3D animation is created using keyframe based system in 3D animation software such as Blender and Maya. Due to the long time interval and the need of high expertise in 3D animation, motion capture devices were used as an alternative and Microsoft Kinect v2 sensor is one of them. This research analyses the capabilities of the Kinect sensor in producing 3D human model animations using motion capture and keyframe based animation system in reference to a live motion performance. The quality, time interval and cost of both animation results were compared. The experimental result shows that motion capture system with Kinect sensor consumed less time (only 2.6%) and cost (30%) in the long run (10 minutes of animation) compare to keyframe-based system, but it produced lower quality animation. This was due to the lack of body detection accuracy when there is obstruction. Moreover, the sensor’s constant assumption that the performer’s body faces forward made it unreliable to be used for a wide variety of movements. Furthermore, standard test defined in this research covers most body parts’ movements to evaluate other motion capture system.
Integration of a Structure from Motion into Virtual and Augmented Reality for...Tomohiro Fukuda
Proceedings (Full paper reviewed)
Tomohiro Fukuda, Hideki Nada, Haruo Adachi, Shunta Shimizu, Chikako Takei, Yusuke Sato, Nobuyoshi Yabuki, and Ali Motamedi: 2017, Integration of a Structure from Motion into Virtual and Augmented Reality for Architectural and Urban Simulation: Demonstrated in Real Architectural and Urban Projects, Future Trajectories of Computation in Design: 17th International Conference CAAD Futures 2017, p.596, 2017.7
Book (Book contribution)
Tomohiro Fukuda, Hideki Nada, Haruo Adachi, Shunta Shimizu, Chikako Takei, Yusuke Sato, Nobuyoshi Yabuki, and Ali Motamedi: 2017, Integration of a Structure from Motion into Virtual and Augmented Reality for Architectural and Urban Simulation: Demonstrated in Real Architectural and Urban Projects, Computer-Aided Architectural Design - Future Trajectories,pp.60-77,Springer (Communications in Computer and Information Science 724), ISSN 1865-0929,ISBN 978-981-10-5196-8,2017.7
Computational visual simulations are extremely useful and powerful tools for decision-making. The use of virtual and augmented reality (VR/AR) has become a common phenomenon due to real-time and interactive visual simulation tools in architectural and urban design studies and presentations. In this study, a demonstration is performed to integrate structure from motion (SfM) into VR and AR. A 3D modeling method is explored by SfM under real-time rendering as a solution for the modeling cost in large-scale VR. The study examines the application of camera parameters of SfM to realize an appropriate registration and tracking accuracy in marker-less AR to visualize full-scale design projects on a planned construction site. The proposed approach is applied to plural real architectural and urban design projects, and results indicate the feasibility and effectiveness of the proposed approach.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
This paper presents the maneuver of mouse pointer and performs various mouse operations such as left
click, right click, double click, drag etc using gestures recognition technique. Recognizing gestures is a
complex task which involves many aspects such as motion modeling, motion analysis, pattern recognition
and machine learning.
Keeping all the essential factors in mind a system has been created which recognizes the movement of
fingers and various patterns formed by them. Color caps have been used for fingers to distinguish it from
the background color such as skin color. Thus recognizing the gestures various mouse events have been
performed. The application has been created on MATLAB environment with operating system as windows
7.
Humans have evolved to better survive and have evolved their invention. In today’s age, a
large number of robots are placed in many areas replacing manpower in severe or dangerous
workplaces. Moreover, the most important thing is to take care of this technology for developing
robots progresses. This paper proposes an autonomous moving system which automatically finds its
target from a scene, lock it and approach towards its target and hits through a shooting mechanism.
The main objective is to provide reliable, cost effective and accurate technique to destroy an unusual
threat in the environment using image processing.
Integration of a Structure from Motion into Virtual and Augmented Reality for...Tomohiro Fukuda
Proceedings (Full paper reviewed)
Tomohiro Fukuda, Hideki Nada, Haruo Adachi, Shunta Shimizu, Chikako Takei, Yusuke Sato, Nobuyoshi Yabuki, and Ali Motamedi: 2017, Integration of a Structure from Motion into Virtual and Augmented Reality for Architectural and Urban Simulation: Demonstrated in Real Architectural and Urban Projects, Future Trajectories of Computation in Design: 17th International Conference CAAD Futures 2017, p.596, 2017.7
Book (Book contribution)
Tomohiro Fukuda, Hideki Nada, Haruo Adachi, Shunta Shimizu, Chikako Takei, Yusuke Sato, Nobuyoshi Yabuki, and Ali Motamedi: 2017, Integration of a Structure from Motion into Virtual and Augmented Reality for Architectural and Urban Simulation: Demonstrated in Real Architectural and Urban Projects, Computer-Aided Architectural Design - Future Trajectories,pp.60-77,Springer (Communications in Computer and Information Science 724), ISSN 1865-0929,ISBN 978-981-10-5196-8,2017.7
Computational visual simulations are extremely useful and powerful tools for decision-making. The use of virtual and augmented reality (VR/AR) has become a common phenomenon due to real-time and interactive visual simulation tools in architectural and urban design studies and presentations. In this study, a demonstration is performed to integrate structure from motion (SfM) into VR and AR. A 3D modeling method is explored by SfM under real-time rendering as a solution for the modeling cost in large-scale VR. The study examines the application of camera parameters of SfM to realize an appropriate registration and tracking accuracy in marker-less AR to visualize full-scale design projects on a planned construction site. The proposed approach is applied to plural real architectural and urban design projects, and results indicate the feasibility and effectiveness of the proposed approach.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
This paper presents the maneuver of mouse pointer and performs various mouse operations such as left
click, right click, double click, drag etc using gestures recognition technique. Recognizing gestures is a
complex task which involves many aspects such as motion modeling, motion analysis, pattern recognition
and machine learning.
Keeping all the essential factors in mind a system has been created which recognizes the movement of
fingers and various patterns formed by them. Color caps have been used for fingers to distinguish it from
the background color such as skin color. Thus recognizing the gestures various mouse events have been
performed. The application has been created on MATLAB environment with operating system as windows
7.
Humans have evolved to better survive and have evolved their invention. In today’s age, a
large number of robots are placed in many areas replacing manpower in severe or dangerous
workplaces. Moreover, the most important thing is to take care of this technology for developing
robots progresses. This paper proposes an autonomous moving system which automatically finds its
target from a scene, lock it and approach towards its target and hits through a shooting mechanism.
The main objective is to provide reliable, cost effective and accurate technique to destroy an unusual
threat in the environment using image processing.
Gesture Based Interface Using Motion and Image Comparisonijait
This paper gives a new approach for movement of mouse and implementation of its functions using a real time camera. Here we propose to change the hardware design. Most of the existing technologies mainly depend on changing the mouse parts features like changing the position of tracking ball and adding more buttons. We use a camera, colored substance, image comparison technology and motion detection technology to control mouse movement and implement its functions (right click, left click, scrolling and double click) .
DISTRIBUTED AND SYNCHRONISED VR MEETING USING CLOUD COMPUTING: Availability a...Tomohiro Fukuda
This slide is presented in CAADRIA2012 (The 17th International Conference on Computer Aided Architectural Design Research in Asia).
Abstract. The mobility of people's activities, and cloud computing technologies are becoming advanced in the modern age of information and globalisation. This study describes the availability of discussing spatial design while sharing a 3-dimensional virtual space with stakeholders in a distributed and synchronised environment. First of all, a townscape design support system based on a cloud computing type VR system is constructed. Next, an experiment of a distributed and synchronised discussion of townscape design is executed with subjects who are specialists in the townscape design field. After the experiment, both qualitative mental evaluation and quantitative evaluation were carried out. The conclusions are as follows: 1. Users who use VR frequently and who use videoconferencing consider that the difference with face-to-face discussion is small. 2. A Moiré pattern may occur in a gradation picture. 3. The availability of distributed and synchronised discussions with cloud computing type VR is high.
Computer Vision Based 3D Reconstruction : A ReviewIJECEIAES
3D reconstruction are used in many fields starts from the object reconstruction such as site, and cultural artifacts in both ground and under the sea levels. The scientist are beneficial for these task in order to learn and keep the environment into 3D data due to the extinction. In this paper explained vision setup that is commonly used such as single camera, stereo camera, Kinect / Structured Light/ Time of Flight camera and fusion approach. The prior works also explained how the 3D reconstruction perform in many fields and using various algorithms.
COMPLETE END-TO-END LOW COST SOLUTION TO A 3D SCANNING SYSTEM WITH INTEGRATED...ijcsit
3D reconstruction is a technique used in computer vision which has a wide range of applications in
areas like object recognition, city modelling, virtual reality, physical simulations, video games and
special effects. Previously, to perform a 3D reconstruction, specialized hardwares were required.
Such systems were often very expensive and was only available for industrial or research purpose.
With the rise of the availability of high-quality low cost 3D sensors, it is now possible to design
inexpensive complete 3D scanning systems. The objective of this work was to design an acquisition and
processing system that can perform 3D scanning and reconstruction of objects seamlessly. In addition,
the goal of this work also included making the 3D scanning process fully automated by building and
integrating a turntable alongside the software. This means the user can perform a full 3D scan only by
a press of a few buttons from our dedicated graphical user interface. Three main steps were followed
to go from acquisition of point clouds to the finished reconstructed 3D model. First, our system
acquires point cloud data of a person/object using inexpensive camera sensor. Second, align and
convert the acquired point cloud data into a watertight mesh of good quality. Third, export the
reconstructed model to a 3D printer to obtain a proper 3D print of the model.
