01, .025, .05, .5 and 1 rad/s. The method M resulted in unbiased, stable, and consistent axis of rotation vectors in all levels of angular velocity except .01 rad/s. Therefore, the method M had the highest validity and reliability of all the methods. The fitting methods were very sensitive in small angular velocities and stable only in the velocities of more than .5 rad/s. The most suitable method for analyzing human motion by using marker photogrammetry is M.

DEVS Modeling for Interactive Motion-based Mobile Contents Authoring Tool (모바일 기기 환경의 인터렉티브 모션 기반 콘텐츠 개발 도구와 DEVS 모델링)

  • Ju, Seunghwan;Choi, Yohan;Lim, Yongsoo;Seo, Heesuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.121-129
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    • 2015
  • Interactive media is a method of communication in which the output from the media comes from the input of the users. The interactive media lets the user go back with the media. Interactive media works with the user's participation. The media still has the same purpose but the user's input adds the interaction and brings interesting features to the system for a better enjoyment. We need a digital content using a dynamic motion and gesture of the mobile device. We made an authoring tool for content producers to easily create interactive content. We have tried to take advantage of the interaction by using a touch screen and a gravity sensor of the mobile device. This interaction may lead to allow the user to participate in the content, it can be used as a key device to assist in engagement. Furthermore, our authoring tool can be applied to various fields of publishing content.

Algorithmic Proposal of Optimal Loading Pattern and Obstacle-Avoidance Trajectory Generation for Robot Palletizing Simulator (로봇 팔레타이징 시뮬레이터를 위한 적재 패턴 생성 및 시변 장애물 회피 알고리즘의 제안)

  • Yu, Seung-Nam;Lim, Sung-Jin;Kim, Sung-Rak;Han, Chang-Soo
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.11
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    • pp.1137-1145
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    • 2007
  • Palletizing tasks are necessary to promote efficient storage and shipping of boxed products. These tasks, however, involve some of the most monotonous and physically demanding labor in the factory. Thus, many types of robot palletizing systems have been developed, although many robot motion commands still depend on the teach pendant. That is, the operator inputs the motion command lines one by one. This is very troublesome and, most importantly, the user must know how to type the code. We propose a new GUI(Graphic User Interface) for the palletizing system that is more convenient. To do this, we used the PLP "Fast Algorithm" and 3-D auto-patterning visualization. The 3-D patterning process includes the following steps. First, an operator can identify the results of the task and edit them. Second, the operator passes the position values of objects to a robot simulator. Using those positions, a palletizing operation can be simulated. We chose a widely used industrial model and analyzed the kinematics and dynamics to create a robot simulator. In this paper we propose a 3-D patterning algorithm, 3-D robot-palletizing simulator, and modified trajectory generation algorithm, an "overlapped method" to reduce the computing load.

An SNR Scalable Video Coding using Linearly Combined Motion Vectors

  • Ryu, Chang-Hoon;Byoungjun Han;Park, Kwang-Pyo;Yoon, Eung-Sik;Lee, Keun-Young
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.50-53
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    • 2002
  • There are increasing needs to deliver the multimedia streaming over heterogeneous networks. When considering network environments and equipment accessed by user, delivery of video streaming must be scalable. There are many kinds of scalable video coding: spatial, temporal, SNR, and hybrid. The SNR scalable and spatial resolution, but different SNR quality with respect to layers. The 1-layer SNR scalable encoder produces SNR scalable video streams with ease. But, there is drift problem. Modified 1-layer approach does not have this problem but coding inefficiency, and is not MPEG-compliant. The present MPEG-compliant 2-layer encoder comes out to reduce coding rate. But it still use only base layer to encode whole layer. In this paper, we propose adaptive MPEG-compliant 2-layer encoder. Using linear combination algorithm, encoder use 1 motion vector to encode the sequences efficiently. By dong this, we can achieve the coding efficiency of SNR scalable coding.

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A Study on Atomization Characteristics of Gasoline Impinging Spray Using Glow plug (글로우플러그를 이용한 충돌분무의 미립화특성에 관한 연구)

  • 문영호;오영택
    • Transactions of the Korean Society of Automotive Engineers
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    • v.9 no.5
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    • pp.54-61
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    • 2001
  • It is reported that during the cold starting, especially in gasoline engine, the engine response and the effect of HC emission can be improved by prompting atomization and reducing the quantity of fuel adhered to the range of injector tip, inlet port, and inlet valve. The purposes of this study are to promote atomization of fuel before air-fuel mixture in the inlet port. In order to achieve its goal, the glow plug is to evaluate the feasibility of for the early fuel evaporator and the spray behavior characteristics of gasoline, injected on the surface of glow plug with room temperature(2$0^{\circ}C$) and high temperature(25$0^{\circ}C$) is to examine. Particle motion analysis system(PMAS) was used to measure the SMD and the dropsize distribution of impinging spray and free spray. The results of this experiment, evaporation rate of impinging spray was higher than that of free spray, and the higher evaporation rate win, the smaller peak dropsize was. Especially, during early spray SMD of impinging spray was still smaller than that of fee spray.

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Non-Contact Manipulation of Conductive Rod using Axial Magnet Wheels (축형 자기차륜을 이용한 전도성 환봉의 비접촉 조작)

  • Jung, Kwang-Suk
    • Journal of Institute of Control, Robotics and Systems
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    • v.19 no.7
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    • pp.626-632
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    • 2013
  • When a conductive rod is put within rotating axial magnet wheels arranged parallel, three-axial magnetic forces generate on the rod. In some region, the forces has a property of negative stiffness, thus they can be applied to noncontact conveyance of the rod without a control load. Apart from the passive driving, the magnet wheel should be controlled for the rod to be stayed at the still state or be moved in a specified velocity. But, because a control input is just the rotating speed of the magnet wheel, the number of input is less than that of variables to be controlled. It means that levitation force and thrust force increase at the same time for increasing wheel speed, resulting from a strong couple between two forces. Thus, in this paper, a novel method, in which the longitudinal motion of the rod is controlled indirectly by the normal motion of the rod with respect to the wheel center, is introduced to manipulate the rod without mechanical contact on space.