scholarly journals The Synchronisation Of Motion Capture Results In The Animation Character Reinforcement Process

2019 ◽  
Vol 54 (3) ◽  
Author(s):  
Joko Sutopo ◽  
Mohd Khanapi Abd Ghani ◽  
M.A. Burhanuddin ◽  
Hafizd Ardiansyah ◽  
Mazin Abed Mohammed

Animation is a collection of frames that express a motion activity. The animation consists of actors, characters and performance components that present a story — one of the technologies in making an animation with motion capture. The results of catching motion in the form of motion record data are then synchronised to animated characters. However, the problem is that there are difficulties in synchronising animated characters with the results of catching motion so that the motion can be more subtle. On capture, this motion uses Kinect as a motion capture sensor for actors. The results of this capture then become motion data. The synchronisation of motion data from the motion capture results with Kinect then adjusts the joint body character points, frames, time with three-dimensional (3D) animated characters according to the flow of character actors. This synchronisation is adjusted to the recording of character movements starting from the motion of humans, animals and objects that invite motion activity with motion capture methods both marked and without markers. In making 3D, there are models of giving a body or bone frame (rigging) after giving the body frames is done by giving visual effects, lighting, rendering, and compositing. Rigging is the installation of bones to characters used to place and manipulate animated controls on characters that will be animated to produce the desired gesture. Animation synchronisation is to create animated characters manually; the file is used for. The synchronisation is Biovision Hierarchy (BVH) with gesture giving movement without having to save the keyboard in every animation movement manually.

Author(s):  
Kim Vincs

The central project of contemporary dance has been to create a spatiotemporal poetics of the body based on its relationship to gravity. Virtual reality technologies enable a much more radical deconstruction of the conventional dancing body; in three-dimensional computer-generated space, the laws of physics can literally be coded into being, and Susanne Langer’s notion of “virtual force” becomes negotiable by dancers on an entirely new scale. Dancers can float free of gravity or change their physical morphology seemingly at will. Game-engine technology enables “virtual choreography” in digitally generated worlds; motion capture technology is central to transferring dance movement into CG interactive environments. Drawing on work by dance technology artists and research centers around the world, this chapter argues that the poetic affordances of motion capture provide a fundamental shift in conceptualizing dance movement that expands dance’s ability to critically and artistically engage with virtual environments, and therefore with an increasingly virtualized cultural imagination.


Author(s):  
Harry Nuriman ◽  
◽  
Nia Kurniasih ◽  
Setiawan Sabana ◽  
Intan R. Mutiaz ◽  
...  

Visualizations of the body of the famous Javanese Prince Diponegoro appears in various media, ranging across sketches, paintings, sculptures, banknotes and coins, shadow puppets, stamps, theatrical performances and electronic devices. All these visualizations mostly follow previous visualizations influenced by artist imaginations. This research seeks to present Prince Diponegoro in three-dimensional animated visualization using a motion capture technique. To complete this, the project draws from authentic manuscript research from the autobiography of Babad Diponegoro. Further, the project employs intertextuality as a method with which to interpolate the data, and hence to obtain a satisfactory overall visualization. The physical features, gestures and paralinguistic elements contained in the verbal text of Babad Diponegoro have been employed using motion capture data based on events written in the Babad Diponegoro. Many existing representations of the prince exist. However, this study attempts to rethink these existing visualizations, so as to produce a much more accurate, if not completely new, icon, thus differing to existing representations.


Author(s):  
John Wiechel ◽  
Sandra Metzler ◽  
Dawn Freyder ◽  
Nick Kloppenborg