Color based image processing , tracking and automation using matlabKamal Pradhan
Image processing is a form of signal processing in which the input is an image, such as a photograph or video frame. The output of image processing may be either an image or, a set of characteristics or parameters related to the image. Most image-processing techniques involve treating the image as a two-dimensional signal and applying standard signal-processing techniques to it. This project aims at processing the real time images captured by a Webcam for motion detection and Color Recognition and system automation using MATLAB programming.
In color based image processing we work with colors instead of object. Color provides powerful information for object recognition. A simple and effective recognition scheme is to represent and match images on the basis of color histograms.
Tracking refers to detection of the path of the color once the color based processing is done the color becomes the object to be tracked this can be very helpful in security purposes.
Automation refers to an automated system is any system that does not require human intervention. In this project I’ve automated the mouse that work with our gesture and do the desired tasks.
Goal location prediction based on deep learning using RGB-D camerajournalBEEI
In the navigation system, the desired destination position plays an essential role since the path planning algorithms takes a current location and goal location as inputs as well as the map of the surrounding environment. The generated path from path planning algorithm is used to guide a user to his final destination. This paper presents a proposed algorithm based on RGB-D camera to predict the goal coordinates in 2D occupancy grid map for visually impaired people navigation system. In recent years, deep learning methods have been used in many object detection tasks. So, the object detection method based on convolution neural network method is adopted in the proposed algorithm. The measuring distance between the current position of a sensor and the detected object depends on the depth data that is acquired from RGB-D camera. Both of the object detected coordinates and depth data has been integrated to get an accurate goal location in a 2D map. This proposed algorithm has been tested on various real-time scenarios. The experiments results indicate to the effectiveness of the proposed algorithm.
CAADRIA2014: A Synchronous Distributed Design Study Meeting Process with Anno...Tomohiro Fukuda
This research investigated the impact of synchronous distributed non immersive cloud-VR (cloud computing type of Virtual Reality) meetings using the annotation function by noting an architectural design process. The experimentation of collaborative design work at the early stage of a housing renovation project was executed by three designers. The synchronously distributed meetings using cloud-VR and a freehand sketching function were completed in two days. The annotation function was used effectively when a designer wished to show the space composition and volume shape of the planned building and so on. The proposed design environment, sharing a 3D virtual space with viewpoints, plans, sketches and other information synchronously and remotely, was feasible and effective.
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
A Hardware Model to Measure Motion Estimation with Bit Plane Matching AlgorithmTELKOMNIKA JOURNAL
The multistep approach involving combination of techniques is referred as motion estimation.
The proposed approach is an adaptive control system to measure the motion from starting point to limit of
search. The motion patterns are used to analyze and avoid stationary regions of image. The algorithm
proposed is robust efficient and the calculations justify its advantages. The motivation of the work is to
maximize the encoding speed and visual quality with the help of motion vector algorithm. In this work a
hardware model is developed in which a frame of pictures are captured and sent via serial port to the system.
MATLAB simulation tool is used to detect the motion among the picture frame. Once any motion is detected
that signal is sent to the hardware which will give the appropriate sign accordingly. This system is developed
on two platforms (hardware as well software) to estimate and measure the motion vectors
Wireless network implementation is a viable option for building network infrastructure in rural communities. Rural people lack network infrastructures for information services and socio-economic development. The aim of this study was to develop a wireless network infrastructure architecture for network services to rural dwellers. A user-centered approach was applied in the study and a wireless network infrastructure was designed and deployed to cover five rural locations. Data was collected and analyzed to assess the performance of the network facilities. The results shows that the system had been performing adequately without any downtime with an average of 200 users per month and the quality of service has remained high. The transmit/receive rate of 300Mbps was thrice as fast as the normal Ethernet transmit/receive specification with an average throughput of 1 Mbps. The multiple output/multiple input (MIMO) point-to-multipoint network design increased the network throughput and the quality of service experienced by the users.
3D reconstruction is a technique used in computer vision which has a wide range of applications in areas like object recognition, city modelling, virtual reality, physical simulations, video games and special effects. Previously, to perform a 3D reconstruction, specialized hardwares were required. Such systems were often very expensive and was only available for industrial or research purpose. With the rise of the availability of high-quality low cost 3D sensors, it is now possible to design inexpensive complete 3D scanning systems. The objective of this work was to design an acquisition and processing system that can perform 3D scanning and reconstruction of objects seamlessly. In addition, the goal of this work also included making the 3D scanning process fully automated by building and integrating a turntable alongside the software. This means the user can perform a full 3D scan only by a press of a few buttons from our dedicated graphical user interface. Three main steps were followed to go from acquisition of point clouds to the finished reconstructed 3D model. First, our system acquires point cloud data of a person/object using inexpensive camera sensor. Second, align and convert the acquired point cloud data into a watertight mesh of good quality. Third, export the reconstructed model to a 3D printer to obtain a proper 3D print of the model.
Gesture Based Interface Using Motion and Image Comparisonijait
This paper gives a new approach for movement of mouse and implementation of its functions using a real time camera. Here we propose to change the hardware design. Most of the existing technologies mainly depend on changing the mouse parts features like changing the position of tracking ball and adding more buttons. We use a camera, colored substance, image comparison technology and motion detection technology to control mouse movement and implement its functions (right click, left click, scrolling and double click) .
DISTRIBUTED AND SYNCHRONISED VR MEETING USING CLOUD COMPUTING: Availability a...Tomohiro Fukuda
This slide is presented in CAADRIA2012 (The 17th International Conference on Computer Aided Architectural Design Research in Asia).
Abstract. The mobility of people's activities, and cloud computing technologies are becoming advanced in the modern age of information and globalisation. This study describes the availability of discussing spatial design while sharing a 3-dimensional virtual space with stakeholders in a distributed and synchronised environment. First of all, a townscape design support system based on a cloud computing type VR system is constructed. Next, an experiment of a distributed and synchronised discussion of townscape design is executed with subjects who are specialists in the townscape design field. After the experiment, both qualitative mental evaluation and quantitative evaluation were carried out. The conclusions are as follows: 1. Users who use VR frequently and who use videoconferencing consider that the difference with face-to-face discussion is small. 2. A Moiré pattern may occur in a gradation picture. 3. The availability of distributed and synchronised discussions with cloud computing type VR is high.
Computer Vision Based 3D Reconstruction : A ReviewIJECEIAES
3D reconstruction are used in many fields starts from the object reconstruction such as site, and cultural artifacts in both ground and under the sea levels. The scientist are beneficial for these task in order to learn and keep the environment into 3D data due to the extinction. In this paper explained vision setup that is commonly used such as single camera, stereo camera, Kinect / Structured Light/ Time of Flight camera and fusion approach. The prior works also explained how the 3D reconstruction perform in many fields and using various algorithms.
COMPLETE END-TO-END LOW COST SOLUTION TO A 3D SCANNING SYSTEM WITH INTEGRATED...ijcsit
3D reconstruction is a technique used in computer vision which has a wide range of applications in
areas like object recognition, city modelling, virtual reality, physical simulations, video games and
special effects. Previously, to perform a 3D reconstruction, specialized hardwares were required.
Such systems were often very expensive and was only available for industrial or research purpose.
With the rise of the availability of high-quality low cost 3D sensors, it is now possible to design
inexpensive complete 3D scanning systems. The objective of this work was to design an acquisition and
processing system that can perform 3D scanning and reconstruction of objects seamlessly. In addition,
the goal of this work also included making the 3D scanning process fully automated by building and
integrating a turntable alongside the software. This means the user can perform a full 3D scan only by
a press of a few buttons from our dedicated graphical user interface. Three main steps were followed
to go from acquisition of point clouds to the finished reconstructed 3D model. First, our system
acquires point cloud data of a person/object using inexpensive camera sensor. Second, align and
convert the acquired point cloud data into a watertight mesh of good quality. Third, export the
reconstructed model to a 3D printer to obtain a proper 3D print of the model.
Color based image processing , tracking and automation using matlabKamal Pradhan
Image processing is a form of signal processing in which the input is an image, such as a photograph or video frame. The output of image processing may be either an image or, a set of characteristics or parameters related to the image. Most image-processing techniques involve treating the image as a two-dimensional signal and applying standard signal-processing techniques to it. This project aims at processing the real time images captured by a Webcam for motion detection and Color Recognition and system automation using MATLAB programming.
In color based image processing we work with colors instead of object. Color provides powerful information for object recognition. A simple and effective recognition scheme is to represent and match images on the basis of color histograms.
Tracking refers to detection of the path of the color once the color based processing is done the color becomes the object to be tracked this can be very helpful in security purposes.
Automation refers to an automated system is any system that does not require human intervention. In this project I’ve automated the mouse that work with our gesture and do the desired tasks.
Goal location prediction based on deep learning using RGB-D camerajournalBEEI
In the navigation system, the desired destination position plays an essential role since the path planning algorithms takes a current location and goal location as inputs as well as the map of the surrounding environment. The generated path from path planning algorithm is used to guide a user to his final destination. This paper presents a proposed algorithm based on RGB-D camera to predict the goal coordinates in 2D occupancy grid map for visually impaired people navigation system. In recent years, deep learning methods have been used in many object detection tasks. So, the object detection method based on convolution neural network method is adopted in the proposed algorithm. The measuring distance between the current position of a sensor and the detected object depends on the depth data that is acquired from RGB-D camera. Both of the object detected coordinates and depth data has been integrated to get an accurate goal location in a 2D map. This proposed algorithm has been tested on various real-time scenarios. The experiments results indicate to the effectiveness of the proposed algorithm.
