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1

Grubisic, Ivan. "ALGORITHMS FOR CALCULATING THE 3D CENTER OF ROTATION USING VICON MOTION CAPTURE SYSTEM AND MATLAB." Thesis, The University of Arizona, 2009. http://hdl.handle.net/10150/192460.

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2

Hanson, Andrew Todd. "Markerless Motion Capture and Analysis System to Enhance Exercise Professional Effectiveness: Preliminary Study." University of Akron / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=akron1481223866357858.

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3

Lindequist, Jonas, and Daniel Lönnblom. "Construction of a Motion Capture System." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-24.

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Motion capture is the process of capturing movements from real life into a computer. Existing motion capture systems are often very expensive and require advanced hardware that makes the process complex. This thesis will answer the following question: is it possible to create an optical motion capture system using only a single low cost Dvcamera (Digital Video Camera), that still will produce accurate motion capture data? To answer this question and construct our motion capture system we need to complete these following steps:

• Create a usable film sequence.

• Analyze the sequence.

• Create motion capture data.

• Apply the motion capture data for 3D character and analyze the outcome.

The method chosen for this thesis is constructive research. In short terms it is the study of whether we can or cannot build a new artifact. The following theoretic tools were used in the process of creating a motion capture system: Color theory, RGB, Connected component labeling, Skeletons in 3D animation, Calculating angels using trigonometry, .x files and Quaternions. We have found that an optical motion capture system is very complex and it is hard to produce as a low budget system. Our attempt did not live up to our expectations. The idea with using only one DV camera was to simplify the system since it would require no calibration or syncronisation. It would also make the system cost efficient and more available to the general public. The single camera solution unfortunatly created a number of problems in our system. Our system does however work with less complex movements. It can produce motion capture data that is accurate enough to be used in low budget games. It is also cost effective compared to other systems on the market. The system has a very easy setup and does not need any calibration in addition to the init position.

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4

Tällberg, Niklas, and Alexander Paus. "Lågbudget filmskapande och tillverkning av billigt Motion Capture system." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-12184.

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Nya filmer som skapas innehåller mer och mer datorgenererade bilder och många filmer skapas även helt den digitala vägen, detta innebär att det krävs en rad olika dyra licenser för program och verktyg för att kunna skapa bra filmer. Genom ett projekt där en kortfilm skapas helt i 3D med en så låg budget som möjligt och som dessutom ska använda sig av Motion Capture som animerings-teknik så krävs det ett bra alternativ till att tillverka ett eget Motion Capture system för att så lite pengar som möjligt ska spenderas. Genom använding av Playstation kameror och lånade material kan ett billigt Motion Capture system tillverkas, samtidigt som kostnaden för kortfilmen hålls så låg som möjligt. Hur många timmar som lagts ned på modellering av objekt till filmen kan jämföras med ett uppskattat pris för anställning av professionell hjälp och dessutom se om detta verkligen är ett lönsamt alternativ istället för att skapa sina egna modeller till filmen.
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Brown, Richard George. "Three-dimensional motion capture for the DIET breast cancer imaging system." Thesis, University of Canterbury. Mechanical Engineering, 2008. http://hdl.handle.net/10092/1250.

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Breast cancer is one of the most prevalent forms of cancer in the world today. The search for effective treatment and screening methods is a highly active area of research. The Digital Image-based ElastoTomography (DIET) project is a new breast cancer screening system under development, where surface motion from the mechanically actuated breast is measured in 3D, and used as input to an inverse problem solving for breast elasticity. Cancerous lesions appear as high contrast features, being an order of magnitude stiffer than healthy tissue. The 3D motion capture is measured by an array of digital cameras using computer vision techniques. This thesis presents a complete imaging system and algorithms for the capture of 3D breast surface motion. The main components of the 3D motion capture system are the hardware and software image capture system, camera calibration, intra-image feature tracking, and 3D surface and motion reconstruction. Accurate algorithms for each of these components are developed, with a view to future development and potential modifications needed for a clinically-appropriate system. A number of the algorithms developed have potential applications outside of the DIET system. Proof of concept studies demonstrate the viability of the system, with full motion reconstruction being performed on silicone gel phantoms, designed to approximate human soft tissue, in a number of laboratory experiments.
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Ozyalcin, Anil E. "SOLITONS: A COMPACT, LOW-COST, AND WIRELESS BODY MOTION CAPTURE SYSTEM." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1437440750.

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7

Gilbert, Mathew Alan. "Optimising visuo-locomotor interactions in a motion-capture virtual reality rehabilitation system." Thesis, University of York, 2013. http://etheses.whiterose.ac.uk/3986/.

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This thesis presents the research-driven design and development of Stromohab: A motion-capture virtual-reality locomotion simulator for the research and rehabilitation of gait disorders following stroke. Software and hardware components are designed, developed and tested to facilitate and motivate patients in rehabilitative interactive avatar-based locomotor tasks. The system is then used to investigate systematically on healthy volunteers the known problem of distance underestimation in virtual environments by testing and analysing all combinations of cross-planar translation of leg movement to avatar actuated movement in a virtual environment. Specific performance deficits in the sagittal plane are confirmed and compared to those from coronal and transverse motion. Potential improvements of adding in isolation monocular cues for perspective, illumination, or size, and binocular cues from 3D stereo anaglyphs, are investigated, leading to a proposed movement model and scaling solution that both explains and resolves the observed deficit empirically in a practical locomotor task. Overall, the findings demonstrate the importance for the design and application of virtual environment interfaces of quantifying the underlying mechanisms in order to ensure accurate and controlled reproduction of a user’s movement. These would be of particular significance in medical rehabilitation for neurological patients, for whom consideration of cognitive load and the potential for improper re-adaptation when returning to real world environments can be critical. It is envisaged that this study will be useful to technologists, clinicians and other professionals who apply the rapidly developing, increasingly accessible and beneficial motion capture and virtual reality technologies to medicine and related applications.
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8

Beriault, Silvain. "Multi-camera system design, calibration and three-dimensional reconstruction for markerless motion capture." Thesis, University of Ottawa (Canada), 2008. http://hdl.handle.net/10393/27957.

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Recently, significant advances have been made in many sub-areas regarding the problem of markerless human motion capture. However, markerless solutions still tend to introduce major simplifications, especially in early stages of the process, that temper the robustness and the generality of any subsequent modules and, consequently, of the whole application. This thesis concentrates on improving the aspects of multi-camera system design, multi-camera calibration and shape-from-silhouette volumetric reconstruction. In Chapter 3, a thoughtful system analysis is first proposed with the objective of achieving an optimal synchronized multi-camera system. Chapter 4 proposes an easy-to-use multi-camera calibration technique to estimate the relative positioning and orientation of every camera with sub-pixel accuracy. In Chapter 5 a robust shape-from-silhouette algorithm, with precise voxel coloring, is developed. Overall, the proposed framework is successful to reconstruct various 3D human postures and, in particular, complex and self-occlusive pianist postures in real-world (minimally constrained) scenes.
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9

Manivasagam, Karnica. "COMPARISON OF WRIST VELOCITY MEASUREMENT METHODS: IMU, GONIOMETER AND OPTICAL MOTION CAPTURE SYSTEM." Thesis, KTH, Medicinteknik och hälsosystem, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-287178.

