• Title/Summary/Keyword: 직접 디지털제어

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Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

The Conducting Motion Recognizing System Using Acceleration Sensors for the Virtual Orchestra (가속도 센서를 이용한 지휘 동작 인식 시스템)

  • Son, Dong-Kwan;Lee, Hui-Sung;Noh, Young-Hae;Wohn, Kwang-Yun;Goo, Bon-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.124-129
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    • 2006
  • 음악은 소리를 즐긴다는 뜻을 담고 있다. 감상자에게 단순한 청각적 자극을 넘어 즐거움을 주기 위해선 음악적인 경험이 뒷받침되어야 한다. 가상 현실을 이용한 사용자와 시스템 간의 상호작용을 음악 경험 제공에 접목하려는 시도는, 새로운 경험을 통해 일반인들이 보다 쉽게 음악을 접하고 체험함으로써 음악을 통해 즐거움을 얻을 수 있도록 도움을 주는 데에 그 목적이 있다. 가상 오케스트라를 구현하고 지휘 동작을 재현하는 것은 이러한 가능성을 극대화하는 연구이다. 본 논문에서는 가상 오케스트라를 구현하기 위해 필수적인 중간 단계로, 사용자의 지휘 동작을 감지하여 연주의 박자(속도)를 제어하는 지휘 시뮬레이션 시스템을 제시한다. 실제의 지휘 동작을 분석하고, 동작의 변화를 인식하기 위하여 가속도 센서를 이용, 공간상에서 지휘봉의 움직임을 가속도 정보로 수집하여 이에 상응하는 박자의 제어를 구현한다. 사용자의 박자 명시에 따라 변화하는 상하 방향의 가속도를 센서를 통해 전압 신호로 입력 받고, DSP 의 A/D conversion 모듈에서 디지털 신호로 변환, 일정 수준 이상의 신호를 박자 정보로 직렬통신을 통해 컴퓨터에 전달한다. 컴퓨터에서는 Max/MSP를 이용하여 각 박자 사이의 시간 간격을 측정하고 상응하는 MIDI 음악을 재생하는 방식으로 시스템이 구현된다. 기존 연구에서 사용된 CCD 카메라에 의한 Motion Tracking 을 보완하여 동작의 크기에 따라 음량을 조절한다. 본 논문에서 제시되는 시스템은 지휘 동작에서 가장 특징적으로 나타나는 상하 방향의 급격한 가속도 변화를 직접 입력 받기 때문에 기존 시스템에 비해 지휘 동작의 인식 성공률을 높일 수 있으며, 화상 처리 및 계산에 의한 지연을 최소화할 수 있다. 또한, 장치의 규모를 소형화하여 보다 지휘봉의 형태에 가까운 인터페이스를 제공하며, 적합한 응용 콘텐츠를 접목할 경우 게임 컨트롤러로의 발전 가능성이 있다.

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Design of a new digital hearing aid based on a multi-band compensation technique (다중밴드 이득 보정기능을 갖는 디지털 청력보정회로 설계)

  • Choi Won-Chul;Lee Je-Hoon;Kim Young-Ju;Cho Kyoung-Rok
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.41 no.1
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    • pp.41-54
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    • 2004
  • In this paper, we propose a new digital hearing aid circuit that compensates the impaired threshold level changing nonlinearly using a multi-band compensation technique. In the algorithm the hearing frequency range 8kHz is divided into 64 bands which is 125Hz resolution. Each band is controlled finely to compensate the hearing impaired proportional to personal ROM table. The multi-band is introduced using a FFT/IFFT Processor which makes to control in frequency domain. As a result, the proposed circuit is more efficient $15\%$ than a conventional ones such as FIR filter architecture in terms of the compensation gun and accuracy. The hardware size was reduced $65\%$ than a general FFT by pre-handling of the input data.

A Method of Representing Sensors in 3D Virtual Environments (3D 가상공간에서의 센서 표현 방법)

  • Im, Chang Hyuk;Lee, Myeong Won
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.4
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    • pp.11-20
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    • 2018
  • Applications about systems integration of sensors and virtual environments have been developed increasingly. Accordingly, there is a need for the ability to represent, control, and manage physical sensors directly in a 3D virtual environment. In this research, a method of representing physical sensor devices in a 3D virtual environment has been defined using mixed and augmented reality, including virtual and real worlds, where sensors and virtual objects co-exist. The research is intended to control and manage various physical sensors through data sharing and interchange between heterogeneous computing environments. In order to achieve this, general sensor types have been classified, and a sensor based 3D scene graph for representing the functions of sensors has been defined. In addition, a sensor data model has been defined using the scene graph. Finally, a sensor 3D viewer has been implemented based on the scene graph and the data model so as to simulate the functions of sensors in indoor and outdoor 3D environments.

