• Title/Summary/Keyword: Flexible objects

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Designing a quality inspection system using Deep SVDD

  • Jungjun Kim;Sung-Chul Jee;Seungwoo Kim;Kwang-Woo Jeon;Jeon-Sung Kang;Hyun-Joon Chung
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.11
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    • pp.21-28
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    • 2023
  • In manufacturing companies that focus on small-scale production of multiple product varieties, defective products are manually selected by workers rather than relying on automated inspection. Consequently, there is a higher risk of incorrect sorting due to variations in selection criteria based on the workers' experience and expertise, without consistent standards. Moreover, for non-standardized flexible objects with varying sizes and shapes, there can be even greater deviations in the selection criteria. To address these issues, this paper designs a quality inspection system using artificial intelligence-based unsupervised learning methods and conducts research by experimenting with accuracy using a dataset obtained from real manufacturing environments.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

An Investigation of Brand Communication in Small and Medium-sized Cities in China Based on Grounded Theory

  • QunQing Zhang;XueHua Jin
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.162-179
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    • 2024
  • With the acceleration of China's urbanization process, the economic development and market potential of small and medium-sized cities have been constantly enhanced, with the urbanization competition having been caught in the vortex of homogenization. However, small and medium-sized cities are exposed to limited resources and funds, and therefore need to be more flexible and innovative in the strategy implementation, while urban brand communication is one of the key factors to promote the competitiveness of cities. Taking the small and medium-sized cities in China as the research objects, this study, based on the domestic and foreign theories about the brand communication of small and medium-sized cities, as well as other city-related theories, analyzes textual materials about the current situation and new changes in brand communication of small and medium-sized cities with grounded theory, reflecting on the problems in brand communication in China's small and medium-sized cities. Combining the basic elements of urban brand communication, a model for constructing brand communication strategies for small and medium-sized cities is further proposed, so as to provide the differentiated and distinctive strategies for the construction and communication of urban brands in small and medium-sized cities in China, as well as provide a new perspective and strategy on how to enhance the competitiveness and contribute to the sustainable economic development of small and medium-sized.

Design of Vision Based Punching Machine having Serial Communication

  • Lee, Young-Choon;Lee, Seong-Cheol;Kim, Seong-Min
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2430-2434
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    • 2005
  • Automatic FPC punching instrument for the improvement of working condition and cost saving is introduced in this paper. FPC(flexible printed circuit) is used to detect the contact position of K/B and button like a cellular phone. Depending on the quality of the printed ink and position of reference punching point to the FPC, the resistance and current are varied to the malfunctioning values. The size of reference punching point is 2mm and the above. Because the punching operation is done manually, the accuracy of the punching degree is varied with operator's condition. Recently, The punching accuracy has deteriorated severely to the 2mm punching reference hall so that assembly of the K/B has hardly done. To improve this manual punching operation to the FPC, automatic FPC punching system is introduced. Precise mechanical parts like a 5-step stepping motor and ball screw mechanism are designed and tested and low cost PC camera is used for the sake of cost down instead of using high quality vision systems for the FA. 3D Mechanical design tool(Pro/E) is used to manage the exact tolerance circumstances and avoid design failures. Simulation is performed to make the complete vision based punching machine before assembly, and this procedure led to the manufacturing cost saving. As the image processing algorithms, dilation, erosion, and threshold calculation is applied to obtain an exact center position from the FPC print marks. These image processing algorithms made the original images having various noises have clean binary pixels which is easy to calculate the center position of print marks. Moment and Least square method are used to calculate the center position of objects. In this development circumstance, Moment method was superior to the Least square one at the calculation of speed and against noise. Main control panel is programmed by Visual C++ and graphical Active X for the whole management of vision based automatic punching machine. Operating modes like manual, calibration, and automatic mode are added to the main control panel for the compensation of bad FPC print conditions and mechanical tolerance occurring in the case of punch and die reassembly. Test algorithms and programs showed good results to the designed automatic punching system and led to the increase of productivity and huge cost down to law material like FPC by avoiding bad quality.

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A Framework of Recognition and Tracking for Underwater Objects based on Sonar Images : Part 2. Design and Implementation of Realtime Framework using Probabilistic Candidate Selection (소나 영상 기반의 수중 물체 인식과 추종을 위한 구조 : Part 2. 확률적 후보 선택을 통한 실시간 프레임워크의 설계 및 구현)

  • Lee, Yeongjun;Kim, Tae Gyun;Lee, Jihong;Choi, Hyun-Taek
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.3
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    • pp.164-173
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    • 2014
  • In underwater robotics, vision would be a key element for recognition in underwater environments. However, due to turbidity an underwater optical camera is rarely available. An underwater imaging sonar, as an alternative, delivers low quality sonar images which are not stable and accurate enough to find out natural objects by image processing. For this, artificial landmarks based on the characteristics of ultrasonic waves and their recognition method by a shape matrix transformation were proposed and were proven in Part 1. But, this is not working properly in undulating and dynamically noisy sea-bottom. To solve this, we propose a framework providing a selection phase of likelihood candidates, a selection phase for final candidates, recognition phase and tracking phase in sequence images, where a particle filter based selection mechanism to eliminate fake candidates and a mean shift based tracking algorithm are also proposed. All 4 steps are running in parallel and real-time processing. The proposed framework is flexible to add and to modify internal algorithms. A pool test and sea trial are carried out to prove the performance, and detail analysis of experimental results are done. Information is obtained from tracking phase such as relative distance, bearing will be expected to be used for control and navigation of underwater robots.

