• Title/Summary/Keyword: 로봇 개발 도구

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GARDIAN: Rule Based Modeling Validation for Concurrent Object Modeling and Architectural Design mEThod(COMET) (GARDIAN: 실시간 내장형 소프트웨어 개발 방법론에서의 룰 기반의 모델링 평가 및 지원도구)

  • Kim, Sun-Tae;Kim, Jin-Tae;Park, Soo-Yong
    • Journal of KIISE:Software and Applications
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    • v.34 no.8
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    • pp.721-730
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    • 2007
  • UML (Unified Modeling Language) is widely used to analyze and design target software. Developers also implement the target software based on the UML artifacts. However, it is difficult to validate whether the artifacts are generated to correspond to the modeling guidelines because the guidelines for UML modeling are described in natural language. This paper discusses rule based model checker focused on whether models are designed according to modeling methodology. We propose rules and their own checker, named GARDIAN, for UML model validation. The checkers are designed for COMET method for the real-time embedded system. We illustrate our checkers using Intelligent Robot system to validate our approach.

Implementing RPA for Digital to Intelligent(D2I) (디지털에서 인텔리전트(D2I)달성을 위한 RPA의 구현)

  • Dong-Jin Choi
    • Information Systems Review
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    • v.21 no.4
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    • pp.143-156
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    • 2019
  • Types of innovation can be categorized into simplification, information, automation, and intelligence. Intelligence is the highest level of innovation, and RPA can be seen as one of intelligence. Robotic Process Automation(RPA), a software robot with artificial intelligence, is an example of intelligence that is suited for simple, repetitive, large-scale transaction processing tasks. The RPA, which is already in operation in many companies in Korea, shows what needs to be done to naturally focus on the core tasks in a situation where the need for a strong organizational culture is increasing and the emphasis is on voluntary leadership, strong teamwork and execution, and a professional working culture. The introduction was considered naturally according to the need to find. Robotic Process Automation, or RPA, is a technology that replaces human tasks with the goal of quickly and efficiently handling structural tasks. RPA is implemented through software robots that mimic humans using software such as ERP systems or productivity tools. RPA robots are software installed on a computer and are called robots by the principle of operation. RPA is integrated throughout the IT system through the front end, unlike traditional software that communicates with other IT systems through the back end. In practice, this means that software robots use IT systems in the same way as humans, repeat the correct steps, and respond to events on the computer screen instead of communicating with the system's application programming interface(API). Designing software that mimics humans to communicate with other software can be less intuitive, but there are many advantages to this approach. First, you can integrate RPA with virtually any software you use, regardless of your openness to third-party applications. Many enterprise IT systems are proprietary because they do not have many common APIs, and their ability to communicate with other systems is severely limited, but RPA solves this problem. Second, RPA can be implemented in a very short time. Traditional software development methods, such as enterprise software integration, are relatively time consuming, but RPAs can be implemented in a relatively short period of two to four weeks. Third, automated processes through software robots can be easily modified by system users. While traditional approaches require advanced coding techniques to drastically modify how they work, RPA can be instructed by modifying relatively simple logical statements, or by modifying screen captures or graphical process charts of human-run processes. This makes RPA very versatile and flexible. This RPA is a good example of the application of digital to intelligence(D2I).

A Study on the Initial Design Method for an Effective Acquisition of Future Ground Combat Vehicles (미래지상전투차량의 효과적 획득을 위한 초기설계기법에 관한 연구)

  • Kim, Hee-young;Kwon, Seung Man;Lee, Kyu Noh
    • Journal of the Korea Society for Simulation
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    • v.26 no.2
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    • pp.41-49
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    • 2017
  • In the acquisition program, the conceptual design is the most important step toward specifying the military objectives, establishing requirements and determining future developmental directions, of a target system. However, if both the requirements and directions are incorrectly set due to the lack of development experiences and literature backgrounds in the target systems, such as future ground combat vehicles, it may become a major risk in the future design phases and the entire acquisition program. In order to correct these errors in the future phases, time, effort and cost are required. Therefore, it is necessary to reduce the errors that occur in the initial stages to effectively acquire the future ground combat vehicles. This paper describes the initial design method for verifying the requirements and the developmental directions and estimating the system performance at the conceptual design through the system-level physical modeling and simulation (M&S) and the target system performance analysis. The system-level physical M&S use cutting-edge design tools, model-based designs and geometric-based designs. The system performance estimation is driven from the results of the system-level physical M&S and the specialized system analysis software.

