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      • KCI등재

        리타겟티드 3D 캐릭터 모션 캡쳐 연구

        송밝음,최동혁 한국만화애니메이션학회 2019 만화애니메이션연구 Vol.- No.57

        Motion capture is widely used in many areas due to its realistic implementation and reduced cost time. It is widely used not only in the game field but also in the field of VFX and animation, and contributes greatly to the digital media. Along with the development of motion capture, embedded systems that read motion capture data in 3D software such as 3ds Max, Blender, and Maya are also upgrading and supplementing with the development of motion capture. However, since the high cost of motion capture and the use and application of motion capture are complicated, there are still many problems that are difficult to apply to the producers who want to utilize motion capture data. I analyzed the system applying the built-in motion capture data centered on Maya software, which is widely used as 3D animation industry, and tried to solve problems and solutions. To solve these problems, I developed SongMocap tool which is a motion capture plug-in tool. We compared the strengths and weaknesses of HumanIK with SongMocap to apply motion capture data to Maya. I applied motion capture data to three characters (Stewart, Mery and a Grandfather character). The result came out well with the results of the imported motion capture data from HumanIK and SongMocap system. However, in case of HumanIK, it was difficult to use because of the complicated process and procedure. SongMocap, on the other hand, is intuitive and sometimes has motion capture actions applied to its characters with a single click of a button, making it easy for beginners to use. 모션 캡쳐는 예전에 비하여 사실적인 구현과 작업 시간의 절감 효과가 있어 게임 분야뿐만 아니라, 영상(VFX), 애니메이션 분야 등 여러 분야에서 널리 사용됨으로써 영상 미디어의 발전에 기여하고 있다. 이와 함께 3D 소프트웨어(3ds Max, Blender, Maya)에서 모션 캡쳐 데이터를 읽어드리는 시스템 역시 업그레이드되고 계속 보완되는 추세이다. 그러나 모션 캡쳐의 사용에는 고가의 비용이 들고, 모션 캡쳐의 사용 방법(예컨대, 리깅된 캐릭터에의 적용 방법) 역시 복잡하다. 따라서 현재까지도 모션 캡쳐의 활용에는 여러 문제점들이 존재한다. 이 논문에서는 모션 캡쳐의 종류 및 절차를 간략히 알아보고, 3D 애니메이션에 많이 사용되는 마야(Maya) 소프트웨어를 중심으로 내재된 모션 캡쳐 데이터를 리깅된 캐릭터에 적용하는 시스템에 대해 분석함으로써 그 문제점을 찾아내고, 그 해결 방안으로서 좀 더 효율적이고 편리한 모션 캡쳐 플러그인 툴(SongMocap 툴)을 개발 제시하고자 한다. 이를 위해 마야(Maya)에서 직접 촬영한 모션 캡쳐 데이터에서 움직임들을 보여주는 HumanIK와 이 연구에서 직접 개발한 SongMocap 방식으로 실험을 통해 그 장단점을 비교 분석한다. 이때 사용하는 캐릭터들은 인터넷에서 다운받을 수 있는 보편적인 애니메이션 캐릭터들(스튜어트와 메리)과 임의의 캐릭터(할아버지 캐릭터)이다. 모션 캡쳐 데이터를 임의로 리깅된 캐릭터에 적용해 본 결과, 새로 개발한 SongMocap 시스템 툴을 적용한 결과 나타나는 동작 구현들은 HumanIK 못지않게 잘 나타남을 확인하였다. 그러나 HumanIK 같은 경우는 컨트롤러 연결뿐만 아니라 조인트 연결 및 캐릭터 정의 등 과정과 절차가 복잡하고, 특히 조인트 연결 시에는 리깅 관련 많은 지식이 필요했기에 숙련이 되지 않은 작업자에게는 사용하기가 어려운 문제점이 있는 반면에, SongMocap의 경우 모션 캡쳐 데이터와 리깅 캐릭터간의 컨트롤러 연결만 설정해주면 되는 까닭에 미숙련자인 초보자도 쉽게 제작할 수 있도록 절차가 간소하다는 장점이 있다는 것을 확인하였다.

      • KCI등재

        Identification of user's Motion Patterns using Motion Capture System

        Kwang Tae Jung,Jaein Lee 대한인간공학회 2014 大韓人間工學會誌 Vol.33 No.6

        Objective:The purpose of this study is to identify motion patterns for cellular phone and propose a method to identify motion patterns using a motion capture system. Background: In a smart device, the introduction of tangible interaction that can provide new experience to user plays an important role for improving user"s emotional satisfaction. Firstly, user"s motion patterns have to be identified to provide an interaction type using user"s gesture or motion. Method: In this study, a method to identify motion patterns using a motion capture system and user"s motion patterns for using cellular phone was studied. Twentytwo subjects participated in this study. User"s motion patterns were identified through motion analysis. Results: Typical motion patterns for shaking, shaking left and right, shaking up and down, and turning for using cellular phone were identified. Velocity and acceleration for each typical motion pattern were identified, too. Conclusion: A motion capture system could be effectively used to identify user"s motion patterns for using cellular phone. Application: Typical motion patterns can be used to develop a tangible user interface for handheld device such as smart phone and a method to identify motion patterns using motion analysis can be applied in motion patterns identification of smart device.

