Age-related gait motion generation based on biomechanical observations생체 역학적 관찰에 기반한 연령에 따른 보행 동작 생성

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In computer animation, movie, and video game, character’s age is a factor that can change naturally as the story progresses. A lot of studies have conducted to change the character according to age, yet most of them have focused on the facial aging simulation. In this dissertation, a novel approach for generating gait motions according to desired age is presented. The proposed approach transforms the motion based on biomechanical observation. Given an original motion with desired age, our method first detects gait cycles, and then transforms it to achieve the desired posture, gait speed, the duration of double support phase, and peak angle of joints by exploiting the following biomechanical observations. The spine tends to bend, as human gets old. Gait speed decreases linearly according to age. Older people spend more time in the double support phase for balance than younger people. Peak ankle plantarflexion angle, peak hip extension angle, and peak angle of anterior pelvic tilt show statistically significant difference with age. Exploiting these observations, we propose a simple but effective method to generate gait motions automatically according to the desired age. Through experiments, we show that our system can generate natural and realistic gait motions of various ages with a single input motion.
Advisors
Noh, Junyongresearcher노준용researcher
Description
한국과학기술원 :문화기술대학원,
Publisher
한국과학기술원
Issue Date
2017
Identifier
325007
Language
eng
Description

학위논문(석사) - 한국과학기술원 : 문화기술대학원, 2017.2,[iv, 31 p. :]

Keywords

character; animation; aging; simulation; motion transformation; 캐릭터; 애니메이션; 노화; 시뮬레이션; 동작 변형

URI
http://hdl.handle.net/10203/242935
Link
http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=675169&flag=dissertation
Appears in Collection
GCT-Theses_Master(석사논문)
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