CAADRIA2014: A Synchronous Distributed Design Study Meeting Process with Anno...Tomohiro Fukuda
This research investigated the impact of synchronous distributed non immersive cloud-VR (cloud computing type of Virtual Reality) meetings using the annotation function by noting an architectural design process. The experimentation of collaborative design work at the early stage of a housing renovation project was executed by three designers. The synchronously distributed meetings using cloud-VR and a freehand sketching function were completed in two days. The annotation function was used effectively when a designer wished to show the space composition and volume shape of the planned building and so on. The proposed design environment, sharing a 3D virtual space with viewpoints, plans, sketches and other information synchronously and remotely, was feasible and effective.
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
A Hardware Model to Measure Motion Estimation with Bit Plane Matching AlgorithmTELKOMNIKA JOURNAL
The multistep approach involving combination of techniques is referred as motion estimation.
The proposed approach is an adaptive control system to measure the motion from starting point to limit of
search. The motion patterns are used to analyze and avoid stationary regions of image. The algorithm
proposed is robust efficient and the calculations justify its advantages. The motivation of the work is to
maximize the encoding speed and visual quality with the help of motion vector algorithm. In this work a
hardware model is developed in which a frame of pictures are captured and sent via serial port to the system.
MATLAB simulation tool is used to detect the motion among the picture frame. Once any motion is detected
that signal is sent to the hardware which will give the appropriate sign accordingly. This system is developed
on two platforms (hardware as well software) to estimate and measure the motion vectors
Wireless network implementation is a viable option for building network infrastructure in rural communities. Rural people lack network infrastructures for information services and socio-economic development. The aim of this study was to develop a wireless network infrastructure architecture for network services to rural dwellers. A user-centered approach was applied in the study and a wireless network infrastructure was designed and deployed to cover five rural locations. Data was collected and analyzed to assess the performance of the network facilities. The results shows that the system had been performing adequately without any downtime with an average of 200 users per month and the quality of service has remained high. The transmit/receive rate of 300Mbps was thrice as fast as the normal Ethernet transmit/receive specification with an average throughput of 1 Mbps. The multiple output/multiple input (MIMO) point-to-multipoint network design increased the network throughput and the quality of service experienced by the users.
3D reconstruction is a technique used in computer vision which has a wide range of applications in areas like object recognition, city modelling, virtual reality, physical simulations, video games and special effects. Previously, to perform a 3D reconstruction, specialized hardwares were required. Such systems were often very expensive and was only available for industrial or research purpose. With the rise of the availability of high-quality low cost 3D sensors, it is now possible to design inexpensive complete 3D scanning systems. The objective of this work was to design an acquisition and processing system that can perform 3D scanning and reconstruction of objects seamlessly. In addition, the goal of this work also included making the 3D scanning process fully automated by building and integrating a turntable alongside the software. This means the user can perform a full 3D scan only by a press of a few buttons from our dedicated graphical user interface. Three main steps were followed to go from acquisition of point clouds to the finished reconstructed 3D model. First, our system acquires point cloud data of a person/object using inexpensive camera sensor. Second, align and convert the acquired point cloud data into a watertight mesh of good quality. Third, export the reconstructed model to a 3D printer to obtain a proper 3D print of the model.
3D reconstruction is a technique used in computer vision which has a wide range of applications in areas like object recognition, city modelling, virtual reality, physical simulations, video games and special effects. Previously, to perform a 3D reconstruction, specialized hardwares were required. Such systems were often very expensive and was only available for industrial or research purpose. With the rise of the availability of high-quality low cost 3D sensors, it is now possible to design inexpensive complete 3D scanning systems. The objective of this work was to design an acquisition and processing system that can perform 3D scanning and reconstruction of objects seamlessly. In addition, the goal of this work also included making the 3D scanning process fully automated by building and integrating a turntable alongside the software. This means the user can perform a full 3D scan only by a press of a few buttons from our dedicated graphical user interface. Three main steps were followed to go from acquisition of point clouds to the finished reconstructed 3D model. First, our system acquires point cloud data of a person/object using inexpensive camera sensor. Second, align and convert the acquired point cloud data into a watertight mesh of good quality. Third, export the reconstructed model to a 3D printer to obtain a proper 3D print of the model.
Panorama Technique for 3D Animation movie, Design and EvaluatingIOSRjournaljce
This paper presents an applied approach for Panorama 3D movies enhanced with visual sound effects. The case study that considered is IIPS@UOIT. Many selected S/W have been used to introduce the 3D Movie. 3D Animation is a modern technology in the field of the world of filmmaking and is considered the core of multimedia, where the vast majority of movies such as Hollywood movies that we see today, it was using 3D technology. Where this technique is used in all the magazines, such as medical experiments, engineering, astronomy, planets and stars, to prove scientific theories, history, geography, etc., where they are building models or scenes or characters simulates reality and the movement of the viewer to the heart of the event. A three-dimensional film was made to (IIPS @ UOITC) to give it a future vision and published in the global sites such as YouTube, Facebook and Google earth. By using many specialized 3d software and cinematic tricks, with a focusing on movement, characters, lighting, cameras and final render.
Interactive Full-Body Motion Capture Using Infrared Sensor Network ijcga
Traditional motion capture (mocap) has been well-studied in visual science for the last decades. However the field is mostly about capturing precise animation to be used in specific applications after intensive post processing such as studying biomechanics or rigging models in movies. These data sets are normally captured in complex laboratory environments with sophisticated equipment thus making motion capture a
field that is mostly exclusive to professional animators. In addition, obtrusive sensors must be attached to actors and calibrated within the capturing system, resulting in limited and unnatural motion. In recent year the rise of computer vision and interactive entertainment opened the gate for a different type of motion capture which focuses on producing optical markerless or mechanical sensorless motion capture. Furthermore a wide array of low-cost device are released that are easy to use for less mission critical applications. This paper describes a new technique of using multiple infrared devices to process data from multiple infrared sensors to enhance the flexibility and accuracy of the markerless mocap using commodity
devices such as Kinect. The method involves analyzing each individual sensor data, decompose and rebuild
them into a uniformed skeleton across all sensors. We then assign criteria to define the confidence level of
captured signal from sensor. Each sensor operates on its own process and communicates through MPI.
Our method emphasizes on the need of minimum calculation overhead for better real time performance
while being able to maintain good scalability.
Interactive full body motion capture using infrared sensor networkijcga
Traditional motion capture (mocap) has been
well
-
stud
ied in visual science for
the last decades
. However
the fie
ld is mostly about capturing
precise animation to be used in
specific
application
s
after
intensive
post
processing such as studying biomechanics or rigging models in movies. These data set
s are normally
captured in complex laboratory environments with
sophisticated
equipment thus making motion capture a
field that is mostly exclusive to professional animators.
In
addition
, obtrusive sensors must be attached to
actors and calibrated within t
he capturing system, resulting in limited and unnatural motion.
In recent year
the rise of computer vision and interactive entertainment opened the gate for a different type of motion
capture which focuses on producing
optical
marker
less
or mechanical sens
orless
motion capture.
Furtherm
ore a wide array of low
-
cost
device are released that are easy to use
for less mission critical
applications
.
This paper
describe
s
a new technique of using multiple infrared devices to process data from
multiple infrared sensors to enhance the flexibility and accuracy of the markerless mocap
using commodity
devices such as Kinect
. The method involves analyzing each individual sensor
data, decompose and rebuild
them into a uniformed skeleton across all sensors. We then assign criteria to define the confidence level of
captured signal from
sensor. Each sensor operates on its own process and communicates through MPI.
Our method emphasize
s on the need of minimum calculation overhead for better real time performance
while being able to maintain good scalability
In today's competitive environment, the security concerns have grown tremendously. In the modern world, possession is known to be 9/10'ths of the law. Hence, it is imperative for one to be able to safeguard one's property from worldly harms such as thefts, destruction of property, people with malicious intent etc. Due to the advent of technology in the modern world, the methodologies used by thieves and robbers for stealing has been improving exponentially. Therefore, it is necessary for the surveillance techniques to also improve with the changing world. With the improvement in mass media and various forms of communication, it is now possible to monitor and control the environment to the advantage of the owners of the property
HUMAN PHOTOGRAMMETRY: FOUNDATIONAL TECHNIQUES FOR CREATIVE PRACTITIONERSijcga
Photogrammetry has emerged as a leading approach for photorealistic digital replication and 3D scanning
of real-world objects, particularly in areas of cinematic visual effects and interactive entertainment. While
the technique generally relies on simple photography methods, the foundational practices for the field of
human photogrammetry remain relatively undocumented.Human subjects are significantly more complex
than still life, both in terms of photogrammetric capture, and in digital reproduction. Without the
documentation of foundational practices for human subjects, there is a significant knowledge barrier for
new creative practitioners to operate in the field, stifling innovation and adoption of the
technique.Researchers and commercial practitioners currently working in this field continually distribute
learnings and research outcomes. These learnings tend to centralise more on advanced practices such as
capturing micro-geometry (skin pores), reflectance and skin distortion. However, the standard principles
for building capture systems, considerations for human subjects, processing considerations and technology
requirements remain elusive. The purpose of this research is to establish foundational practices for human
photogrammetry systems. These practices encapsulate the underlying architectures of capture systems,
through to necessary data processing for the 3D reconstruction of human subjects.Design-led research was
used to construct a scale 21-camera system, designed for high-quality data capture of the human head. Due
to its incredible level of surface complexity, the face was used to experiment with a variety of capture
techniques and system arrangements, using several human subjects. The methods used were a result of the
analysis of existing practitioners and research, refined through numerous iterations of system design.A
distinct set of findings were synthesised to form a foundational architecture and blueprint for a scale,
human photogrammetry multi-camera system. It covers the necessary knowledge and principles required to
construct a production-ready photogrammetry system capable of consistent, high-quality capture that
meets the needs of visual effects and interactive entertainment production.
