• Title/Summary/Keyword: Control Object

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A Study on Data Modeling Techniques for Control Requirements of SPICE Reference Model (SPICE 참조모델 요구사항을 지원하는 데이터 모델링 기법에 관한 연구)

  • Chung Kyu-Jang
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.1-6
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    • 2004
  • there needs a new Geographic information system development Technology of the abstraction, encapsulation, modulation and hierarchy using Graphic representation of object modeling Technique. The method is based on composite object of Graphic data with the hierarchy concepts and abstraction of Graphic information in order to improve data abstraction of the graphic data file and described concept of multiple inheritance and classification that supports a wide variety of graphic class such as mesh unit, layer. segment and so on. in simple case of software development using SPICE model and object modeling techniques. this thesis suggested object representation of Graphic data which can reduce software development life cycle and the cost of software maintenance.

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3DOF Force-Reflection Interface (3자유도 힘 반향 역감장치)

  • 강원찬;김동옥;신석두;김영동
    • The Transactions of the Korean Institute of Power Electronics
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    • v.4 no.5
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    • pp.455-461
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    • 1999
  • In this paper, we present the 3DOF force-rei1ecting interface which allows to acquire force of objc'Ct within a a virtual environment. This system is comlxlsed of device, virtual environment model, and force-rei1ecting r rendering algorithm. We design a J DOF force reflecting device using the pc$\alpha$allel linkage, torque shared by W wire, and the controller of system applied by impedance control algorithm. The force reflecting behaviour i implemented as a function position is equivalent to controlling the mechanical impedance felt by the user. E Especially how force should be supplied to user, we know using a God-Object algorithm As we experiment a system implement$\varepsilon$d by the interface of 3D virtual object and 3DOF force reJll'Cting i interface, we can feel a contact, non contact of :)D virtual object surface and sensin앙 of push button model.utton model.

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A TMO Supporting Library and a BCC Scheduler for the Microscale Real-time OS, TMO-eCos) (초경량 실시간 운영체제 TMO-eCos를 위한 TMO 지원 라이브러리 및 BCC 스케줄러)

  • Ju, Hyun-Tae;Kim, Jung-Guk
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.7
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    • pp.505-509
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    • 2009
  • It is the most important object of real-time computing to make real-time tasks keep their given time conditions. In this paper, we implemented BCC(Basic Concurrency Constraint) scheduler which is provided as an essential element of TMO(Time-triggered Message-triggered Object) model, and TMO Supporting Library that supports object-oriented design for TMO. BCC scheduler is a means to design timeliness-guaranteed computing, and it predicts the start of SpMs first, and then it makes the execution of SvMs deferred when it is predicted that any SpM begins to run currently. In this way, BCC is able to prevent collisions between SpM and SvM, and it gives higher priority to SpMs than SvMs.

Object version Transcoding for Streaming Media Service in Wireless Mobile Networks (무선 모바일 네트워크상에서 스트리밍 미디어 서비스를 위한 객체 버전 트랜스코딩)

  • Lee, Chong-Deuk
    • Journal of Advanced Navigation Technology
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    • v.15 no.3
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    • pp.355-363
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    • 2011
  • Transcoding in the wireless mobile network is an important mechanism that reduces the delay time and improves the stream processing capacity. Wireless mobile streaming media services, however, have such problems as congestion, interference and delay due to narrow network bandwidth and limited resources. These problems degrade not only Quality of Service (QoS) but also responsiveness of the streaming media service. To solve this problem, this paper proposes a object version transcoding method. The proposed method analyzes the object versions to construct the transcoding graph. This paper utilizes a reference rate-based control function for an efficient streaming, and measures MVDS(Multiple Version Delay Saving) for an efficient delay savings. The simulation results show that the proposed mechanism achieves improved performance in delay rate and cache hit rate compared with those of other existing methods.

LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object (LOD(Level-of-detail)이용한 3D객체의 동적 계층의 충돌 검사 성능 향상)

  • Lee, Chun-Ho;Kim, Tae-Yong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.963-968
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    • 2007
  • In this paper introduce Standard 3D object(Bounding-Volume). In 3D game very efficient control algorithm Using collision detection which controls the convenient of a game based on Standard 3D object specially collision-detection. This algorithm is designed LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object.

