• Title/Summary/Keyword: 로봇 디자인

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RSSI based Intelligent Indoor Location Estimation Robot using Wireless Sensor Network technology (무선센서네트워크 기술을 활용한 RSSI기반의 지능형 실내위치추정 로봇)

  • Seo, Won-Kyo;Jang, Seong-Gyun;Shin, Kwang-Sik;Lee, Eun-Ah;Chung, Wan-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1195-1200
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    • 2007
  • This paper describes indoor location estimation intelligent robot. Indoor location estimation function using RSSI based indoor location estimation system and wireless sensor networks were implemented in the robot. Spartan III(Xilinx, U.S.A.) was used as a main control device in the mobile robot and the current direction data was collected in the indoor location estimation system. The data was transferred to the wireless sensor network node attached to the mobile robot through Zigbee/IEEE 802.15.4, a wireless communication. After receiving it, with the data of magnetic compass the node is aware of and senses the direction the robot head for and the robot moves to its destination. Indoor location estimation intelligent robot is can be moved efficiently and actively without obstacle on flat ground to the appointment position by user.

Applying Design Pattern & Refactoring on Implementing RTOS for the Small Educational Multi-Joint Robot (소형 교육용 다관절로봇 RTOS 구현을 위한 디자인 패턴 & 리팩토링 적용)

  • Son, Hyun-Seung;Kim, Woo-Yeol;Ahn, Hong-Young;Kim, Robert Young-Chul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.217-224
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    • 2009
  • The traditional small educational multi-joint robots were developed on firmware. In these system's case, we cann't give a chance to educate good practices due on executing just robot's simple movements. But it may be possible for RTOS to control the elaborate movement of the robot with assembling each part on firmware. With this RTOS, we can enhance the efficiency of robot's movements, but too difficult to use the education as increasing the complexity of robot system. To solve the problem, we apply with Design pattern and Refactoring for the Education. Applying robot's design with Design pattern and Refactoring. There may be easily understand what and how to design RTOS for any level ones. We may easily change/upgrade RTOS for new system with this approach. This paper mentions to design RTOS with Design patterns and to apply RTOS's source code with Refactoring.

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Comparative Study in National Characteristics of Robot Design - with the focus on use of Interactive Mapping - (주요 로봇 개발 국가의 로봇 디자인 성향 비교연구 - 인터랙티브 맵핑을 중심으로)

  • Kim Hyung-Keun;Lee Kun-Pyo;Kim Sang-Ryong;Park Jung-Mi
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.303-312
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    • 2005
  • The goal of this study is to deepen the understanding of robot business and application, and examine the relationships and development trends of robot evaluation scales. Through interactive mapping, 113 types of robot data samples were realized to be placed on seven evaluation scales and reference on specific information of each items were allowed. Also, by examining the robot development trends among different countries through interactive mapping, the trends could be largely divided into American, European, Japanese, and Korean. Throughout various parts of the evaluation scale, American and European views were found to consider robots mainly as tools. On the other hand, Japanese and Korean views considered robots as a 'partner' or 'neighbour' and were working to satisfy these aspects.

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Design Implementation of Robots Assemble Content for Education in Cyberspace (가상공간에서 로봇조립교육을 위한 콘텐츠 디자인 구현)

  • Jung, Hoe-Jun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.463-466
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    • 2011
  • 유무선 초고속 인터넷 연결과 모바일기기의 발달로 사이버공간을 이용하는 멀티미디어 교육용 콘텐츠에 대한 연구가 필요하다. 본 논문에서는 인터넷 가상공간에서 로봇조립에 대한 이해를 돕기 위해서 교육용 콘텐츠를 디자인하고 구현한다. 콘텐츠는 로봇 부품을 사용자가 조립해 나가는 과정으로 플래시 애니메이션 기법과 액션 스크립트을 활용해서 동영상과 상호작용을 조립과정 콘텐츠에 나타내었다. 인터넷 가상공간에서 사용자 중심의 상호 작용을 통하여 로봇 조립과정을 구현함으로써 가상공간에서 사용자 직접 조작으로 조립함으로서 교육효과를 증진시킬 수 있다. 현재의 구현과정은 이미지위주의 제한적 조립과정이지만 향후에는 3차원 모델링기반의 AR(증강현실) 구현으로 발전할 수 있다.

