• Title/Summary/Keyword: 3D Motion System

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Virtual Reality Technology for Multipurpose Numerical Simulation in Marine Environmental Engineering (해양환경공학의 다목적 수치시뮬레이션을 위한 Virtual Reality 기술)

  • Park, Jong-Chul
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2002.10a
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    • pp.174-180
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    • 2002
  • A virtual reality technology for multipurpose numerical simulation is developed to reproduce and investigate a variety of ocean environmental problems in a 3D-Numerical Wave Tank. The governing equations for solving incompressible fluid motion are Navier-Stokes equation and continuity equation, and the Marker-Density function technique is adopted to implement the fully-nonlinear free-surface kinematic condition. The marine environmental situations, i.e. waves, currents, wind, etc., are reproduced by use of multi-segmented wavemaker on the basis of the so-called "snake-principle". In this paper, some numerical reproduction techniques for regular and irregular waves, multi-directional waves, Bull's-eye wave, wave-current, and solitary wave are presented, and a model test in motion with large amplitude of roll angle is conducted in the developed 3D-NWT, using a overlaid grid system.

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ADD-Net: Attention Based 3D Dense Network for Action Recognition

  • Man, Qiaoyue;Cho, Young Im
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.6
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    • pp.21-28
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    • 2019
  • Recent years with the development of artificial intelligence and the success of the deep model, they have been deployed in all fields of computer vision. Action recognition, as an important branch of human perception and computer vision system research, has attracted more and more attention. Action recognition is a challenging task due to the special complexity of human movement, the same movement may exist between multiple individuals. The human action exists as a continuous image frame in the video, so action recognition requires more computational power than processing static images. And the simple use of the CNN network cannot achieve the desired results. Recently, the attention model has achieved good results in computer vision and natural language processing. In particular, for video action classification, after adding the attention model, it is more effective to focus on motion features and improve performance. It intuitively explains which part the model attends to when making a particular decision, which is very helpful in real applications. In this paper, we proposed a 3D dense convolutional network based on attention mechanism(ADD-Net), recognition of human motion behavior in the video.

Geometric calibration of a computed laminography system for high-magnification nondestructive test imaging

  • Chae, Seung-Hoon;Son, Kihong;Lee, Sooyeul
    • ETRI Journal
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    • v.44 no.5
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    • pp.816-825
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    • 2022
  • Nondestructive testing, which can monitor a product's interior without disassembly, is becoming increasingly essential for industrial inspection. Computed laminography (CL) is widely used in this application, as it can reconstruct a product, such as a printed circuit board, into a three-dimensional (3D) high-magnification image using X-rays. However, such high-magnification scanning environments can be affected by minute vibrations of the CL device, which can generate motion artifacts in the 3D reconstructed image. Since such vibrations are irregular, geometric corrections must be performed at every scan. In this paper, we propose a geometry calibration method that can correct the geometric information of CL scans based on the image without using geometry calibration phantoms. The proposed method compares the projection and digitally reconstructed radiography images to measure the geometric error. To validate the proposed method, we used both numerical phantom images at various magnifications and images obtained from real industrial CL equipment. The experiment results confirmed that sharpness and contrast-to-noise ratio (CNR) were improved.

Development of Simulation Environment for Autonomous Driving Algorithm Validation based on ROS (ROS 기반 자율주행 알고리즘 성능 검증을 위한 시뮬레이션 환경 개발)

  • Kwak, Jisub;Yi, Kyongsu
    • Journal of Auto-vehicle Safety Association
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    • v.14 no.1
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    • pp.20-25
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    • 2022
  • This paper presents a development of simulation environment for validation of autonomous driving (AD) algorithm based on Robot Operating System (ROS). ROS is one of the commonly-used frameworks utilized to control autonomous vehicles. For the evaluation of AD algorithm, a 3D autonomous driving simulator has been developed based on LGSVL. Two additional sensors are implemented in the simulation vehicle. First, Lidar sensor is mounted on the ego vehicle for real-time driving environment perception. Second, GPS sensor is equipped to estimate ego vehicle's position. With the vehicle sensor configuration in the simulation, the AD algorithm can predict the local environment and determine control commands with motion planning. The simulation environment has been evaluated with lane changing and keeping scenarios. The simulation results show that the proposed 3D simulator can successfully imitate the operation of a real-world vehicle.

Network Control for Virtual Robot in MSRS Simulation Environment (MSRS 시뮬레이션 환경에서 가상 로봇의 네트웍제어)

  • Shin, Dong-Gwan;Lee, Sung-Hun;Yi, Soo-Yeong;Choi, Byoung-Wook
    • The Journal of Korea Robotics Society
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    • v.2 no.3
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    • pp.242-248
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    • 2007
  • Robot system development consists of several sub-tasks such as layout design, motion planing, and sensor programming etc. In general, on-line programming and debugging for such tasks demands burdensome time and labor costs, which motivates an off-line graphic simulation system. MSRS(Microsoft Robotics Studio) released in recent years is an appropriate tool for the graphic simulation system since it supports CCR(Concurrency and Coordination Runtime), DSS(Decentralized System Services), and dynamics simulation based on PhysX and graphic animation as well. In this paper, we developed an MSRS based network simulation system for quadruped walking robots, which controls virtual 3D graphic robots existing in remote side through internet.