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Repetitive tasks, awkward hand/wrist postures and forceful exertions are known risk factors for work-related musculoskeletal disorders (WMSDs) of the hand and wrist. WMSD is a major cause of long work absence, productivity loss, loss in wages and individual suffering. Currently available assessment methods of the hand/wrist motion have the limitations of being inaccurate, e.g. when using self-reports or observations, or expensive and resource-demanding for following analyses, e.g. when using the electrogoniometers. Therefore, there is a need for a risk assessment method that is easy-to-use and can be applied by both researchers and practitioners for measuring wrist angular velocity during an 8-hour working day. Wearable Inertial Measurement Units (IMU) in combination with mobile phone applications provide the possibility for such a method. In order to apply the IMU in the field for assessing the wrist velocity of different work tasks, the accuracy of the method need to be examined. Therefore, this laboratory experiment was conducted to compare a new IMU-based method with the traditional goniometer and standard optical motion capture system. The laboratory experiment was performed on twelve participants. Three standard hand movements, including hand/wrist motion of Flexion-extension (FE), Deviation, and Pronationsupination (PS) at 30, 60, 90 beat-per-minute (bpm), and three simulated work tasks were performed. The angular velocity of the three methods at 50th and 90th percentile were calculated and compared. The mean absolute error and correlation coefficient were analysed for comparing the methods. Increase in error was observed with increase in speed/bpm during the standard hand movements. For standard hand movements, comparison between IMUbyaxis and Goniometer had the smallest difference and highest correlation coefficient. For simulated work tasks, the difference between goniometer and optical system was the smallest. However, for simulated work tasks, the differences between the compared methods were in general much larger than the standard hand movements. The IMU-based method is seen to have potential when compared with the traditional measurement methods. Still, it needs further improvement to be used for risk assessment in the field.
Upprepade uppgifter, besvärliga hand- / handledsställningar och kraftfulla ansträngningar är kända riskfaktorer för arbetsrelaterade muskuloskeletala störningar (WMSD) i hand och handled. WMSD är en viktig orsak till lång frånvaro, produktivitetsförlust, löneförlust och individuellt lidande. För närvarande tillgängliga bedömningsmetoder för hand / handledsrörelser har begränsningarna att vara felaktiga, t.ex. när du använder självrapporter eller observationer, eller dyra och resurskrävande för följande analyser, t.ex. när du använder elektrogoniometrarna. Därför finns det ett behov av en riskbedömningsmetod som är enkel att använda och som kan användas av både forskare och utövare för att mäta handledens vinkelhastighet under en 8-timmars arbetsdag. Wearable Inertial Measuring Units (IMU) i kombination med mobiltelefonapplikationer ger möjlighet till en sådan metod. För att kunna använda IMU i fältet för att bedöma handledens hastighet för olika arbetsuppgifter måste metodens noggrannhet undersökas. Därför genomfördes detta laboratorieexperiment för att jämföra en ny IMU-baserad metod med den traditionella goniometern och det vanliga optiska rörelsefångningssystemet. Laboratorieexperimentet utfördes på tolv deltagare. Tre standardhandrörelser, inklusive hand / handledsrörelse av Flexion-extension (FE), Deviation och Pronation-supination (PS) vid 30, 60, 90 beat-per-minut (bpm) och tre simulerade arbetsuppgifter utfördes. Vinkelhastigheten för de tre metoderna vid 50: e och 90: e percentilen beräknades och jämfördes. Det genomsnittliga absoluta felet och korrelationskoefficienten analyserades för att jämföra metoderna. Ökning av fel observerades med ökning av hastighet/bpm under standardhandrörelserna. För standardhandrörelser hade jämförelsen mellan IMUbyaxis och Goniometer den minsta skillnaden och högsta korrelationskoefficienten. För simulerade arbetsuppgifter var skillnaden mellan goniometer och optiskt system den minsta. För simulerade arbetsuppgifter var dock skillnaderna mellan de jämförda metoderna i allmänhet mycket större än de vanliga handrörelserna. Den IMUbaserade metoden anses ha potential jämfört med traditionella mätmetoder. Ändå behöver det förbättras för att kunna användas för riskbedömning på fältet.
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10

Dasari, Ganeshram. "Development of a robust 3-D ultrasonic tracking system for motion capture studies /." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1796330211&sid=15&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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11

Dasari, Ganeshram. "DEVELOPMENT OF A ROBUST 3-D ULTRASONIC TRACKING SYSTEM FOR MOTION CAPTURE STUDIES." OpenSIUC, 2008. https://opensiuc.lib.siu.edu/theses/448.

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This work addresses the various stages involved in the development of a 3 dimensional tracking system based on ultrasonic transmitters and receivers. The hardware developed for this project can drive up to 24 ultrasonic transmitters and the receiver circuitry can detect signals from 8 receivers with high accuracy even in a noisy environment. Extensive experimentation has been done on the 1-D system and an accuracy of less than 1 mm was recorded except for certain points where the error is around 4.5 mm. This was due to one wavelength error in the time delay. A comprehensive calibration routine has also been developed for the system for easy and quick estimation of the receiver locations. The 3-D system was also tested and errors of up to 2.5cm were obtained.
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12

Kade, Daniel. "Towards Immersive Motion Capture Acting : Design, Exploration and Development of an Augmented System Solution." Licentiate thesis, Mälardalens högskola, Inbyggda system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-25888.

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Current and future animations seek for realistic motions to create a perception of authentic and human-like animations. A technology widely used for such purposes is motion capture. Therefore, to create such human-like animations, motion capture actors enrich the movements of digital avatars with realistic and believable motions and emotions. Acting for motion capture, as it is performed today, does not provide a natural acting environment. This is mostly because motion capture actors do not see and feel the virtual environment they act for, while acting. In many cases this can result in unnatural motions such as stiff looking and emotionless movements. To investigate ways to solve this, we first identify the challenges actors are facing as well as concepts to support a motion capture actor. Furthermore, we discussed, how the task of supporting motion capture actors was approached and which factors were discovered to provide support when designing and im- plementing a solution. Initial prototypes have been created to address the men- tioned issues and to find suitable solutions to support and immerse motion cap- ture actors during their performance. For this thesis, one goal was to conduct research by focusing on the question: What are the experiential qualities of immersion in an interactive system to create an immersive acting environment that supports motion capture actors. The developed application provides a flexibility to set up and modify digital assets and scenes quickly and with an easy to use interface. Furthermore, the prototype helps to provide an understanding on which hardware and software prototypes can be designed and used to build an immersive motion capture environment. The built prototype allows to investigate user experiences, user tests and the satisfaction of users and their effects on motion capture acting.
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Petersen, Spencer Ray. "A System for Foot Joint Kinetics – Integrating Plantar Pressure/Shear with Multisegment Foot Modeling." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8456.

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Introduction: Instrumented gait analysis and inverse dynamics are commonly used in research and clinical practice to calculate lower extremity joint kinetics, such as power and work. However, multisegment foot (MSF) model kinetics have been limited by ground reaction force (GRF) measurements. New technology enables simultaneous capture of plantar pressure and shear stress distributions but has not yet been used with motion capture. Integrating MSF models and pressure/shear measurements will enhance the analysis of foot joint kinetics. The purpose of this study was to develop methodology to integrate these systems, then analyze the effects of speed on foot joint kinetics. Methods: Custom software was developed to synchronize motion capture and pressure/shear data using measured offsets between reference frame origins and time between events. Marker trajectories were used to mask pressure/shear data and construct segment specific GRFs. Inverse dynamics were done in commercial software. Demonstrative data was from 5 healthy adults walking unshod at 3 fixed speeds (1.0, 1.3, and 1.6 m/s, respectively) wearing retroreflective markers according to an MSF model. Plantar shear forces and ankle, midtarsal, and first metatarsophalangeal (MTP) joint kinetics were reported. Speed effects on joint net work were evaluated with a repeated measures ANOVA. Results: Plantar shear forces during stance showed some spreading effects (directionally opposing shear forces) that relatively were unaffected by walking speed. Midtarsal joint power seemed to slightly lag behind the ankle, particularly in late stance. Net work at the ankle (p = 0.024), midtarsal (p = 0.023), and MTP (p = 0.009) joints increased with speed. Conclusions: Functionally, the ankle and midtarsal joints became more motorlike with increasing speed by generating more energy than they absorbed, while the MTP joint became more damperlike by absorbing more energy than it generated. System integration appears to be an overall success. Limitations and suggestions for future work are presented.
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Yang, Bowen. "Development of a Self-Calibrated Motion Capture System by Nonlinear Trilateration of Multiple Kinects v2." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/35321.

