• Title/Summary/Keyword: 로봇 디자인

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Implementation of Single-Wheeled Robots : GYROBO (한 바퀴로 구동하는 로봇 GYROBO의 구현)

  • Kim, Pil-Kyo;Kim, Yeon-Seop;Jung, Seul
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.44 no.4 s.316
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    • pp.35-41
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    • 2007
  • In this paper a single-wheeled robot called GYROBO is built and its hardware is implemented. The single-wheeled robot is similar to a rolling disk relying on gyroscopic motions to maintain its balance. The GYROBO consists of three actuators: a spin motor a tilt motor, and a drive motor. The spin motor spins a flywheel at a high rate so that it provides the balancing stability to upright the robot. The tilt motor controls steering of the robot by gyroscopic effect. The drive motor makes forward accelerated motion to the robot. Several models are designed. Experimental works of the GYROBO to turn and move forward have been presented.

Conceptual Design and Technical Feasibility Analysis of an All-in-one Attachment Based Steel Pipe Pile Cutting Robot (굴삭기 기반 강관말뚝 두부정리 및 절단 부위 핸들링 로봇의 개념디자인 및 기술적 타당성 분석)

  • Yeom, Dong Jun;Han, Jae Hyun;Jung, Eui Hyun;Kim, Young Suk
    • Journal of the Architectural Institute of Korea Structure & Construction
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    • v.34 no.11
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    • pp.45-54
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    • 2018
  • The primary objective of this study is to develop a conceptual design of all-in-one attachment based steel pipe pile cutting robot that improves the conventional work in safety, quality, convenience and productivity. For this, the following research works are conducted sequentially; 1)literature review, 2)field investigation, 3)selection of element technology for conceptual design, 4)deduction of conceptual design and its work process, 5)technical feasibility analysis of the conceptual design and its work process. As a result, leveling laser and laser detector, plasma cutter, rotary grapple are selected as core technologies. Futhermore, a conceptual design and work process of an all-in-one attachment based steel pipe pile cutting robot are developed based on the core technologies. According to the technical feasibility analysis result, at least 76.8% of the respondents are selected positive answer about each device of the all-in-one attachment based steel pipe cutting robot. It is expected that the application range and impact on the construction industry will be enormous due to the increasing trend of the steel pipe pile market.

Design and Analysis of a Wrist Rotation Module Prototype for Partial Hand Amputees: Effects on Upper Limb Movement (부분 손 절단자를 위한 프로토 타입의 손목 회전 모듈 디자인 제안과 상지 움직임의 영향 분석)

  • Seoyoung Choi;Wonwoo Cho;Keehoon Kim
    • The Journal of Korea Robotics Society
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    • v.18 no.4
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    • pp.367-375
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    • 2023
  • Most partial hand amputees experience limited wrist movement, which hinders the efficient functioning of upper limb, affecting hand-to-use coordination and the usability of the prosthetic hand. This limitation can lead to secondary musculoskeletal issues due to repetitive compensatory movement patterns. However, current partial hand prosthetic lack rotational wrist movement due to challenges in accommodating various hand shapes and limited space. In our study, we proposed a prosthetic hand with a wrist rotation module for partial hand amputees, aiming to reduce compensatory movement. To validate the proposed wrist rotation module, we conducted motion analysis during reach-to-grasp task. Furthermore, during the Jebsen-Taylor hand function test, we evaluated both the effect on upper limb movement and the usability of the prosthetic hand, comparing configurations with and without the wrist rotation module. The results showed that the prosthetic hand equipped with rotational wrist movements reduces compensatory movements and promotes efficient upper limb movement patterns. This finding highlights the value of incorporating a wrist rotation module in prosthetic hands to improve upper limb movement for partial hand amputees.

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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A Qualitative Study on Personality of Intelligent Artificial Object for Engineering Education - Focusing on Appearance, Sound, Behavior of Robot Cleaners (공학 교육을 위한 지능화된 인공물의 성격에 대한 정성적 연구 방법 : 로봇청소기의 외형, 소리, 행동을 중심으로)

  • Lee, Jungjin;Ahn, JungHyun;Lim, Dokshin
    • Journal of Engineering Education Research
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    • v.22 no.5
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    • pp.56-62
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    • 2019
  • This paper suggests the necessity of design education to engineering majors through qualitative research on the characteristics of intelligent artifacts. Robot cleaner is one of intelligent artificial objects that can approach people's life without awkwardness. How do people think of robot cleaners and define their personality, these days? In this experiment, subjects use and observe four different robot cleaners that have different appearances, behaviors and sounds in an experimental setup where is similar to actual use environment. We measure subjects' preferences and assessments for four different robot cleaners' personality. The test subjects were 11 designers who frequently collaborated with engineers and were able to express and express opinions about products. Experimental results showed that robot cleaners with the highest scores in appearance, behavior, and sound had the highest preference. In contrast, robot cleaners with low scores in three factors showed different results in the preference ranking.

