Yun-Sang Lee
Hanyang University · Engineering
About the Lab
Professor Yun-Sang Lee's research lab specializes in biomechanics and robotics, focusing on the development of advanced control systems for dynamic, human-like locomotion in humanoid and multilegged robots. The lab integrates data-driven methods, model-predictive control, and biomechanically accurate muscle modeling to enable realistic, stable, and adaptive motion generation under various physical constraints and perturbations. Key research directions include under-actuated full-body biped control, terrain-adaptive gait planning, and the simulation of human gait for rehabilitation and assistive robotics. The lab also explores physical separation techniques in molten salts, demonstrating a multidisciplinary approach bridging robotics, computational biomechanics, and materials science.
Research Overview
Research Output Trend
Figures are computed from collected data and may differ slightly.
Selected Papers
15We present a dynamic controller to physically simulate under-actuated three-dimensional full-body biped locomotion. Our data-driven controller takes motion capture reference data to reproduce realistic human locomotion through realtime physically based simulation. The key idea is modulating the reference trajectory continuously and seamlessly such that even a simple dynamic tracking controller can follow the reference trajectory while maintaining its balance. In our framework, biped control can
We present a biped locomotion controller for humanoid models actuated by more than a hundred Hill-type muscles. The key component of the controller is our novel algorithm that can cope with step-based biped locomotion balancing and the coordination of many nonlinear Hill-type muscles simultaneously. Minimum effort muscle activations are calculated based on muscle contraction dynamics and online quadratic programming. Our controller can faithfully reproduce a variety of realistic biped gaits (e.g
We present a dynamic controller to physically simulate under-actuated three-dimensional full-body biped locomotion. Our data-driven controller takes motion capture reference data to reproduce realistic human locomotion through realtime physically based simulation. The key idea is modulating the reference trajectory continuously and seamlessly such that even a simple dynamic tracking controller can follow the reference trajectory while maintaining its balance. In our framework, biped control can
We present a flexible and efficient approach for generating multilegged locomotion. Our model-predictive control (MPC) system efficiently generates terrain-adaptive motions, as computed using a three-level planning approach. This leverages two commonly-used simplified dynamics models, an inverted pendulum on a cart model (IPC) and a centroidal dynamics model (CDM). Taken together, these ensure efficient computation and physical fidelity of the resulting motion. The final full-body motion is gene
Biped controller design pursues two fundamental goals; simulated walking should look human-like and robust against perturbation while maintaining its balance. Normal gait is a pattern of walking that humans normally adopt in undisturbed situations. It has previously been postulated that normal gait is more energy efficient than abnormal or impaired gaits. However, it is not clear whether normal gait is also superior to abnormal gait patterns with respect to other factors, such as stability. Unde
Separation of CsCl and SrCl2 from LiCl was carried out by using a separation technology, the Czochralski crystallization method. It was experimentally confirmed that Cs as well as Sr could be separated simultaneously from a LiCl molten salt by the suggested crystallization process without any additive or adsorption medium. The concentrations of Cs and Sr in LiCl decreased from 1.81 and 4.18 wt% in the initial salt to minimum values of 114 and 36 ppm in the grown LiCl crystal, respectively. The s
Recently, deep reinforcement learning (DRL) is commonly used to create controllers for physically simulated characters. Among DRL-based approaches, imitation learning for character control using motion capture clips as tracking references has shown successful results in controlling various motor skills with natural movement. However, the output motion tends to be constrained close to the reference motion, and thus the learning of various styles of motion requires many motion clips. In this paper
Performance upgrades for mobile devices took place due to jumping development of technology, so high-performance terminals that anyone can directly search and amend desired information anywhere and anytime, namely, mobile communication terminals called Smartphone were released to the market. Such terminals can store information that an individual saved, for example, call log, where to make contact and address of acquaintances, transmit/receive message and mail, photographs and videos, etc., but
The ability to recognize others' facial emotions has become increasingly important after the COVID-19 pandemic, which causes stressful situations in emotion regulation. Considering the importance of emotion in maintaining a social life, emotion knowledge to perceive and label emotions of oneself and others requires an understanding of affective dimensions, such as emotional valence and emotional arousal. However, limited information is available about whether the behavioral representation of aff
We present a dynamic controller to physically simulate under-actuated three-dimensional full-body biped locomotion. Our data-driven controller takes motion capture reference data to reproduce realistic human locomotion through realtime physically based simulation. The key idea is modulating the reference trajectory continuously and seamlessly such that even a simple dynamic tracking controller can follow the reference trajectory while maintaining its balance. In our framework, biped control can
Since the introduction of DeepMimic [Peng et al. 2018a], subsequent research has focused on expanding the repertoire of simulated motions across various scenarios. In this study, we propose an alternative approach for this goal, a deep reinforcement learning method based on the simulation of a single-rigid-body character. Using the centroidal dynamics model (CDM) to express the full-body character as a single rigid body (SRB) and training a policy to track a reference motion, we can obtain a pol
In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user character is generated mimicking the user’s input motion, the other character’s motion is decided to react to the user avatar’s motion. During a pre-processing step, our system analyzes the reference mo
Research Areas
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