• Title/Summary/Keyword: 동적조작

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Analysis of Load Simulating System Considering Lateral Behavior of a Vehicle (횡방향 거동 특성을 고려한 부하모사 시스템 해석)

  • Kim, Hyo-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.621-626
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    • 2019
  • The driver's steering wheel maneuver is a typical disturbance that causes excessive body motion and traveling instability of a vehicle. Abrupt and extreme operation can cause rollover depending on the geometric and dynamic characteristics, e.g., SUV vehicles. In this study, to cope with the performance limitation of conventional cars, fundamental research on the structurization of a control system was performed as follows. Mathematical modeling of the lateral behavior induced by driver input was carried out. A controller was designed to reduce the body motion based on this model. An algorithm was applied to secure robust control performance against modeling errors due to parameter uncertainty, $H_{\infty}$. Using the decoupled 1/4 car, a dynamic load simulating model considering the body moment was suggested. The simulation result showed the validity of the load-simulating model. The framework for a lateral behavior control system is proposed, including an experimental 1/4 vehicle unit, load simulating module, suspension control module, and hardware-in-the-loop simulation technology.

Design of an Automatic Winch System for Small Fishing Vessel (소형 어선의 자동 권양 윈치시스템 설계)

  • 이대재;김진건;김병삼
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.36 no.3
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    • pp.157-165
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    • 2000
  • A small hydraulic winch system with an automatic tension control unit was designed to improve the work efficiency of coastal small vessels and the dynamic response characteristics of the winch system operated in the open loop condition was investigated. The inlet and the outlet pressures in hydraulic motor, the torque and the rotating speed of winch drum were measured as a function of time, and the behaviour in autotension mode for stepped load changes was analyzed. The results obtained are summarized as follows : 1. The developed winch system for coastal small vessels will result in better fishing with improved efficiency and lower manpower consumption by remote control of winch system. 2. The rotating delay times of winch drum for on/off operations of solenoid valve were 0.09 see at CW mode and 0.04 sec at CCW mode, respectively. After the solenoid valve was controlled, response characteristics were unstable slightly but showed good tracking behaviour over short time. 3. The driving torque of winch system in autotension mode was kept almost constant of 55.9 kgf·m, and 11.1 then the rotating speed of winch drum was kept almost constant of 5.1 rpm in the larger torque than 55.9 kgf·m and 11.1 rpm in the lower torque than that. 4. The 5% settling times in the transient response characteristics of autotension mode under rapid increasing and decreasing conditions of load were 0.12 sec and 0.2 sec, respectively, and then the rotating speeds were 11 rpm and 5.3 rpm, respectively. 5. The tracking behaviour of torque and rotating speed by remote control operation were stable within 0.23 sec at CW mode and 0.37 sec at CCW mode, respectively.

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Optimum Design of a Coil Spring for Improving the Performance of a Spring -Operated Mechanism (스프링 조작기의 성능 개선을 위한 코일스프링의 최적 설계)

  • Lee, Dae Woo;Sohn, Jeong Hyun;Yoo, Wan Suk
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.40 no.3
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    • pp.275-280
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    • 2016
  • In this study, a release test bed is designed to evaluate the dynamic behaviors of a coil spring. From the release tests, the dynamic behaviors of a coil spring are analyzed. A lumped parameter spring model was established for numerical simulation of a spring. The design variables of a coil spring are optimized by using the design of experiments approach. Two-level factorial designs are used for the design optimization, and the primary effects of the design variables are analyzed. Based on the results of the interaction analysis and design sensitivity analysis, the level of the design variables is rearranged. Finally, the mixed-level factorial design is used for the optimum design process. According to the optimum design of the opening spring, the dynamic performance of the spring-operated mechanism increases by 2.90.

