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使用穿戴裝置實現即時相對方向定位 / Real-time relative directional positioning using wearable devices蔡育銓, Tsai,Yua Chan Unknown Date (has links)
近年來穿戴相關發展越來越蓬勃,特別是在虛擬-實境的綜合藝術表
演中,例如: 電影「猩球崛起」。然而大部分虛擬實境的綜合內容是
基於腳本預先錄製好的,而且演員需要大量的練習,使表演能夠完美
演出。此外,如果我們想要在兩人的相對方向定位上有特殊效果,那
麼預先錄製的的方法是不合適的。解決這個問題的一個方法是,使用
高品質的相機偵測身體的姿勢或位置。但是精准度常會受限於光線或
是障礙物。
本篇論文中,我們提出一個即時相對方向定位方法,這方法使用無線
可穿戴式設備解決這個問題。我們結合BLE 所發送的Received Signal
Strength Indicator (RSSI)與IMU 感測器資訊,來追蹤兩個表演者的相對方向定位的位置。但是RSSI 資料有波動與不穩定性、IMU 會引起
累積的誤差。我們發明了「可靠程度」的RSSI 量測概念,並且把這
概念運用在IMU 定期校正上。我們實驗的情況是,兩個人的舞蹈來
驗證準確性,結果是令人滿意的。我們還使用Unity 來實踐人體骨架,
以便與兩個舞者動作做比較。在未來,我們開發的方案可以用於藝術
表演,使內容更豐富,更具互動性。 / In recent years, wearable-related applications are flourishing, especially in virtual-real integrated art performance, such as “Rise of the Planet of the Apes”. However, most of the virtual-real integrated contents are pre-recorded based on the script, and the performer needs a lot of practice to make the integration perfect. Moreover, if we want to make special effect based on the relative directional positions of two performers, the pre-recorded approach is not suitable. One way to tackle this problem is to use the high-quality camera to detect the body posture or position.But the accuracy is usually limited in light intensity or obstacles.
In this thesis, we propose a real-time relative directional positioning approach using wireless wearable devices to solve this problem. We use Received Signal Strength Indicator (RSSI) of BLE, combined with IMU
sensors to track two performers’ relative directional positions. The RSSI fluctuates and the IMU causes accumulated errors. We invent the concept
of “reliable level” of RSSI measures to periodically correct the IMU errors. We experiment the scenario of two-person dance to validate the accuracy, and the result is satisfactory. We also use Unity to real-time
render the human skeleton for comparison with the two dancers’ motion.In the future, our developed scheme can be used in the art performance to make the content richer and more interactive.
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Geste et instrument dans la musique électronique : organologie des pratiques de création contemporaines / Gesture and instrument in electronic music : organology of contemporary creative practicesBacot, Baptiste 18 December 2017 (has links)
Les moyens technologiques de la musique électronique reconfigurent les pratiques musicales. Du fait des procédures de computation et d’automation inhérentes aux machines qui médiatisent le phénomène sonore, ces moyens ont notamment la particularité d’introduire une rupture dans le rapport causal entre le geste instrumental et le son produit. Que signifie alors jouer de la musique électronique ? Comment comprendre ici les concepts de geste et d’instrument de musique qui sont traditionnellement mobilisés pour analyser les pratiques musicales ?Pour répondre à ces questions, nous avons mené entre 2010 et 2016 un travail de terrain auprès de musiciens professionnels dans des contextes musicaux variés : musique savante avec électronique en temps réel, performance audiovisuelle et musique électronique populaire. Cette approche, focalisée sur l’instrument, permet de questionner la matérialité des pratiques électroniques en la plaçant au premier plan, par-delà les esthétiques musicales. Ce travail consiste donc en une « enquête organologique » sur les pratiques des musiciens ou des groupes suivants : Robert Henke, Alex Augier, Brain Damage, High Tone, Pierre Jodlowski, Jesper Nordin, John MacCallum et Teoma Naccarato, Nicolas Mondon, Greg Beller et le collectif Unmapped. La méthode ethnographique permet de circonscrire l’usage particulier des technologies musicales à différents moments du processus de création : conceptualisation de l’œuvre, collaboration technique, réalisation artistique et performance scénique. À partir de l’analyse de l’activité musicale au prisme des configurations instrumentales, nous proposons une typologie des instruments électroniques dont le critère de classification est le geste, unique résidu du modèle acoustique de l’interaction instrumentale. L’activité corporelle permet donc d’ordonner la diversité matérielle des technologies musicales en même temps qu’elle constitue un vecteur stratégique d’expression de l’interaction instrumentale. / Technological means of electronic music reconfigure musical practices. Because of the machines’ computation and automation capacities that mediate the sonic phenomenon, the causal relationship between instrumental gesture and sound is altered. Therefore, what does it mean to play electronic music? The concepts of gesture and musical instrument are traditionally employed for the analysis of musical practices, but how should they be understood in this context? To address these issues, we conducted an extensive fieldwork between 2010 and 2016 with professional musicians in various contexts: art music with real-time electronics, audiovisual