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PL
Integracja mikroelektroniki i elektroniki noszonej ze środkami ochrony indywidualnej, w tym z odzieżą ochronną, z jednej strony sprawia, że można uzyskać zupełnie nowe funkcje tych środków, jednak z drugiej strony niewłaściwe ich zaprojektowanie może być potencjalnym źródłem zagrożenia dla użytkownika, np. przez spowodowanie nad miernego obciążenia psychofizycznego. Z tego względu niezbędne jest badanie odzieży ochronnej wyposażonej w elektronikę noszoną pod kątem jej wpływu na obciążenie psychofizyczne człowieka. W Centralnym Instytucie Ochrony Pracy - Państwowym Instytucie Badawczym podjęto działania w kierunku opracowania nowej metodyki badań, która pozwoliłaby ocenić wpływ aktywnej odzieży ochronnej, w tym z wbudowanymi czujnikami i modułami mikro elektronicznymi, na obciążenie psychofizyczne jej użytkownika w symulowanych warunkach przewidywanego stosowania.
EN
The integration of microelectronics and wearable electronics with personal protective equipment (PPE) means that, on the one hand, completely new functions can be achieved, but on the other hand, their inappropriate design may be a potential source of danger for the user, e.g. by causing excessive psychophysical burden. For this reason, it is necessary to test protective clothing equipped with wearable electronics in terms of its impact on the psychophysical load of a human being. At the Central Institute for Labour Protection - National Research Institute, efforts were made to develop a new research methodology that would allow to fully investigate and evaluate the impact of smart protective clothing, including those with built-in sensors and microelectronic modules, on the psychophysical load of its user under simulated conditions of intended use.
EN
The problem of fall is still unsolved even though it is a serious problem, especially in group of elderly. Also, another difficulty is to analyse falls that occur in day-to-day life. Those events are hard to observe by specialists and so it is hard to analyse them. Following work contains a description of experimental process for external force-caused fall observation with the use of motion capture system and dynamometric platforms. Data collected according to this protocol were later used for time series neural networks. Obtained results of analysis were compared to popular model of human stability. Conducted inquiry proves that it is possible to detect fall even before it occurs and while it is external force-caused fall the loss of stability develops earlier than it was assumed.
3
Content available remote The application of topological data analysis to human motion recognition
EN
Human motion analysis is a very important research topic in the field of computer vision, as evidenced by a wide range of applications such as video surveillance, medical assistance and virtual reality. Human motion analysis concerns the detection, tracking and recognition of human activities and behaviours. The development of low-cost range sensors enables the precise 3D tracking of body position. The aim of this paper is to present and evaluate a novel method based on topological data analysis (TDA) for motion capture (kinematic) processing and human action recognition. In contrast to existing methods of this type, we characterise human actions in terms of topological features. The recognition process is based on topological persistence which is stable to perturbations. The advantages of TDA are noise resistance and the ability to extract global structure from local information. The method we proposed in this paper deals very effectively with the task of human action recognition, even on the difficult classes of motion found in karate techniques. In order to evaluate our solution, we have performed three-fold cross-validation on a data set containing 360 recordings across twelve motion classes. The classification process does not require the use of machine learning and dynamical systems theory. The proposed classifier achieves a total recognition rate of 0.975 and outperforms the state-of-theart methods (Hachaj, 2019) that use support vector machines and principal component analysis-based feature generation.
EN
Purpose: The development of a motion capture system leads to fast and accessible ways of precise testing of athletes and their motor abilities. The striking performance in martial arts and combat sports requires measuring velocity in the context of successful contact with the target. The aim of this study was to present the novel kinematic target effect coefficient and its possible use as a speed accuracy benchmark of performance based on the example of taekwon-do roundhouse and frontal kicks. Methods: The stereophotogrammetry motion capture setup consists of 10 infrared cameras (NIR Vicon MX-T40). Analysis includes 180 kicks (roundhouse and frontal kicks) performed by 15 adult participants on a master level in taekwon-do. The kinematic target effect comparison includes two targets – a training shield and a table tennis ball hanging from the ceiling. Markers were placed on the lower extremities of participants. Spatial-temporal variables were registered for both kicking legs, techniques, and target types. Results: Both roundhouse and frontal kicks revealed target and marker dependent differences during its execution. The kinematic target effect coefficient values differ for the specific marker and kick type. Conclusion: The wireless motion capture systems could be helpful in the training process and an athlete’s evaluation before sports competitions.
