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MOTION CAPTURE TEKNOLOJİLERİ ÜZERİNE BİBLİYOMETRİK BİR ARAŞTIRMA

Year 2024, , 1102 - 1116, 03.09.2024
https://doi.org/10.17780/ksujes.1466186

Abstract

İnsan ve obje hareketlerinin gerçekçi bir şekilde kamera ve sensörler yardımıyla 3D hareket verilerine dönüştürülmesini sağlayan sisteme “motion capture” teknolojisi denilmektedir. Bu teknoloji askeri alandan tıbba, sinema ve dijital oyun gibi eğlence endüstrilerine kadar çok geniş bir alanda kullanılmaktadır. Bu çalışma, 2014-2024 yılları arasında Scopus veri tabanından elde edilen motion capture teknolojisini konu alan çalışmaların bibliyometrik ve betimsel analizini ortaya koymayı amaçlamaktadır. Bu kapsamda Scopus’ ta 10 yıllık araştırma aralığında konu başlığı olarak “motion capture” teknolojisini araştıran 1938 makaleye ulaşılmıştır.1938 makalenin bibliyometrik verileri analiz edilmiş ve tablolar aracığıyla görselleştirilmiştir. Bulgulara göre; motion capture üzerine yazılan 1938 çalışmanın 90 farklı ülkenin araştırmacıları tarafından üretildiği saptanmıştır. Bu araştırmada sinema, reklam ve dijital oyun endüstrisi gibi eğlence sektörü tarafından kullanıldığı varsayılan motion capture teknolojisinin literatürdeki yaygın çalışma alanlarının çok daha geniş bir alana yayıldığı gözlemlenmiştir. Araştırma bulgularına göre;1938 makalenin %27,6 gibi büyük bir oranı bilgisayar bilimleri, %23,1 mühendislik, % 8,3 tıp, %6,9 fen bilimleri, %4,5 oranında sosyal, sanat ve beşerî bilimler alanların da üretildiği tespit edilmiştir. Çalışma bulguları göstermektedir ki; motion capture teknolojileri yakın gelecekte gündelik hayatın hemen her alanında, insan hayatına adapte bir araç olacaktır. Bilimsel çalışmalar da bu doğrultuda gelişim göstermelidir.

Thanks

Desteğiniz ve çalışmaya sunacağınız tüm katkılar için çok teşekkür ederiz. Saygılarımızla. İyi Bayramlar...