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

Development of a Haptic Modeling and Editing (촉감 모델링 및 편집 툴 개발)

  • Seo, Yong-Won;Lee, Beom-Chan;Cha, Jong-Eun;Kim, Jong-Phil;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.373-378
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    • 2007
  • 최근 들어 햅틱 분야는 디지털 콘텐츠를 만질 수 있게 촉감을 제공함으로써 의학, 교육, 군사, 엔터테인먼트, 방송 분야 등에서 널리 연구되고 있다. 그러나 햅틱 분야가 사용자에게 시청각 정보와 더불어 추가적인 촉감을 제공함으로써 보다 실감 있고 자연스러운 상호작용을 제공하는 등 여러 가지 장점을 가진 것에 비해 아직은 일반 사용자들에게 생소한 분야다. 그 이유 중 하나로 촉감 상호작용이 가능한 콘텐츠의 부재를 들 수 있다. 또한 최근에 가상환경(Virtual Environment, VR)에 관심이 증가 되고, 가상환경에 햅틱이라는 기술을 접목시키는 시도가 많이 일어나고 있어서, 촉감 모델링에 대한 욕구 또한 증대 되고 있다. 일반적으로 촉감 모델링은 Material properties를 가지고 있는 그래픽 모델들로 구성이 된다. 그래픽 모델링은 일반적인 모델링툴 (MAYA, 3D MAX, 기타 등)으로 할 수 있다. 하지만 촉감 관련된 촉감 모델들은 콘텐츠를 제작한 이후에 일일이 수작업으로 넣어 주어야 한다. 그래픽 모델링에서는 사용자가 직접 눈으로 확인 하면서 작업을 이루어 지기 때문에 직관적으로 이루어질 수 있다. 이와 비슷하게 촉감 모델링은 직관적인 모델링을 하기 위해서 사용자가 직접 촉감을 느껴 보면서 진행이 되어야 한다. 또한 그래픽 모델링과 촉감 모델링이 동시에 진행이 되지 않기 때문에 촉감 콘텐츠를 만드는데 시간이 많이 걸리게 되고 직관적이지 못하는 단점이 있다. 더 나아가서 이런 촉감 모델링을 포함한 모델링 높은 생산성을 위해서 신속히 이루어져야 한다. 이런 이유들 때문에 촉감 모델링을 위한 새로운 인터페이스가 필요하다. 본 논문에서는 촉감 상호작용이 가능한 촉감 콘텐츠를 직관적으로 생성하고 조작할 수 있게 하는 촉감 모델러를 기술한다. 촉감 모델러에서 사용자는 3 자유도 촉감 장치를 사용하여 3 차원의 콘텐츠 (정적 이거나 동적이거나 Deformation이 가능한 2D, 2.5D, 3D Scene)를 실시간으로 만져보면서 생성, 조작할 수 있는 촉감 사용자 인터페이스 (Haptic User Interface, HUI)를 통해서 콘텐츠의 표면 촉감 특성을 직관적으로 편집할 수 있다. 촉감 사용자인터페이스는 마우스로 조작하는 기존의 2 차원 그래픽 사용자 인터페이스를 포함하여 3 차원으로 사용자 인터페이스도 추가되어 있고 그 형태는 촉감 장치로 조작할 수 있는 버튼, 라디오버튼, 슬라이더, 조이스틱의 구성요소로 이루어져있다. 사용자는 각각의 구성요소를 조작하여 콘텐츠의 표면 촉감 특성 값을 바꾸고 촉감 사용자 인터페이스의 한 부분을 만져 그 촉감을 실시간으로 느껴봄으로써 직관적으로 특성 값을 정할 수 있다. 또한, XML 기반의 파일포맷을 제공함으로써 생성된 콘텐츠를 저장할 수 있고 저장된 콘텐츠를 불러오거나 다른 콘텐츠에 추가할 수 있다. 이러한 시스템은 햅틱이라는 분야를 잘 모르는 사람들도 직관적으로 촉감 모델링을 하는데 큰 도움을 줄 수 있을 것이다.