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In this paper, a Kinect-based distributed and real-time motion capture system is developed. A trigonometric method is applied to calculate the relative positions of Kinect v2 sensors with a calibration wand and register the sensors’ positions automatically. By combining results from multiple sensors with a nonlinear least square method, the accuracy of motion capture is optimized. Moreover, to exclude inaccurate results from sensors, a computational geometry is applied in the occlusion approach to discover occluded joint data. The synchronization approach is based on the NTP protocol, which synchronizes the time between the clocks of a server and of clients dynamically, leading to the proposed system being real time. Experiments to validate the proposed system are conducted from the perspective of calibration, occlusion, and accuracy. More specifically, the mean absolute error of the calibration results is 0.73 cm, the proposed occlusion method is tested on upper and lower limbs, and the synchronization component guarantees the clock synchronization and real-time performance for more than 99% of the measurement process. Furthermore, to demonstrate the practical performance of our system, a comparison with previously developed motion capture systems (the linear trilateration approach [52] and the geometric trilateration approach [51]) with the benchmark Opti Track system is performed for the tracked joints of the head, shoulder, elbow, and wrist, therein showing that the accuracy of our proposed system is 38.3% and 24.1% better than the aforementioned two trilateration systems. Quantitative analysis is also conducted on our proposed system with the commercial inertial motion capture system Delsys smart sensor system by comparing the measurements of lower limbs (i.e., hips, knees, and ankles), and the standard deviation of our proposed system’s measurement results is 4.92 cm.
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15

Scalley, Timothy Brian. "Vertical ground reaction force estimation using position data measured from a markerless motion capture system." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1345557063.

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16

Young, Alexander D. "Wireless realtime motion tracking system using localised orientation estimation." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/4637.

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A realtime wireless motion tracking system is developed. The system is capable of tracking the orientations of multiple wireless sensors, using a semi-distributed implementation to reduce network bandwidth and latency, to produce real-time animation of rigid body models, such as the human skeleton. The system has been demonstrated to be capable of full-body posture tracking of a human subject using fifteen devices communicating with a basestation over a single, low bandwidth, radio channel. The thesis covers the theory, design, and implementation of the tracking platform, the evaluation of the platform’s performance, and presents a summary of possible future applications.
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Wilson, Rhoda M. "An innovative approach for assessing the ergonomic risks of lifting tasks using a video motion capture system." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Mar%5FWilson.pdf.

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Thesis (M.S. in Human Systems Integration)--Naval Postgraduate School, March 2006.
Thesis Advisor(s): Michael McCauley. "March 2006." Includes bibliographical references (p. 49-51). Also available online.
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Arumuganainar, Ganesh Prasanth. "Simulation of Lower Limb Muscle Activity During Inclined Slope Walking." Thesis, KTH, Skolan för kemi, bioteknologi och hälsa (CBH), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-243914.

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Robotic exoskeletons are designed to assist patients with motor dysfunctions. Recent researches focus on extending the robotic assistance to patient activities other than ground level walking. This study aims to analyse the lower limb muscle activity during inclined slope walking contrasting with that of ground level walking. Two different angles of inclination were chosen: 9 degrees and 18 degrees. 9 degrees inclined slope is the universal ramp size for wheelchairs. The hypothesis is that muscle activation, and ultimately metabolic cost, in inclined slope walking is different from that of ground level walking. Collected motion data and simulation in OpenSim prove that the difference in metabolic cost is because of increased activity of ankle dorsiflexors and hip extensors and reduced activity of knee extensors. Finally, muscle activities along with other criteria such as kinematic alignment and joint range of motion are summed up as biomechanical considerations for robotic exoskeleton design.
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Rydén, Anna, and Amanda Martinsson. "Evaluation of 3D motion capture data from a deep neural network combined with a biomechanical model." Thesis, Linköpings universitet, Institutionen för medicinsk teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176543.

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Motion capture has in recent years grown in interest in many fields from both game industry to sport analysis. The need of reflective markers and expensive multi-camera systems limits the business since they are costly and time-consuming. One solution to this could be a deep neural network trained to extract 3D joint estimations from a 2D video captured with a smartphone. This master thesis project has investigated the accuracy of a trained convolutional neural network, MargiPose, that estimates 25 joint positions in 3D from a 2D video, against a gold standard, multi-camera Vicon-system. The project has also investigated if the data from the deep neural network can be connected to a biomechanical modelling software, AnyBody, for further analysis. The final intention of this project was to analyze how accurate such a combination could be in golf swing analysis. The accuracy of the deep neural network has been evaluated with three parameters: marker position, angular velocity and kinetic energy for different segments of the human body. MargiPose delivers results with high accuracy (Mean Per Joint Position Error (MPJPE) = 1.52 cm) for a simpler movement but for a more advanced motion such as a golf swing, MargiPose achieves less accuracy in marker distance (MPJPE = 3.47 cm). The mean difference in angular velocity shows that MargiPose has difficulties following segments that are occluded or has a greater motion, such as the wrists in a golf swing where they both move fast and are occluded by other body segments. The conclusion of this research is that it is possible to connect data from a trained CNN with a biomechanical modelling software. The accuracy of the network is highly dependent on the intention of the data. For the purpose of golf swing analysis, this could be a great and cost-effective solution which could enable motion analysis for professionals but also for interested beginners. MargiPose shows a high accuracy when evaluating simple movements. However, when using it with the intention of analyzing a golf swing in i biomechanical modelling software, the outcome might be beyond the bounds of reliable results.
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Fourie, Sarie Marissa. "3D measurement of cervical and thoracic postural dynamism in sitting : a pilot study." Thesis, Stellenbosch : Stellenbosch University, 2013. http://hdl.handle.net/10019.1/85712.