References

  • Auslander, P. (2017). Film Acting and Performance Capture. PAJ: A Journal of Performance and Art, 39(3), 7-23. https://doi.org/10.1162/PAJJ_a_00376
  • Baker T. (2020). The History of Motion Capture within the Entertainment Industry. Unpublished thesis. Metropolia University of Applied Sciences, Helsinki, Finland.
  • Borgman, C. L. & Furner, J. (2002). Scholarly communication and bibliometrics. Annual Review of Information Science and Technology, 36(1), 2-72. https://doi.org/10.1002/aris.1440360102
  • Bregler, C. (2007). Motion capture technology for entertainment. IEEE Signal Processing Magazine, 24(6), 160-158. https://doi.org/10.1109/MSP.2007.906023
  • Cannavò, A. F., Pratticò, G., Bruno, A., & Lamberti F. (2023, July). AR-MoCap: using augmented reality to support motion capture acting, 2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR). Shanghai, China, (pp. 318-327). https://doi.org/10.1109/VR55154.2023.00047
  • Corazza, S., Muendermann, L., Chaudhari, A. M., Demattio, T., Cobelli, C., & Andriacchi, T. P. (2006). A Markerless Motion Capture System to Study Musculoskeletal Biomechanics: Visual Hull and Simulated Annealing Approach. Annals of biomedical engineering, 34, 1019-1029. https://doi.org/10.1007/s10439-006-9122-8
  • Delaney, B. (1998). On The Trail of The Shadow Woman: The Mystery of Motion Capture. IEEE Computer Graphics and Applications, 18(5), 14-19. https://doi.org 10.1109/38.708556.
  • Delbridge, M. (2015). Motion capture in performance: an introduction. Springer Science & Business Media.
  • Dower J. & Langdale P. (2022). Performing for motion capture: A guide for practitioners. London, UK: Bloomsbury Publishing.
  • Erdem, S. (2021). Sanalı Gerçeğe Dönüştürmede Hareket Yakalama Teknolojisi. Dijital Commucication Journal, 4(5), 16-32. http://dx.doi.org/10.51295/dicoj.25
  • Galantucci, L. M., Lavecchia, F., & Percoco, G. (2010). A simple photogrammetric system for automatic capture and measurement of facial soft tissues during movement. In Innovative Developments in Design and Manufacturing (pp. 169-174). CRC Press.
  • Guerra-Filho, G. (2005). Optical Motion Capture: Theory and Implementation. RITA, 12(2), 61-90. https://api.semanticscholar.org/CorpusID:16410896
  • Herda, L., Fua, P., Plankers, R., Boulic, R., & Thalmann, D. (2000, January). Skeleton-based motion capture for robust reconstruction of human motion. In Proceedings Computer Animation 2000 (pp.77-83). IEEE. https://doi.org/10.1109/CA.2000.889046
  • Imanullah, M., Yuniarno, E.M., Sooai, A.G., (2019). A Novel Approach in Low-cost Motion Capture System Using Color Descriptor and Stereo Webcam. International Journal of Technology, 10(5), 942-952 https://doi.org/10.14716/ijtech.v10i5.2789
  • Kade, D., Lindell, R., Ürey, H., & Özcan, O. (2018). Supporting motion capture acting through a mixed reality application. In F. Cipolla-Ficarra (Eds.), Optimizing human-computer interaction with emerging technologies (pp. 248-273). Pensilvanya: IGI Global.
  • Kitagawa, M., & Windsor, B. (2008). MoCap for artists: workflow and techniques for motion capture. New York: Routledge.
  • Krueger, M. W., Gionfriddo T., & Hinrichsen K. (1985, April). VIDEOPLACE—An Artificial Reality. Association for Computing Machinery, 16 (4), 35–40 https://doi.org/10.1145/317456.317463
  • Maxwell, D. R. (1983). Graphical marionette: a modern-day Pinocchio. Unpublished master’s thesis. Massachusetts Institute of Technology.Cambridge.
  • Mechner J. (2023). Prince of persia rotoscoping 1986. YouTube. https://www.youtube.com/watch?v=AbbX_Mq-gdg /Accessed 04.04.04
  • Menache, A. (2011). Understanding motion capture for computer animation. San Francisco: Morgan Kaufmann Publishers.
  • Nogueira, P.A. (2011). Motion Capture Fundamentals A Critical and Comparative Analysis on Real-World Applications. https://api.semanticscholar.org/CorpusID:35967233
  • O'Brien, J.F., Bodenheimer, B., Brostow, G.J., & Hodgins, J.K. (2023). Automatic joint parameter estimation from magnetic. Motion Capture Data. ArXiv, abs/2303.10532.
  • Parent, R., Ebert, D. S., Pauly, M. V., Peachey, D., Perlin, K., Pfister, H., ... & Musgrave, F. K. (2010). Computer animation complete: all-in-one: learn motion capture, characteristic, point-based, and Maya winning techniques. San Francisco: Morgan Kaufmann Publishers Inc.
  • Paterson, M. (2021). The Birth of Motion Capture: Transcribing The Phenomena of Bodily Movement Through the “Graphic Method”. Multimodality & Society, 1(2), 195-215. https://doi.org/10.1177/26349795211040323
  • Patra, S. K., Bhattacharya, P. & Verma, N. (2006). Bibliometric Study of Literature on Bibliometrics. DESIDOC Journal of Library & Information Technology, 26(1), 27-32. https://doi.org/10.14429/dbit.26.1.3672
  • Rossney, B. (2022). Reimagining characters with unreal engine’s metahuman creator: elevate your films with cinema-quality character designs and motion capture animation. UK: Packt Publishing.
  • Sturman, D. (1998). The State Of Computer Animation. ACM SIGGRAPH Computer Graphics, 32(1), 57-61. https://doi.org/10.1145/279389.279467
  • Van der Kruk, E., & Reijne, M. M. (2018). Accuracy of Human Motion Capture Systems for Sport Applications; State of The Art Review. European journal of sport science, 18(6),806-819. https://doi.org/10.1080/17461391.2018.1463397
  • Xuhuı Z., (2021, January). A design method of group animation fusion motion capturing data based on virtual reality technology, 2021 13th International Conference on Measuring Technology and Mechatronics Automation Beihai, China (ICMTMA) (pp. 261-265). https://doi.org/10.1109/ICMTMA52658.2021.00063
  • Yüncü, HR. & Karagöz, D. (2013). Sosyal Ağ Analizi ile Turizm Alanında Yazılmış Doktora Tezlerinin Araştırma Konularının İncelenmesi. Adıyaman Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (15),205-232. https://doi.org/10.14520/adyusbd.666

A BIBLIOMETRIC STUDY ON MOTION CAPTURE TECHNOLOGIES

Year 2024, , 1102 - 1116, 03.09.2024
https://doi.org/10.17780/ksujes.1466186

Abstract

The system that allows human and object movements to be realistically converted into 3D motion datas with the help of cameras and sensors is called motion capture technology. This technology is used in a wide range of fields, from the military to medicine to the entertainment industries such as cinema and digital game. This study aims to present a bibliometric and descriptive analysis of the studies on motion capture technology obtained from the Scopus database between 2014-2024.1938 articles were found in Scopus, which investigated "motion capture" technology as a subject title in a 10-year research interval. The bibliometric data of 1938 articles were analyzed and visualised in tables.it was determined that 1938 studies on "motion capture" were produced by researchers from 90 different countries. In this research, it has been observed that motion capture technology, which is assumed to be used by the entertainment sector such as cinema, advertising and digital game industry, has a much wider range of fields of study in the literature. According to the findings of the research, it was determined that 27.6% of the 1938 articles were produced in computer sciences, 23.1% in engineering, 8.3% in medicine, 6.9% in natural sciences, and 4.5% in social sciences, arts and humanities. The study show that motion capture technologies will be a tool adapted to human life in almost every field of daily life in the near future. Scientific studies should also develop in this direction.

