• Title/Summary/Keyword: Feedback force generation

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A Ftudy of Force Generation Algorithm Based on Virtual Environments (가상환경에서의 힘생성기법 연구)

  • 김창희;황석용;김승호
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.1714-1717
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    • 1997
  • A human operator is able to perform some tasks smoothly with force feedvack for the teleoperation or a virtual device in a the virtual environments. This paper describes a virtual force generation method with which operator can feel the interactive force between virtula robot and artificial environments. A virtual force generation algortihm is applied to generate the contact force at the arbitrary point of virtual robot, and the virtual force is displayed to the human operator via a tendon master arm consisted with 3 motors. Some experiments has beencarried out to verify the effectiveness of the force generation algorithm and usefulness of the developed backdrivable master arm.

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Mathematical modeling and simulation of an intelligent arm-wrestling system (지능형 Arm-wrestling system의 수학적 모델과 시뮬레이션)

  • Son I.X.;Lee H.S.;Kang C.G.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2006.05a
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    • pp.275-276
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    • 2006
  • An intelligent arm-wrestling system is recently developed in our laboratory that is comprised of an arm-force generation mechanism and a control system that detects the maximum arm-force of a user in the early stage of the match, generates a different game scenario each time, and executes force feedback control to implement the scenario. This paper presents the mathematical model of the force control system of the intelligent arm-wrestling system, and some improvements of it via experimental frequency responses using a control signal analyzer.

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Experimental Planning for Realistic Force Feedback in a Bicycle Simulator

  • Hun, Yang-Gi;Soo, Kwon-Dong
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.117.5-117
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    • 2001
  • This paper presents the key idea of handlebar reaction force and pedal resistance force generation in creating life-like feeling in KAIST bicycle simulator. Also, it provides methods to evaluate its reality level with given reaction force profile. In KAIST bicycle simulator, the pedal resistance force and the handlebar reaction force are calculated using the bicycle dynamic model. With the information handlebar angle, rider´s pedaling torque and road profile transmitted from the handlebar system, the pedal system and the visual part, the bicycle dynamics engine calculates the handlebar reaction force and the pedal velocity. The handlebar system and the pedal resistance system generate reaction force and resistance force transmitted from dynamics engine. However to make more realistic riding feeling ...

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Dental Surgery Simulation Using Haptic Feedback Device (햅틱 피드백 장치를 이용한 치과 수술 시뮬레이션)

  • Yoon Sang Yeun;Sung Su Kyung;Shin Byeong Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.6
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    • pp.275-284
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    • 2023
  • Virtual reality simulations are used for education and training in various fields, and are especially widely used in the medical field recently. The education/training simulator consists of tactile/force feedback generation and image/sound output hardware that provides a sense similar to a doctor's treatment of a real patient using real surgical tools, and software that produces realistic images and tactile feedback. Existing simulators are complicated and expensive because they have to use various types of hardware to simulate various surgical instruments used during surgery. In this paper, we propose a dental surgical simulation system using a force feedback device and a morphable haptic controller. Haptic hardware determines whether the surgical tool collides with the surgical site and provides a sense of resistance and vibration. In particular, haptic controllers that can be deformed, such as length changes and bending, can express various senses felt depending on the shape of various surgical tools. When the user manipulates the haptic feedback device, events such as movement of the haptic feedback device or button clicks are delivered to the simulation system, resulting in interaction between dental surgical tools and oral internal models, and thus haptic feedback is delivered to the haptic feedback device. Using these basic techniques, we provide a realistic training experience of impacted wisdom tooth extraction surgery, a representative dental surgery technique, in a virtual environment represented by sophisticated three-dimensional models.

A negative reactivity feedback driven by induced buoyancy after a temperature transient in lead-cooled fast reactors

  • Arias, Francisco J.
    • Nuclear Engineering and Technology
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    • v.50 no.1
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    • pp.80-87
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    • 2018
  • Consideration is given to the possibility to use changes in buoyancy as a negative reactivity feedback mechanism during temperature transients in heavy liquid metal fast reactors. It is shown that by the proper use of heavy pellets in the fuel elements, fuel rods could be endowed with a passive self-ejection mechanism and then with a negative feedback. A first estimate of the feasibility of the mechanism is calculated by using a simplified geometry and model. If in addition, a neutron poison pellet is introduced at the bottom of the fuel, then when the fuel element is displaced upward by buoyancy force, the reactivity will be reduced not only by disassembly of the core but also by introducing the neutron poison from the bottom. The use of induced buoyancy opens up the possibility of introducing greater amounts of actinides into the core, as well as providing a palliative solution to the problem of positive coolant temperature reactivity coefficients that could be featured by the heavy liquid metal fast reactors.

Performance Improvement based on the Teaching Control for Sweeping Robot (연마로봇의 교시기반 제어에 의한 성능개선)

  • Jin, Taeseok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.7
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    • pp.1525-1530
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    • 2014
  • In this research, we describe teaching based sweeping control for grinder robot has been proposed as a system which is suitable to work utilizing pressure sensitive alternative to human. Teaching method is used for grinder robots operations because of their position accuracy, path accuracy, and machining reaction force. A grinder robot for two-dimensional iron plate was developed on the basis of an force sensor based teaching method. An automatic-path-generation method and experimental results using specific points was adopted to reduce the number of teaching points and time. And also, in order to determine the proper machining conditions, various machining conditions such as grinder-wheel rotation speed and robot moving speed, were evaluated.

Performance Analysis of Differential Service Model using Feedback Control (피드백제어를 이용한 차등 서비스 모델의 성능 분석)

  • 백운송;양기원;최영진;김동일;오창석
    • The KIPS Transactions:PartC
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    • v.8C no.1
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    • pp.51-59
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    • 2001
  • In order to support various QoS, IETF has proposed the Differentiated Services Model which provides discrimination service according to t the user’s requirements and payment intention intention for each traffic characteristic. This model is an excellent mechanism, which is not too c complicated in terms of the management for service and network model. Also, it has scalability that satisfies the requirement of Differentiated Services. In this paper, We define the Differentiated Services Model using feedback control, propose its control procedure, and analyze its p performance. In conventional model, non-adaptive traffic, such as UDP traffic, is more occupied the network resource than adaptive traffic, such a as TCP traffic. On the other hand, the Differentiated Services Model using feedback control fairly utlizes the network resources and even p prevents congestion occurrence due to its ability of congestion expectation.

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Analysis of delay compensation in real-time dynamic hybrid testing with large integration time-step

  • Zhu, Fei;Wang, Jin-Ting;Jin, Feng;Gui, Yao;Zhou, Meng-Xia
    • Smart Structures and Systems
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    • v.14 no.6
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    • pp.1269-1289
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    • 2014
  • With the sub-stepping technique, the numerical analysis in real-time dynamic hybrid testing is split into the response analysis and signal generation tasks. Two target computers that operate in real-time may be assigned to implement these two tasks, respectively, for fully extending the simulation scale of the numerical substructure. In this case, the integration time-step of solving the dynamic response of the numerical substructure can be dozens of times bigger than the sampling time-step of the controller. The time delay between the real and desired feedback forces becomes more striking, which challenges the well-developed delay compensation methods in real-time dynamic hybrid testing. This paper focuses on displacement prediction and force correction for delay compensation in the real-time dynamic hybrid testing with a large integration time-step. A new displacement prediction scheme is proposed based on recently-developed explicit integration algorithms and compared with several commonly-used prediction procedures. The evaluation of its prediction accuracy is carried out theoretically, numerically and experimentally. Results indicate that the accuracy and effectiveness of the proposed prediction method are of significance.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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