نتایج جستجو برای: pts motion and time analysis mtm motion capture system virtual environment

تعداد نتایج: 17786552  

Introduction: In recent years, due to physical problems of patients or restrictions on social interactions in COVID-19 pandemic, telerehabilitation based on virtual reality (VR) attracted the attention of many researchers.   Method: In this applied research, a Kinect sensor and an image processing software were used to design and implement a motion simulator for rehabilitation of patients with...

2002
YOSHIAKI AKAZAWA YOSHIHIRO OKADA KOICHI NIIJIMA

This paper proposes a real-time, video based motion capture system using only one video camera. Since conventional video based motion capture systems need many cameras and take a long time to deal with many video images, they cannot generate motion data in real time. Therefore they cannot be used as a real-time input device for a standard PC. On the other hand, the prototype system proposed in ...

Introduction: In recent years, due to physical problems of patients or restrictions on social interactions in COVID-19 pandemic, telerehabilitation based on virtual reality (VR) attracted the attention of many researchers.   Method: In this applied research, a Kinect sensor and an image processing software were used to design and implement a motion simulator for rehabilitation of patients with...

Journal: :Presence 1999
Tom Molet Ronan Boulic Daniel Thalmann

Motion-capture techniques are rarely based on orientation measurements for two main reasons: (1) optical motion-capture systems are designed for tracking object position rather than their orientation (which can be deduced from several trackers), (2) known animation techniques, like inverse kinematics or geometric algorithms, require position targets constantly, but orientation inputs only occas...

2005
Leopoldo R. França Neto Veronica Teichrieb Sérgio Galdino Judith Kelner

This paper presents a motion capture technique applied to animation, in order to analyze physical models. A low cost motion capture environment has been built, which is validated through a case study. An experiment is described, showing the main steps to be performed using the motion capture technique. Finally the generated animations are used to analyze physical models in a virtual three dimen...

2002
Sung-Eun Kim Ran-Hee Lee Chang-Joon Park In-Ho Lee

We described a real-time 3D computer vision system called MIMIC(Motion Interface & Motion Information Capture system) that can capture and save motion of an actor. This system analyzes input images from vision sensors and searches feature information like a head, hands, and feet. Moreover, this estimates intermediated joints as an elbow and knee using feature information and makes 3D human mode...

2011
Lucía Vera Jesús Gimeno Inmaculada Coma Marcos Fernández

In this paper we present a virtual character controlled by an actor in real time, who talks with an audience through an augmented mirror. The application, which integrates video images, the avatar and other virtual objects within an Augmented Reality system, has been implemented using a mixture of technologies: two kinect systems for motion capture, depth map and real images, a gyroscope to det...

2011
Ruina Ma Damien Chablat Fouad Bennis Liang Ma

With the increasing of computer capabilities, Computer aided ergonomics (CAE) offers new possibilities to integrate conventional ergonomic knowledge and to develop new methods into the work design process. As mentioned in [1], different approaches have been developed to enhance the efficiency of the ergonomic evaluation. Ergonomic expert systems, ergonomic oriented information systems, numerica...

2002
Julien Pettré Thierry Siméon Jean-Paul Laumond

This paper presents a method for animating human characters, especially dedicated to walk planning problems. The method is integrated in a randomized motion planning scheme, including a steering method dedicated to human walk. This steering method integrates a character motion controller assuming realistic animations. The navigation of the character through a virtual environment is modeled as a...

2011
Lesley Northam Joe Istead Craig S. Kaplan

This paper discusses on-set previsualization with distributed motion capture, virtual camera and asset control, and real-time rendering using a video game engine. Our test harness, RTFX, demonstrates the feasibility and usefulness of a system that couples Epic Games’ UnrealEngine3 with the Houdini 3D animation kit by Side Effects Software and a passive motion capture system by Vicon.

نمودار تعداد نتایج جستجو در هر سال

با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید