• Title/Summary/Keyword: 3D-simulator

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Arduino Learning Content using Blender and Unity Engine (블렌더와 유니티 엔진을 이용한 아두이노 학습 콘텐츠 설계)

  • Lee, Min-Hye;Park, Hyuk-Gyu;Won, Dong-Hyun;Kang, Sun-kyung;Shin, Sung-yoon;Kang, Yun-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.386-388
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    • 2022
  • Recently, realistic contents using virtual reality and augmented reality are attracting attention as learning aids. 3D-based contents have the advantage of being able to observe and experience objects from various angles than 2D-based contents shown on a flat surface. In this paper, we propose a content design based on 3D model for Arduino learning in a virtual environment. The Arduino board and sensor were implemented using Blender, and a 3D-based simulator environment was constructed using the Unity engine. The proposed content uses the Arduino board and sensor implemented in 3D so that learners can easily experience the working principle of Arduino and the coding process.

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Development of A Haptic Steering System for a Low Cost Vehicle Simulator using Proving Ground Test Data (주행 시험 데이터를 이용한 저가형 차량시물레이터의 조향감 재현 장치 구현)

  • Kim, Sung-Soo;Jeong, Sang-Yoon;Lee, Chang-Ho
    • Transactions of the Korean Society of Automotive Engineers
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    • v.13 no.2
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    • pp.37-43
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    • 2005
  • A haptic steering system which reflects steering reaction torque has been developed for a fixed base vehicle simulator. The haptic steering system consists of a steering effort sensor, MR-clutch, AC servo motor and controller. In order to generate realistic steering torque feel to driver and at the same time to meet real-time simulation requirement, 3D torque map is constructed by experimental data and torque generation algorithm using the torque map has been also developed. 3D torque map is constructed using curve fitting and interpolation of the measured values of the steering angle, velocity and steering torque from actual slalom test on the proving ground. In order to carry out performance test of the developed haptic steering system, a fixed based vehicle simulator is constructed by integrating real time vehicle dynamics module, VR-video/audio module, and the haptic steering system. Steering torque and steering angle curves have been obtained from virtual testing in the vehicle simulator and performance of the haptic steering system has been evaluated.

3-D Sound-Field Creation Implementing the Virtual Reality Ship Handling Simulator(I): HRTF Modeling (가상 현실 선박 조종 시뮬레이터 구현을 위한 3차원 음장생성(I) : 머리전달함수 모델링)

  • 임정빈
    • Journal of the Korean Institute of Navigation
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    • v.22 no.3
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    • pp.17-25
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    • 1998
  • This paper describes elemental technologies for the creation of three-dimensional(3-D) sound-field to implement the next-generation Ship Handling Simulator with human -computer interaction, known as Virtual Reality. In the virtual reality system, Head-Related Transfer Functions(HRTF's) are used to generate 3-D sound environmental context. Where, the HRTF's are impulse response characterizing the acoustical transformation in a space. This work is divided into two parts, the part Ⅰis mainly for the model constructions of the HRTF's, the part Ⅱis for the control of 3-D sound-field by using the HRTF's . In this paper, as first part, we search for the theory to formulate models of the HRTF's which reduce the dimensionalityof the formulation without loss of any directional information . Using model HRTF's we report results from psychophysical tests used to asses the validity of the proposed modleing method.

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For the Association between 3D VAR Model and 2D Features

  • Kiuchi, Yasuhiko;Tanaka, Masaru;Fujiki, Jun;Mishima, Taketoshi
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1404-1407
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    • 2002
  • Although we look at objects as 2D images through our eyes, we can reconstruct the shape and/or depth of objects. In order to realize this ability using computers, it is required that the method which can estimate the 3D features of object from 2D images. As feature which represents 3D shapes effectively, three dimensional vector autoregressive model is pro- posed. If this feature is associated other feature of 2D shape, then above aim might be achieved. On the other hand, as feature which represents 2D shapes, quasi moment features is proposed. As the first step of association of these features, we constructed real time simulator that computes both of two features concurrently from object data (3D curves) . This simulator can also rotate object and estimate the rotation The method using 3D VAR model estimates the rotation correctly, but the estimation by quasi moment features includes much errors. This reason would be that projected images are constructed by the points only, and doesn't have enough sizes to estimate the correct 3D rotation parameters.