      • Realization of a hybrid human motion capture system

        Ha-Hyoung jung,Min-Kyoung Kim,Joon Lyou 제어로봇시스템학회 2017 제어로봇시스템학회 국제학술대회 논문집 Vol.2017 No.10

        In this paper, we propose a hybrid human motion capture method that combines the advantages of optical motion capture device and sensor type motion capture device. First, calibration of multiple cameras is performed to obtain position and attitude information of a rigid body composed of markers. Then, 15 AHRS sensor modules were attached to individual segments of the human body, arms, legs, and body to reproduce human skeletal movements by analyzing the kinematic relationship of joint rotation information. By overcoming the disadvantages of motion capture method of optical and sensor type, many people can simultaneously capture motion. From our experiments, an actor was asked to hold different poses with this system and then the motion capture was conducted. It resulted in a 3D character can reproduce the motions of the actor.

      • KCI등재

        4족 동물의 광학식 모션 캡처 프로세스와 디지털 4족 캐릭터에 대한 리타겟팅 파이프라인에 대한 연구

        송재원(Jaewon Song),유미(Mi You),김정희(Junghee Kim),양준식(Junsk Yang),노준용(Junyong Noh) 한국애니메이션학회 2015 애니메이션연구 Vol.11 No.5

        본 논문은 4족 동물에 대한 광학 방식의 모션 캡처 프로세스와, 캡처된 4족 동물 모션 데이터의 디지털 캐릭터에 대한 리타겟팅 파이프라인에 대해서 다룬다. 사람과 같은 2족 캐릭터를 중심으로 한 모션 캡처는 영화 및 애니메이션 제작에 있어 사실적인 모션을 획득하는 효율적인 방법으로 이미 폭넓게 활용되고 있다. 그러나 4족 동물 모션 캡처는 그 수요와 중요성에 비하여 관련 자료 및 캡처와 관련된 노하우가 부족한 실정이다. 기존의 사람을 대상으로 한 모션 캡처에 비해 4족 동물 모션 캡처는 캡처 환경, 캡처 슈트, 마커의 부착, 캡처 동작의 종류 등에서 큰 차이점을 보인다. 따라서 이 논문에서는 실제 4족 동물 캡처를 진행하며 해결했던 문제점 및 개선방향 등을 중점적으로 분석, 기술하여, 향후 4족 모션 캡처를 실행함에 있어 보다 효율적으로 진행할 수 있도록 하는 방법론을 제시하고자 한다. 또한, 이렇게 캡처된 데이터가 실제로 디지털 캐릭터 애니메이션을 제작하는 데 활용될 수 있도록, 모션 캡처 데이터를 디지털 캐릭터에 옮겨 주는 리타겟팅 파이프라인에 대해서도 논의할 것이다. This paper deals with optical motion capture process of quadruped characters and motion retargeting pipeline for digital quadruped character. Human motion capture technologies are already widely used in the movie and animation industry for creating natural human-like character motion. However, despite the importance and demand, quadruped motion capture is rarely performed yet. Quadruped motion capture process is very different from human motion capture, such as capture environment, marker attachment and captured motion itself. In this paper, we will analyse our quadruped motion capture process to provide effective methodology of motion capture about quadruped animals. Furthermore, we will discuss about motion retargeting process that how the motion data is used for the digital quadruped characters effectively.

      • Efficient Construction and Search of Motion Graph

        Yaru Yin,Yan Gao,Lizhuang Ma (사)한국CDE학회 2010 한국CAD/CAM학회 국제학술발표 논문집 Vol.2010 No.8

        Motion graph have been widely used as effective technique in the synthesis of human motions. A good motion graph should take into account both motion diversity and time cost in construction and search. However, time cost grow quickly as graph size increases. In this paper, we present a method to set up hierarchical structure, which can preserve the motion clip boundary and transition boundary between different behaviors and styles. This structure guides a faster and more reasonable graph establishment, and allows local optimization to be performed during the construction. After the building process, this structure also helps with motion graph search, by making traverse search into direct table look-up or local search. Moreover, a navigation map is introduced to conduct appropriate path when there is no direct connection between two motions. The experimental results indicate that the hierarchical structure together with navigation map could lower the computation time in construction and search, while providing a richer variety of motion styles simultaneously.