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Are you a Machine or Human?: The Effects of Human-likeness on Consumer Anthropomorphism Depending on Construal Level (Are you a Machine or Human?: 소셜 로봇의 인간 유사성과 소비자 해석수준이 의인화에 미치는 영향)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.27 no.1
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    • pp.129-149
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    • 2021
  • Recently, interest in social robots that can socially interact with humans is increasing. Thanks to the development of ICT technology, social robots have become easier to provide personalized services and emotional connection to individuals, and the role of social robots is drawing attention as a means to solve modern social problems and the resulting decline in the quality of individual lives. Along with the interest in social robots, the spread of social robots is also increasing significantly. Many companies are introducing robot products to the market to target various target markets, but so far there is no clear trend leading the market. Accordingly, there are more and more attempts to differentiate robots through the design of social robots. In particular, anthropomorphism has been studied importantly in social robot design, and many approaches have been attempted to anthropomorphize social robots to produce positive effects. However, there is a lack of research that systematically describes the mechanism by which anthropomorphism for social robots is formed. Most of the existing studies have focused on verifying the positive effects of the anthropomorphism of social robots on consumers. In addition, the formation of anthropomorphism of social robots may vary depending on the individual's motivation or temperament, but there are not many studies examining this. A vague understanding of anthropomorphism makes it difficult to derive design optimal points for shaping the anthropomorphism of social robots. The purpose of this study is to verify the mechanism by which the anthropomorphism of social robots is formed. This study confirmed the effect of the human-likeness of social robots(Within-subjects) and the construal level of consumers(Between-subjects) on the formation of anthropomorphism through an experimental study of 3×2 mixed design. Research hypotheses on the mechanism by which anthropomorphism is formed were presented, and the hypotheses were verified by analyzing data from a sample of 206 people. The first hypothesis in this study is that the higher the human-likeness of the robot, the higher the level of anthropomorphism for the robot. Hypothesis 1 was supported by a one-way repeated measures ANOVA and a post hoc test. The second hypothesis in this study is that depending on the construal level of consumers, the effect of human-likeness on the level of anthropomorphism will be different. First, this study predicts that the difference in the level of anthropomorphism as human-likeness increases will be greater under high construal condition than under low construal condition.Second, If the robot has no human-likeness, there will be no difference in the level of anthropomorphism according to the construal level. Thirdly,If the robot has low human-likeness, the low construal level condition will make the robot more anthropomorphic than the high construal level condition. Finally, If the robot has high human-likeness, the high construal levelcondition will make the robot more anthropomorphic than the low construal level condition. We performed two-way repeated measures ANOVA to test these hypotheses, and confirmed that the interaction effect of human-likeness and construal level was significant. Further analysis to specifically confirm interaction effect has also provided results in support of our hypotheses. The analysis shows that the human-likeness of the robot increases the level of anthropomorphism of social robots, and the effect of human-likeness on anthropomorphism varies depending on the construal level of consumers. This study has implications in that it explains the mechanism by which anthropomorphism is formed by considering the human-likeness, which is the design attribute of social robots, and the construal level of consumers, which is the way of thinking of individuals. We expect to use the findings of this study as the basis for design optimization for the formation of anthropomorphism in social robots.

Specipication of Design S/W using Logic Theory & Logic Kit (디자인 논리설계 소프트웨어를 이용한 논리회로 설계 검증)

  • Jin, Hyun-Soo
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.357-359
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    • 2010
  • 본 논문에서는 논리 설계를 위해서 I-ROB 3000이라는 로봇 키트를 사용하여 논리 설계를 검증하였다. 이 검증에는 iRoV-Lab 3000의 장착된 로봇 모듈인 FPA 모듈,Stepper Motor 모듈,적외선 송수신센서 모듈, 카메라 모듈,RF 모듈 LED,TEXT LCD, 7-segment를 제어하기 위한 FPGA를 사용하며,FPGA설계를 위해 Schematic Design 또는HDL에 대해 연구한다.로봇 설계 시스템의 내부구조를 이해하고 개발환경을 구축할수 있다. 로봇의 구성요소와 각각의 구성요소(Sensor 모듈,display 모듈, Stepper Motor 모듈,RF 모듈)의 동작 원리를 개발한다.

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The meaning of the horns of Robot design in Nagai Go's Comics (일본 애니메이션에서 로봇 디자인에 나타난 뿔의 의미 - 나가이 고(永田 豪)의 작품을 중심으로 -)

  • Yoon, Jeong Won
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.193-197
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    • 2008
  • Character Design in Animation is usually used to get probability visually with unity between appearance and feature of character. Especially the horn of Japanese robot animation is not only the one of the feature of the genre but also shows difference between eastern and western culture. It is not difficult to find a case as the horned robot design, otherwise Nagai Go's comics like "Mazinger Z", "Getter Robo" "UFO Robot Grandiger" dedicated to set a horned design as a pattern. In the Nagai Go's work, horn is not only an ornament but also is used as a tool which reveals violent human nature.

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