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Thesis (MScPhysio)--Stellenbosch University, 2013.
ENGLISH ABSTRACT: The aim of this study was to improve the measurement of postural dynamism in the sitting position using a three-dimensional (3D) motion analysis system. The primary objective was to describe pilot data for postural dynamism of the cervical and thoracic spines while working at a desktop computer. The secondary objective was to refine the process of posture measurement and analysis by decreasing data processing time. Certain factors in 3D motion analysis can lead to an increase in gaps in data collected during trial capture, which in turn will lead to a longer time of data processing. In the first phase of this study, a number of such factors were identified and altered. A series of pilot studies was performed to test the improvement of data processing time when altering these factors. In the first two pilot studies, camera and tripod positionings were explored and refined, workstation layout and anatomical landmark marker placement were investigated, and optimal capture frequency was established. In both these pilot studies, outcomes were established by means of trial and error by experimenting with a variety of different options for the different outcomes. In the third pilot study, computer software which provides computer tasks for the participant during primary trial capture was tested. Two independent computer users performed all the activities as per software, after which they were required to give oral feedback and suggestions on improvement in terms of user friendliness. The objective of the fourth and final pilot study was to include all of the outcomes from the preceeding pilot studies and attempt a trial run of the actual data collection process. A study participant with no affiliation to the research project was used and a complete trial run was performed after which the measurement process was deemed feasible. In the primary study, 18 student volunteers completed a sequence of computer tasks, including keyboard, mouse and reading activities. Prior to data capture, full range of motion of the thoracic and cervical spines were measured in three dimensions for every participant. Data capture took place for the full duration of performance of all computer activities. Outcome parameters for postural dynamism included true range of motion (degrees), proportional range of motion (percentage) and motion frequency (movement per minute) in all three planes of motion of the cervical and thoracic spines. Typing tasks were associated with biggest movement ranges and motion frequencies. Mouse activity was associated with the most stationary posture, exhibiting the least frequent movement as well as the smallest ranges of motion. The results from this study allow us to better understand the dynamic nature of posture, as well as postural dynamism associated with different computer tasks. This study provides a baseline for future research of 3D motion analysis of the sitting posture. It also marks the need for further research regarding ergonomics, use and potential alternatives in the computer workstation and input devices.
AFRIKAANSE OPSOMMING: Hierdie studie het ten doel gehad om die meting van posturale dinamisme in die sitposisie te verbeter deur middel van „n drie-dimensionele (3D) bewegingsanalisesisteem. Die primêre doelwit was om loodsdata te beskryf vir posturale dinamisme van die servikale en torakale werwelkolomme terwyl op „n rekenaar gewerk word. Die sekondêre doelwit was om die proses van postuurmeting en analise te verfyn deur die dataprosesseringstyd te verminder. Sekere faktore van 3D bewegingsanalise kan „n vermeerdering van gapings in ingesamelde data tot gevolg hê, wat weer kan lei na „n verlengde tydperiode van dataprosessering. In die eerste fase van hierdie studie is sulke faktore identifiseer en aangepas. „n Reeks loodsstudies is uitgevoer om die verbetering van dataprosesseringstyd te toets namate aanpassings aan hierdie faktore gemaak is. Tydens die eerste twee loodsstudies is verskillende kamera en driepoot posisionering ondersoek en verfyn, werkstasie uitleg en anatomiese baken merker plasing is ondersoek en die optimale dataversamelingsfrekwensie is vasgestel. In beide hierdie loodsstudies is die uitkomste vasgestel op grond van toets- en fouteer deur te eksperimenteer met „n verskeidenheid opsies soos van toepassing op die betrokke uitkomste. Tydens die derde loodsstudie is rekenaarsagteware getoets wat die rekenaaraktiwiteit vir die studiedeelnemers verskaf het tydens primêre data-insameling. Twee onafhanklike persone het al die aktiwiteite volgens die sagteware voltooi en het verbale terugvoer en aanbevelings gegee oor hoe om die program te verbeter. Die vierdie en finale loodsstudie het gepoog om al die uitkomste van die eerste drie loodsstudies in te sluit en „n toetsmeting te doen van die ware dataversamelingsproses. „n Onafhanklike studiedeelnemer met geen affiliasie tot die navorsingsprojek nie het „n toetslopie van die hele versamelingsproses gedoen en die metingsproses is haalbaar verklaar. Tydens die primêre studie het 18 student-vrywilligers „n reeks rekenaartake gedoen (insluitend sleutelbord en muisaktiwiteite sowel as „n leesopdrag). Voor die aanvang van dataversameling is die volle bewegingsomvange van die torakale en servikale werwelkolomme van elke deelnemer gemeet. Dataversameling is vir die volle durasie van die uitvoer van rekenaaraktiwiteite gedoen. Uitkomsparameters vir posturale dinamisme het die volgende ingesluit: Omvang van beweging (grade), proporsionele omvang van beweging (persentasie) en bewegingsfrekwensie (bewegings per minuut) in al drie bewegingsvlakke van die servikale en torakale werwelkolomme. Sleutelbord-aktiwiteite is geässosieer met die grootste bewegingsomvange en die meeste bewegingsfrekwensie. Muisaktiwiteit is geässosieer met die mees stasionêre postuur en het die heel minste gereelde beweging getoon in die algemeen. Die resultate van hierdie studie help om die dinamise natuur van postuur beter te verstaan, sowel as posturale dinamisme wat met verskillende rekenaartake verbind word. Die studie bied „n basislyn vir die toekomstige navorsings wat posturale dinamisme met verskillende rekenaartake meet. Dit merk ook die behoefte aan verdere navorsing aangaande ergonomika, gebruik en alternatiewe tot rekenaarwerkstasie en –toerusting.
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Teufl, Wolfgang [Verfasser], Michael [Akademischer Betreuer] Fröhlich, and Hermann [Akademischer Betreuer] Schwameder. "Validation and initial applications of a magnetometer-free inertial sensor based motion capture system for the human lower body / Wolfgang Teufl ; Michael Fröhlich, Hermann Schwameder." Kaiserslautern : Technische Universität Kaiserslautern, 2021. http://d-nb.info/1232240435/34.

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22

Jönsson, Maria, and Malin Boije. "Biomechanical Simulations of a Flywheel Exercise Device in Microgravity." Thesis, KTH, Skolan för teknik och hälsa (STH), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-163212.

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Bone loss and muscle atrophy are two main physiological conditions affecting astronauts while being in space. In order to counteract the effects, at least two hours of aerobic and resistant countermeasure exercise is scheduled into their working day, seven days a week. Yoyo Technology AB has developed a resistance exercise device based on the flywheel principle, providing a load independent of gravity. However, there is no biomechanical research done on the efficiency of the device in microgravity, from a human movement point of view using simulation software. The aim of this thesis was to evaluate the effects of performing a leg press on the flywheel exercise device in a microgravity environment. Simulations of performing a flywheel leg press in earth gravity, microgravity and performing a conventional squat were done. The evaluated parameters were reaction forces, joint angles, joint moments, joint powers and muscle recruitment in the lower extremities. The simulations were done using a biomechanical simulation software based on a motion capture data collection. From the results two conclusions were proposed. Performing a flywheel leg press in microgravity environment or on earth provides at least as much peak moment as a body weighted squat performed on earth. Furthermore, performing a flywheel leg press in microgravity will induce a higher activity level among hip extensors and knee flexors compared to performing a flywheel leg press on earth.
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23

Bennison, John Charles. "Gait Analysis in Anterior Cruciate Ligament Reconstruction & Controls Across Different Levels of Visual Feedback." Ohio University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1617872112807014.

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24

Grzybowská, Martina. "Human Mo-cap System Based on Inertial Measurement Units." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445474.

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Cieľom tejto práce je navrhnúť, zhotoviť a implementovať vlastný systém pre zachytávanie pohybu založený na inerciálnych meracích jednotkách. V rámci budovania teoretického základu bolo preskúmaných viacero metód, avšak primárne bola pozornosť venovaná samotnému inerciálnemu snímanu - jeho kladom a nedostatkom, kľúčovým vlastnostiam a jednotlivým komponentom potrebným pre zostrojenie systému na jeho báze. Tento úvodný zber informácií je nasledovaný fázami návrhu, zhotovenia a zhodnotenia, ktoré sa zaoberajú procesom vývoja a testovania daného riešenia. Hlavným prínosom realizácie systému je zostrojenie zariadení pre snímanie pohybu - jedná sa o malé, ľahké, batériovo napájané zariadenia, ktoré sú kompletne bezdrôtové, či už z hľadiska komunikácie s okolitým svetom, alebo vďaka napájaniu kompatibilnému so štandardom Qi.
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Vassallo, Christian. "Using human-inspired models for guiding robot locomotion." Thesis, Toulouse 3, 2016. http://www.theses.fr/2016TOU30177/document.