A 2.4-GHz Low-Power Direct-Conversion Transmitter Based on Current-Mode Operation (전류 모드 동작에 기반한 2.4GHz 저전력 직접 변환 송신기)

  • Choi, Joon-Woo;Lee, Hyung-Su;Choi, Chi-Hoon;Park, Sung-Kyung;Nam, Il-Ku
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.48 no.12
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    • pp.91-96
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    • 2011
  • In this paper, a low-power direct-conversion transmitter based on current-mode operation, which satisfies the IEEE 802.15.4 standard, is proposed and implemented in a $0.13{\mu}m$ CMOS technology. The proposed transmitter consists of DACs, LPFs, variable gain I/Q up-conversion mixer, a divide-by-two circuit with LO buffer, and a drive amplifier. By combining DAC, LPF, and variable gain I/Q up-conversion mixer with a simple current mirror configuration, the transmitter's power consumption is reduced and its linearity is improved. The drive amplifier is a cascode amplifier with gain controls and the 2.4GHz I/Q differential LO signals are generated by a divide-by-two current-mode-logic (CML) circuit with an external 4.8GHz input signal. The implemented transmitter has 30dB of gain control range, 0dBm of maximum transmit output power, 33dBc of local oscillator leakage, and 40dBc of the transmit third harmonic component. The transmitter dissipates 10.2mW from a 1.2V supply and the die area of the transmitter is $1.76mm{\times}1.26mm$.

Literature Analysis on PROMPT Treatment (1984-2020) (프롬프트(PROMPT) 치료기법에 관한 문헌 분석(1984-2020년))

  • Kim, Wha-soo;Lee, Rio;Lee, Ji-woo
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.447-456
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    • 2021
  • This study analyzed 28 domestic and foreign studies related Prompts for Restructuring Oral Muscular Phonetic Targets treatment techniques from 1984 to 2020 to prepare basic data for the development of PROMPT intervention programs and examination tools. According to the analysis, continuous research has been conducted since 1984 when the prompt study was first started, and the method of research was 16 intervention studies, with the highest number of speech disorders, and the target age being 3 to 5 years old, the most frequently conducted for infancy. The treatment was the most frequent in the 16th sessions, and the activities were based on the Motor Speech Hierarchy(MSH), except for the subjects of the non-verbal autism spectrum disorder. According to the analysis of the dependent variables, 'speech production' was the most common, followed by 'speech motor control', 'articulation', and 'speech intelligibility' were highest. Combined with all these studies, it suggests that PROMPT, which are directly useful for exercise spoken word production, are effectively being used outside the country and that it is necessary to develop a PROMPT program that can be applied domestically, in Korea.

Noise Removal Algorithm for Accurate Mean Arterial Pressure Measurement in Pressurized Oscillometric Method (가압식 오실로메트릭 측정법에서 정확한 평균 동맥압 측정을 위한 노이즈 제거 알고리즘)

  • Joh, In-hee;Lim, Jung-hyun;Kim, Young-kil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.184-187
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    • 2018
  • The most important factor in the prevention and treatment of cerebral infarction is to increase cerebral blood flow. Methods for increasing cerebral blood flow include drug-based methods, the surgery, invasive procedures directly inserting medical devices into the artery(NeuroFloTM) and so on. The noninvasive cerebral blood flow increasing device proposed in this paper can reduce the burden on the patient because the probability of complication is low and the treatment level can be determined according to the blood pressure state of the patient. In implementing such a noninvasive cerebral blood flow increasing device, it is important to measure the accurate mean arterial pressure for provision the appropriate level of treatment for the patient. Therefore, to remove a noise, analog and digital filters were used and algorithm for peak value detection, pump control algorithms and so on were.

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An Education Method of Computational Thinking using Microbit in a Java-based SW Lecture for Non-major Undergraduates (비전공자 대상 Java SW교육 강좌에서 마이크로비트를 이용한 컴퓨팅적 사고과정 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.11 no.2
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    • pp.167-174
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    • 2019
  • In the case of Java programming education for non-major undergraduates, there are no examples of applying the physical computing education method. The advantage of physical computing education is that you can directly check the SW processing output result according to the input value of digital and analog sensor, so that you can quickly correct programming errors and improve learner's learning interest and satisfaction. In this paper, we use the microbits to combine physical computing education with basic Java programming education. In addition, according to the computational thinking process, we proposed an educational method for creating Java programs using microbits. Through block programming to control the microbits, we designed an algorithm and applied a training method to convert it into a Java program. In addition, the results of students' evaluations were analyzed in the course applying the education method, and the effectiveness of the education method using the microbit was analyzed.

Efficient Frame Synchronization Detector and Low Complexity Automatic Gain Controller for DVB-S2 (효율적인 디지털 위성 방송 프레임 동기 검출 회로 및 낮은 복잡도의 자동 이득 제어 회로)

  • Choi, Jin-Kyu;Sunwoo, Myung-Hoon;Kim, Pan-Soo;Chang, Dae-Ig
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.2
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    • pp.31-37
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    • 2009
  • This paper presents an efficient frame synchronization strategy with the identification of modulation type for Digital Video Broadcasting-Satellite second generation (DVB-S2). To detect the Start Of Frame (SOF) and identify a modulation mode at low SNR, we propose a new correlator structure and a low complexity Automatic Gain Controller (AGC). The proposed frame synchronization architecture can reduce about 93% multipliers and 89% adders compared with the direct implementation of the Differential - Generalized Post Detection Integration (D-GPDI) algorithm which is very complex and the proposed a low complexity AGC consists of only 5 multipliers and 3 adders. The proposed architecture has been thoroughly verified on the Xilinx Virtex II FPGA board.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.