DESIGN AND ANALYSIS OF PHASE-LOCKED LOOP AND PERFORMANCE PARAMETERSIJMEJournal1
In this paper, we are present design and analysis of PLL, which is simulated in CMOS 0.18μm technology.
The digital phase locked loop achieves locking within about 100 reference clock cycles. The pure digital
phase locked loop is attractive because it is less sensitive to noise and operating conditions than its analog
counterpart.In this PLL circuit successfully achieved 1.55GHz frequency. Jitter is 1.09ns achieved is very
less. Also achieve low phase noise -98.5827 at 1MHz Frequency.
HUMAN PHOTOGRAMMETRY: FOUNDATIONAL TECHNIQUES FOR CREATIVE PRACTITIONERSijcga
Photogrammetry has emerged as a leading approach for photorealistic digital replication and 3D scanning
of real-world objects, particularly in areas of cinematic visual effects and interactive entertainment. While
the technique generally relies on simple photography methods, the foundational practices for the field of
human photogrammetry remain relatively undocumented.Human subjects are significantly more complex
than still life, both in terms of photogrammetric capture, and in digital reproduction. Without the
documentation of foundational practices for human subjects, there is a significant knowledge barrier for
new creative practitioners to operate in the field, stifling innovation and adoption of the
technique.Researchers and commercial practitioners currently working in this field continually distribute
learnings and research outcomes. These learnings tend to centralise more on advanced practices such as
capturing micro-geometry (skin pores), reflectance and skin distortion. However, the standard principles
for building capture systems, considerations for human subjects, processing considerations and technology
requirements remain elusive. The purpose of this research is to establish foundational practices for human
photogrammetry systems. These practices encapsulate the underlying architectures of capture systems,
through to necessary data processing for the 3D reconstruction of human subjects.Design-led research was
used to construct a scale 21-camera system, designed for high-quality data capture of the human head. Due
to its incredible level of surface complexity, the face was used to experiment with a variety of capture
techniques and system arrangements, using several human subjects. The methods used were a result of the
analysis of existing practitioners and research, refined through numerous iterations of system design.A
distinct set of findings were synthesised to form a foundational architecture and blueprint for a scale,
human photogrammetry multi-camera system. It covers the necessary knowledge and principles required to
construct a production-ready photogrammetry system capable of consistent, high-quality capture that
meets the needs of visual effects and interactive entertainment production.
Human Photogrammetry: Foundational Techniques for Creative Practitionersijcga
Photogrammetry has emerged as a leading approach for photorealistic digital replication and 3D scanning of real-world objects, particularly in areas of cinematic visual effects and interactive entertainment. While the technique generally relies on simple photography methods, the foundational practices for the field of human photogrammetry remain relatively undocumented.Human subjects are significantly more complex than still life, both in terms of photogrammetric capture, and in digital reproduction. Without the documentation of foundational practices for human subjects, there is a significant knowledge barrier for new creative practitioners to operate in the field, stifling innovation and adoption of the technique.Researchers and commercial practitioners currently working in this field continually distribute learnings and research outcomes. These learnings tend to centralise more on advanced practices such as capturing micro-geometry (skin pores), reflectance and skin distortion. However, the standard principles for building capture systems, considerations for human subjects, processing considerations and technology requirements remain elusive. The purpose of this research is to establish foundational practices for human photogrammetry systems. These practices encapsulate the underlying architectures of capture systems, through to necessary data processing for the 3D reconstruction of human subjects.Design-led research was used to construct a scale 21-camera system, designed for high-quality data capture of the human head. Due to its incredible level of surface complexity, the face was used to experiment with a variety of capture techniques and system arrangements, using several human subjects. The methods used were a result of the analysis of existing practitioners and research, refined through numerous iterations of system design.A distinct set of findings were synthesised to form a foundational architecture and blueprint for a scale, human photogrammetry multi-camera system. It covers the necessary knowledge and principles required to construct a production-ready photogrammetry system capable of consistent, high-quality capture that meets the needs of visual effects and interactive entertainment production.
Humans have evolved to better survive and have evolved their invention. In today’s age, a
large number of robots are placed in many areas replacing manpower in severe or dangerous
workplaces. Moreover, the most important thing is to take care of this technology for developing
robots progresses. This paper proposes an autonomous moving system which automatically finds its
target from a scene, lock it and approach towards its target and hits through a shooting mechanism.
The main objective is to provide reliable, cost effective and accurate technique to destroy an unusual
threat in the environment using image processing.
Similar to Markerless motion capture for 3D human model animation using depth camera (20)
Amazon products reviews classification based on machine learning, deep learni...TELKOMNIKA JOURNAL
In recent times, the trend of online shopping through e-commerce stores and websites has grown to a huge extent. Whenever a product is purchased on an e-commerce platform, people leave their reviews about the product. These reviews are very helpful for the store owners and the product’s manufacturers for the betterment of their work process as well as product quality. An automated system is proposed in this work that operates on two datasets D1 and D2 obtained from Amazon. After certain preprocessing steps, N-gram and word embedding-based features are extracted using term frequency-inverse document frequency (TF-IDF), bag of words (BoW) and global vectors (GloVe), and Word2vec, respectively. Four machine learning (ML) models support vector machines (SVM), logistic regression (RF), logistic regression (LR), multinomial Naïve Bayes (MNB), two deep learning (DL) models convolutional neural network (CNN), long-short term memory (LSTM), and standalone bidirectional encoder representations (BERT) are used to classify reviews as either positive or negative. The results obtained by the standard ML, DL models and BERT are evaluated using certain performance evaluation measures. BERT turns out to be the best-performing model in the case of D1 with an accuracy of 90% on features derived by word embedding models while the CNN provides the best accuracy of 97% upon word embedding features in the case of D2. The proposed model shows better overall performance on D2 as compared to D1.
Design, simulation, and analysis of microstrip patch antenna for wireless app...TELKOMNIKA JOURNAL
In this study, a microstrip patch antenna that works at 3.6 GHz was built and tested to see how well it works. In this work, Rogers RT/Duroid 5880 has been used as the substrate material, with a dielectric permittivity of 2.2 and a thickness of 0.3451 mm; it serves as the base for the examined antenna. The computer simulation technology (CST) studio suite is utilized to show the recommended antenna design. The goal of this study was to get a more extensive transmission capacity, a lower voltage standing wave ratio (VSWR), and a lower return loss, but the main goal was to get a higher gain, directivity, and efficiency. After simulation, the return loss, gain, directivity, bandwidth, and efficiency of the supplied antenna are found to be -17.626 dB, 9.671 dBi, 9.924 dBi, 0.2 GHz, and 97.45%, respectively. Besides, the recreation uncovered that the transfer speed side-lobe level at phi was much better than those of the earlier works, at -28.8 dB, respectively. Thus, it makes a solid contender for remote innovation and more robust communication.
Design and simulation an optimal enhanced PI controller for congestion avoida...TELKOMNIKA JOURNAL
In this paper, snake optimization algorithm (SOA) is used to find the optimal gains of an enhanced controller for controlling congestion problem in computer networks. M-file and Simulink platform is adopted to evaluate the response of the active queue management (AQM) system, a comparison with two classical controllers is done, all tuned gains of controllers are obtained using SOA method and the fitness function chose to monitor the system performance is the integral time absolute error (ITAE). Transient analysis and robust analysis is used to show the proposed controller performance, two robustness tests are applied to the AQM system, one is done by varying the size of queue value in different period and the other test is done by changing the number of transmission control protocol (TCP) sessions with a value of ± 20% from its original value. The simulation results reflect a stable and robust behavior and best performance is appeared clearly to achieve the desired queue size without any noise or any transmission problems.
Improving the detection of intrusion in vehicular ad-hoc networks with modifi...TELKOMNIKA JOURNAL
Vehicular ad-hoc networks (VANETs) are wireless-equipped vehicles that form networks along the road. The security of this network has been a major challenge. The identity-based cryptosystem (IBC) previously used to secure the networks suffers from membership authentication security features. This paper focuses on improving the detection of intruders in VANETs with a modified identity-based cryptosystem (MIBC). The MIBC is developed using a non-singular elliptic curve with Lagrange interpolation. The public key of vehicles and roadside units on the network are derived from number plates and location identification numbers, respectively. Pseudo-identities are used to mask the real identity of users to preserve their privacy. The membership authentication mechanism ensures that only valid and authenticated members of the network are allowed to join the network. The performance of the MIBC is evaluated using intrusion detection ratio (IDR) and computation time (CT) and then validated with the existing IBC. The result obtained shows that the MIBC recorded an IDR of 99.3% against 94.3% obtained for the existing identity-based cryptosystem (EIBC) for 140 unregistered vehicles attempting to intrude on the network. The MIBC shows lower CT values of 1.17 ms against 1.70 ms for EIBC. The MIBC can be used to improve the security of VANETs.