EN
The paper presents the application of the BTS motion capture system to verify the FMS test assessment. The research group consisted of adolescent female football players who underwent standard FMS assessment by a physiotherapist. In order to objectify the physical performance assessment, a mechanical model was proposed, on the basis of which the parameters supporting the evaluation of the test were defined. The example of the analysis of one of the exercises (push-ups) presented in the paper showed that even the players who obtained the highest marks in the test do not always perform the exercises flawlessly, which is a consequence of subjective assessment made by specialists. The use of a motion capture system together with an appropriate biomechanical model allows for a much more objective assessment of the physical performance and detecting any dysfunction of the movement apparatus of the examined persons.
EN
The study aimed to determine which of the five classical ballet positions is the most demanding regarding muscular activity, values of external rotation in the hip joints, angular values of foot progression as well as the inclination (tilt) of the pelvis in the sagittal plane. Methods: In this cross-sectional study, 14 female pre-professional ballet dancers (aged 11–16) participated. Participants were tasked with the sequential adoption of five classical ballet positions (CP1–CP5). The electromyographic activity of the muscles of the trunk and the lower limb was recorded with surface electrodes. Kinematic data including hip and knee external rotation, foot progression angle and pelvic tilt were collected using a motion capture system. Results: Symmetric positions CP1 and CP2 were not as demanding as asymmetric CP3–CP5. Higher values of hip and foot external rotation without greater muscular effort in CP2 than CP1 was noticed. Considering asymmetric positions, CP3 did not trigger a greater activity of hip or foot muscular groups than CP4 and CP5. CP4 was characterised by the greatest pelvic anterior tilt and the lowest activity of GM in the forward lower limb. In CP5, forward lower limb entailed a higher activity of muscles supporting the foot than in the remaining positions. Conclusion: In terms of biomechanics, the most demanding classical ballet position in pre-professional dancers is CP4, followed by CP5, CP3, CP1 and CP2. This finding can be applied in educational methodology of dancers, figure skaters, synchronized swimmers, acrobatic gymnasts, rhythmic gymnasts or cheerleaders.
PL
Głównym problemem podczas przeprowadzania badania z użyciem systemu motion capture wraz z urządzeniem mobilnym jest brak możliwości jednoczesnego startu nagrywania z systemu akwizycji ruchu, jak i z urządzenia przenośnego typu smartfon. Na potrzeby rozwiązania problemu zostały opracowane dwie metody synchronizacji nagrań. Pierwsza z nich to metoda rozpoczynająca nagrywanie po stronie urządzenia mobilnego, natomiast druga to metoda wychwytująca rozpoczęcie nagrywania w systemie akwizycji ruchu. Obie metody zostały porównane pod kątem opóźnień oraz korelacji zebranych danych pochodzących z urządzenia mobilnego oraz systemu Vicon Nexus.
EN
The main problem during research with a motion capture system and mobile device is lack of possibility to simultaneously begin recording on the motion capture system and a mobile device. Two methods were developed to solve this problem. In the first method the recording is started on the mobile phone and the motion capture system is notified, in the second method the motion capture system starts recording and notifies the mobile device. Both of them were compared for lags and correlation of data form the mobile device and the motion capture system.
8
Content available remote Use of motion capture in assisted of knee ligament injury diagnosis
EN
This study treats of the use of motion capture systems as the help diagnose knee injuries. It consists of the theoretical work and the application. The written work describes a course of research includes choice of research group, selection of appropriate exercises, find useful computational methods, description created for research applications and summary results. The practical part was to create an application for physiotherapists which could help them to diagnosis potential pathology of the knee. The purpose of this study was to test whether a motion capture system dedicated to entertainment can be used in the medical aspect. This system was test for selected methods and determined to be suitable for supporting the diagnosis of knee injuries. Otherwise it has to be written what was the reason of failure. The results of the study were that after trial and error methods peeled action and created application proved helpful.