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Cette thèse a été effectuée dans le cadre du projet européen Koroibot dont l'objectif est le développement d'algorithmes de marche avancés pour les robots humanoïdes. Dans le but de contrôler les robots d'une manière sûre et efficace chez les humains, il est nécessaire de comprendre les règles, les principes et les stratégies de l'homme lors de la locomotion et de les transférer à des robots. L'objectif de cette thèse est d'étudier et d'identifier les stratégies de locomotion humaine et créer des algorithmes qui pourraient être utilisés pour améliorer les capacités du robot. La contribution principale est l'analyse sur les principes de piétons qui guident les stratégies d'évitement des collisions. En particulier, nous observons comment les humains adapter une tâche de locomotion objectif direct quand ils ont à interférer avec un obstacle en mouvement traversant leur chemin. Nous montrons les différences entre la stratégie définie par les humains pour éviter un obstacle non-collaboratif et la stratégie pour éviter un autre être humain, et la façon dont les humains interagissent avec un objet si se déplaçant en manier simil à l'humaine. Deuxièmement, nous présentons un travail effectué en collaboration avec les neuroscientifiques de calcul. Nous proposons une nouvelle approche pour synthétiser réalistes complexes mouvements du robot humanoïde avec des primitives de mouvement. Trajectoires humaines walking-to-grasp ont été enregistrés. L'ensemble des mouvements du corps sont reciblées et proportionnée afin de correspondre à la cinématique de robots humanoïdes. Sur la base de cette base de données des mouvements, nous extrayons les primitives de mouvement. Nous montrons que ces signaux sources peuvent être exprimées sous forme de solutions stables d'un système dynamique autonome, qui peut être considéré comme un système de central pattern generators (CPGs). Sur la base de cette approche, les stratégies réactives walking-to-grasp ont été développés et expérimenté avec succès sur le robot humanoïde HRP-2 au LAAS-CNRS. Dans la troisième partie de la thèse, nous présentons une nouvelle approche du problème de pilotage d'un robot soumis à des contraintes non holonomes par une porte en utilisant l'asservissement visuel. La porte est représentée par deux points de repère situés sur ses supports verticaux. La plan géométric qui a été construit autour de la porte est constituée de faisceaux de hyperboles, des ellipses et des cercles orthogonaux. Nous montrons que cette géométrie peut être mesurée directement dans le plan d'image de la caméra et que la stratégie basée sur la vision présentée peut également être lié à l'homme. Simulation et expériences réalistes sont présentés pour montrer l'efficacité de nos solutions
This thesis has been done within the framework of the European Project Koroibot which aims at developing advanced algorithms to improve the humanoid robots locomotion. It is organized in three parts. With the aim of steering robots in a safe and efficient manner among humans it is required to understand the rules, principles and strategies of human during locomotion and transfer them to robots. The goal of this thesis is to investigate and identify the human locomotion strategies and create algorithms that could be used to improve robot capabilities. A first contribution is the analysis on pedestrian principles which guide collision avoidance strategies. In particular, we observe how humans adapt a goal-direct locomotion task when they have to interfere with a moving obstacle crossing their way. We show differences both in the strategy set by humans to avoid a non-collaborative obstacle with respect to avoid another human, and the way humans interact with an object moving in human-like way. Secondly, we present a work done in collaboration with computational neuroscientists. We propose a new approach to synthetize realistic complex humanoid robot movements with motion primitives. Human walking-to-grasp trajectories have been recorded. The whole body movements are retargeted and scaled in order to match the humanoid robot kinematics. Based on this database of movements, we extract the motion primitives. We prove that these sources signals can be expressed as stable solutions of an autonomous dynamical system, which can be regarded as a system of coupled central pattern generators (CPGs). Based on this approach, reactive walking-to-grasp strategies have been developed and successfully experimented on the humanoid robot HRP at LAAS-CNRS. In the third part of the thesis, we present a new approach to the problem of vision-based steering of robot subject to non-holonomic constrained to pass through a door. The door is represented by two landmarks located on its vertical supports. The planar geometry that has been built around the door consists of bundles of hyperbolae, ellipses, and orthogonal circles. We prove that this geometry can be directly measured in the camera image plane and that the proposed vision-based control strategy can also be related to human. Realistic simulation and experiments are reported to show the effectiveness of our solutions
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Efstratiou, Panagiotis. "Skeleton Tracking for Sports Using LiDAR Depth Camera." Thesis, KTH, Medicinteknik och hälsosystem, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-297536.

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Skeletal tracking can be accomplished deploying human pose estimation strategies. Deep learning is shown to be the paramount approach in the realm where in collaboration with a ”light detection and ranging” depth camera the development of a markerless motion analysis software system seems to be feasible. The project utilizes a trained convolutional neural network in order to track humans doing sport activities and to provide feedback after biomechanical analysis. Implementations of four filtering methods are presented regarding movement’s nature, such as kalman filter, fixedinterval smoother, butterworth and moving average filter. The software seems to be practicable in the field evaluating videos at 30Hz, as it is demonstrated by indoor cycling and hammer throwing events. Nonstatic camera behaves quite well against a standstill and upright person while the mean absolute error is 8.32% and 6.46% referential to left and right knee angle, respectively. An impeccable system would benefit not only the sports domain but also the health industry as a whole.
Skelettspårning kan åstadkommas med hjälp av metoder för uppskattning av mänsklig pose. Djupinlärningsmetoder har visat sig vara det främsta tillvägagångssättet och om man använder en djupkamera med ljusdetektering och varierande omfång verkar det vara möjligt att utveckla ett markörlöst system för rörelseanalysmjukvara. I detta projekt används ett tränat neuralt nätverk för att spåra människor under sportaktiviteter och för att ge feedback efter biomekanisk analys. Implementeringar av fyra olika filtreringsmetoder för mänskliga rörelser presenteras, kalman filter, utjämnare med fast intervall, butterworth och glidande medelvärde. Mjukvaran verkar vara användbar vid fälttester för att utvärdera videor vid 30Hz. Detta visas genom analys av inomhuscykling och släggkastning. En ickestatisk kamera fungerar ganska bra vid mätningar av en stilla och upprättstående person. Det genomsnittliga absoluta felet är 8.32% respektive 6.46% då vänster samt höger knävinkel användes som referens. Ett felfritt system skulle gynna såväl idrottssom hälsoindustrin.
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Hungenahalli, Shivanna Bharath. "Musculoskeletal Modeling of Ballet." Thesis, Linköpings universitet, Mekanik och hållfasthetslära, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-171924.

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This thesis work comprises the working and simulation procedures being involved in simulating motion capture data in AnyBody Modeling System. The motion capture data used in this thesis are ballet movements from dancers of Östgöta ballet and dance academy. The ballet movements taken into consideration are the arabesque on demi-pointe and pirouette. The arabesque on demi-pointe was performed by two dancers but the pirouette is performed by only one dancer. The method involved recording ballet movements by placing markers on the dancer's body and using this motion capture data as input to AnyBody Modeling System to create a musculoskeletal simulation. The musculoskeletal modeling involved creating a very own Qualisys marker protocol for the markers placed on the ballet dancers. Then implementing the marker protocol onto a human model in AnyBody Modeling System by making use of the AnyBody Managed Modeling Repository (TM) and obtain the kinematics from the motion capture. To best fit the human model to the dancer's anthropometry, scaling of the human model is done, environmental conditions such as the force plates are provided. An optimization algorithm is conducted for the marker positions to best fit the dancer's anthropometry by running parameter identification. From the kinematics of the motion capture data, we simulate the inverse dynamics in AnyBody Modeling System. The simulations explain a lot of parameters that describe the ballet dancers. Results such as the center of mass, the center of pressure, muscle activation, topple angle are presented and discussed. Moreover, we compare the models of the dancers and draw conclusions about body balance, effort level, and muscles activated during the ballet movements.
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28

Blair, Stephanie. "Biomechanical Considerations in Goal-Kicking Accuracy: Application of an Inertial Measurement System." Thesis, 2019. https://vuir.vu.edu.au/40034/.