Conceptual model of internet banking adoption with perceived risk and trust f...TELKOMNIKA JOURNAL
Understanding the primary factors of internet banking (IB) acceptance is critical for both banks and users; nevertheless, our knowledge of the role of users’ perceived risk and trust in IB adoption is limited. As a result, we develop a conceptual model by incorporating perceived risk and trust into the technology acceptance model (TAM) theory toward the IB. The proper research emphasized that the most essential component in explaining IB adoption behavior is behavioral intention to use IB adoption. TAM is helpful for figuring out how elements that affect IB adoption are connected to one another. According to previous literature on IB and the use of such technology in Iraq, one has to choose a theoretical foundation that may justify the acceptance of IB from the customer’s perspective. The conceptual model was therefore constructed using the TAM as a foundation. Furthermore, perceived risk and trust were added to the TAM dimensions as external factors. The key objective of this work was to extend the TAM to construct a conceptual model for IB adoption and to get sufficient theoretical support from the existing literature for the essential elements and their relationships in order to unearth new insights about factors responsible for IB adoption.
Efficient combined fuzzy logic and LMS algorithm for smart antennaTELKOMNIKA JOURNAL
The smart antennas are broadly used in wireless communication. The least mean square (LMS) algorithm is a procedure that is concerned in controlling the smart antenna pattern to accommodate specified requirements such as steering the beam toward the desired signal, in addition to placing the deep nulls in the direction of unwanted signals. The conventional LMS (C-LMS) has some drawbacks like slow convergence speed besides high steady state fluctuation error. To overcome these shortcomings, the present paper adopts an adaptive fuzzy control step size least mean square (FC-LMS) algorithm to adjust its step size. Computer simulation outcomes illustrate that the given model has fast convergence rate as well as low mean square error steady state.
Design and implementation of a LoRa-based system for warning of forest fireTELKOMNIKA JOURNAL
This paper presents the design and implementation of a forest fire monitoring and warning system based on long range (LoRa) technology, a novel ultra-low power consumption and long-range wireless communication technology for remote sensing applications. The proposed system includes a wireless sensor network that records environmental parameters such as temperature, humidity, wind speed, and carbon dioxide (CO2) concentration in the air, as well as taking infrared photos.The data collected at each sensor node will be transmitted to the gateway via LoRa wireless transmission. Data will be collected, processed, and uploaded to a cloud database at the gateway. An Android smartphone application that allows anyone to easily view the recorded data has been developed. When a fire is detected, the system will sound a siren and send a warning message to the responsible personnel, instructing them to take appropriate action. Experiments in Tram Chim Park, Vietnam, have been conducted to verify and evaluate the operation of the system.
Wavelet-based sensing technique in cognitive radio networkTELKOMNIKA JOURNAL
Cognitive radio is a smart radio that can change its transmitter parameter based on interaction with the environment in which it operates. The demand for frequency spectrum is growing due to a big data issue as many Internet of Things (IoT) devices are in the network. Based on previous research, most frequency spectrum was used, but some spectrums were not used, called spectrum hole. Energy detection is one of the spectrum sensing methods that has been frequently used since it is easy to use and does not require license users to have any prior signal understanding. But this technique is incapable of detecting at low signal-to-noise ratio (SNR) levels. Therefore, the wavelet-based sensing is proposed to overcome this issue and detect spectrum holes. The main objective of this work is to evaluate the performance of wavelet-based sensing and compare it with the energy detection technique. The findings show that the percentage of detection in wavelet-based sensing is 83% higher than energy detection performance. This result indicates that the wavelet-based sensing has higher precision in detection and the interference towards primary user can be decreased.
A novel compact dual-band bandstop filter with enhanced rejection bandsTELKOMNIKA JOURNAL
In this paper, we present the design of a new wide dual-band bandstop filter (DBBSF) using nonuniform transmission lines. The method used to design this filter is to replace conventional uniform transmission lines with nonuniform lines governed by a truncated Fourier series. Based on how impedances are profiled in the proposed DBBSF structure, the fractional bandwidths of the two 10 dB-down rejection bands are widened to 39.72% and 52.63%, respectively, and the physical size has been reduced compared to that of the filter with the uniform transmission lines. The results of the electromagnetic (EM) simulation support the obtained analytical response and show an improved frequency behavior.
Deep learning approach to DDoS attack with imbalanced data at the application...TELKOMNIKA JOURNAL
A distributed denial of service (DDoS) attack is where one or more computers attack or target a server computer, by flooding internet traffic to the server. As a result, the server cannot be accessed by legitimate users. A result of this attack causes enormous losses for a company because it can reduce the level of user trust, and reduce the company’s reputation to lose customers due to downtime. One of the services at the application layer that can be accessed by users is a web-based lightweight directory access protocol (LDAP) service that can provide safe and easy services to access directory applications. We used a deep learning approach to detect DDoS attacks on the CICDDoS 2019 dataset on a complex computer network at the application layer to get fast and accurate results for dealing with unbalanced data. Based on the results obtained, it is observed that DDoS attack detection using a deep learning approach on imbalanced data performs better when implemented using synthetic minority oversampling technique (SMOTE) method for binary classes. On the other hand, the proposed deep learning approach performs better for detecting DDoS attacks in multiclass when implemented using the adaptive synthetic (ADASYN) method.
The appearance of uncertainties and disturbances often effects the characteristics of either linear or nonlinear systems. Plus, the stabilization process may be deteriorated thus incurring a catastrophic effect to the system performance. As such, this manuscript addresses the concept of matching condition for the systems that are suffering from miss-match uncertainties and exogeneous disturbances. The perturbation towards the system at hand is assumed to be known and unbounded. To reach this outcome, uncertainties and their classifications are reviewed thoroughly. The structural matching condition is proposed and tabulated in the proposition 1. Two types of mathematical expressions are presented to distinguish the system with matched uncertainty and the system with miss-matched uncertainty. Lastly, two-dimensional numerical expressions are provided to practice the proposed proposition. The outcome shows that matching condition has the ability to change the system to a design-friendly model for asymptotic stabilization.
Implementation of FinFET technology based low power 4×4 Wallace tree multipli...TELKOMNIKA JOURNAL
Many systems, including digital signal processors, finite impulse response (FIR) filters, application-specific integrated circuits, and microprocessors, use multipliers. The demand for low power multipliers is gradually rising day by day in the current technological trend. In this study, we describe a 4×4 Wallace multiplier based on a carry select adder (CSA) that uses less power and has a better power delay product than existing multipliers. HSPICE tool at 16 nm technology is used to simulate the results. In comparison to the traditional CSA-based multiplier, which has a power consumption of 1.7 µW and power delay product (PDP) of 57.3 fJ, the results demonstrate that the Wallace multiplier design employing CSA with first zero finding logic (FZF) logic has the lowest power consumption of 1.4 µW and PDP of 27.5 fJ.
Evaluation of the weighted-overlap add model with massive MIMO in a 5G systemTELKOMNIKA JOURNAL
The flaw in 5G orthogonal frequency division multiplexing (OFDM) becomes apparent in high-speed situations. Because the doppler effect causes frequency shifts, the orthogonality of OFDM subcarriers is broken, lowering both their bit error rate (BER) and throughput output. As part of this research, we use a novel design that combines massive multiple input multiple output (MIMO) and weighted overlap and add (WOLA) to improve the performance of 5G systems. To determine which design is superior, throughput and BER are calculated for both the proposed design and OFDM. The results of the improved system show a massive improvement in performance ver the conventional system and significant improvements with massive MIMO, including the best throughput and BER. When compared to conventional systems, the improved system has a throughput that is around 22% higher and the best performance in terms of BER, but it still has around 25% less error than OFDM.
Reflector antenna design in different frequencies using frequency selective s...TELKOMNIKA JOURNAL
In this study, it is aimed to obtain two different asymmetric radiation patterns obtained from antennas in the shape of the cross-section of a parabolic reflector (fan blade type antennas) and antennas with cosecant-square radiation characteristics at two different frequencies from a single antenna. For this purpose, firstly, a fan blade type antenna design will be made, and then the reflective surface of this antenna will be completed to the shape of the reflective surface of the antenna with the cosecant-square radiation characteristic with the frequency selective surface designed to provide the characteristics suitable for the purpose. The frequency selective surface designed and it provides the perfect transmission as possible at 4 GHz operating frequency, while it will act as a band-quenching filter for electromagnetic waves at 5 GHz operating frequency and will be a reflective surface. Thanks to this frequency selective surface to be used as a reflective surface in the antenna, a fan blade type radiation characteristic at 4 GHz operating frequency will be obtained, while a cosecant-square radiation characteristic at 5 GHz operating frequency will be obtained.
Reagentless iron detection in water based on unclad fiber optical sensorTELKOMNIKA JOURNAL
A simple and low-cost fiber based optical sensor for iron detection is demonstrated in this paper. The sensor head consist of an unclad optical fiber with the unclad length of 1 cm and it has a straight structure. Results obtained shows a linear relationship between the output light intensity and iron concentration, illustrating the functionality of this iron optical sensor. Based on the experimental results, the sensitivity and linearity are achieved at 0.0328/ppm and 0.9824 respectively at the wavelength of 690 nm. With the same wavelength, other performance parameters are also studied. Resolution and limit of detection (LOD) are found to be 0.3049 ppm and 0.0755 ppm correspondingly. This iron sensor is advantageous in that it does not require any reagent for detection, enabling it to be simpler and cost-effective in the implementation of the iron sensing.