A Study on the Controller Design of 3D Printed Robot Hand using TPU Material (TPU 소재를 이용한 3D 프린팅 로봇 손의 제어기 설계에 관한 연구)

  • Young-Rim Choi;Ye-Eun Park;Jong-Wook Kim;Sunhee Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.2
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    • pp.312-327
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    • 2024
  • In this study, a rehabilitation 3D printed wearable device was developed by combining an assembly-type robot hand and an integral-type robot hand through fused deposition 3D printing manufacturing with various hardness TPU (Thermoplastic Polyurethane) filaments. The hardware configuration of the robot hand includes a controller designed with four motors, one small servo motor, and a circuit board. In the case of the assembly-type robot hand model, a 3D printed robot hand was assembled using samples printed with TPU of hardness 87A and 95A. It was observed that TPU with a hardness of 95A was suitable for use due to shape stability. For the integrated-type robot hand model, the external sample using TPU of hardness 95A could be modified through a cutting method, and the hardware configuration is the same as the assembly-type. The system structure of the 3D printed robot hand was improved from an individual control method to a simultaneous transmission method.Furthermore, the system architecture of an integrated 3D printed robotic hand rehabilitation device and the application of the rehabilitation device were developed.

A Study on the Implementation of Wireless Searching Robot through the Capstone design courses (캡스톤 디자인 과목을 통한 무선탐사 로봇 제작 연구)

  • Cho, Kyoung-Woo;Chang, Eun-Young
    • Journal of Practical Engineering Education
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    • v.6 no.1
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    • pp.23-29
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    • 2014
  • In this study, there is a modeling for the procedure and operational method of the project based capstone design and related products which are a certificate of graduate qualification, and those results were evaluated by self-review and the performance assessment. Processing of research based on wireless searching robot is described according to the model. Before one semester by the end of to the assessment, the design thesis of capstone results was fixed to 18 groups with two people in each group. 13 teams out of 18 teams are satisfied the criteria of evaluation, and they all got a grade over 60 points and the other teams are not qualified at the first stage of final judgment. The total team mean average is 71.79. The research based on wireless searching robot was earned the highest average point among the other teams which is 96.1.

The Interaction Design of Teaching Assistant Robots Based on Reinforcement Theory: With an Emphasis on the Measurement of Task Performance and Reaction Rate (강화 이론에 근거한 교사 보조 로봇 인터랙션 디자인: 수행도와 반응률 측정을 중심으로)

  • Kwak, So-Nya S.;Lee, Dong-Kyu;Lee, Min-Gu;Han, Jeong-Hye;Kim, Myung-Suk
    • The Journal of Korea Robotics Society
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    • v.1 no.2
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    • pp.142-150
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    • 2006
  • This study examines whether the reinforcement theory would be effectively applied to teaching assistant robots between a robot and a student in the same way as it is applied to teaching methods between a teacher and a student. Participants interact with a teaching assistant robot in a 3 (types of robots: positive reinforcement vs. negative reinforcement vs. both reinforcements) by 2 (types of participants: honor students vs. backward students), within-subject experiment. Three different types of robots, such as 'Ching-chan-ee' which gives 'positive reinforcement', 'Um-bul-ee' which gives 'negative reinforcement', and 'Sang-bul-ee' which gives both 'positive and negative reinforcement' are designed based on the reinforcement theory and the token reinforcement system. Participants' task performance and reaction rate are measured according to the types of robots and the types of participants. In task performance, the negative reinforcement robot is more effective than the other two types, but regarding the number of stimulus, the less the stimulus is, the more effective the task performance is. Also, participants showed the highest reaction rate on the negative reinforcement robot which implies that the negative reinforcement robot is most effective to motivate students. The findings demonstrate that the participants perceive the teaching assistant robot not as a toy but as a teaching assistant and the reinforcement interaction is important and effective for teaching assistant robots to motivate students. The results of this study can be implicated as an effective guideline to interaction design of teaching assistant robots.

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Development of Component Design Process for Automated Construction System (시공 자동화 시스템에 적합한 부재 디자인 프로세스 개발)

  • Jin, Il-Guan;Shin, Yoon-Seok;Cho, Hun-Hee;Kang, Kyung-In
    • Korean Journal of Construction Engineering and Management
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    • v.10 no.4
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    • pp.76-86
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    • 2009
  • Recently automated construction system is attended in construction domains because of the increase of aged workers and the shortage of the experienced. So, the proportion of automated construction in Korea is expected to be getting higher from partially automated robots to full automation systems. However, it is difficult for the automated system to operate flexibly like the human based on various work condition. In the result, the higher the level of automation in the system is, the less efficient the automated system work in the site. So, it's necessary the development component design to compensate for the flexibility shortage of the system. Therefore, this study proposes the development process to component design suitable for automated construction system using QFD technique.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.