A Novel Retrieval Method Based on Semantic Motion

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.

2010 ◽  
Vol 7 (1) ◽  
pp. 99-109
Author(s):  
Xiaopeng Wei ◽  
Boxiang Xiao ◽  
Qiang Zhang

A retrieval method for human Mocap (Motion Capture) data based on biomimetic pattern recognition is presented in this paper. BVH rotation channels are extracted as features of motion for both the retrieval instance and the motion data. Several hyper sausage neurons are constructed according to the retrieval instance, and the trained domain covered by these hyper sausage neurons can be considered as the distribution range of a same kind of motions. By use of CMU free motion database, the retrieval algorithm has been implemented and examined, and the experimental results are illustrated. At the same time, the main contributions and limitations are discussed.


2004 ◽  
Vol 01 (04) ◽  
pp. 651-669 ◽  
Author(s):  
KATSU YAMANE ◽  
JESSICA K. HODGINS ◽  
H. BENJAMIN BROWN

In this paper, we present a method for controlling a motorized, string-driven marionette using motion capture data from human actors and from a traditional marionette operated by a professional puppeteer. We are interested in using motion capture data of a human actor to control the motorized marionette as a way of easily creating new performances. We use data from the hand-operated marionette both as a way of assessing the performance of the motorized marionette and to explore whether this technology could be used to preserve marionette performances. The human motion data must be extensively adapted for the marionette because its kinematic and dynamic properties differ from those of the human actor in degrees of freedom, limb length, workspace, mass distribution, sensors, and actuators. The motion from the hand-operated marionette requires less adaptation because the controls and dynamics are a closer match. Both data sets are adapted using an inverse kinematics algorithm that takes into account marker positions, joint motion ranges, string constraints, and potential energy. We also apply a feedforward controller to prevent extraneous swings of the hands. Experimental results show that our approach enables the marionette to perform motions that are qualitatively similar to the original human motion capture data.


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.


2013 ◽  
Vol 650 ◽  
pp. 518-522
Author(s):  
Juan Xiao

Main characteristics of recent human motion capture systems are analyzed in the paper firstly. Based on that, a new multi-user aerobics wireless human motion capture system based on MEMS is proposed. Design of its framework and core technology solutions including large-scale data obtain, multi-hop wireless sensor and high-frequency real-time transmission are put forward. Finally, three-dimensional real-time reconstructions of the multi-user aerobics wireless motion capture system are showed in the paper.


2012 ◽  
Vol 468-471 ◽  
pp. 131-134
Author(s):  
Jian Xiang

This paper proposes a method to speed up motion retrieval: matching algorithm improvement and motion high-dimensional index. The fast elimination algorithm is used to delete most of motions that are not similar with samplings. Then indexing of high-dimensional feature is done with 3D motion data structure. The experimental results show that our method outperforms the classical motion retrieval method both in speed and accuracy.


Author(s):  
Natapon Pantuwong

Recently, motion data is becoming increasingly available for creating computer animation. Motion capture is one of the systems that can generate such motion data. However, it is not suitable to capture a lot of motion due to the cost of motion capture technique, and the diculty of its postprocessing. This paper presents a timeline-based motion-editing system that enables users to perform motion-editing tasks easily and quickly. A motion sequence is summarized and displayed in the 3D environment as a set of editable icons. Users can edit the motion data by performing a sequence of operations on a single key frame or over an interval. The recorded sequence is then propagated automatically to a set of target key frames or intervals, which can be either user dened or system dened. In addition, we provide a simple interaction method for manipulating the duration of specic intervals in the motion data. Methods for combining and synchronizing two dierent motions are also provided in this system. In contrast with the previous work that allows only temporal editing, the proposed system provides editing functions for both geometry and temporal editing. We describe a user study that demonstrated the eciency of the proposed system.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yuqing Wang

Virtual reality technology has promoted the reform of education. This research mainly discusses college physical education teaching assisted by artificial intelligence-based virtual reality technology. According to the position change of the virtual human’s center of gravity, the spline keyframe interpolation method is used for interpolation, and the model pose obtained in each frame is rendered to obtain the virtual human’s animation. After synthesizing a virtual human animation with three-dimensional human motion data, the animation can have functions such as video storage, fast playback, slow playback, and freeze. At the same time, the system can also display and play the virtual human animation and the video shot by the camera on the same screen, in order to make an intuitive comparison of the athletes’ movements. Coaches can edit by hand or shoot the sports of outstanding domestic and foreign athletes on the spot and then use VC++6.0 as a development tool to analyze and get the simulation video of the 3D virtual human body. The virtual human animation technology in the motion analysis system is to relocate the three-dimensional motion data extracted from the video captured by the camera to the three-dimensional virtual human model we have established, and the three-dimensional virtual human will then simulate the technical actions of the athletes, which indirectly reflects that the three-dimensional movement information of the athletes enables coaches and athletes to observe the athletes’ technical movements in a three-dimensional space in real time, repeatedly, and from multiple angles so that the coach can accurately guide the athletes’ technical movements. Finally, a neural network based on artificial intelligence technology is used to evaluate the teaching effect. In the comparative experiment, 35% of the people in the virtual teaching experiment group were excellent, while the control group had only 10% in this excellent range (90–100). This research contributes to the smooth progress of VR technology teaching in colleges and universities.


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.


2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Agnieszka Szczęsna ◽  
Monika Błaszczyszyn ◽  
Magdalena Pawlyta

AbstractHuman motion capture is commonly used in various fields, including sport, to analyze, understand, and synthesize kinematic and kinetic data. Specialized computer vision and marker-based optical motion capture techniques constitute the gold-standard for accurate and robust human motion capture. The dataset presented consists of recordings of 37 Kyokushin karate athletes of different ages (children, young people, and adults) and skill levels (from 4th dan to 9th kyu) executing the following techniques: reverse lunge punch (Gyaku-Zuki), front kick (Mae-Geri), roundhouse kick (Mawashi-Geri), and spinning back kick (Ushiro-Mawashi-Geri). Each technique was performed approximately three times per recording (i.e., to create a single data file), and under three conditions where participants kicked or punched (i) in the air, (ii) a training shield, or (iii) an opponent. Each participant undertook a minimum of two trials per condition. The data presented was captured using a Vicon optical motion capture system with Plug-In Gait software. Three dimensional trajectories of 39 reflective markers were recorded. The resultant dataset contains a total of 1,411 recordings, with 3,229 single kicks and punches. The recordings are available in C3D file format. The dataset provides the opportunity for kinematic analysis of different combat sport techniques in attacking and defensive situations.


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