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Development of 3 D.O.F parallel robot's simulator for education

  • Yoo, Jae-Myung;Kim, John-Hyeong;Park, Dong-Jin
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2290-2295
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    • 2005
  • In this paper, it is developed simulator system of 3 D.O.F parallel robot for educate of expertness. This simulator system is composed of three parts ? 3 D.O.F parallel robot, controller (hardware) and software. First, basic structure of the robot is 3 active rotary actuator that small geared step motor with fixed base. An input-link is connected to this actuator, and this input-link can connect two ball joints. Thus, two couplers can be connected to the input-link as a pair. An end-plate, which is jointed by a ball joint, can be connected to the opposite side of the coupler. A sub-link is produced and installed to the internal spring, and then this sub-link is connected to the upper and bottom side of the coupler in order to prevent a certain bending or deformation of the two couplers. The robot has the maximum diameter of 230 mm, 10 kg of weight (include the table), and maximum height of 300 mm. Hardware for control of the robot is composed of computer, micro controller, pulse generator, and motor driver. The PC used in the controller sends commands to the controller, and transform signals input by the user to the coordinate value of the robot by substituting it into equations of kinematics and inverse kinematics. A controller transfer the coordinate value calculated in the PC to a pulse generator by transforming it into signals. A pulse generator analyzes commands, which include the information received from the micro controller. A motor driver transfer the pulse received from the pulse generator to a step motor, and protects against the over-load of the motor Finally, software is a learning purposed control program, which presents the principle of a robot operation and actual implementation. The benefit of this program is that easy for a novice to use. Developed robot simulator system can be practically applied to understand the principle of parallel mechanism, motors, sensor, and various other parts.

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Implementation of 3D Motion Simulator with Two Degrees of Freedom (2자유도를 갖는 3차원 운동 시뮬레이터 연구)

  • Choi, Myoung-Hwan;Kim, Young-Jin
    • Journal of Industrial Technology
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    • v.21 no.A
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    • pp.81-88
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    • 2001
  • In this work, we have developed a 2 degrees of freedom(DOF) motion simulator that can generate the sensation of motion in a 6 DOF space. The motion base has the DOF of roll and pitch, and the purpose of the motion base is to create the sensation of riding a vehicle in a 3D space by controlling the motion base. The dynamics of the mechanism was analysed and the optimal design of the motion base mechanism has been reached. The prototype motion base mechanism was developed and tested. The multi-axis motion controller(MMC) was used to control the two AC servo meters that drive the roll and pitch motion.

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The Design of VGE(Vector Geometry Engine) for 3D Graphics Geometry Processing (3차원 그래픽 지오메트리 연산을 위한 벡터 지오메트리 엔진의 설계.)

  • 김원석;정철호;한탁돈
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.1_2
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    • pp.135-143
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    • 2004
  • 3D Graphics accelerator is usually composed of two parts, geometry engine and rasterizer. In this paper, VGE(Vector Geometry Engine) which exploits vertex-level parallelism is proposed. In VGE, Common Floating-Point Unit by adding four-FADD, four-FMUL unit and 128-vector register accelerates geometry calculation. In comparison with SH4, Performance result show that the VGE can achieve performance gain over 4.7 times. To evaluate VGE performance, we make simulator to rebuild Simple-Scalar, general purpose processor simulator. In simulator model, we use Viewperf-benchmark.

A Study on the Radar Image Generation Method for Ship Handling Simulator

  • Jung, Min;Lee, Sin-Geol;Song, Chae-Uk
    • Journal of Navigation and Port Research
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    • v.30 no.7
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    • pp.611-615
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    • 2006
  • This paper proposes a method for generating radar images used in a ship handling simulator, which includes mathematical logics based on radar equations and information from Openflight format files. In order to make radar image much similar to that of real radar in PPI type, the proposed mathematical logic derives radar video signals under the consideration of not only the data form flight format file of simulation scenes, but also geographical radar's position. The proposed method is considered useful to make radar images in ship handling simulator with accuracy and reality.

A Study on the Radar Image Generation Method in Ship Handling Simulator

  • Jung Min;Lee Sin-Geol;Song Chea-Uk
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2006.06b
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    • pp.61-66
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    • 2006
  • This paper proposes a method for generating radar images used in ship handling simulator, which includes mathematical logics based on radar equations and information from Openflight format files. In order to make radar image much similar to that of real radar in PPI type, the proposed mathematical logic derives radar video signals under the consideration of riot only the data form flight format file of simulation scenes, but also geographical radar's position. The proposed method is considered useful to make radar images in ship handling simulator with accuracy and reality.

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A Study on the Improving the Rendering Performance of the 3D Road Model for the Vehicle Simulator (차량 시뮬레이터를 위한 3차원 도로모델의 렌더링 성능 향상에 관한 연구)

  • Choi, Young-Il;Jang, Suk;Kim, Kyu-Hee;Cho, Ki-Yong;Kwon, Seong-Jin;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.5
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    • pp.162-170
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    • 2004
  • In these days, a vehicle simulator is developed by using a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with a natural interaction, a sufficient immersion and realistic images. To achieve this, it is important to provide a fast and uniform rendering performance regardless of the complexity of virtual worlds or the level of simulation. In this paper, modeling methods which offer an improved rendering performance for complex VR applications as 3D road model have been implemented and verified. The key idea of the methods is to reduce a load of VR system by means of LOD(Level of Detail), alpha blending texture mapping, texture mip-mapping and bilboard. Hence, in 3D road model where a simulation is complex or a scene is very large, the methods can provide uniform and acceptable frame rates. The VR system which is constructed with the methods has been experimented under the various application environments. It is confirmed that the proposed methods are effective and adequate to the VR system which associates with a vehicle simulator.