PL
Niniejszy artykuł przedstawia zasady i cele projektu Kinetyczna morfogeneza starającego się opisać ruch człowieka poprzez interaktywny system przechwytywania ruchu i tworzonej generatywnie geometrii na podstawie rzeczywistego kontekstu przestrzennego. Artykuł opisuje proces opracowania wytycznych dotyczących aplikacji, prezentuje efekty działania pierwszego prototypu, a także wskazuje kierunki dalszych prac badawczych. Celem opracowania jest odnalezienie i opisanie piękna form biologicznych powstających w oparciu o ruch człowieka. Najważniejszym aspektem badań jest czysta eksploracja formy oraz zacierającej się granicy między realnym, materialnym światem a przestrzenią wirtualną. Głównym zakładanym rezultatem projektu jest znalezienie różnorodnych możliwości generatywnej wizualizacji procesów w czasie rzeczywistym poprzez narzędzia interaktywne. Przeprowadzone badania oraz analiza rezultatów doprowadziła do lepszego zrozumienia relacji przestrzennych między ludzkim ciałem a rzeczywistym/wirtualnym kontekstem przestrzennym i odnalezienia nowych możliwości interakcji między środowiskiem generatywnym (proces cyfrowy, w którym obiekt generatywny ma szansę zaistnieć; stanowi zbiór zasad, skryptów, algorytmów określonych przez projektanta; zawiera w sobie również moduł ewaluacji, pozwalający oceniać wartość estetyczną danego obiektu generatywnego przez projektanta) a kontekstem fizycznym.
EN
The article outlines the principles and goals of the research project Kinetic morphogenesis trying to describe human movement through interactive motion capture and generative geometry based on real spatial context. In addition, the article describes the process of design guidelines development, demonstrates the effects of the first prototype, and outlines the direction of further research related to the project. The aim is to find the beauty in biological forms which arise based on human movement. The research here is about pure form finding and blurring the boundary between real, material world and virtual space. The main assumed outcome is the exploration of various possibilities of generative process visualization in real time through an interactive tool. Additional findings resulted in better understanding of spatial relations between the human body and real (or virtual) spatial context. In addition, exploration of new possibilities of interaction between generative environment (a digital process in which the generative object has a chance to occur; is a set of rules, scripts or algorithms specified by the designer. It also has a module of evaluation which allows assessing the aesthetic value of the generative object) and real context.
10
Content available remote Small-Size Skin Features for Motion Tracking
EN
Motion tracking systems for face or hands are usually based on tracking markers. Using markers for faces is inconvenient and there is small number of natural existing face features for precised movement tracking. Using high-frame rate and high resolution camera or cameras skin surface tracking is possible. The requirements for such system based on reduced number of markers and chromatic skin features for light sensitivity reduction are investigated in this paper.
PL
Systemy śledzenia ruchu twarzy lub rąk zwykle bazują na śledzeniu znaczników. Wykorzystanie znaczników dla twarzy jest niewygodne, jednak możliwe jest wykorzystanie istniejących cech twarzy. Wykorzystanie szybkiej i wysokorozdzielczej kamery lub kamer umożliwia śledzenie cech skóry. Wymagania dla systemów bazujące na zredukowanej liczbie znaczników oraz cechach skóry są rozpatrywane w artykule.
EN
Physically-based animation, thanks to the growing computing power of currently used computer hardware, has a chance to become a leading trend in the computer-aided animation of virtual characters. While synthesized motion may offer lower quality than recorded with motion-capture techniąues, results are very promising.
PL
Animacja oparta ns symulacji fizycznej, dzięki rosnącej mocy obliczeniowej obecnie używanego sprzętu komputerowego, ma szansę zostać wiodącym trendem w komputerowo wspomaganej animacji postaci wirtualnych. Mimo niewiele gorszej jakości ruchu syntetyzowanego w stosunku do technik motion-capture wyniki są bardzo obiecujące.
PL
W publikacji przedstawiono kierunki badań prowadzonych na świecie w zakresie sterowania ruchem wirtualnej postaci ludzkiej oraz zarysowano możliwe drogi rozwoju tematu. Położono nacisk na zagadnienia związane z wpływaniem na ruch postaci obliczany w czasie rzeczywistym.
EN
The paper presents the research directions in the subject of virtual characters animation control. The possibilities of future research are given. The emphasis is put on the issues of interactive animation computed in real time.
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