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In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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A Design of the Architecture for Sensors' Transparency (센서의 Transparency 를 지원하는 아키텍처 설계)

  • Jeong, Jong-Tae;Jeong, Kug-Sang;Choi, Deok-Jai
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.1223-1226
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    • 2005
  • 유비쿼터스 컴퓨팅 환경의 인프라는 센서, 미들웨어, 그리고 응용 프로그램으로 구성된다. 유비쿼터스 컴퓨팅 환경이 실현되기 위해서는 이 세 요소들이 상호 유기적으로 메시지를 전달해야 하며, 구성 요소를 구성하는 개체들에 대해서 존재 유무를 파악할 수 있어야 한다. 우리는 센서와 미들웨어간의 통신을 위한 컴포넌트를 쉽게 만들기 위하여 망 관리에서 사용되었던 SNMP 를 이용하였다. 하지만 SNMP 를 적용한 구조에서는 동적으로 변화는 센서에서 무방비한 입장이었다. 다시 말해서 동적으로 변하는 센서나 혹은 그 속성값들이 변할 때, 그 시스템의 전문가가 직접 통신 컴포넌트를 수정해야 했다. 또한 센서들이 접하게 될 플랫폼들이 여러 종류가 있기 때문에 센서를 만드는 벤더들 또한 여러 버전의 API 를 제공해야 한다. 따라서 본 아키텍처는 센서나 그 속성값들이 변할 때 사람에 의해서 조작하지 않고 시스템 스스로 설정하며 그 센서들을 사용할 수 있도록 하고, 벤더들의 수고를 덜어 줄 수 있는 아키텍처를 제안한다. 이러한 메커니즘은 기존 망 관리에서 사용했던 AgentX 에서 착안하였다. AgentX 프로토콜의 메커니즘을 이용함으로써 사용자의 입장에서 센서에 대한 Transparency 를 보장 받을 수 있으며, 부수적으로 센서를 만드는 벤더들은 여러 버전의 API를 만들어야 할 수고를 덜게 되었다.

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Presentation Layer Framework using NOSCO-STOM (NOSCO-STOM을 통한 프레젠테이션 레이어 프레임웍)

  • Kwon, Ki-Hyeon
    • Journal of Internet Computing and Services
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    • v.7 no.6
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    • pp.11-20
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    • 2006
  • One of the most important factor while developing web application is to separate presentation and business logic lowering the maintenance cost. There are various web application development tools mainly categorized as script based such as Servlet, JSP, ASP.NET techniques and dynamic server page development frameworks such as Struts, JSF (Java Server Faces), Spring MVC etc. These tools provide web tier processing solution but not the complete separation of presentation and business logic. In this paper, we developed custom tog component that separate presentation and business logic, to process them we also developed container. In addition, DOM tree is applied to the developed container to manage the presentation effectively.

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On the Design and Performance Analysis of Dynamic Stack Systems (동적 스택시스템의 설계와 성능분석)

  • Jeong, Chi-Bong
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.3
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    • pp.364-373
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    • 1995
  • We propose a probabilistic design method and performance analysis in the area of dynamic data structures. We assign two stacks to a block which consists of m contiguous memory cells. Frequencies of delete and insert operations are not fixed, but depend on stack heights. We present various probabilistic schema and a rigorous performance analysis for a random memory allocation. Especially, stack coillision problem is studied and exponential increase of the mean of collision time as mlongrightarrow$\infty$is showed. We also present general mathematical schema which can be applied to the performance problems of finite automata and other computer information systems.

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The history of conic sections and mathematics education (원뿔곡선의 수학사와 수학교육)

  • Jin, Man Young;Kim, Dong Won;Song, Min Ho;Cho, Han Hyuk
    • Journal for History of Mathematics
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    • v.25 no.4
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    • pp.83-99
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    • 2012
  • The conic sections are defined as algebraic expressions using the focus and the directrix in the high school curriculum. However it is difficult that students understand the conic sections without environment which they can manipulate the conic sections. To make up for this weak point, we have found the evidence for generating method of a conic section through a sundial and investigated the history of terms 'focus', 'directrix' and the tool of drawing them continuously.