DESIGN AND IMPLEMENTATION OF POSE, FACE, AND HAND LANDMARK TRANSLATION LAYER FROM REAL-TIME VIDEO TO 3D AVATAR ON MOBILE DEVICE
Online presence in the digital space used to be only in the form of profile pictures. Advancement in the digital age pushes the possibility of customizing internet users’ online presence to be more customizable. This representation of a person is called an “Avatar”. An avatar usually comes in 2D...
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id-itb.:797972024-01-15T16:29:59ZDESIGN AND IMPLEMENTATION OF POSE, FACE, AND HAND LANDMARK TRANSLATION LAYER FROM REAL-TIME VIDEO TO 3D AVATAR ON MOBILE DEVICE Yudhistira Ramadhan, Enriko Indonesia Theses Avatar, Motion Capture, Motion Tracking, Kinematics INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/79797 Online presence in the digital space used to be only in the form of profile pictures. Advancement in the digital age pushes the possibility of customizing internet users’ online presence to be more customizable. This representation of a person is called an “Avatar”. An avatar usually comes in 2D and 3D form. Using avatar, an individual can change their appearance as to their liking. The next step is to make an avatar interactive, as in following the user’s movement. The technology to make an interactive 3D avatar is not new, but it needs a separate sensor and an additional motion capture suit. To make 3D avatar a ubiquitous technology and adopted by the masses, it needs to be easier to set up and use. The sensors and other motion capture device needs to be eliminated and the technology needs to be usable with only a single, ordinary camera (preferrably a mobile phone camera). The task is not as simple as eliminating additional sensors. The task of capturing the movement of a subject needs to be substituted with something else. Image processing technology can be used to predict movement of a subject in a video stream, removing the needs for additional sensor. After image processing is used, captured data points needs to be associated with 3D avatar. The 3D avatar then would move accordingly with the data points. This whole process would have to be lightweight and fast enough to run on a mobile phone. The testing result shows that while the proposed system has errors in some scenario, it is adequate for casual use. The system performs poorly where body parts’ occlusions happen. text |
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Online presence in the digital space used to be only in the form of profile
pictures. Advancement in the digital age pushes the possibility of customizing
internet users’ online presence to be more customizable. This representation of
a person is called an “Avatar”. An avatar usually comes in 2D and 3D form.
Using avatar, an individual can change their appearance as to their liking. The
next step is to make an avatar interactive, as in following the user’s movement.
The technology to make an interactive 3D avatar is not new, but it needs a
separate sensor and an additional motion capture suit. To make 3D avatar a
ubiquitous technology and adopted by the masses, it needs to be easier to set up
and use. The sensors and other motion capture device needs to be eliminated
and the technology needs to be usable with only a single, ordinary camera
(preferrably a mobile phone camera). The task is not as simple as eliminating
additional sensors. The task of capturing the movement of a subject needs to be
substituted with something else. Image processing technology can be used to
predict movement of a subject in a video stream, removing the needs for
additional sensor. After image processing is used, captured data points needs to
be associated with 3D avatar. The 3D avatar then would move accordingly with
the data points. This whole process would have to be lightweight and fast
enough to run on a mobile phone. The testing result shows that while the
proposed system has errors in some scenario, it is adequate for casual use. The
system performs poorly where body parts’ occlusions happen. |
format |
Theses |
author |
Yudhistira Ramadhan, Enriko |
spellingShingle |
Yudhistira Ramadhan, Enriko DESIGN AND IMPLEMENTATION OF POSE, FACE, AND HAND LANDMARK TRANSLATION LAYER FROM REAL-TIME VIDEO TO 3D AVATAR ON MOBILE DEVICE |
author_facet |
Yudhistira Ramadhan, Enriko |
author_sort |
Yudhistira Ramadhan, Enriko |
title |
DESIGN AND IMPLEMENTATION OF POSE, FACE, AND HAND LANDMARK TRANSLATION LAYER FROM REAL-TIME VIDEO TO 3D AVATAR ON MOBILE DEVICE |
title_short |
DESIGN AND IMPLEMENTATION OF POSE, FACE, AND HAND LANDMARK TRANSLATION LAYER FROM REAL-TIME VIDEO TO 3D AVATAR ON MOBILE DEVICE |
title_full |
DESIGN AND IMPLEMENTATION OF POSE, FACE, AND HAND LANDMARK TRANSLATION LAYER FROM REAL-TIME VIDEO TO 3D AVATAR ON MOBILE DEVICE |
title_fullStr |
DESIGN AND IMPLEMENTATION OF POSE, FACE, AND HAND LANDMARK TRANSLATION LAYER FROM REAL-TIME VIDEO TO 3D AVATAR ON MOBILE DEVICE |
title_full_unstemmed |
DESIGN AND IMPLEMENTATION OF POSE, FACE, AND HAND LANDMARK TRANSLATION LAYER FROM REAL-TIME VIDEO TO 3D AVATAR ON MOBILE DEVICE |
title_sort |
design and implementation of pose, face, and hand landmark translation layer from real-time video to 3d avatar on mobile device |
url |
https://digilib.itb.ac.id/gdl/view/79797 |
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