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Goal-kicking is an important skill in Australian Football (AF), accounting for approximately 62% of points scored during a match (Anderson et al., 2018). Despite its importance, little biomechanical research has examined the key technical characteristics underpinning the skill. The aims of this thesis were to validate a methodological approach to enable quantification of goal-kicking kinematics in a field environment, and examine goal-kicking technique and identify technical factors associated with accuracy. In Chapters 3 and 4, the Xsens inertial measurement system (IMS) was validated against a Vicon motion capture system (MAS) when measuring lower extremity and pelvis kinematics. Trivial to small mean differences (0.2-10.1%) and measurement error (0.1-7.9%) were found between the IMS and MAS across all parameters, advocating the use of IMS to quantify kicking kinematics. In Chapter 5, the effect of modifying the task constraints on accurate goal-kicking was explored. Increasing the distance of the shot from goals (30 m to 40 m) required substantially greater joint range of motion (knee and hip), with higher linear (foot speed) and angular (knee and shank) velocities. Altering the angle of the shot (0 to 45°) had no substantial influence on accurate goal-kicking technique. Findings indicated adjustments in goal-kicking technique may be required dependent on the location of the shot. In Chapter 6, 18 elite to sub-elite AF players performed 15 x 30 m goal-kicks in-front of goals and technique was examined on group-basis. A number of substantial kinematic differences were identified between accurate and inaccurate goal-kicks. For example, accurate goal-kicks were characterised by substantially less kick-leg joint range of motion (ankle, knee and hip), lower linear (com, foot speed) and angular (knee and shank) velocities, with less support-leg knee flexion during the kicking phase. In addition, a number of substantial linear and quadratic relationships were reported between technical parameters and accuracy. Findings indicated that many factors influence goal-kicking accuracy in AF; ranging from technical errors in the player’s approach, configuration of their support-leg and kick-leg motions, through to follow-through position. In Chapter 7, goal-kicking data from chapter 6 was examined on individual-basis. All players demonstrated substantial kinematic differences between accurate and inaccurate goal-kicks, along with substantial relationships between kinematic parameters and accuracy, but these were individual-specific. A combination of both a group and individual-based analysis provided a more thorough understanding of technical factors which influence goal-kicking technique in AF. The body of work in this thesis provides: 1) validation of a methodological approach to quantify kicking biomechanics, and 2) a comprehensive understanding of technical factors associated with goal-kicking accuracy in AF, and 3) recommendations for both research and coaching practice.
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29

CHENG, HUI-CHUAN, and 鄭蕙娟. "Inertial Sensor Based Gait Motion Capture System." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/47647227302391627310.

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碩士
國立臺北大學
電機工程學系
104
Gait analysis is not only important in the use for research of locomotion but also substantially related to the rehabilitations or surgical treatments of patients who have lower limb disorders. The analysis is generally based on the kinetic information which has been collected during the patients' locomotion. A traditional method to acquire the kinetic information relies seriously on a multiple-camera based system which calculates and converts video-marker positions inside the independently multi-dimensional videos to the exact positions. Due to limitation of the camera viewing scope, the markers have to be initially calibrated first before use, and the patients' locomotion also have to be restricted within a limited region which all the camera viewing scope can cover. In this study, a wireless wearable gait motion capture system has been proposed to substitute the video-based method. By a series of inertial sensors attached to the human body, measurements based on the embodiment of the inertial sensors are acquired to estimate the kinetics of the locomotion. The motion capture system is no more restricted in a local area. For gait pattern assessment, a Quaternion Extended Kalman Filter (QEKF), which transforms the sensor measures from a local coordinate to the global coordinate, and removes sensory noises, is used for the kinetic assessment. Together with the QEKF, a new method to align the baseline of calculation is proposed, and is a key to achieve the performance. By wearing on the thighs, shanks and feet of a person, the sensors with their triaxial accelerometer measure and the inclination angle of the segments to calculate lower extremity joint (either hips, knees or ankles of both legs) angle. The time series of inclination angles of the hips, knees and ankles then form the gait patterns of the person. In the developing stage, the system is developed under the reference and calibration of the simultaneous gait pattern acquired by a PTI motion tracking system to obtain a reliable model accuracy. After the development, repeated experiments and long-distance outdoor locomotion tests were applied for verification and validation to guarantee the system performance.
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Huang, Kuang-Li, and 黃光立. "Wave energy capture system – surge motion tank." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/14411049327432131796.

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碩士
國立中山大學
海洋環境及工程學系研究所
99
Liquid sloshing in a 2D tank applied on a wave energy capture system and reducing the oscillation of an offshore platform are discussed in this study. A fully nonlinear time-independent finite difference method and the forth-order Runge-Kutta method are implemented to solve the coupled motions of liquid sloshing in a 2D tank with a floating platform. When the external forcing frequency of the Dynamic Vibration Absorber System composed by a tuned liquid damper and a tuned mass damper is identical to the fundamental frequency of the tank, the external force can be effectively diminished by the sloshing-induced force. In the meantime, the maximum effect of tuned mass damper on reducing the amplitude of the floating platform appears. When the frequency of external forcing is close to the first natural frequency of the liquid tank, the coupled effect between the motions of both the tank and the platform can effectively reduce the vibration of the platform and the total energy of the whole system. The Eigenfrequency of a wave capture system is formed by the coupled effect of a liquid tank and a wave capture system. When the excitation frequency of the wave capture system is near its Eigenfrequency, the sloshing-induced force is much larger than that of external and the maximum displacement of the wave energy capture system occurs. As a result, the wave energy capacity of the wave capture system can be averagely increased to 150% by the influence of liquid sloshing in the tank.
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31

Liu, Chien-Chih, and 劉建志. "The Implementation of Low Cost Motion Capture System." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/cys83q.

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碩士
南台科技大學
電機工程系
94
It is popular to make 3D cartoon with a computer with the fast progressing of the computer technology. It take much time and much money to make 3D cartoon by manpower only, and the moving object of the produced movie is limited. So it is popular to catch the true performer's movements by the motion capture system, then apply it to the cartoon. At the present, two kinds of the most popular motion capture system on the market, one is the image type and the other is the electromagnetic type.However, the two kinds of the motion capture system are very expensive and heavy, so that the motion capture system can not be popularized. This paper is concerned with a special topic to make a motion capture system with light weight, and low price, the main characteristic has: 1.Bend sensors are used to detect the attitude of a person. 2.A MSP430F149 single chip computer is used to read and to transmit the attitude data. 3.A MX25L1602 Flash ROM is used as storing device and calibrating data. 4.A bluetooth chip is used for communicating media. 5.The attitude data will translated to physical angles by a VISUAL BASIC program. 6.The attitude of the human body will dynamically showed in graphic by a FLASHMX multimedia player. 7.A calibrating procedure is done in user friendly interface, such that the system can be suitable for different bend sensors and human characteristics. 8.The system is with record function and play function such that it can be applied to sport training and medical treatment. 9.The system is used as the input device of a digital game.
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32

Hu, Chiu-Chih, and 胡裘之. "Interactive comic generator system based on motion capture." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/zr65dr.