Reconstructing the mechanics and determining the cause of a person falling from a height in the absence of witness observations or a statement from the victim can be quite challenging. Often there is little information available beyond the final resting position of the victim and the injuries they sustained. The mechanics of a fall must follow the physics of falling bodies and this physics provides an additional source of information about how the fall occurred. Computational, physics-based simulations can be utilized to model the free-fall portion of the fall kinematics and to analyze biomechanical injury mechanisms. However, an accurate determination of the overall fall kinematics, including the initial conditions and any specific contributions of the person(s) involved, must include the correct position and posture of the individual prior to the fall. Frequently this phase of the analysis includes voluntary movement on the part of the fall victim, which cannot be modeled with simulations using anthropomorphic test devices (ATDs). One approach that has been utilized in the past to overcome this limitation is to run the simulations utilizing a number of different initial conditions for the fall victim. While fall simulations allow the initial conditions of the fall to be varied, they are unable to include the active movement of the subject, and the resulting interaction with other objects in the environment immediately prior to or during the fall. Furthermore, accurate contact interactions between the fall victim and multiple objects in their environment can be difficult to model within the simulation, as they are dependent on the knowledge of material properties of these objects and the environment such as elasticity and damping. Motion capture technology, however, allows active subject movement and behaviors to be captured in a quantitative, three-dimensional manner. This information can then be utilized within the fall simulation to more accurately model the initial fall conditions. This paper presents a methodology for reconstructing fall mechanics using a combination of motion capture, human body simulation, and injury biomechanics. This methodology uses as an example a fall situation where interaction between the fall victim and specific objects in the environment, as well as voluntary movements by the fall victim immediately prior to the accident, provided information that could not be otherwise obtained. Motion capture was first used to record the possible motions of a person in the early stages of the fall. The initial position of the fall victim within the physics based simulation of the body in free fall was determined utilizing the individual body segment and joint angles from the motion capture analysis. The methodology is applied to a real world case example and compared with the actual outcome.


2016 ◽  
Vol 53 (1) ◽  
pp. 9-22 ◽  
Author(s):  
Zhao Zhang ◽  
Shiming Li ◽  
Bingjun Wan ◽  
Peter Visentin ◽  
Qinxian Jiang ◽  
...  

AbstractNo existing studies of badminton technique have used full-body biomechanical modeling based on three-dimensional (3D) motion capture to quantify the kinematics of the sport. The purposes of the current study were to: 1) quantitatively describe kinematic characteristics of the forehand smash using a 15-segment, full-body biomechanical model, 2) examine and compare kinematic differences between novice and skilled players with a focus on trunk rotation (the X-factor), and 3) through this comparison, identify principal parameters that contributed to the quality of the skill. Together, these findings have the potential to assist coaches and players in the teaching and learning of the forehand smash. Twenty-four participants were divided into two groups (novice, n = 10 and skilled, n = 14). A 10-camera VICON MX40 motion capture system (200 frames/s) was used to quantify full-body kinematics, racket movement and the flight of the shuttlecock. Results confirmed that skilled players utilized more trunk rotation than novices. In two ways, trunk rotation (the X-factor) was shown to be vital for maximizing the release speed of the shuttlecock – an important measure of the quality of the forehand smash. First, more trunk rotation invoked greater lengthening in the pectoralis major (PM) during the preparation phase of the stroke which helped generate an explosive muscle contraction. Second, larger range of motion (ROM) induced by trunk rotation facilitated a whip-like (proximal to distal) control sequence among the body segments responsible for increasing racket speed. These results suggest that training intended to increase the efficacy of this skill needs to focus on how the X-factor is incorporated into the kinematic chain of the arm and the racket.


2014 ◽  
Vol 568-570 ◽  
pp. 676-680
Author(s):  
Si Xi Chen ◽  
Shu Chen

The application of digital technology on the protection of intangible cultural heritage is a major topic of research in recent years. The motion capture technology of protection will gradually replace the traditional recording methods such as texts, pictures and videos. It is valuable to build a high-fidelity, high-modular and low-cost digital platform for choreographic data collection and extended application. This paper studies the intangible cultural heritage of Quanzhou breast-clapping dance, one of the most famous choreographic intangible cultural heritages from China with standard optical motion capture method. The data are acquiring and processing after the dance motion capture, we binds the motion data and three-dimensional model using Motion Builder and build digital demonstration platform base on an OGRE engine to display the movements. The viewer can view at any angle and distance. The system can be easily applied in motion intangible cultural heritages protection project. Furthermore, the system can be provided versatile motion data for additional use.