      • KCI등재

        트래커를 활용한 딥러닝 기반 실시간 전신 동작 복원

        김현석,강경원,박강래,권태수 (사)한국컴퓨터그래픽스학회 2023 컴퓨터그래픽스학회논문지 Vol.29 No.5

        In this paper, we propose a novel deep learning-based motion reconstruction approach that facilitates the generation of full-body motions, including finger motions, while also enabling the online adjustment of motion generation delays. The proposed method combines the Vive Tracker with a deep learning method to achieve more accurate motion reconstruction while effectively mitigating foot skating issues through the use of an Inverse Kinematics (IK) solver. The proposed method utilizes a trained AutoEncoder to reconstruct character body motions using tracker data in real-time while offering the flexibility to adjust motion generation delays as needed. To generate hand motions suitable for the reconstructed body motion, we employ a Fully Connected Network (FCN). By combining the reconstructed body motion from the AutoEncoder with the hand motions generated by the FCN, we can generate full-body motions of characters that include hand movements. In order to alleviate foot skating issues in motions generated by deep learning-based methods, we use an IK solver. By setting the trackers located near the character’s feet as end-effectors for the IK solver, our method precisely controls and corrects the character’s foot movements, thereby enhancing the overall accuracy of the generated motions. Through experiments, we validate the accuracy of motion generation in the proposed deep learning-based motion reconstruction scheme, as well as the ability to adjust latency based on user input. Additionally, we assess the correction performance by comparing motions with the IK solver applied to those without it, focusing particularly on how it addresses the foot skating issue in the generated full-body motions.

      • 모션캡쳐를 이용한 남녀 걸음걸이 중 골반과 어깨의 움직임 분석

        이효진(Hyojin Lee),권정훈(Junghoon Kwon) (사)한국CDE학회 2016 한국 CAD/CAM 학회 학술발표회 논문집 Vol.2016 No.동계

        In recent years, Human can achieve automation about many part of life as Internet of things technic is developed. Besides, Security problems such as related the technics become issues too. The purpose of this study is finding of quantitative gender difference of pelvic motions, shoulder’s motions during walking for using human identification. For analyzing the motion, We conducted motion capture using VICON camera and PIG(Plug in Gait) marker sets, 17 subject(male:9, female:8) were captured motion. We calculated tilt, obliquity, rotation of pelvis and shoulder from the motion capture data. The method for calculating is comparing global system we defined and local system. As a result, we can find female’s pelvic motions is larger than those of the males, shoulder motion is smaller. And there is no quantitative relation between pelvic and shoulder’s motion. In other words, People’s motion of pelvis and shoulder is unique and we can use for developing human identification.

      • KCI등재

        Jitter Correction of the Face Motion Capture Data for 3D Animation

        Junsang Lee,Soowhan Han,Imgeun Lee 한국컴퓨터정보학회 2015 韓國컴퓨터情報學會論文誌 Vol.20 No.9

        Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character’s motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.

      • KCI등재

        인체모션 데이터 획득 장치와 최적화 기법을 사용한 로봇운동 데이터 생성과 애니메이션

        배태영,김영석 한국생산제조학회 2013 한국생산제조학회지 Vol.22 No.3

        This paper describes a whole-body (human body's) motion generation scheme for an android robot that uses motion capture device and a nonlinear constrained optimization method. Because the captured motion data are based on global coordinates and the actors have different heights and different upper-lower body ratios, the captured motion data cannot be used directly for a humanoid robot. In this paper, we suggest a method for obtaining robot joint angles, which allow the resultant robot motion to be as close as possible to the captured human motion data, by applying a nonlinear constrained optimization method. In addition, the results are animated to demonstrate the similarity of the motions.

      • KCI등재후보

        기하학적 평균필터에 의한 자연스러운 움직임 편집

        김진옥 ( Jin-ok Kim ) 한국인터넷정보학회 2004 인터넷정보학회논문지 Vol.5 No.2

        최근 움직임 포착 시스템은 애니메이션 연구 분야에 가장 활발하게 적용되고 있다. 움직임 데이터의 포착은 움직임 포착 시스템을 실제 배우의 움직임과 연결하여 이루어진다. 본 연구는 기하학적 평균 필터를 이용하여 움직임 데이터를 편집하는 방법에 대해 다룬다. 포착한 움직임 데이터에 잡음이 끼면 부자연스러운 동작을 생성하기 때문에 동작을 자연스럽게 만들어 내는 중간 과정이 필요한데 기하학적 평균 필터를 이용하여 자연스러운 동작을 생성할 수 있도록 한 것이다. 실험 결과는 기하학적 평균필터가 다양한 공간필터 중에서 움직임 데이터의 잡음을 제거하는데 가장 우수함을 보여준다. 본 연구의 제안 방법은 실시간 애니메이션, 가상현실, 3D 응용분야등에 다양하게 응용 가능하다. Recently, motion capture has become one of the most promising technologies in animation. Realistic motion data can be captured by recording the movement of a real actor with an optical or magnetic motion capture system. This paper deals with motion editing by a geometric mean filter. Since the captured motion has some noises that cause a jerky motion, it needs a smoothing process to make it natural. A geometric mean filter is proposed to produce natural motions without jerky motions. Experimental results show that the geometric mean filter can effectively remove noises that cause a jerky motion and it can guarantee the most natural motions among various spatial filters. This method could be applied to the various fields such as real time animation, virtual reality applications, 3D applications, and etc.

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