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Construction of a Motion Capture SystemLindequist, Jonas, Lönnblom, Daniel January 2004 (has links)
<p>Motion capture is the process of capturing movements from real life into a computer. Existing motion capture systems are often very expensive and require advanced hardware that makes the process complex. This thesis will answer the following question: is it possible to create an optical motion capture system using only a single low cost Dvcamera (Digital Video Camera), that still will produce accurate motion capture data? To answer this question and construct our motion capture system we need to complete these following steps:</p><p>• Create a usable film sequence.</p><p>• Analyze the sequence.</p><p>• Create motion capture data.</p><p>• Apply the motion capture data for 3D character and analyze the outcome.</p><p>The method chosen for this thesis is constructive research. In short terms it is the study of whether we can or cannot build a new artifact. The following theoretic tools were used in the process of creating a motion capture system: Color theory, RGB, Connected component labeling, Skeletons in 3D animation, Calculating angels using trigonometry, .x files and Quaternions. We have found that an optical motion capture system is very complex and it is hard to produce as a low budget system. Our attempt did not live up to our expectations. The idea with using only one DV camera was to simplify the system since it would require no calibration or syncronisation. It would also make the system cost efficient and more available to the general public. The single camera solution unfortunatly created a number of problems in our system. Our system does however work with less complex movements. It can produce motion capture data that is accurate enough to be used in low budget games. It is also cost effective compared to other systems on the market. The system has a very easy setup and does not need any calibration in addition to the init position.</p>
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Integration of eye tracking device and 3D motion capture for simultaneous gaze and body movement analysis / Integrering av ögonspårningsenhet och 3D-rörelsefångst för samtidig blick-och kroppsrörelseanalysNarasappa, Deepa January 2022 (has links)
The purpose of this project was to analyze the coordination between gaze and the upper limb movement while performing a predefined task. We implemented a method to simultaneously compute and visualize recorded gaze data from a head mounted eye tracker and motion data from a motion capture system in the same coordinate system. A python script was implemented to temporarily synchronize the two systems and then proceed with the spatial/coordinate transformation which was validated with the data acquired while the subject was asked to perform specific tasks. Task 1 was to fixate his gaze on a block placed in the center of a table and the Task 2 was to stack the blocks by picking it up and placing it on top of each other. Wrist and elbow flexion-extension angles were tracked simultaneously based on reflective markers trajectories while performing the task. This was visualized and discussed on how the results of our study suggest that the eye movements play a vital role in planning, estimating, coordinating and providing feedback for the body to perform a motor task.
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Gaze Pattern and Motion Control During Walking While Multitasking / Blickmönster och rörelsekontroll vid gång med samtidig multitaskingKarlsson, Filip January 2023 (has links)
In Sweden almost three persons over the age of 65 years dies every daybecause of fall injuries. The overall societal costs of elderly fall accidentswere estimated to to be 14 billion SEK, and if no action is taken this cost isestimated to increase to 22 billion SEK until 2050. The individual decreasein life of quality due to pain, decrease of independence and, for those stillworking, a decrease in income is of course also well worth considering.It is well known that multitasking while walking will decrease attentionon the surroundings and gait behaviour which increases the risk of falling. Itis known that walking uses both sensory input and visual inputs to guide themotion. The visual input prepares the body to adjust itself before a step istaken to optimize the outcome.This study aimed to investigate the effect of multitasking on gaze strategiesand gait performance. Five healthy adults walked over a setup of ramps and astep while performing three different levels of cognitive loading: just walking,walking and performing mental arithmetic’s and walking and scrolling on amobile cell phone.The eye tracking device Pupil Core (Pupil Labs, Berlin, Germany) wasused to capture the gaze points of the participants and Vicon Nexus togetherwith force plates were used to capture data to compute the kinematics of theparticipants during the walking.The results revealed that four out of four participants had a lower ratio ofgaze fixations on objects of interest when scrolling on the phone comparedto just walking, and three out of four participants had a lower ratio of gazefixations on objects of interest when doing mental arithmetic’s compared tojust walking. Simultaneously the gait parameters and kinematics changed in away that might increase the risk of falling. Four out of four participants had adecrease in average stride length and average stride velocity when walkingwhile scrolling on a phone and a decrease in average stride velocity whenperforming mental arithmetic’s compared to just walking. Three out of fourparticipants had a decrease in average stride length when performing mentalarithmetic’s compared to just walking.Since the participant number was low more studies are needed to confirmthese results. The experimental design would benefit from adjustments to tryto separate the effect on gaze behaviour between altered cognitive loading andaltered gait pattern, but are a good base to use for further studies.
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Construction of a Motion Capture SystemLindequist, Jonas, Lönnblom, Daniel January 2004 (has links)
Motion capture is the process of capturing movements from real life into a computer. Existing motion capture systems are often very expensive and require advanced hardware that makes the process complex. This thesis will answer the following question: is it possible to create an optical motion capture system using only a single low cost Dvcamera (Digital Video Camera), that still will produce accurate motion capture data? To answer this question and construct our motion capture system we need to complete these following steps: • Create a usable film sequence. • Analyze the sequence. • Create motion capture data. • Apply the motion capture data for 3D character and analyze the outcome. The method chosen for this thesis is constructive research. In short terms it is the study of whether we can or cannot build a new artifact. The following theoretic tools were used in the process of creating a motion capture system: Color theory, RGB, Connected component labeling, Skeletons in 3D animation, Calculating angels using trigonometry, .x files and Quaternions. We have found that an optical motion capture system is very complex and it is hard to produce as a low budget system. Our attempt did not live up to our expectations. The idea with using only one DV camera was to simplify the system since it would require no calibration or syncronisation. It would also make the system cost efficient and more available to the general public. The single camera solution unfortunatly created a number of problems in our system. Our system does however work with less complex movements. It can produce motion capture data that is accurate enough to be used in low budget games. It is also cost effective compared to other systems on the market. The system has a very easy setup and does not need any calibration in addition to the init position.