2012 ◽  
Vol 468-471 ◽  
pp. 103-106 ◽  
Author(s):  
Jian Xiang

With the widespread application of motion capture technology, three-dimensional(3D) motion data can be directly obtained. In this paper, a new 3D retrieval algorithm based on semantic motion is proposed. With semantic motion template and extracting key-frame, 3D human motion database can be processed effectively by retrieval. Experiment results show that our method can improve the accuracy of motion retrieval.


2013 ◽  
Vol 722 ◽  
pp. 454-458
Author(s):  
Shu Ai Li ◽  
Yong Sheng Wang ◽  
Rui Pai Xiang

To solve the bottleneck problem of defining motion trajectory of virtual role in animation creation process, this paper presents a solution of mechanical human body motion capture technology, mainly involving inertia sensing technology, Bluetooth, the design of sensor network nodes and the development of reconstruction software of human body motion model. The system uses sensor network to collect motion data of the body key joints, and the data are delivered to workstation through Bluetooth, the software on workstation uses analytical inverse kinematics algorithm to analyze the motion data. So the system has advantages of lower cost and high precision. Meanwhile, the paper also provides a solid foundation for the research of multiplayer real-time motion capture technology.


2016 ◽  
Vol 41 (2) ◽  
pp. 205-209 ◽  
Author(s):  
Jorge M Zuniga ◽  
Adam M Carson ◽  
Jean M Peck ◽  
Thomas Kalina ◽  
Rakesh M Srivastava ◽  
...  

Background and aim: The prosthetic options for higher level amputees are limited and costly. Advancements in computer-aided design programs and three-dimensional printing offer the possibility of designing and manufacturing transitional prostheses at very low cost. The aim of this project was to describe an inexpensive three-dimensional printed mechanical shoulder prosthesis to assist a pre-selected subject in performing bi-manual activities. Technique: The main function of the body-powered, manually adjusted three-dimensional printed shoulder prosthesis is to provide a cost-effective, highly customized transitional device to individuals with congenital or acquired forequarter amputations. Discussion: After testing the prototype on a young research participant, a partial correction of the patient’s spinal deviation was noted due to the counterweight of the device. The patient’s family also reported improved balance and performance of some bimanual activities after 2 weeks of using the device. Limitations of the design include low grip strength and low durability. Clinical relevance The prosthetic options for higher level amputees are limited and costly. The low-cost three-dimensional printed shoulder prosthesis described in this study can be used as a transitional device in preparation for a more sophisticated shoulder prosthesis.


2013 ◽  
Vol 416-417 ◽  
pp. 1341-1345 ◽  
Author(s):  
Guang Tian Shi ◽  
Shuai Li

Because the mechanical motion capture system can only capture the motion data of the human body and it can`t achieve the positioning function in three-dimensional space, therefore, it is only suitable for capturing just one person's motion data. This paper will introduce the UWB positioning technology to the multiplayer mechanical motion capture system, the system through the mechanical motion capture technology to get the motion data of performers and using UWB positioning technique to obtain the coordinate data of each performer, then through the integration and calculation of the above two kinds of data, the system will acquire the complete motion data of each performer.


2006 ◽  
Vol 321-323 ◽  
pp. 1094-1097 ◽  
Author(s):  
Tae Yong Sim ◽  
Seung Eel Oh ◽  
Sang Sik Lee ◽  
Joung H. Mun

In golf, it is crucial that unintended shots, such as slices, be minimized. However, it has proven rather difficult to improve golf performance via investigations of the causes of slicing, as this particular phenomenon is induced by a cooperative effect by each segment of the body, rather than by a single postural anomaly. Thus, the objective of this study was to isolate and characterize the factors causing slicing, and to present possibilities for the improvement of golf performance via the minimization of the number of slices executed, using a three dimensional motion capture system, combined with multiple regression analysis, artificial neural network, and fuzzy logic techniques. This study obtained some interesting results, such as the following: (1) We isolated 9 slice-inducing factors, using a stepwise method. (2) Our artificial neural network (ANN) accurately separated 'slice' from 'normal' shots (classification rate: 100%). (3)We could present the possibility of reducing the number of slice using the fuzzy logic. We expect that our data might be eventually used to improve golf performance.


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