Impact of CuS counter electrode calcination temperature on quantum dot sensit...TELKOMNIKA JOURNAL
In place of the commercial Pt electrode used in quantum sensitized solar cells, the low-cost CuS cathode is created using electrophoresis. High resolution scanning electron microscopy and X-ray diffraction were used to analyze the structure and morphology of structural cubic samples with diameters ranging from 40 nm to 200 nm. The conversion efficiency of solar cells is significantly impacted by the calcination temperatures of cathodes at 100 °C, 120 °C, 150 °C, and 180 °C under vacuum. The fluorine doped tin oxide (FTO)/CuS cathode electrode reached a maximum efficiency of 3.89% when it was calcined at 120 °C. Compared to other temperature combinations, CuS nanoparticles crystallize at 120 °C, which lowers resistance while increasing electron lifetime.
In place of the commercial Pt electrode used in quantum sensitized solar cells, the low-cost CuS cathode is created using electrophoresis. High resolution scanning electron microscopy and X-ray diffraction were used to analyze the structure and morphology of structural cubic samples with diameters ranging from 40 nm to 200 nm. The conversion efficiency of solar cells is significantly impacted by the calcination temperatures of cathodes at 100 °C, 120 °C, 150 °C, and 180 °C under vacuum. The fluorine doped tin oxide (FTO)/CuS cathode electrode reached a maximum efficiency of 3.89% when it was calcined at 120 °C. Compared to other temperature combinations, CuS nanoparticles crystallize at 120 °C, which lowers resistance while increasing electron lifetime.
A progressive learning for structural tolerance online sequential extreme lea...TELKOMNIKA JOURNAL
This article discusses the progressive learning for structural tolerance online sequential extreme learning machine (PSTOS-ELM). PSTOS-ELM can save robust accuracy while updating the new data and the new class data on the online training situation. The robustness accuracy arises from using the householder block exact QR decomposition recursive least squares (HBQRD-RLS) of the PSTOS-ELM. This method is suitable for applications that have data streaming and often have new class data. Our experiment compares the PSTOS-ELM accuracy and accuracy robustness while data is updating with the batch-extreme learning machine (ELM) and structural tolerance online sequential extreme learning machine (STOS-ELM) that both must retrain the data in a new class data case. The experimental results show that PSTOS-ELM has accuracy and robustness comparable to ELM and STOS-ELM while also can update new class data immediately.
Electroencephalography-based brain-computer interface using neural networksTELKOMNIKA JOURNAL
This study aimed to develop a brain-computer interface that can control an electric wheelchair using electroencephalography (EEG) signals. First, we used the Mind Wave Mobile 2 device to capture raw EEG signals from the surface of the scalp. The signals were transformed into the frequency domain using fast Fourier transform (FFT) and filtered to monitor changes in attention and relaxation. Next, we performed time and frequency domain analyses to identify features for five eye gestures: opened, closed, blink per second, double blink, and lookup. The base state was the opened-eyes gesture, and we compared the features of the remaining four action gestures to the base state to identify potential gestures. We then built a multilayer neural network to classify these features into five signals that control the wheelchair’s movement. Finally, we designed an experimental wheelchair system to test the effectiveness of the proposed approach. The results demonstrate that the EEG classification was highly accurate and computationally efficient. Moreover, the average performance of the brain-controlled wheelchair system was over 75% across different individuals, which suggests the feasibility of this approach.
Adaptive segmentation algorithm based on level set model in medical imagingTELKOMNIKA JOURNAL
For image segmentation, level set models are frequently employed. It offer best solution to overcome the main limitations of deformable parametric models. However, the challenge when applying those models in medical images stills deal with removing blurs in image edges which directly affects the edge indicator function, leads to not adaptively segmenting images and causes a wrong analysis of pathologies wich prevents to conclude a correct diagnosis. To overcome such issues, an effective process is suggested by simultaneously modelling and solving systems’ two-dimensional partial differential equations (PDE). The first PDE equation allows restoration using Euler’s equation similar to an anisotropic smoothing based on a regularized Perona and Malik filter that eliminates noise while preserving edge information in accordance with detected contours in the second equation that segments the image based on the first equation solutions. This approach allows developing a new algorithm which overcome the studied model drawbacks. Results of the proposed method give clear segments that can be applied to any application. Experiments on many medical images in particular blurry images with high information losses, demonstrate that the developed approach produces superior segmentation results in terms of quantity and quality compared to other models already presented in previeous works.
Automatic channel selection using shuffled frog leaping algorithm for EEG bas...TELKOMNIKA JOURNAL
Drug addiction is a complex neurobiological disorder that necessitates comprehensive treatment of both the body and mind. It is categorized as a brain disorder due to its impact on the brain. Various methods such as electroencephalography (EEG), functional magnetic resonance imaging (FMRI), and magnetoencephalography (MEG) can capture brain activities and structures. EEG signals provide valuable insights into neurological disorders, including drug addiction. Accurate classification of drug addiction from EEG signals relies on appropriate features and channel selection. Choosing the right EEG channels is essential to reduce computational costs and mitigate the risk of overfitting associated with using all available channels. To address the challenge of optimal channel selection in addiction detection from EEG signals, this work employs the shuffled frog leaping algorithm (SFLA). SFLA facilitates the selection of appropriate channels, leading to improved accuracy. Wavelet features extracted from the selected input channel signals are then analyzed using various machine learning classifiers to detect addiction. Experimental results indicate that after selecting features from the appropriate channels, classification accuracy significantly increased across all classifiers. Particularly, the multi-layer perceptron (MLP) classifier combined with SFLA demonstrated a remarkable accuracy improvement of 15.78% while reducing time complexity.
Forklift Classes Overview by Intella PartsIntella Parts
Discover the different forklift classes and their specific applications. Learn how to choose the right forklift for your needs to ensure safety, efficiency, and compliance in your operations.
For more technical information, visit our website https://intellaparts.com
NO1 Uk best vashikaran specialist in delhi vashikaran baba near me online vas...Amil Baba Dawood bangali
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Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Saudi Arabia stands as a titan in the global energy landscape, renowned for its abundant oil and gas resources. It's the largest exporter of petroleum and holds some of the world's most significant reserves. Let's delve into the top 10 oil and gas projects shaping Saudi Arabia's energy future in 2024.
Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
TECHNICAL TRAINING MANUAL GENERAL FAMILIARIZATION COURSEDuvanRamosGarzon1
AIRCRAFT GENERAL
The Single Aisle is the most advanced family aircraft in service today, with fly-by-wire flight controls.
The A318, A319, A320 and A321 are twin-engine subsonic medium range aircraft.
The family offers a choice of engines
Vaccine management system project report documentation..pdfKamal Acharya
The Division of Vaccine and Immunization is facing increasing difficulty monitoring vaccines and other commodities distribution once they have been distributed from the national stores. With the introduction of new vaccines, more challenges have been anticipated with this additions posing serious threat to the already over strained vaccine supply chain system in Kenya.
About
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Technical Specifications
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
Key Features
Indigenized remote control interface card suitable for MAFI system CCR equipment. Compatible for IDM8000 CCR. Backplane mounted serial and TCP/Ethernet communication module for CCR remote access. IDM 8000 CCR remote control on serial and TCP protocol.
• Remote control: Parallel or serial interface
• Compatible with MAFI CCR system
• Copatiable with IDM8000 CCR
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
Application
• Remote control: Parallel or serial interface.
• Compatible with MAFI CCR system.
• Compatible with IDM8000 CCR.
• Compatible with Backplane mount serial communication.
• Compatible with commercial and Defence aviation CCR system.
• Remote control system for accessing CCR and allied system over serial or TCP.
• Indigenized local Support/presence in India.
• Easy in configuration using DIP switches.
Overview of the fundamental roles in Hydropower generation and the components involved in wider Electrical Engineering.
This paper presents the design and construction of hydroelectric dams from the hydrologist’s survey of the valley before construction, all aspects and involved disciplines, fluid dynamics, structural engineering, generation and mains frequency regulation to the very transmission of power through the network in the United Kingdom.
Author: Robbie Edward Sayers
Collaborators and co editors: Charlie Sims and Connor Healey.
(C) 2024 Robbie E. Sayers
Hybrid optimization of pumped hydro system and solar- Engr. Abdul-Azeez.pdffxintegritypublishin
Advancements in technology unveil a myriad of electrical and electronic breakthroughs geared towards efficiently harnessing limited resources to meet human energy demands. The optimization of hybrid solar PV panels and pumped hydro energy supply systems plays a pivotal role in utilizing natural resources effectively. This initiative not only benefits humanity but also fosters environmental sustainability. The study investigated the design optimization of these hybrid systems, focusing on understanding solar radiation patterns, identifying geographical influences on solar radiation, formulating a mathematical model for system optimization, and determining the optimal configuration of PV panels and pumped hydro storage. Through a comparative analysis approach and eight weeks of data collection, the study addressed key research questions related to solar radiation patterns and optimal system design. The findings highlighted regions with heightened solar radiation levels, showcasing substantial potential for power generation and emphasizing the system's efficiency. Optimizing system design significantly boosted power generation, promoted renewable energy utilization, and enhanced energy storage capacity. The study underscored the benefits of optimizing hybrid solar PV panels and pumped hydro energy supply systems for sustainable energy usage. Optimizing the design of solar PV panels and pumped hydro energy supply systems as examined across diverse climatic conditions in a developing country, not only enhances power generation but also improves the integration of renewable energy sources and boosts energy storage capacities, particularly beneficial for less economically prosperous regions. Additionally, the study provides valuable insights for advancing energy research in economically viable areas. Recommendations included conducting site-specific assessments, utilizing advanced modeling tools, implementing regular maintenance protocols, and enhancing communication among system components.