References

  • Auslander, P. (2017). Film Acting and Performance Capture. PAJ: A Journal of Performance and Art, 39(3), 7-23. https://doi.org/10.1162/PAJJ_a_00376
  • Baker T. (2020). The History of Motion Capture within the Entertainment Industry. Unpublished thesis. Metropolia University of Applied Sciences, Helsinki, Finland.
  • Borgman, C. L. & Furner, J. (2002). Scholarly communication and bibliometrics. Annual Review of Information Science and Technology, 36(1), 2-72. https://doi.org/10.1002/aris.1440360102
  • Bregler, C. (2007). Motion capture technology for entertainment. IEEE Signal Processing Magazine, 24(6), 160-158. https://doi.org/10.1109/MSP.2007.906023
  • Cannavò, A. F., Pratticò, G., Bruno, A., & Lamberti F. (2023, July). AR-MoCap: using augmented reality to support motion capture acting, 2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR). Shanghai, China, (pp. 318-327). https://doi.org/10.1109/VR55154.2023.00047
  • Corazza, S., Muendermann, L., Chaudhari, A. M., Demattio, T., Cobelli, C., & Andriacchi, T. P. (2006). A Markerless Motion Capture System to Study Musculoskeletal Biomechanics: Visual Hull and Simulated Annealing Approach. Annals of biomedical engineering, 34, 1019-1029. https://doi.org/10.1007/s10439-006-9122-8
  • Delaney, B. (1998). On The Trail of The Shadow Woman: The Mystery of Motion Capture. IEEE Computer Graphics and Applications, 18(5), 14-19. https://doi.org 10.1109/38.708556.
  • Delbridge, M. (2015). Motion capture in performance: an introduction. Springer Science & Business Media.
  • Dower J. & Langdale P. (2022). Performing for motion capture: A guide for practitioners. London, UK: Bloomsbury Publishing.
  • Erdem, S. (2021). Sanalı Gerçeğe Dönüştürmede Hareket Yakalama Teknolojisi. Dijital Commucication Journal, 4(5), 16-32. http://dx.doi.org/10.51295/dicoj.25
  • Galantucci, L. M., Lavecchia, F., & Percoco, G. (2010). A simple photogrammetric system for automatic capture and measurement of facial soft tissues during movement. In Innovative Developments in Design and Manufacturing (pp. 169-174). CRC Press.
  • Guerra-Filho, G. (2005). Optical Motion Capture: Theory and Implementation. RITA, 12(2), 61-90. https://api.semanticscholar.org/CorpusID:16410896
  • Herda, L., Fua, P., Plankers, R., Boulic, R., & Thalmann, D. (2000, January). Skeleton-based motion capture for robust reconstruction of human motion. In Proceedings Computer Animation 2000 (pp.77-83). IEEE. https://doi.org/10.1109/CA.2000.889046
  • Imanullah, M., Yuniarno, E.M., Sooai, A.G., (2019). A Novel Approach in Low-cost Motion Capture System Using Color Descriptor and Stereo Webcam. International Journal of Technology, 10(5), 942-952 https://doi.org/10.14716/ijtech.v10i5.2789
  • Kade, D., Lindell, R., Ürey, H., & Özcan, O. (2018). Supporting motion capture acting through a mixed reality application. In F. Cipolla-Ficarra (Eds.), Optimizing human-computer interaction with emerging technologies (pp. 248-273). Pensilvanya: IGI Global.
  • Kitagawa, M., & Windsor, B. (2008). MoCap for artists: workflow and techniques for motion capture. New York: Routledge.
  • Krueger, M. W., Gionfriddo T., & Hinrichsen K. (1985, April). VIDEOPLACE—An Artificial Reality. Association for Computing Machinery, 16 (4), 35–40 https://doi.org/10.1145/317456.317463
  • Maxwell, D. R. (1983). Graphical marionette: a modern-day Pinocchio. Unpublished master’s thesis. Massachusetts Institute of Technology.Cambridge.
  • Mechner J. (2023). Prince of persia rotoscoping 1986. YouTube. https://www.youtube.com/watch?v=AbbX_Mq-gdg /Accessed 04.04.04
  • Menache, A. (2011). Understanding motion capture for computer animation. San Francisco: Morgan Kaufmann Publishers.
  • Nogueira, P.A. (2011). Motion Capture Fundamentals A Critical and Comparative Analysis on Real-World Applications. https://api.semanticscholar.org/CorpusID:35967233
  • O'Brien, J.F., Bodenheimer, B., Brostow, G.J., & Hodgins, J.K. (2023). Automatic joint parameter estimation from magnetic. Motion Capture Data. ArXiv, abs/2303.10532.
  • Parent, R., Ebert, D. S., Pauly, M. V., Peachey, D., Perlin, K., Pfister, H., ... & Musgrave, F. K. (2010). Computer animation complete: all-in-one: learn motion capture, characteristic, point-based, and Maya winning techniques. San Francisco: Morgan Kaufmann Publishers Inc.
  • Paterson, M. (2021). The Birth of Motion Capture: Transcribing The Phenomena of Bodily Movement Through the “Graphic Method”. Multimodality & Society, 1(2), 195-215. https://doi.org/10.1177/26349795211040323
  • Patra, S. K., Bhattacharya, P. & Verma, N. (2006). Bibliometric Study of Literature on Bibliometrics. DESIDOC Journal of Library & Information Technology, 26(1), 27-32. https://doi.org/10.14429/dbit.26.1.3672
  • Rossney, B. (2022). Reimagining characters with unreal engine’s metahuman creator: elevate your films with cinema-quality character designs and motion capture animation. UK: Packt Publishing.
  • Sturman, D. (1998). The State Of Computer Animation. ACM SIGGRAPH Computer Graphics, 32(1), 57-61. https://doi.org/10.1145/279389.279467
  • Van der Kruk, E., & Reijne, M. M. (2018). Accuracy of Human Motion Capture Systems for Sport Applications; State of The Art Review. European journal of sport science, 18(6),806-819. https://doi.org/10.1080/17461391.2018.1463397
  • Xuhuı Z., (2021, January). A design method of group animation fusion motion capturing data based on virtual reality technology, 2021 13th International Conference on Measuring Technology and Mechatronics Automation Beihai, China (ICMTMA) (pp. 261-265). https://doi.org/10.1109/ICMTMA52658.2021.00063
  • Yüncü, HR. & Karagöz, D. (2013). Sosyal Ağ Analizi ile Turizm Alanında Yazılmış Doktora Tezlerinin Araştırma Konularının İncelenmesi. Adıyaman Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, (15),205-232. https://doi.org/10.14520/adyusbd.666
There are 30 citations in total.

Details

Primary Language Turkish
Subjects Information Systems Organisation and Management, Active Sensing, Image Processing, Video Processing
Journal Section Computer Engineering
Authors

Gülseren Dinvar Pekşen 0000-0002-5147-3014

Tolga Barman 0000-0001-7938-5780

Publication Date September 3, 2024
Submission Date April 6, 2024
Acceptance Date June 13, 2024
Published in Issue Year 2024

Cite

APA Dinvar Pekşen, G., & Barman, T. (2024). MOTION CAPTURE TEKNOLOJİLERİ ÜZERİNE BİBLİYOMETRİK BİR ARAŞTIRMA. Kahramanmaraş Sütçü İmam Üniversitesi Mühendislik Bilimleri Dergisi, 27(3), 1102-1116. https://doi.org/10.17780/ksujes.1466186