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Improvement of self-mixing semiconductor laser range finder and its application to range-image recognition of slowly moving object

  • Suzuki, Takashi;Shinohara, Shigenobu;Yoshida, Hirofumi;Ikeda, Hiroaki;Saitoh, Yasuhiro;Nishide, Ken-Ichi;Sumi, Masao
    • 제어로봇시스템학회:학술대회논문집
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    • 1992.10b
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    • pp.388-393
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    • 1992
  • An infrared range finder using a self-mixing laser diode (SM-LD), which has been proposed and developed by the Authors, can measure not only a range of a moving target but its velocity simultaneously. In this paper, described is that the precise mode-hop pulse train can be obtained by employing a new signal processing circuit even when the backscattered light returning into the SM-LD is much more weaker. As a result, the distance to a tilted square sheet made from aluminium or white paper, which is placed 10 cm through 60 cm from the SM-LD, is measured with accuracy of a few percent even when the tilting angle is less than 75 degrees or 85 degrees, respectively. And in this paper, described is the range-image recognition of a plane object under the condition of standstill. The output laser beam is scanned by scanning two plane mirrors-equipped with each stepping motor. And we succeeded in the acquisition of the range-image of a plane object in a few tens of seconds. Furthermore, described is a feasibility study about the range-image recognition of a slowly moving plane object.

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Development of four-finger force measuring system of a cylindrical type (원통형 4손가락 힘측정시스템 개발)

  • Kim, Gab-Soon
    • Journal of Sensor Science and Technology
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    • v.19 no.5
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    • pp.349-355
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    • 2010
  • Stroke patients, etc. can't use their hands because of the paralysis of their fingers, and their fingers could be recovered by rehabilitating training. In order to judge the rehabilitating extent of their fingers, the patients should grasp a cylindrical object in hospital. At present, the used object in hospital is only a cylindrical object, and can't measure the force of fingers. Therefore, doctors judge the rehabilitating extent by touching and watching at their fingers. So, the four-finger force measuring system which can measure the force of their fingers should be developed. In this paper, four-finger force measuring system with four force sensors which can measure the grasping force is developed. The force sensors are designed and fabricated, and the force measuring device is designed and manufactured by using DSP(digital signal processing). Also, the grasping force test of men is performed by using the developed four-finger force measuring system. It was confirmed that the finger average force of right hand is about 214.6 N and that of left hand is about 212.8 N.

Object tracking algorithm of Swarm Robot System for using SVM and Dodecagon based Q-learning (12각형 기반의 Q-learning과 SVM을 이용한 군집로봇의 목표물 추적 알고리즘)

  • Seo, Sang-Wook;Yang, Hyun-Chang;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.3
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    • pp.291-296
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    • 2008
  • This paper presents the dodecagon-based Q-leaning and SVM algorithm for object search with multiple robots. We organized an experimental environment with several mobile robots, obstacles, and an object. Then we sent the robots to a hallway, where some obstacles were tying about, to search for a hidden object. In experiment, we used four different control methods: a random search, a fusion model with Distance-based action making(DBAM) and Area-based action making(ABAM) process to determine the next action of the robots, and hexagon-based Q-learning and dodecagon-based Q-learning and SVM to enhance the fusion model with Distance-based action making(DBAM) and Area-based action making(ABAM) process.

Car detection area segmentation using deep learning system

  • Dong-Jin Kwon;Sang-hoon Lee
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.182-189
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    • 2023
  • A recently research, object detection and segmentation have emerged as crucial technologies widely utilized in various fields such as autonomous driving systems, surveillance and image editing. This paper proposes a program that utilizes the QT framework to perform real-time object detection and precise instance segmentation by integrating YOLO(You Only Look Once) and Mask R CNN. This system provides users with a diverse image editing environment, offering features such as selecting specific modes, drawing masks, inspecting detailed image information and employing various image processing techniques, including those based on deep learning. The program advantage the efficiency of YOLO to enable fast and accurate object detection, providing information about bounding boxes. Additionally, it performs precise segmentation using the functionalities of Mask R CNN, allowing users to accurately distinguish and edit objects within images. The QT interface ensures an intuitive and user-friendly environment for program control and enhancing accessibility. Through experiments and evaluations, our proposed system has been demonstrated to be effective in various scenarios. This program provides convenience and powerful image processing and editing capabilities to both beginners and experts, smoothly integrating computer vision technology. This paper contributes to the growth of the computer vision application field and showing the potential to integrate various image processing algorithms on a user-friendly platform

Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.