performance, and popular electronic music. Our instrument-focused approach allows us to consider the materiality of electronic music itself, beyond aesthetics. Thus, this work is an “organological inquiry” on the following musicians or bands: Robert Henke, Alex Augier, Brain Damage, High Tone, Pierre Jodlowski, Jesper Nordin, John MacCallum and Teoma Naccarato, Nicolas Mondon, Greg Beller, and the Unmapped collective. The ethnographic method sheds a light on the use of music technologies at different stages of the creative process: conceptualization of the work, technical collaboration, the making of the music and its performance. From this analysis of musical activity captured through instrumental configurations, we offer a typology of electronic music instruments, based on a gestural criterion, which is the only residual aspect of the acoustic instrumental interaction model. The corporeal activity leads to organise the material diversity of music technologies, as well as it constitutes a strategic way to express instrumental interaction.
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Methods and technologies for the analysis and interactive use of body movements in instrumental music performanceVisi, Federico January 2017 (has links)
A constantly growing corpus of interdisciplinary studies support the idea that music is a complex multimodal medium that is experienced not only by means of sounds but also through body movement. From this perspective, musical instruments can be seen as technological objects coupled with a repertoire of performance gestures. This repertoire is part of an ecological knowledge shared by musicians and listeners alike. It is part of the engine that guides musical experience and has a considerable expressive potential. This thesis explores technical and conceptual issues related to the analysis and creative use of music-related body movements in instrumental music performance. The complexity of this subject required an interdisciplinary approach, which includes the review of multiple theoretical accounts, quantitative and qualitative analysis of data collected in motion capture laboratories, the development and implementation of technologies for the interpretation and interactive use of motion data, and the creation of short musical pieces that actively employ the movement of the performers as an expressive musical feature. The theoretical framework is informed by embodied and enactive accounts of music cognition as well as by systematic studies of music-related movement and expressive music performance. The assumption that the movements of a musician are part of a shared knowledge is empirically explored through an experiment aimed at analysing the motion capture data of a violinist performing a selection of short musical excerpts. A group of subjects with no prior experience playing the violin is then asked to mime a performance following the audio excerpts recorded by the violinist. Motion data is recorded, analysed, and compared with the expert’s data. This is done both quantitatively through data analysis xii as well as qualitatively by relating the motion data to other high-level features and structures of the musical excerpts. Solutions to issues regarding capturing and storing movement data and its use in real-time scenarios are proposed. For the interactive use of motion-sensing technologies in music performance, various wearable sensors have been employed, along with different approaches for mapping control data to sound synthesis and signal processing parameters. In particular, novel approaches for the extraction of meaningful features from raw sensor data and the use of machine learning techniques for mapping movement to live electronics are described. To complete the framework, an essential element of this research project is the com- position and performance of études that explore the creative use of body movement in instrumental music from a Practice-as-Research perspective. This works as a test bed for the proposed concepts and techniques. Mapping concepts and technologies are challenged in a scenario constrained by the use of musical instruments, and different mapping ap- proaches are implemented and compared. In addition, techniques for notating movement in the score, and the impact of interactive motion sensor systems in instrumental music practice from the performer’s perspective are discussed. Finally, the chapter concluding the part of the thesis dedicated to practical implementations describes a novel method for mapping movement data to sound synthesis. This technique is based on the analysis of multimodal motion data collected from multiple subjects and its design draws from the theoretical, analytical, and practical works described throughout the dissertation. Overall, the parts and the diverse approaches that constitute this thesis work in synergy, contributing to the ongoing discourses on the study of musical gestures and the design of interactive music systems from multiple angles.
