Looking for Participants

The MPI for Biological Cybernetics is looking for participants for some of their research experiments [more].
 

Most recent Publications

Zaiss M, Schuppert M, Deshmane A, Herz K, Ehses P, Füllbier L, Lindig T, Bender B, Ernemann U and Scheffler K (October-2018) Chemical exchange saturation transfer MRI contrast in the human brain at 9.4 T NeuroImage 179 144-155.
Loktyushin A, Ehses P, Schölkopf B and Scheffler K (September-2018) Autofocusing-based phase correction Magnetic Resonance in Medicine 80(3) 958-968.
Giapitzakis IA, Avdievich NI and Henning A (August-2018) Characterization of macromolecular baseline of human brain using metabolite cycled semi-LASER at 9.4T Magnetic Resonance in Medicine 80(2) 462-473.
Chang P, Nassirpour S, Eschelbach M, Scheffler K and Henning A (August-2018) Constrained optimization for position calibration of an NMR field camera Magnetic Resonance Imaging 80(1) 380-390.
Wyss PO, Bianchini C, Scheidegger M, Giapitzakis IA, Hock A, Fuchs A and Henning A (August-2018) In vivo estimation of transverse relaxation time constant (T2) of 17 human brain metabolites at 3T Magnetic Resonance in Medicine 80(2) 452-461.

 

Body Motion Capture and Animation Technology

For full-body motion capture we use two different setups. One setup consists of a leightweight lycra suit with attached reflective markers which are captured and processed with Vicon iQ or Blade software. After the capturing process, the data can be post-processed for the desired need. The second setup is used for real-time motion capture and animation. For this we use two Xsens MVN Suits, consisting of 17 MTx inertial measurement units each. The MVN system software was upgraded in 2014 to MVN Biomech which allows for synchronized 60fps video recordings with an external camera. It also offers integrated data visualization of joint angles and accelerations as well as direct export into game engines like Unity. Custom-built plugins enable the use of these suits for real-time animation (e.g. of virtual avatars). For post-processing and animation of body parts or the full body we use Autodesk 3ds Max, Autodesk Maya and Autodesk Motion Builder. The avatars generally used for experiments involving motion capture and animation are part of the Rocketbox Studios GmbH Complete Characters Library. Through the work of the independent research group, Space and Body Perception (Betty Mohler) in collaboration with the Max Planck Institute for Intelligent Systems (Michael Black) we can now create personalized self-avatars for our experiments. We currently do so for patient populations where we investigate distortions in body image.

Last updated: Friday, 14.10.2016