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A Theoretical Model for the Analysis of Residual Motion Artifacts in 4D CT Scans (이론적 모델을 이용한 4DCT에서의 Motion Artifact 분석)

  • Kim, Tae-Ho;Yoon, Jai-Woong;Kang, Seong-Hee;Suh, Tae-Suk
    • Progress in Medical Physics
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    • v.23 no.3
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    • pp.145-153
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    • 2012
  • In this study, we quantify the residual motion artifact in 4D-CT scan using the dynamic lung phantom which could simulate respiratory target motion and suggest a simple one-dimension theoretical model to explain and characterize the source of motion artifacts in 4DCT scanning. We set-up regular 1D sine motion and adjusted three level of amplitude (10, 20, 30 mm) with fixed period (4s). The 4DCT scans are acquired in helical mode and phase information provided by the belt type respiratory monitoring system. The images were sorted into ten phase bins ranging from 0% to 90%. The reconstructed images were subsequently imported into the Treatment Planning System (CorePLAN, SC&J) for target delineation using a fixed contour window and dimensions of the three targets are measured along the direction of motion. Target dimension of each phase image have same changing trend. The error is minimum at 50% phase in all case (10, 20, 30 mm) and we found that ${\Delta}S$ (target dimension change) of 10, 20 and 30 mm amplitude were 0 (0%), 0.1 (5%), 0.1 (5%) cm respectively compare to the static image of target diameter (2 cm). while the error is maximum at 30% and 80% phase ${\Delta}S$ of 10, 20 and 30 mm amplitude were 0.2 (10%), 0.7 (35%), 0.9 (45%) cm respectively. Based on these result, we try to analysis the residual motion artifact in 4D-CT scan using a simple one-dimension theoretical model and also we developed a simulation program. Our results explain the effect of residual motion on each phase target displacement and also shown that residual motion artifact was affected that the target velocity at each phase. In this study, we focus on provides a more intuitive understanding about the residual motion artifact and try to explain the relationship motion parameters of the scanner, treatment couch and tumor. In conclusion, our results could help to decide the appropriate reconstruction phase and CT parameters which reduce the residual motion artifact in 4DCT.

Development of Immersive Augmented Reality interface for Minimally Invasive Surgery (증강현실 기반의 최소침습수술용 인터페이스의 개발)

  • Moon, Jin-Ki;Park, Shin-Suk;Kim, Eugene;Kim, Jin-Wook
    • The Journal of Korea Robotics Society
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    • v.3 no.1
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    • pp.58-67
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    • 2008
  • This study developed a novel augmented reality interface for minimally invasive surgery. The augmented reality technique can alleviate the sensory feedback problem inherent to laparoscopic surgery. An augmented reality system merges real laparoscope image and reconstructed 3D patient model based on diagnostic medical image such as CT, MRI data. By using reconstructed 3D patient model, AR interface could express structure of patient body that is invisible outside visual field of laparoscope. Therefore, an augmented reality system improved sight information of limited laparoscope. In our augmented reality system, the laparoscopic view is located at the center of a wide-angle concave screen and reconstructed 3D patient model is displayed outside the laparoscope. By using a joystick, the laparoscopic view and the reconstructed 3D patient model view are changed concurrently. With our augmented reality system, the surgeon can see the peritoneal cavity from a wide angle of view, without having to move the laparoscope. Since the concave screen serves immersive environments, the surgeon can feel as if she is in the patient body. For these reasons, a surgeon can recognize easily depth information about inner parts of patient and position information of surgical instruments without laparoscope motion. It is possible for surgeon to manipulate surgical instruments more exact and fast. Therefore immersive augmented reality interface for minimally invasive surgery will reduce bodily, environmental load of a surgeon and increase efficiency of MIS.

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Study on Wave Energy Generation of Multi-Floating Bodies for Energy Absorption by CFD

  • Li, Kui-Ming;Choi, Yoon-Hwan;Lee, Yeon-Won
    • Journal of Power System Engineering
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    • v.17 no.5
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    • pp.38-43
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    • 2013
  • In order to design a wave energy generating system, a 6-DOF analysis technique is applied to CFD analysis on of a floating body and the behavior is interpreted according to the nature of the incoming waves. A spring constant is adopted to control the motion of multi floating bodies and to calculate the total average power absorption. Three cases of different wavelengths namely 20D, 30D and 40D have been modeled to analyze the total average power absorption. The average power absorption not only varies with the position of the floating body but also varies with wavelength. From the results obtained, it is concluded that the maximum total average power absorption is 9W approximately in wavelength 30D and the minimum total average power absorption is 4.3W approximately in wavelength 40D.

3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.54-62
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    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

A Study of Sensing Locations for ECG Monitoring Clothing based on the Skin Change rate (체표 변화에 기반한 심전도 모니터링 의류의 센싱 위치 연구)

  • Cho, Hakyung;Cho, Sang woo
    • Fashion & Textile Research Journal
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    • v.17 no.5
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    • pp.844-853
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    • 2015
  • Recently, according to change of lifestyle and increase of concerning in health, needs of the smart clothing based on the vital sign monitoring have increased. Along with this trend, smart clothing for ECG monitoring has been studied various way as textile electrode, clothing design and so on. Smart clothing for ECG monitoring can become a comfortable system which enables continuous vital sign monitoring in daily use. But, smart clothing for ECG monitoring has a weakness on artifact during motion. One of the motion artifact caused by shifting of the electrode position was affected skin change by motion. The aim of this study was to suggest electrode locations for clothing of ECG monitoring to reduce of motion artifacts. Therefore, change of skin surface during the movement were measured and analyzed in order to find location to minimize motion artifacts in ECG monitoring clothing by 3D motion capture. For the experiment, the subjects consisted of 5 males and 5 females in their 20' with average physique. As a result, the optimal location for ECG monitoring was deducted under the bust line and scapula which have least motion artifact. These locations were abstracted to be least affected by movement in this research.