• Title/Summary/Keyword: 3D graphic simulator

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Gait Implementation using a Kick Action for IWR-III Biped Walking Robot (이족보행로봇의 킥엑션을 이용한 보행 구현)

  • Jin, Kwang-Ho;Park, Chun-Ug;Choi, Sang-Ho;Kim, Jin-Geol
    • Proceedings of the KIEE Conference
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    • 1998.11b
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    • pp.552-554
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    • 1998
  • This paper deals with the gait generation of IWR-III using a kick action to have a walking pattern like human. For this, trajectory planning with the consideration of kick action is done in each walking step, and the coordinate transformation is done for simplifying the kinematics. Balancing motion is analyzed by FDM during the walking, By combining 4-types of pre-defined steps, multi-step walking is done. Using numerical simulator, dynamic analysis, ZMP analysis and system stability is confirmed. Walking motion is visualized by 3D- graphic simulator. As a result, trunk ahead motion effect and impactless smooth walking is implemented by experiment. Finally walking with kick action is implemented the IWR-III system.

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Development of Road Safety Estimation Method using Driving Simulator and Eye Camera (차량시뮬레이터 및 아이카메라를 이용한 도로안전성 평가기법 개발)

  • Doh, Tcheol-Woong;Kim, Won-Keun
    • International Journal of Highway Engineering
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    • v.7 no.4 s.26
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    • pp.185-202
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    • 2005
  • In this research, to get over restrictions of a field expreiment, we modeled a planning road through the 3D Virtual Reality and achieved data about dynamic response related to sector fluctuation and about driver's visual behavior on testers' driving the Driving Simulator Car with Eye Camera. We made constant efforts to reduce the non-reality and side effect of Driving Simulator on maximizing the accord between motion reproduction and virtual reality based on data Driving Simulator's graphic module achieved by dynamic analysis module. Moreover, we achieved data of driver's natural visual behavior using Eye Camera(FaceLAB) that is able to make an expriment without such attaching equipments such as a helmet and lense. In this paper, to evaluate the level of road's safety, we grasp the meaning of the fluctuation of safety that drivers feel according to change of road geometric structure with methods of Driving Simulator and Eye Camera and investigate the relationship between road geometric structure and safety level. Through this process, we suggest the method to evaluate the road making drivers comfortable and pleasant from planning schemes.

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Development of Robot Simulator for Palletizing Operation Management S/W and Fast Algorithm for 'PLP' (PLP 를 위한 Fast Algorithm 과 팔레타이징 작업 제어 S/W 를 위한 로봇 시뮬레이터 개발)

  • Lim, Sung-Jin;Kang, Maing-Kyu;Han, Chang-Soo;Song, Young-Hoon;Kim, Sung-Rak;Han, Jeong-Su;Yu, Seung-Nam
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.5
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    • pp.609-616
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    • 2007
  • Palletizing is necessary to promote the efficiency of storage and shipping tasks. These are, however some of the most monotonous, heavy and laborious tasks in the factory. Therefore many types of robot palletizing systems have been developed, but many robot motion commands still depend on the teaching pendent. That is, an operator inputs the motion command lines one by one. It is very troublesome, and most of all, the user must know how to type the code. That is why we propose a new GUI (Graphic User Interface) Palletizing System. To cope with this issue, we proposed a 'PLP' (Pallet Loading Problem) algorithm, Fast Algorithm and realize 3D auto-patterning visualization interface. Finally, we propose the robot palletizing simulator. Internally, the schematic of this simulator is as follows. First, an user inputs the physical information of object. Second, simulator calculates the optimal pattern for the object and visualizes the result. Finally, the calculated position data of object is passed to the robot simulator. To develop the robot simulator, we use an articulated robot, and analyze the kinematics and dynamics. Especially, All problem including thousands of boxes were completely calculated in less than 1 second and resulted in optimal solutions by the Fast Algorithm.

Design and Implementation of Realtime 3D Sight Simulation System on Internet (인터넷상에서 실시간 3차원 경관시뮬레이션 시스템의 설계 및 구현)

  • Kim, Byeong-Su;Lee, Ji-Hyeong;Im, Chang-Yeong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.7
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    • pp.1738-1748
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    • 1999
  • Recent simulation tools combine the 3-dimensional graphic technique to implement the 3D visualization of the objects in the 2-Dimensional computer display. In this paper, a sight simulation tool is implemented using the recent 3D techniques. The proposed sight simulator can be applied to improve the human environment with the harmony of the nature. The system is consisted of modules for topography, object, and navigation. A sight database for the sight elements(objects) is implemented using Java. Combined with Java, VRML, which is considered as the standard for 3D virtual reality in the Internet is used to implement EAI(External Authoring Interface). EAI allows the users to communicate with a VRML scene.