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碩士
國立臺北科技大學
資訊工程系
106
This paper provides an interactive comic generator system based on motion capture, allowing user generate comic easily with motion capture. The user only need to record their performance, the system automatically analyzes their bone information and candidate the key-pose of what they act. Our system ensures that the user without any painting skill can easily produce the comic of what they act. Our algorithm will analyze their performance in real time and suggest them the key-pose automatically. And the user can interact with virtual object easily with handheld device. The system analyzes the users performance process, guesses the content of the story that the user wants to express, and plots the result as non-photorealistic comics, without using complex drawing tools and drawing techniques, can produce comic results with motion performance.
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33

Lindholm, Patrik. "Förenklade motion capture system : En utvärdering av motion capture med två kameror jämfört med en djupseende kamera." Thesis, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-41933.

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The purpose of this paper is to examine and compare two simple motion capturesystems. The first system consists of two cameras, and the second system consists of acamera with a depth sensor. The problem with both systems is their limited field ofview. If the actor is facing a camera, that camera will not be able to see an arm if thatarm is placed behind the back.My method in order to do this examination, was to record a number of different typesof motions with both systems, and then evaluate and compare the generated data fromthe two systems. This was done partly by applying it to a 3D character, and partly byinvestigating how good incomplete data could be repaired. Some motions wasrecorded multiple times, each with a different angle. The examination has resulted indifferent conclusions about the two systems.The process of using two cameras was very time consuming and the actor had to standfacing the cameras more or less. The depth sensing camera was shown to be able tohandle a wider range of motions, and the angle relative to the cameras wasn't aslimited. Some advantages could be found compared to the depth sensing camera,which had troubles handling certain types of arm and head rotations. This waspossible to handle with two cameras.
Validerat; 20140627 (global_studentproject_submitter)
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34

Liu, Shih-Hsien, and 劉士賢. "Motion Capture System Based on Magnetic and Inertial Sensor." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/82z22a.

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碩士
國立臺灣科技大學
資訊工程系
99
Applications of motion capture are widespread, and they have been extensively used in movie, video game industries. Although accuracy of traditional optical motion capture systems is high, they are very expensive and only suitable for limited space, thus constraining their applications. We implement a low cost, real-time motion capture system that combines magnetometer, accelerometer and gyroscope. At first the zero-offset bias and scale error were corrected, and then we use this corrected measurement data to calculate orientation by complementary filter or kalman filer. A user should do T pose calibration while binding sensor boards to body segments to calculate sensor board-body segment offset, and then we can use this offset and orientation of sensor board to calculate angle of joints, thus the capture of the overall motion.
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35

Feng-RenHsieh and 謝豐任. "A Human Motion Capture System for Virtual Reality Applications." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/67620384674612934670.

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36

Wu, Ming-Cheng, and 吳明城. "Application of InfraRed Camera to Feet Motion Capture System." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/55615618565798101426.

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碩士
國立臺灣科技大學
機械工程系
96
The purpose of this thesis is to use Infra-Red (IR) camera to captures the feet movement to combine with Dance Dance Revolution (DDR). The system of this thesis is built on TV and PC. On the PC system, we use proxy to connect IR cameras and flash game and conversion IR camera data to feet position data. On the TV system, IR camera transfer image data to embedded system by UART, then image data can be processed by embedded system. Finally, we use modification and feet position data to build a dance game. The result is that player can feel reality and more interaction in the game.
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37

Hsiao, Ching-Chun, and 蕭晴駿. "Model-Based Pose Estimation for Multi-Camera Motion Capture System." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/79385950596603901992.

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38

Min-JieHuang and 黃珉杰. "A 1-D calibration method for 3D motion capture system." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/74659363886413143950.

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碩士
國立成功大學
機械工程學系碩博士班
101
The purpose of this study is focused on the development of a multi-camera 1-D calibration method. By free moving at least collinear 5 points of the 1-D calibration jig to do the camera calibration. Because the restriction of the 1-D calibration jig and the FOV of camera. It is not possible that all cameras can see all the feature points of the 1-D calibration jig at the same time. In order to avoid this problem. We designed a multi-camera initial camera calibration process and a process for multi-camera parameters optimization. And to test and verify these processes by building a multi- camera motion capture system. Finally we know the precision of the system by the error analysis.
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39

Ke, Hong-Ming, and 柯鴻銘. "Development of Optical 2D Motion Capture System -- For Facial Movement." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/vpanp4.

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碩士
國立體育學院
運動科學研究所
90
From prehistoric age up to now, the concept of motion capture has been existed for a long time. The recording apparatus changes from just memorize the process; engrave the scene on the wall of the cave to using modern video technology to store various human movements. Generally speaking, most of the teachers or coachers are still using the naked eye to “capture” the techniques in action for analyze purpose. Whereas entertainment industry prefers the 3D motion capture equipment to catch the real movement for animation purpose. This study intent to develop a 2D optical motion capture system for facial movement tracking and recording. The Window Me is the system platform, MS Visual C++ and Vision SDK are the developing software. An USB CCD camera is used to capture 29 light dots’ movement on the face. The results of this study have proven this system can be use accurately for facial movement tracking. The finding is also valuable for future developing of 3D motion tracking study.
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40

Kuan-HsiangChen and 陳冠翔. "A Wireless Body Motion Capture System for Basketball Shooting Training." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/h8f63k.

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41

Schacter, David. "Multi-Camera Active-vision System Reconfiguration for Deformable Object Motion Capture." Thesis, 2014. http://hdl.handle.net/1807/44060.

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To improve the accuracy in capturing the motion of deformable objects, a reconfigurable multi-camera active-vision system which can dynamically reposition its cameras online is proposed, and a design for such a system, along with a methodology to select the near-optimal positions and orientations of the set of cameras, is presented. The active-vision system accounts for the deformation of the object-of-interest by tracking triangulated vertices in order to predict the shape of the object at subsequent demand instants. It then selects a system configuration that minimizes the expected error in the recovered position of each of these vertices. Extensive simulations and experiments have verified that using the proposed reconfigurable system to both translate and rotate cameras to near-optimal poses is tangibly superior to using cameras which are either static, or can only rotate, in minimizing the error in recovered vertex positions.
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42

Chen, Wei-Cheng, and 陳威丞. "Implementation of a Low Cost Motion Capture System Using Computer Vision." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/26yjg3.

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碩士
大同大學
機械工程學系(所)
95
This paper's research subject is: Captures the human body upper part plane movement to have 7 different position data, the use identification color material for the foundation method, after obtaining the coordinate, manufactures the character animation. And take the low cost way construction overall system as the consideration. The research expense only purchases the hardware equipment, may achieve the research goal. This research uses one web cam, penetrates the USB interface to input the phantom to the system main engine, by way of colored phantom coordinates processing, the sub-area principle analyzes on the identification human body the color mark position. We regarding the experimental result which picks up carry on the discussion, and realizes in the simple character animation manufacture.
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43

Zhe-HaoZhang and 張哲豪. "Development of a Distributed 3D Optical Real-time Motion Capture System." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/82y7h6.

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44

Chien-ChaoHung and 洪健超. "Development of an Inertial and Magnetic Sensor Based Motion Capture System." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/62274300287370043964.

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45

Liu-ShenLin and 林律伸. "A evaluation of CPR learning quality via a motion capture system." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/53470783019966129623.