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Communications coopératives dans les réseaux autour du corps humain pour la capture du mouvement / Cooperatif communications with wireless body area networks for motion captureJimenez Guizar, Arturo Mauricio 27 September 2016 (has links)
Les réseaux corporels (WBAN) se réfère aux réseaux de capteurs (WSN) "portables" utilisés pour collecter des données personnelles, telles que la fréquence cardiaque ou l'activité humaine. Cette thèse a pour objectif de proposer des algorithmes coopératifs (PHY/MAC) pour effectuer des applications de localisation, tels que la capture de mouvement et la navigation de groupe. Pour cela, nous exploitons les avantages du WBAN avec différentes topologies et différents types de liens: on-body à l'échelle du corps, body-to-body entre les utilisateurs et off-body par rapport à l'infrastructure. La transmission repose sur une radio impulsionnelle (IR-UWB), afin d'obtenir des mesures de distance précises, basées sur l’estimation du temps d'arrivée (TOA). Ainsi, on s’intéresse au problème du positionnement à travers de la conception de stratégies coopératives et en considérant la mobilité du corps et les variations canal. Notre première contribution consiste en la création d'une base de données obtenue avec de scénarios réalistes pour la modélisation de la mobilité et du canal. Ensuite, nous introduisons un simulateur capable d'exploiter nos mesures pour la conception de protocoles. Grâce à ces outils, nous étudions d’abord l'impact de la mobilité et des variations de canal sur l'estimation de la distance avec le protocole "three way-ranging" (3-WR). Ainsi, nous quantifions et comparons l'erreur avec des modèles statistiques. Dans un second temps, nous analysons différentes algorithmes de gestion de ressources pour réduire l'impact de la mobilité sur l'estimation de position. Ensuite, nous proposons une optimisation avec un filtre de Kalman étendu (EKF) pour réduire l'erreur. Enfin, nous proposons un algorithme coopératif basé sur l'analyse d’estimateurs de qualité de lien (LQEs) pour améliorer la fiabilité. Pour cela, nous évaluons le taux de succès de positionnement en utilisant trois modèles de canaux (empirique, simulé et expérimental) avec un algorithme (basé sur la théorie des jeux) pour le choix des ancres virtuelles. / Wireless Body Area Networks (WBAN) refers to the family of “wearable” wireless sensor networks (WSN) used to collect personal data, such as human activity, heart rate, sleep sequences or geographical position. This thesis aims at proposing cooperative algorithms and cross-layer mechanisms with WBAN to perform large-scale individual motion capture and coordinated group navigation applications. For this purpose, we exploit the advantages of jointly cooperative and heterogeneous WBAN under full/half-mesh topologies for localization purposes, from on-body links at the body scale, body-to-body links between mobile users of a group and off-body links with respect to the environment and the infrastructure. The wireless transmission relies on an impulse radio Ultra-Wideband (IR-UWB) radio (based on the IEEE 802.15.6 standard), in order to obtain accurate peer-to-peer ranging measurements based on Time of Arrival (ToA) estimates. Thus, we address the problem of positioning and ranging estimation through the design of cross-layer strategies by considering realistic body mobility and channel variations. Our first contribution consists in the creation of an unprecedented WBAN measurement database obtained with real experimental scenarios for mobility and channel modelling. Then, we introduce a discrete-event (WSNet) and deterministic (PyLayers) co-simulator tool able to exploit our measurement database to help us on the design and validation of cooperative algorithms. Using these tools, we investigate the impact of nodes mobility and channel