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A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

Development of VLSI Process Simulator (반도체 공정 시뮬레이터 개발에 관한 연구)

  • 이경일;공성원;윤상호;이제희;원태영
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 1994.11a
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    • pp.40-45
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    • 1994
  • The TCAD(Technology Computer Aided Design) software tool is a popular name to be able to simulate the semiconductor process and device circuit. We have developed a two-dimensional TCAD software tool included an editor, parser, each process unit, and 2D, 3D graphic routine that is Integrated Environment. The initial grid for numerical analysis is automatically generated with the geometric series that use the user default(given) line and position separated with grid interval and the nodes corresponding to each mesh point stoic the all the possible attribute. Also, we made a data structure called PIF for input or output. Methods of ion implantation in this paper arc Monte Carlo, Gaussian Pearson and Dual-Pearson. Analytical model such as Gaussian, Pearson and Dual-Pearson were considered the multilayer structure and two-dimensional tilted implantation. We simuttaneously calculated the continuity equation of impurity and point defect in diffusion simulation. Oxidation process was simulated by analytical ERFC(Complementary Error Function) model for local oxidation.

A Study for the Conceptual Design of a Small Leisure Boat Handling Simulator (레저보트 조종시뮬레이터 개념설계에 관한 연구)

  • Kang, Nam Seon;Yoon, Hyeon Kyu
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.99-107
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    • 2013
  • In this study, a conceptual study was performed for the leisure boat simulator used for navigation training. The aim of this work was to secure the basic operational capability of a leisure boat as a simulated driving device for a general novice operator. A leisure boat simulator was designed to support a user more efficiently regarding navigation proficiency and safety training, as well as to minimize the limitation of place and time and it conveniently and cheaply. A cockpit for navigation status display and operational input, 3D visualization graphic device, and parallel display device were designed to give the trainee a maximum sense of reality by applying a motion platform with six degree of freedom, in which disturbance movement such waves, winds, and tide were simulated for the operator. Leisure boat simulator training scenario was developed by analysis of water-related leisure activities act and sea traffic safety act.

An Experimental Study on Pairwise Key Pre-distribution Schemes of Wireless Sensor Networks Considering 3D Environments (3D 환경을 고려한 무선 센서 네트워크의 키 사전 분배 기법 실험 연구)

  • Yun, Hyemin;Shin, Sooyeon;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.6
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    • pp.975-980
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    • 2020
  • To protect wireless sensor networks (WSNs), various key distribution and management schemes have been proposed. However, most of them conducted simulations and experiments for performance evaluation by considering only the two-dimensional (2D) environments. In this paper, we investigate the effect of real-world three-dimensional (3D) topographic features on the key pre-distribution schemes for WSNs. For this purpose, we analyze and compare the performance of three pairwise key pre-distribution schemes in 2D and 3D environments: full pairwise (FP), random pairwise (RP), and full and random pairwise (FRP) schemes. For the experiments, we employ a network simulator NS-3 and 3D graphic tools such as Blender and Unity. As a result, we confirm that there was a difference in the performance of each scheme according to the actual 3D terrain and that the location-based FRP that considers deployment errors, has the highest efficiency in many aspects.

Power System Education System using 3-Dimensional Graphic Animation (3차원 그래픽 애니메이션을 이용한 전력계통 교육시스템)

  • Park, In-Kwon;Won, Jong-Ryul;Lee, Jin;Yoon, Yong-Beum
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.593-601
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    • 2001
  • This paper presents an efficient system for power system education using 3-D computer graphics animation in the PC environment. Several power system phenomena are simulated using Real-Time Digital Simulator. Results are transmitted through on-line communication line to PC for graphic animation, and simulated in the 3-D graphics animation. It can immediately reflect user control input and re-simulated this result. The proposed method was tested on both the sub-synchronous resonance phenomena and multi-bus system. It is expected that the proposed method would be helpful for the operator training as well as power system education.

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Gait Implementation of Biped Robot for a continuous human-like walking (이족 보행 로봇의 인간과 유사한 지속보행을 위한 걸음새 구현)

  • Jin, Kwang-Ho;Jang, Chung-Ryoul;Koo, Ja-Hyuk;Choi, Sang-Ho;Kim, Jin-Geol
    • Proceedings of the KIEE Conference
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    • 1999.07g
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    • pp.3092-3094
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    • 1999
  • This paper deals with the gait generation of Biped Walking Robot (IWR-III) to have a continuous walking pattern like human. For this, trajectory planning with the consideration of kick action is done in each walking step, and the coordinate transformation is done for simplifying the kinematics. The trunk moves continuously for all walking time and moves toward Z-axis. Balancing motion is acquired by FDM(Finite Difference Method) during the walking. By combining 4-types of pre-defined steps, multi-step walking is done. Using numerical simulator, dynamic analysis and system stability is confirmed. Walking motion is visualized by 3D-Graphic simulator. As a result, the motion of balancing joints can be reduced by the trunk ahead effect during kick action, and impactless smooth walking is implemented by the experiment.

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