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Using human-inspired models for guiding robot locomotion / Utilisation de modèles inspirés de l'humain pour guider la locomotion des robotsVassallo, Christian 04 October 2016 (has links)
Cette thèse a été effectuée dans le cadre du projet européen Koroibot dont l'objectif est le développement d'algorithmes de marche avancés pour les robots humanoïdes. Dans le but de contrôler les robots d'une manière sûre et efficace chez les humains, il est nécessaire de comprendre les règles, les principes et les stratégies de l'homme lors de la locomotion et de les transférer à des robots. L'objectif de cette thèse est d'étudier et d'identifier les stratégies de locomotion humaine et créer des algorithmes qui pourraient être utilisés pour améliorer les capacités du robot. La contribution principale est l'analyse sur les principes de piétons qui guident les stratégies d'évitement des collisions. En particulier, nous observons comment les humains adapter une tâche de locomotion objectif direct quand ils ont à interférer avec un obstacle en mouvement traversant leur chemin. Nous montrons les différences entre la stratégie définie par les humains pour éviter un obstacle non-collaboratif et la stratégie pour éviter un autre être humain, et la façon dont les humains interagissent avec un objet si se déplaçant en manier simil à l'humaine. Deuxièmement, nous présentons un travail effectué en collaboration avec les neuroscientifiques de calcul. Nous proposons une nouvelle approche pour synthétiser réalistes complexes mouvements du robot humanoïde avec des primitives de mouvement. Trajectoires humaines walking-to-grasp ont été enregistrés. L'ensemble des mouvements du corps sont reciblées et proportionnée afin de correspondre à la cinématique de robots humanoïdes. Sur la base de cette base de données des mouvements, nous extrayons les primitives de mouvement. Nous montrons que ces signaux sources peuvent être exprimées sous forme de solutions stables d'un système dynamique autonome, qui peut être considéré comme un système de central pattern generators (CPGs). Sur la base de cette approche, les stratégies réactives walking-to-grasp ont été développés et expérimenté avec succès sur le robot humanoïde HRP-2 au LAAS-CNRS. Dans la troisième partie de la thèse, nous présentons une nouvelle approche du problème de pilotage d'un robot soumis à des contraintes non holonomes par une porte en utilisant l'asservissement visuel. La porte est représentée par deux points de repère situés sur ses supports verticaux. La plan géométric qui a été construit autour de la porte est constituée de faisceaux de hyperboles, des ellipses et des cercles orthogonaux. Nous montrons que cette géométrie peut être mesurée directement dans le plan d'image de la caméra et que la stratégie basée sur la vision présentée peut également être lié à l'homme. Simulation et expériences réalistes sont présentés pour montrer l'efficacité de nos solutions. / This thesis has been done within the framework of the European Project Koroibot which aims at developing advanced algorithms to improve the humanoid robots locomotion. It is organized in three parts. With the aim of steering robots in a safe and efficient manner among humans it is required to understand the rules, principles and strategies of human during locomotion and transfer them to robots. The goal of this thesis is to investigate and identify the human locomotion strategies and create algorithms that could be used to improve robot capabilities. A first contribution is the analysis on pedestrian principles which guide collision avoidance strategies. In particular, we observe how humans adapt a goal-direct locomotion task when they have to interfere with a moving obstacle crossing their way. We show differences both in the strategy set by humans to avoid a non-collaborative obstacle with respect to avoid another human, and the way humans interact with an object moving in human-like way. Secondly, we present a work done in collaboration with computational neuroscientists. We propose a new approach to synthetize realistic complex humanoid robot movements with motion primitives. Human walking-to-grasp trajectories have been recorded. The whole body movements are retargeted and scaled in order to match the humanoid robot kinematics. Based on this database of movements, we extract the motion primitives. We prove that these sources signals can be expressed as stable solutions of an autonomous dynamical system, which can be regarded as a system of coupled central pattern generators (CPGs). Based on this approach, reactive walking-to-grasp strategies have been developed and successfully experimented on the humanoid robot HRP at LAAS-CNRS. In the third part of the thesis, we present a new approach to the problem of vision-based steering of robot subject to non-holonomic constrained to pass through a door. The door is represented by two landmarks located on its vertical supports. The planar geometry that has been built around the door consists of bundles of hyperbolae, ellipses, and orthogonal circles. We prove that this geometry can be directly measured in the camera image plane and that the proposed vision-based control strategy can also be related to human. Realistic simulation and experiments are reported to show the effectiveness of our solutions.
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Der Einfluss von lumbalen Rückenschmerzen auf das somatosensorische Nervensystem, die muskuläre Aktivität und das Bewegungsverhalten während dynamischer und sich wiederholender Hebebelastung / The influence of low back pain on somatosensory nervous system, muscle activity and movement behaviour during repetitive dynamic liftingTschapek, Marika 02 March 2017 (has links)
No description available.
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