variations on the ranging estimation. In particular, we study the “three-way ranging” (3-WR) protocol and we observed that the delays of 3-WR packets have an impact on the distances estimated in function of the speed of nodes. Then, we quantify and compare the error with statistical models and we show that the error generated by the channel is bigger than the mobility error. In a second time, we extend our study for the position estimation. Thus, we analyze different strategies at MAC layer through scheduling and slot allocation algorithms to reduce the impact of mobility. Then, we propose to optimize our positioning algorithm with an extended Kalman filter (EKF), by using our scheduling strategies and the statistical models of mobility and channel errors. Finally, we propose a distributed-cooperative algorithm based on the analysis of long-term and short-term link quality estimators (LQEs) to improve the reliability of positioning. To do so, we evaluate the positioning success rate under three different channel models (empirical, simulated and experimental) along with a conditional algorithm (based on game theory) for virtual anchor choice. We show that our algorithm improve the number of positions estimated for the nodes with the worst localization performance.
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Musculoskeletal Modeling of BalletHungenahalli Shivanna, Bharath January 2020 (has links)
This thesis work comprises the working and simulation procedures being involved in simulating motion capture data in AnyBody Modeling System. The motion capture data used in this thesis are ballet movements from dancers of Östgöta ballet and dance academy. The ballet movements taken into consideration are the arabesque on demi-pointe and pirouette. The arabesque on demi-pointe was performed by two dancers but the pirouette is performed by only one dancer. The method involved recording ballet movements by placing markers on the dancer's body and using this motion capture data as input to AnyBody Modeling System to create a musculoskeletal simulation. The musculoskeletal modeling involved creating a very own Qualisys marker protocol for the markers placed on the ballet dancers. Then implementing the marker protocol onto a human model in AnyBody Modeling System by making use of the AnyBody Managed Modeling Repository (TM) and obtain the kinematics from the motion capture. To best fit the human model to the dancer's anthropometry, scaling of the human model is done, environmental conditions such as the force plates are provided. An optimization algorithm is conducted for the marker positions to best fit the dancer's anthropometry by running parameter identification. From the kinematics of the motion capture data, we simulate the inverse dynamics in AnyBody Modeling System. The simulations explain a lot of parameters that describe the ballet dancers. Results such as the center of mass, the center of pressure, muscle activation, topple angle are presented and discussed. Moreover, we compare the models of the dancers and draw conclusions about body balance, effort level, and muscles activated during the ballet movements.
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Animační knihovna se zaměřením na skeletální animace / Animation Library Focused on Skeletal AnimationsDokoupil, Petr January 2009 (has links)
This thesis proposes an architecture of animation engine flexible enough to support large scale of animation algorithms with unified approach to each one of them. One of the major goals of the engine is to support creation of very complex animation seqences with high degree of animation execution control. The main animation technique used in the engine is skeletal animation and some variants of this technique are already implemented within, but it was never meant to be skeletal animation only engine and is designed that way.