2. TELKOMNIKA ISSN: 1693-6930
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the motion of one performer at a time. The research focused on evaluating the quality, time and
cost to produce 3D human model animations using motion capture and keyframe based
animation technique. These focuses are based on Martin Barnes’ Triangle of Objective / Iron
Triangle [5].
Tong et.al. [6] conducted a research on skeleton animation motion data based on
Kinect. It converted the original Kinect coordinate data to rotation angles of each human
skeleton joint. As an output, a standard Biovision Hierarchy (BVH) motion capture file is
produced in real time for animating a 3D human model. It used openNI and NITE program
library to access the original human skeleton data from the Kinect. Reference [6] is essential for
this research since this research also used similar basic principles in preparing the information
needed, such as the length of each bone segment to calculate the initial hierarchical offsets, the
basic principles of rotation matrices of Euler angles and the base formula of the relation
between joints’ coordinate, the local coordinate and the rotation matrix. However, Tong et.al [6]
is not calculating each rotation angle.
Therefore, our research also used a method to calculate each rotation angle based on
the three-dimensional coordinates obtained from the computations of the tracked marker points
using multiple cameras to rotation angles as also mentioned in reference [7]. However
reference [7] is used to marker point while our research is used more to markerless point.
Another approach is used by Han [8] by converting 2D coordinate to 3D coordinate that
reconstruct 3D visual motion from the 2D visual human motion in a sequence of images. Thus,
the contribution ot this paper is using the basic principles of rotation matrices of Euler angles
based on reference [6] and combining with each rotation angle calculation based on
reference [7] for markerless motion capture.
2. Proposed Method
As illustrated in Figure 1, to conduct the motion capture (mocap) animation experiment,
we used three methods including develop application by processing positional data, develop
application by processing quaternion data, and implement Kinect Animation Studio. These three
methods will be explained in details in section 2.1. Initial research was done to conduct a study
on the fundamental elements of motion capture (motion capture file types, libraries for Microsoft
Kinect v2 [9], process of applying motion capture file to 3D human model in Motion Builder, and
attempting to create Motion Capture Application that produces BVH file [10]). Motion capture
animation experiment was aimed to animate a 3D human model using motion capture technique
and produce animation video. Narrated movements (T-pose, walking front and back, jump on
the spot (with both legs), jump forward (one leg at a time), saying "no" head rotation, stretching
1 (hand relief), stretching 2 (waist relief), punch 3x, front kick, side kick, soccer-kick ball,
T-pose) were defined to cover almost all body parts movement including hand, head, waist, and
leg. This may be used as a standard to evaluate the animation quality result of other motion
capture system as well. The performer performed the aforementioned movement narration to
produce fbx file using Kinect Studio and Kinect Animation Studio [11]. This was then used to
animate an inbuilt 3D human model “Aragor” in Motion Builder and an animation video was
produced. The whole process was documented using RGB cameras placed on two angles
along with screen recording on the computer as illustrated in Figure 2.
Keyframe based animation experiment was aimed to animate a 3D human model using
keyframe based animation technique and produce animation video. This was done by a 3D
animator expert using Autodesk Maya [12] software based on the reference of the RGB video
recordings of the performer’s performance from previous experiment. Lastly, an analysis was
made based on the two aforementioned experiments to compare the two animation techniques.
The animation quality was defined in a scale of 1–10 based on the animation principles using a
questionnaire to a 3D animation expert. The time taken was calculated based on the screen
recordings from each experiment. The cost of the motion capture animation technique was
calculated by adding up the value of the essential hardware with minimum specification while
the keyframe based animation technique was calculated based on the estimate fee of 3D
human model animation production inquired to the 3D animation expert in the questionnaire.
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Figure 1. Research process Figure 2. Simple architecture diagram
OpenNI library along with Nite middleware allows developers to access audio, RGB,
infrared, depth, and also skeletal information from the Kinect sensor. This was the most popular
library to be used by Kinect v1 developers. The main reason for this is because other 3
rd
party
libraries such as OpenKinect [13], LibFreenect [14] often do not support skeletal tracking.
Currently, the official Microsoft SDK for Kinect v2 has greatly improved since its previous
version. So, it is recommended to just use the Kinect for Windows SDK 2.0 to start development
for Microsoft Kinect v2 sensor. When applying a motion file to a 3D human model, several
processes (as illustrated in Figure 3 and Figure 4) must be done. A skeleton control rig must be
created from the loaded motion file in Autodesk Motion Builder. A skeleton definition template
must then be assigned to the control rig as in Figure 4. This is to let Autodesk Motion
Builder [15] aware of each specific joint available in the 3D model. Characterizing the skeleton is
to lock the skeleton definition which is required before assigning it to a 3D model.
Figure 3. Applying motion file to 3D model in
autodesk motion builder process
Figure 4. Defining skeleton
definition template
2.1. Motion Capture Application Development
A motion capture application was developed for the experiment to produce bvh motion
capture file. Figure 5 shows the motion capture application that has been developed. Notice on
tracking process has just been completed, 22 frames have been captured in 5 seconds, and
both hierarchy and sample motion data has been written to the desired output file formatted (in
bvh) can be seen on Figure 6. However, the rotation angle of the joints in motion data is not
completely processed to fully represent performer’s motion.
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Figure 5. Motion capture application Figure 6. Produced BVH file
BVH file includes hierarchy and motion data as illustrated in Figure 7. The hierarchy
data represents the illustration of 3D human model bone posture in T-Pose. Figure 8 shows the
first frame of the BVH files with 0-degree rotation in each joint, thus, illustrating the hierarchy
data. The bvh file was opened with bvhacker (a free source software by davedub to view bvh
file). The motion data produces a 3D human bones animation. It is represented by the rotation
angle in x, y, and z axis of each body joint with the parent joint as the pivot. From the Kinect
SDK itself, each body joints coordinate is provided in body data stream and can be used to
produce hierarchy data by calculating the length of each bone in the body using (1). There are
two main methods to solve the rotational angles required for BVH motion data; processing the
positional data and processing the Quaternion data of each joint acquired from the Kinect SDK.
Figure 7. BVH File data structure Figure 8. BVH file initial T-Pose stance
𝐿𝑖 = √(𝑥𝑗 𝑖+1
− 𝑥𝑗 𝑖
)
2
+ (𝑦𝑗 𝑖+1
− 𝑦𝑗 𝑖
)
2
+ (𝑧𝑗 𝑖+1
− 𝑧𝑗 𝑖
)
2
(1)
2.1.1. Solving BVH Motion Data by Processing the Positional Data
Figure 9 shows the illustration of a bone illustrated using cartesian coordinate system
where the parent joint is the origin, the initial child joint coordinate / offset (as defined in the
hierarchy section) is v and the current child joint coordinate is v’. The figure illustrates front view
in which the rotation of z axis can be clearly pictured. When pictured from a different view point,
the rotation of another axis can be seen. The main formula of retrieving the rotational angle from
two positional vectors is illustrated in (2) and (3). The variable R is rotational matrix consisting of
rotational matrix X, Y and Z, illustrated in (4), (5) and (6). Solving it with basic algebra can be
very complicated, if not possible as illustrated in (7).
𝑣′
= 𝑅𝑣 (2)
(
𝑥2
𝑦2
𝑧2
) = 𝑅 (
𝑥1
𝑦1
𝑧1
) (3)
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𝑅(γ) = (
cos γ − sin γ 0
sin γ cos γ 0
0 0 1
) (4)
𝑅(α) = (
1 0 0
0 cos α − sin α
0 sin α cos α
) (5)
𝑅(β) = (
cos β 0 − sin β
0 1 0
sin β 0 cos β
) (6)
𝑅 = 𝑅(β) 𝑅(α) 𝑅(γ) =
(
cos α cos γ + sin α sin β sin γ sin α cos γ − cos α sin β sin γ cos β sin γ
− sin α cos β cos α cos β sin β
− cos α sin γ + sin α sin β cos γ − cos α sin γ − cos α sin β cos γ cos β cos γ
) (7)
One way to solve the rotational angle is using the traditional method by eliminating one
angle. However, this may result in some deviations. A novelty method was proposed in [7]. The
method utilizes imaginary variables which conclude the formula for the value β and γ in (8). The
problem with the proposed formula is that it always results in 0-degree rotation angle. For
instance, the spine’s initial coordinate in BVH Hierarchy setup is (0, 20, 0) and it was moved to
(10, 15, 8.66) as illustrated in Figure 10 (9) shows the solution to find R(γ) using the proposed
formula in (8). The formula only utilizes X1, Y1 coordinates which consists of value 0 and the
length of the bone between the hips and spine joint. In this case, the proposed formula cannot
be used to calculate the rotation angle.
cos β =
𝑧2
√𝑥2
2+𝑧2
2
; sin 𝛽 =
𝑥2
√𝑥2
2+𝑧2
2
; cos 𝛾 =
𝑦1
√𝑥1
2+𝑦1
2
; sin 𝛾 =
𝑥1
√𝑥1
2+𝑦1
2
(8)
𝑅(γ) = cos−1
(
20
√02+202
) = cos−1(1) = 0 (9)
Figure 9. Illustration of joint rotation Figure 10. Child joints coordinate
2.1.2. Solving BVH Motion Data by Processing the Quaternion Data
Another solution to produce the motion data in BVH file that may be found in the
quaternion data [16] is by assessing it through Kinect SDK. It represents rotation information in
any axis in the form of a 1x4 vector consisting of W, X1, Yj, and Zk values. Using quaternion data
directly from the SDK can actually improve the quality of the movements captured especially
when there is a specific body part linear rotation on a certain axis, i.e. saying “no” head rotation.
