研究生: |
林松潤 Sung-run Lin |
---|---|
論文名稱: |
仿真機器人臉皮之表情模擬與驗證技術 Facial expression Simulation and Verification Techniques of Robotic Artificial Facial Skin |
指導教授: |
林其禹
Chyi-Yeu Lin |
口試委員: |
李維楨
Wei-Chen Lee 林紀穎 ChiYing Lin |
學位類別: |
碩士 Master |
系所名稱: |
工程學院 - 機械工程系 Department of Mechanical Engineering |
論文出版年: | 2010 |
畢業學年度: | 99 |
語文別: | 中文 |
論文頁數: | 72 |
中文關鍵詞: | 機器頭顱 、仿真機器人 、臉部表情 、人工皮膚 、有限元素分析 |
外文關鍵詞: | Face Robot, Android Robot, Facial Expression, Artificial Skin, FEM Analysis |
相關次數: | 點閱:254 下載:5 |
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近幾年來,愈來愈多人投入仿真人形機器頭顱臉部表情的動作研發,但所做出來的表情逼真度始終和真人的表情有所差異。大部分探討臉部表情動作的論文中所定義之各種臉部表情的控制點位移運動方式都是參考Ekman所提出的臉部動作編碼或是參照人類解剖學中的臉部表情肌肉,控制點之位移量及方向則是實際量測人類各種臉部表情的位移量和方向去拉動臉皮來顯示出各種不同的臉部表情。
本文主要研究利用ANSYS Workbench分析軟體去模擬各種臉部表情動作的相關技術和程序,在模擬前須先建立臉皮模型和頭殼模型,再開始定義控制點之位置接著開始設定人造皮膚材料性質、拘束條件和位移量及方向等等。
爲了驗證臉部表情模擬中所設定的邊界條件是否正確,在本研究中設計製作符合軟體中所設定之邊界條件的臉部表情機構並實際比較電腦模擬的方式和實體動作表情相符合。本論文研究開發之模擬技術可以用來設計控制點位置和施力方向,以產生最接近人類臉部表情之機器頭顱。
Recently, more and more people have devoted to the development of facial expressional motions on android face. But, most of them still exist some significant differences compared with real human face. Most papers had referred to the Facial Action Coding System by Ekman or the muscle distributions in anatomy to define various kinds of facial expressions and their motion by some control points. The displacements and pulling directions of various expression performances are based on measurements on real human face.
In this thesis, ANSYS Workbench software is used to simulate facial expressions. The skin and skull geometric models need to be established before simulation. Next, the positions of those control points, the material properties, boundary conditions, displacements, and pulling directions are all pre-processing details needed to be properly defined.
To verify the boundary condition settings, a similar mechanical device to the simulated face model is built to compare with the simulation results. The techniques developed in this thesis can be adopted to assist in the design of the positions of the control points and the force pulling direction so as to generate facial expression most similar to human face.
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