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Placement of Controls in Construction Equipment Using Operators´Sitting Postures : Process and RecommendationsJalkebo, Charlotte January 2014 (has links)
An ergonomically designed work environment may decrease work related musculoskeletal disorders, lead to less sick leaves and increase production time for operators and companies all around the world. Volvo Construction Equipment wants to deepen the knowledge and investigate more carefully how operators are actually sitting whilst operating the machines, how this affects placement of controls and furthermore optimize controls placements accordingly. The purpose is to enhance their product development process by suggesting guidelines for control placement with improved ergonomics based on operators’ sitting postures. The goal is to deliver a process which identifies and transfers sitting postures to RAMSIS and uses them for control placement recommendations in the cab and operator environments. Delimitations concerns: physical ergonomics, 80% usability of the resulted process on the machine types, and the level of detail for controls and their placements. Research, analysis, interviews, test driving of machines, video recordings of operators and the ergonomic software RAMSIS has served as base for analysis. The analysis led to (i) the conclusion that sitting postures affect optimal ergonomic placement of controls, though not ISO-standards, (ii) the conclusion that RAMSIS heavy truck postures does not seem to correspond to Volvo CE’s operators’ sitting postures and (iii) and to an advanced engineering project process suitable for all machine types and applicable in the product development process. The result can also be used for other machines than construction equipment. The resulted process consists of three independent sub-processes with step by step explanations and recommendations of; (i) what information that needs to be gathered, (ii) how to identify and transfer sitting postures into RAMSIS, (iii) how to use RAMSIS to create e design aid for recommended control placement. The thesis also contains additional enhancements to Volvo CE’s product development process with focus on ergonomics. A conclusion is that the use of motion capture could not be verified to work for Volvo Construction Equipment, though it was verified that if motion capture works, the process works. Another conclusion is that the suggested body landmarks not could be verified that they are all needed for this purpose except for those needed for control placement. Though they are based on previous sitting posture identification in vehicles and only those that also occur in RAMSIS are recommended, and therefore they can be used. This thesis also questions the most important parameters for interior vehicle design (hip- and eye locations) and suggests that shoulder locations are just as important. The thesis concluded five parameters for control categorization, and added seven categories in addition to those mentioned in the ISO-standards. Other contradictions and loopholes in the ISO-standards were identified, highlighted and discussed. Suggestions for improving the ergonomic analyses in RAMSIS can also be found in this report. More future research mentioned is more details on control placement as well as research regarding sitting postures are suggested. If the resulted process is delimited to concern upper body postures, other methods for posture identification may be used.
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Development of Novel Wearable Sensor System Capable of Measuring and Distinguishing Between Compression and Shear Forces for Biomedical ApplicationsDimitrija Dusko Pecoski (8797031) 21 June 2022 (has links)
<p>There are no commercially available wearable shoe in-sole sensors that are capable of measuring and distinguishing between shear and compression forces. Companies have already developed shoe sensors that simply measure pressure and make general inferences on the collected data with elaborate software [2, 3, 4, 5]. Researchers have also attempted making sensors that are capable of measuring shear forces, but they are not well suited for biomedical applications [61, 62, 63, 64]. This work focuses on the development of a novel wearable sensor system that is capable of identifying and measuring shear and compression forces through the use of capacitive sensing. Custom hardware and software tools such as materials test systems and capacitive measurement systems were developed during this work. Numerous sensor prototypes were developed, characterized, and optimized during the scope of this project. Upon analysis of the data, the best capacitive measurement system developed in this work utilized the CAV444 IC chip, whereas the use of the Arduino-derived measurement system required data filtering using median and Butterworth zero phase low pass filters. The highest dielectric constant reported from optimization experiments yielded 9.7034 (+/- 0.0801 STD) through the use of 60.2% by weight calcium copper titanate and ReoFlex-60 silicone. The experiments suggest certain sensors developed in this work feasibly measure and distinguish between shear and compressional forces. Applications for such technology focus on improving quality of life in areas such as managing diabetic ulcer formation, preventing injuries, optimizing performance for athletes and military personnel, and augmenting the scope of motion capture in biomechanical studies.</p>
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Implementation and Analysis of Co-Located Virtual Reality for Scientific Data VisualizationJordan M McGraw (8803076) 07 May 2020 (has links)
<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).</div><div><br></div><div>In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.</div>
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