An Analysis of Research Trends Related to Software Education for Young Children in Korea (유아의 소프트웨어 교육 관련 국내 최근 연구의 경향 분석)

  • Chun, Hui Young;Park, Soyeon;Sung, Jihyun
    • Korean Journal of Child Education & Care
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    • v.19 no.2
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    • pp.177-196
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    • 2019
  • Objective: This study aims to analyze research trends related to software education for young children, focusing on studies published in Korea from 2016 to 2019 March. Methods: A total of 26 research publications on software education for young children, searched from Korea Citation Index and Research Information Sharing Service were identified for the analysis. The trend in these publications was classified and examined respectively by publication dates, types of publications, and the fields of study. To investigate a means of research, the analysis included key topics, types of research methods, and characteristics of the study variables. Results: The results of the analysis show that the number of publications on the topic of software education for young children has increased over the three years, of which most were published as a scholarly journal article. Among the 26 research studies analyzed, 16 (61.5%) are related to the field of early childhood education or child studies. Key topics and target subjects of the most research include the curriculum development of software education for young children or the effectiveness of software education on 4- and 5-year-old children. Most of the analyzed studies are experimental research designs or in the form of literature reviews. The most frequently studied research variable is young children's cognitive characteristics. For the studies that employ educational programs, the use of a physical computing environment is prevalent, and the most frequently used robot as a programming tool is "Albert". The duration of the program implementation varies, ranging from 5 weeks to 48 weeks. In the analyzed research studies, computational thinking is conceptualized as a problem-solving skill that can be improved by software education, and assessed by individual instruments measuring sub-factors of computational thinking. Conclusion/Implications: The present study reveals that, although the number of research publications in software education for young children has increased, the overall sufficiency of the accumulated research data and a variety of research methods are still lacking. An increased interest in software education for young children and more research activities in this area are needed to develop and implement developmentally appropriate software education programs in early childhood settings.

Ergonomic Evaluation of a Powered Rail Trolley in a Tomato Greenhouse (토마토 온실 내 레일 전동 작업차의 인간공학적 작업 부하 평가)

  • Jeong, Eun Seong;Yang, Myongkyoon;Son, Daesik;Cho, Seong In
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 2017.04a
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    • pp.143-143
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    • 2017
  • 산업이 고도화됨에 따라 자동화 기계 및 로봇에 의해 대량 생산 되는 품목과 달리, 작업 절차의 비정형성, 비연속성 등으로 인해 여전히 농업에 많은 인력이 투입되고 있다. 국제노동기구에 따르면, 세계 인력의 절반이 농업 인력에 해당하고 작업 중 부상이나 사망 등으로 인해 가장 위험한 직업군 중 하나에 해당하는 것으로 나타났다. 시설 재배 농업의 경우, 노동집약적인 온실 내 작업 특성상 잘못된 자세로 작업하거나 지나친 작업량 등으로 인해 작업자에게 근골격계 질환이 발생할 수 있다. 근골격계 질환으로 인해 작업효율이 감소하거나 생산비용의 증가로 이어질 수 있으며, 농가 수익에 손실이 발생할 수 있다. 이에 본 연구에서는 현행 시설 재배 농업에서 사용되는 레일 전동 작업차를 이용하여 작업자가 토마토를 수확할 때의 신체에 대한 농작업의 부하를 평가하고자 하였다. 작업차를 이용한 주요 작업 절차는 작물로부터 과실 수확, 과실 상자에 과실 투입, 빈 과실 상자와 가득 찬 과실 상자의 교대, 작업차 위의 과실 상자를 운반용 파레트에 하역하는 순서로 이루어지는 것을 확인하였다. 비디오장비로 촬영된 일련의 농작업 과정을 OWAS, RULA, REBA와 같은 체크리스트형 인간공학적 작업 부하 평가 도구를 이용하여 평가한 결과, 기존 레일 전동 작업차를 이용한 농작업의 근골격계 질환 유발 가능성을 확인하였다. 동작별 위험성을 토대로 근골격계 질환 유발 가능성이 높아 개선이 필요한 농작업 동작을 선정하였다. 선정된 동작은 실험실 내 환경에서 피실험자를 통한 모의 동작의 생체 신호 계측을 통해 신체 부하 정도를 정량적으로 측정할 수 있으며, 보조가 필요한 신체 부위를 특정하거나 안전성 확보가 필요한 동작에 대한 증거가 될 수 있다. 본 연구를 통해 향후 토마토 온실 내 신선도 유지를 위한 레일 전동 작업차의 개발에 작업자의 안전과 효율성 향상을 위한 인간공학적 설계를 적용할 수 있을 것으로 기대한다.

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A Case Study of Introduction to Engineering Design Course using Boe-Bot for Improving Course Outcomes (학습성과 향상을 위한 보봇 이용 공학설계입문 운영사례)

  • Kim, Hee-Sun
    • Journal of Engineering Education Research
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    • v.14 no.1
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    • pp.74-81
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    • 2011
  • In this paper, the author researched to enhance course outcomes while increasing the interest in engineering design through the 'Introduction to Engineering Design Course'. Deviating from the current practice of engaging in content-oriented lectures, the redesign of the weekly lecture has been conducted with a focus on learning achievement in order to enhance design competency, teamwork and communication skills, which are the goals of the PO3, PO6 and PO7, respectively. Moreover, assessment tools have been developed according to learning achievement, and rubrics, the measurement criteria, have been defined according to the respective assessment tools, along with course goals for learning achievement and results analysis. To enhance course learning achievement, as well as to induce interest in and satisfaction with the 'Introduction to Engineering Design Course', a design project utilizing a Boe-Bot robot has been carried out. An evaluation on learning achievement and lecture has identified an increase in learning achievement and interest in design in comparison with that of previous lectures.

A Study on the Possibility of Block-based Programming Courses for Visual Impairments (시각장애 학생을 위한 블록 기반 프로그래밍 수업의 가능성 분석)

  • Eunbong Yang;Jamee Kim;Wongyu Lee
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.361-374
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    • 2022
  • The National Institute of Special Education developed and distributed software textbooks for disabled students according to the necessity of practical course in elementary school and information in middle school in the 2015 revised curriculum. It is a textbook provided from the perspective of education opportunity equity but the content of programming education for visually impaired students was insufficient. Therefore this study was conducted for the purpose of confirming the effectiveness of programming education for visual impaired students and providing the direction of future programming education. In order to achieve the purpose, programming classes were conducted for blind students in the 6th grade of elementary school. As a result of a study using "Blocks4All", a block-based programming tool with robots, students participated in classes actively and efficacy, intrest, and usefulness of programming are high. This study is meaningful in that it confirmed the possibility of programming education for visually impaired students.

Development of Five Finger type Myoelectric Hand Prosthesis for State Transition-Based Multi-Hand Gestures change (다중 손동작 변환을 위한 상태 전이 기반 5손가락 근전전동의수 개발)

  • Seung-Gi Kim;Sung-Yoon Jung;Beom-ki Hong;Hyun-Jun Shin;Kyoung-Ho Kim;Se-Hoon Park
    • Journal of the Institute of Convergence Signal Processing
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    • v.25 no.2
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    • pp.67-76
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    • 2024
  • Various types of assistive devices have been developed for upper limb amputees over the years, with myoelectric prosthesis particularly aimed at improving user convenience by enabling a range of hand gestures beyond simple grasping, tailored to the size and shape of objects. In this study, we developed a five-finger myoelectric prosthesis mimicking human hand size and finger movements, utilizing motor and worm gear mechanisms for stable and independent operation. Based on this, we designed a control system for independent finger control through electromyographic signal input, proposed a state transition-based hand gesture conversion algorithm by selecting representative eight hand gestures and defining conversion condition parameters. We introduced training and usability evaluation methods, and conducted usability assessments among upper limb amputees using dedicated tools, confirming the potential for commercial application of the algorithm and observing adaptive capabilities and high performance through iterative evaluations.

A Study on a Quantified Structure Simulation Technique for Product Design Based on Augmented Reality (제품 디자인을 위한 증강현실 기반 정량구조 시뮬레이션 기법에 대한 연구)

  • Lee, Woo-Hun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.85-94
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    • 2005
  • Most of product designers use 3D CAD system as a inevitable design tool nowadays and many new products are developed through a concurrent engineering process. However, it is very difficult for novice designers to get the sense of reality from modeling objects shown in the computer screens. Such a intangibility problem comes from the lack of haptic interactions and contextual information about the real space because designers tend to do 3D modeling works only in a virtual space of 3D CAD system. To address this problem, this research investigate the possibility of a interactive quantified structure simulation for product design using AR(augmented reality) which can register a 3D CAD modeling object on the real space. We built a quantified structure simulation system based on AR and conducted a series of experiments to measure how accurately human perceive and adjust the size of virtual objects under varied experimental conditions in the AR environment. The experiment participants adjusted a virtual cube to a reference real cube within 1.3% relative error(5.3% relative StDev). The results gave the strong evidence that the participants can perceive the size of a virtual object very accurately. Furthermore, we found that it is easier to perceive the size of a virtual object in the condition of presenting plenty of real reference objects than few reference objects, and using LCD panel than HMD. We tried to apply the simulation system to identify preference characteristics for the appearance design of a home-service robot as a case study which explores the potential application of the system. There were significant variances in participants' preferred characteristics about robot appearance and that was supposed to come from the lack of typicality of robot image. Then, several characteristic groups were segmented by duster analysis. On the other hand, it was interesting finding that participants have significantly different preference characteristics between robot with arm and armless robot and there was a very strong correlation between the height of robot and arm length as a human body.

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Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.149-158
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    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.