Producing the motion data using only positional data will fail to acknowledge the rotation of the
head along the y axis for the aforementioned movement. These quaternion values are used in
JointOrientationBasics application [17] in Unity to represent the rotation of each bone mesh from
xz
y
Rz
Ending point (v’)
based on current coordinate
Starting point (v)
based on hierarchy data
X
Y
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an upright position as illustrated in Figure 11 to the current pose of the performer as illustrated
in Figure 12. The quaternion data provided by the Kinect SDK differs from what is required for
the BVH motion data. In BVH motion data, the rotation angle is based on the parent joint and
the initial pose specified in the hierarchy part. When the quaternion data was used directly, it
leads to an unwanted posture as illustrated in Figure 13.
Figure 11. Bone renders in
unity without quaternion data
Figure 12. Joint orientation
basics unity application [5]
Figure 13. BVH file
representation from
quaternion data
2.1.3. Kinect Animation Studio
Eventually, Kinect Animation Studio was used in this research for the motion capture
animation experiment. It is developed by Marco Furtado with MIT license [18]. It is used to
retrieve body joints data and process it to produce fbx file that contains motion data. This fbx file
is essential for the motion capture animation experiment to animate the 3D human model in
Autodesk Motion Builder. The main drawback of Kinect Animation Studio software is it still uses
positional data to produce the motion data stored in the bvh file. Thus, some animations are not
perfectly depicted. Moreover, there is a jittering in the produced animation that significantly
reduces the animation quality.
2.2. Summary of Motion Capture Applications Research
The development of motion capture application was halted during the phase of
producing rotation angles for the motion data in bvh file as previously explained. During the
attempts, several methods were examined and explored. These methods are summarized in
Table 1.
Table 1. Methods to Produce BVH Motion Data
No. Method Problem Drawbacks
1
Processing the
Positional Data
The proposed formula from the related work
cannot be applied
Some movements cannot be
depicted perfectly
2
Processing the
Quaternion Data
The algorithm to process further the
Quaternion data must be further explored
(-)
3. Result and Analysis
3.1. Experiment Result
Figure 14 and Figure 15 show the hardware setup of motion capture animation
experiment and the video recording of the live performance based on the narrated movements
done by the performer. Figure 16 and Figure 17 show the screen recording of the motion
capture animation experiment while the live performance is being recorded in the computer to
produce the FBX file then the application of FBX file will drive the 3D human model in Motion
Builder respectively. After applying the FBX file, the animation was rendered in Motion Builder
and produced an animation video. Figure 18 shows the process of animating 3D human model
using keyframe based technique done by the 3D animator, while Figure 19 shows the animation
video result for keyframe based technique.
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Figure 14. Motion capture animation experiment
hardware setup
Figure 15. Video recording of performer
Figure 16. Screen recording for motion capture
animation experiment
Figure 17. Screen recording for motion
capture animation experiment
Figure 18. Animating 3D human model using
keyframe based technique
Figure 19. Keyframe based animation video
3.2. Result Analysis
An interview is done to evaluate the quality, provide the feedback and retrieve
estimation cost of video production. The interviewee is a 3D animation expert who is also a
lecturer in 3D animation. Animation principles are used to measure the quality. Out of 12
animation principles (Squash and Stretch, Timing and Motion, Anticipation, Staging, Follow
Through and Overlapping Action, Straight Ahead Action and Pose-to-Pose Action, Slow in and
out, Arcs, Exaggeration, Secondary Action, Appeal, and Personality), the principle Staging
cannot be evaluated. Based on the expert evaluation, the quality score of motion capture is
26 pts while keyframe based is 50 pts. Keyframe based animation technique indeed produces
higher quality of animation. The total score that can be achieved is 110 pts (from 11 animation
principles). The quality of keyframe based animation result may be further increased by
investing in a more skilled 3D animator or investing more time in animation process.
On the other hand, the motion capture animation result may also be further increased
by using a more developed motion capture software up to certain extend, but due to the Kinect
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v2 sensor limitation itself, the sensor cannot detect body joints that is obstructed. Moreover, the
sensor always assumed that the performer’s body is facing towards the sensor. These two
factors reduce the quality of the animation significantly and they also limit the movements that
can be captured. This can be seen in the animation video result from motion capture animation
experiment where the movement “Front Kick”, “Side Kick”, and “Soccer - Kick ball” suffer deeply
from the obstruction limitation. Figure 20 and Figure 21 display the performer’s head towards
the camera, even when it should be facing away the camera when performing the movement
“Walking backwards”.
Figure 20. Motion capture animation video snapshot
(from left to right-front kick, side kick, kick soccer ball)
Figure 21. Motion capture animation video snapshot (walking backwards)
An alternative solution to the problem faced by Kinect sensor as suggested by the 3D
animation expert is using multiple Kinect sensors to get better motion data or using more
advanced motion tracking system such as marker based motion capture system with cameras
“Optitrack” (name of a brand) or markered based motion capture system with gyroscope
sensors [19] without any camera for a more affordable alternative. This motion capture system
with gyroscope is also equipped by accelerometer and magnetometer. Together they are called
IMU (Inertial Measurement Unit) [20]. The screen recordings from the previous two experiments
show the process to animate 3D model using two different techniques based on a reference of
59 seconds life movements performed by real performer. As shown in Table 2, the motion
capture animation technique resulted in 7 minutes and 48 seconds, while the keyframe based
animation [21] technique resulted in 3 hours 19 minutes and 33 seconds. It shows that within 10
minutes animation duration, the time to create animation using motion capture only needs
2.6-3.9% out of time for keyframe based animation.
Table 2. Time Comparison
Animation
Duration
Motion Capture Keyframe based
Percentage Motion Capture vs
Keyframe-based
59 seconds 7 minutes and 48
seconds
3 hours 19 minutes and 33
seconds
468/11973 = 3.9%
2 minutes +
/- 13 minutes +
/- 6 hours 13/360 = 3.6%
10 minutes +
/- 52 minutes +
/- 33 hours 52/1980 = 2.6 %
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Cost breakdown for motion capture animation process is shown in Table 3. This
includes a laptop to run the motion capture application, the Kinect v2 sensor with tripod to be
attached together and the adaptor to connect the sensor with the computer. The cost needed for
keyframe based animation is IDR 60,000/second of animation produced. This data was given by
the 3D animation expert who filled in the questionnaire. To produce a 59 seconds animation, the
cost would be IDR 3,540,000 (IDR 60,000x59 seconds) for keyframe based animation.
However, a longer duration of animation would cost more, and motion capture has fixed cost.
This is illustrated in Table 4.
Table 3. Cost Breakdown for Motion Capture Animation Technique
# Item Name Price
1 Asus Laptop A456UR – i5 [22]
Intel Core i5 7200 U Processor, Windows 10, 14” HD Screen (1366 x 768), GTX
930MX – 2GB Graphics Card, 1TB HDD – 4GB DDR4 Memory, USB 3.1 Type C – BT
4.0 – Wi-Fi
IDR 8,299,000
2 Microsoft Kinect v2 sensor [23] IDR 1,995,000
3 Microsoft Kinect Adaptor [24] IDR 1,200,000
4 Tripod [25] IDR 225,000
Total IDR 11,719,000
Table 4. Cost Comparison of Motion Capture and Keyframe Based Animation Technique
Animation Duration Motion Capture Keyframe based
Percentage Motion Capture vs
Keyframe-based
59 seconds IDR 11,719,000 IDR 3,540,000 331 %
2 minutes IDR 11,719,000 IDR 7,200,000 163 %
10 minutes IDR 11,719,000 IDR 36,000,000 33 %
*motion capture application license not included (when available)
4. Conclusion
Although a single Microsoft Kinect v2 sensor can be used as a quick and cheap solution
for motion capture device, it has some drawbacks that made it unreliable to be used for wide
variety of movements. These drawbacks include the lack of body detection accuracy when there
is any obstruction and the sensor’s consistency to assume that the performer’s body is facing
towards the sensor. Movements such as “Front Kick”, “Side Kick”, “Kick soccer ball”, and
“Walking front and back” resulted in unfathomable animation. Overall, keyframe based
animation technique is more preferable in this case even if the time needed is far more than
motion capture. In terms of quality, the keyframe based animation is superior to the motion
capture animation, scoring 50 pointswhile the motion capture animation only scores 26 points.
However, both animations still have many rooms for improvement as the total score that can be
achieved is only 110 points, judging by the 11 animation principles with a scale of 10 points
each. In terms of time, the motion capture technique only requires 7 minutes and 48 seconds to
complete the animation. On the other hand, Keyframe based animation technique requires
3 hours 19 minutes and 33 seconds and it is directly proportional to 59 seconds of animation
video produced. So, when producing a lengthier animation video, it requires far more time for
keyframe based animation technique rather than motion capture technique. In terms of money
invested, the motion capture animation technique costs IDR 11,719,000 while the keyframe
based animation technique costs IDR 3,540,000. Even if the keyframe based animation
technique is cheaper, the cost surpassed that of motion capture when producing an animation
video of 4 minutes.
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