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碩士
國立成功大學
機械工程學系碩博士班
100
The purpose of this paper is to develop a motion tracking and analysis system for improvement of learning Cardiopulmonary Resuscitation (CPR). A duel mode optical tracking system that combines scanning and tracking capabilities capture body shape information of the CPR learner and track his CPR motions by coded markers. In addition, the system can also analyze the CPR motion data to help learners to correct the CPR performance. The content of this thesis includes the review of studies about CPR, the design of constructing an optical tracking system (D1400), the marker placement guide, the CPR experiment SOP, CPR motion cycle, and the explaination of experiment outcomes, then compare with the results of Anne to elstblish credibility. The system can provide CPR learners the chest compression depth, compression rate, the joint angles of not only whole motion sequence but also each compression segment. The system can be used to help CPR learners to improve the CPR performance.
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46

Chen, Wei-Chih, and 陳威誌. "A Feasibility Analysis of a Finger Motion Capture System using Kinect." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/32860168743540378714.

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碩士
國立臺灣大學
生醫電子與資訊學研究所
100
The system architecture of this thesis utilized concept modify from Microsoft Kinect sensor. We utilized depth information generated by Light Coding Technology in the Kinect to capture spatial coordinates of fingertip in real world space. Then, we assess the feasibility of using Kinect sensor on finger motion capture in real world. OpenNI is used to retrieve the needed information. In fingertip detection, we used k-curvature algorithm to find out the fingertip location. Validation of the Kinect space coordinates for Z-axis depth information, X-axis and Y-axis length distance were also done. In addition, the analysis of stability on fingertip detection algorithm was also presented. The mean absolute percentage error (MAPE) and mean squared error (MSE) are evaluation tools. This help to find out the maximum bending angle of sample finger. In the verification experiment on the real space coordinates of the Kinect, we defined the depth measurement distance is from 50 cm to 130 cm. We found that the error value is proportional to the depth distance, but the average error rates are less than 1%. In the validation of horizontal and vertical distance, the error rate can be controlled within the acceptable rage (less than 5%) on the certain depth distance (80-110cm). In the stability analysis of fingertip detection algorithm, the MAPE value in tri-axial detection of each fingertip is mostly below 10. In general, average coordinates distance error is proportional to the depth distance within the measurement distance. Finger maximum bending angle that can be detected is about 30-45 degree, which is limited by the optical limitation. According to the result in this experiment, it is feasible to use the Kinect as finger capture system. Although limited by the hardware, the subjects’ position of hand and the rage of activities must be strictly limited. Nevertheless, for the patient with certain degree of recovery, using the Kinect within appropriate training mode can enable them to self-intensive training to live with interesting. Patient do not go to hospital can also improve hand function. In addition, clinical physician can currently assess the patients’ condition by this system, and the clinical physician can also modify the training program as needed.
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47

Chang, Jia-Chen, and 張嘉宸. "The study of human motion simulation based on the motion capture system combined with virtual reality." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/71672806033422077568.

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碩士
中原大學
工業工程研究所
94
There are numerous 3D animation software that offer the function for editing the movement of personage’s limbs. Now, using the Motion Capture System is the best way to save time and to be lifelike. As limbs move, this method can record the state of the skeleton and control the virtual role through the motion data. Using the Motion Capture System allows us to express the motion data in smooth and meticulous degree better than any other method. There are many tools to create digital human models, such as Poser, MotionBuilder, 3ds max, etc. We can create digital human animations by combining these tools with the Motion Capture System. This research will make use of the motion analysis instrument to catch the experimenter’s slight characteristics and correct posture. Then, it will import the data to the motion analysis and virtual reality software, and apply the digital human model and virtual scene to stimulate the virtual person’s motion of swing. Our purpose is to make use of the motion capture system to pick and fetch the human motion date to create a standard research procedure that virtual personages simulate personnel motions under virtual environment. The marker’s position data, coming from the experiment showing in swing motion, is caught by motion capture equipment (Qualisys). QTrac software changes the data into another form which the animation software can be utilized. Therefore, the animation software completes the swing motion skeleton and incorporates the digital human model. Finally, in order to build up a swing simulation system including virtual hitter swing motions, we use virtual reality software to combine virtual personages with virtual scene and cooperate with interaction parameter establishment. Afterwards, we proof and analyze the authenticity of virtual personage’s motion.
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48

Wong, Alexander. "Low-Cost Visual/Inertial Hybrid Motion Capture System for Wireless 3D Controllers." Thesis, 2007. http://hdl.handle.net/10012/2991.

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It is my thesis that a cost-effective motion capture system for wireless 3D controllers can be developed through the use of low-cost inertial measurement devices and camera systems. Current optical motion capture systems require a number of expensive high-speed cameras. The use of such systems is impractical for many applications due to its high cost. This is particularly true for consumer-level wireless 3D controllers. More importantly, optical systems are capable of directly tracking an object with only three degrees of freedom. The proposed system attempts to solve these issues by combining a low-cost camera system with low-cost micro-machined inertial measurement devices such as accelerometers and gyro sensors to provide accurate motion tracking with a full six degrees of freedom. The proposed system combines the data collected from the various sensors in the system to obtain position information about the wireless 3D controller with 6 degrees of freedom. The system utilizes a number of calibration, error correction, and sensor fusion techniques to accomplish this task. The key advantage of the proposed system is that it combines the high long-term accuracy and low frequency nature of the camera system and complements it with the low long-term accuracy and high frequency nature of the inertial measurement devices to produce a system with a high level of long-term accuracy with detailed high frequency information about the motion of the wireless 3D controller.
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49

Chang, Rong-Yu, and 張容瑜. "Virtual Reality and Motion Capture System for balance performance in postural responses." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/60380297292130961349.

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碩士
元智大學
工業工程與管理學系
99
In clinical balance assessment, the physical therapists use different methods to examine patients, such as balance scale, assessment equipment and personal posture control. However, these methods are subjective and unable to record real time posture to analyze motion. With recent technology, Virtual Reality (VR) and Motion Capture system are able to provide a 3D visual environment for subjects to interact and achieve required motions. Motion Capture system can capture the motion process. In past researches, the subjects motion without restricted time and angle which may be required for the balance assessment. The proposed VR-based balance test system with different parameter posture model (PM) performs evaluations in Virtual Environment (VE) with/without digital human model (DHM) for postural responses. The research result indicates that the PM parameter affects the subject’s postural responses. And the VE with/without DHM can affect motion implementation time and center of gravity shift of the subjects. Thus, such innovative findings can be further developed and refined for assisting physical therapist to design customized balance evaluation system.
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50

Chi-ChingChen and 陳紀景. "Analyze the quality of CPR via a whole body motion capture system." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/86536112296796413820.

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碩士
國立成功大學
機械工程學系碩博士班
101
CPR was an important skill for improving the survival of cardiac arrest. Some studies indicate that high quality CPR may provide more benefit for survival of cardiac arrest. The Anne manikin be used widely no only in CPR training but also CPR examination. However Anne’s SkillReporter in compression part just offer the information which detect by a sensor in Anne’s chest. It means Anne can’t give any information about learner’s posture or learner’s position. The purpose of this thesis was that track motion of learner when doing the CPR via a whole body tracking system D1400. D1400 was an optical tracking system with a set of coded marker, and then we can get not only the information which Anne can provide but also the joint angle and joint position of learner. Therefore, we can analyze those joint information and find the relationship between each other. The content of this thesis, first was the introduction of D1400 and the experiment of CPR motion collect, second will compare the data which provide by Anne and our system give the reliability of D1400 system, third we analyze the data which were collected from professionals and make a discussion and conclusion, final we give learner some suggestion about the posture that calculate by simplifying human body to a four-bar linkage mechanism.
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