A Study on a Recombination Method for the Bottom-up Construction of Spatial Information Products (재조합을 위한 Bottom-up 공간정보제품 제작 방법)

  • Choi, Jae-Yeon;Kim, Eun-Hyung
    • Journal of Cadastre & Land InformatiX
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    • v.47 no.2
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    • pp.185-199
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    • 2017
  • This study is on a recombination method for the construction of spatial information products which demands are unpredictably various. The present production method of digital maps is not flexible enough for their reusability because it is not object-oriented but top-down. Each spatial object needs to have particular attributes to be recombined. The demand changes the production method through the reclassification of data and changing the properties. In a user perspective, the bottom-up method can produce on-demand spatial information products including existing digital maps. The method is derived from case studies and theoretical reviews and compared with the existing production method. In the method spatial information products are reclassified by their geometry objects such as point, line, and polygon, with basic attributes, and other related domain attributes. The geometry objects and domain attributes are connected by adding new attributes for their later relationship and management, which make the recombination possible. To prove its usability of the method it is tested for current and future user demands including the national base map, thematic maps and the future spatial information products.

Design and Implementation of a Reusable and Extensible HL7 Encoding/Decoding Framework (재사용성과 확장성 있는 HL7 인코딩/디코딩 프레임워크의 설계 및 구현)

  • Kim, Jung-Sun;Park, Seung-Hun;Nah, Yun-Mook
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.1
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    • pp.96-106
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    • 2002
  • this paper, we propose a flexible, reusable, and extensible HL7 encoding and decoding framework using a Message Object Model (MOM) and Message Definition Repository (MDR). The MOM provides an abstract HL7 message form represented by a group of objects and their relationships. It reflects logical relationships among the standard HL7 message elements such as segments, fields, and components, while enforcing the key structural constraints imposed by the standard. Since the MOM completely eliminates the dependency of the HL7 encoder and decoder on platform-specific data formats, it makes it possible to build the encoder and decoder as reusable standalone software components, enabling the interconnection of arbitrary heterogeneous hospital information systems(HISs) with little effort. Moreover, the MDR, an external database of key definitions for HL7 messages, helps make the encoder and decoder as resilient as possible to future modifications of the standard HL7 message formats. It is also used by the encoder and decoder to perform a well formedness check for their respective inputs (i. e., HL7 message objects expressed in the MOM and encoded HL7 message strings). Although we implemented a prototype version of the encoder and decoder using JAVA, they can be easily packaged and delivered as standalone components using the standard component frameworks like ActiveX, JAVABEAN, or CORBA component.

Development of Variable Stiffness Soft Robot Hand for Improving Gripping Performance (그리핑 성능 향상을 위한 가변강성 소프트 로봇 핸드 개발)

  • Ham, KiBeom;Jeon, JongKyun;Park, Yong-Jai
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.47-53
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    • 2018
  • Various types of robotic arms are being used for industrial purposes, particularly with the small production of multi-products, and the importance of the gripper, which can be used in industrial fields, is increasing. This study evaluated a variable stiffness mechanism gripper that can change the stiffness using the nonlinearity of a flexible material. A prototype of the gripper was fabricated and examined to confirm the change in stiffness. The previous gripper was unable to grip objects in some situations with three variable stiffness mechanism. In addition, these mechanisms were not balanced and rarely rotated when the object was gripped. Therefore, a new type of gripper was needed to solve this problem. Inspired by the movements of the human palm and Venus Flytrap, a new type of a variable stiffness soft robot hand was designed. The possibility of grasping could be increased by interlocking the palm folding mechanism by pulling the tendon attached to the variable stiffness mechanism. The soft robotic hand was used to grasp objects of various shapes and weights more stably than the previous variable stiffness mechanism gripper. This new variable stiffness soft robot hand can be used selectively depending on the application and environment to be used.

A Study on Image Indexing Method based on Content (내용에 기반한 이미지 인덱싱 방법에 관한 연구)

  • Yu, Won-Gyeong;Jeong, Eul-Yun
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.6
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    • pp.903-917
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    • 1995
  • In most database systems images have been indexed indirectly using related texts such as captions, annotations and image attributes. But there has been an increasing requirement for the image database system supporting the storage and retrieval of images directly by content using the information contained in the images. There has been a few indexing methods based on contents. Among them, Pertains proposed an image indexing method considering spatial relationships and properties of objects forming the images. This is the expansion of the other studies based on '2-D string. But this method needs too much storage space and lacks flexibility. In this paper, we propose a more flexible index structure based on kd-tree using paging techniques. We show an example of extracting keys using normalization from the from the raw image. Simulation results show that our method improves in flexibility and needs much less storage space.

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Development of Activity Pattern Analysis and its Application to the Health Check-up Service Organization (활동패턴분석방법론의 개발과 적용 : 종합건강검진서비스 적용사례를 중심으로)

  • Moon, Jae Ung;Ahn, Joong Ho
    • The Journal of Society for e-Business Studies
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    • v.18 no.3
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    • pp.69-92
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    • 2013
  • Activity Pattern Analysis(APA) is the methodology to Design the functions of information systems, to Estimate the monetary value of IS based on Activity Based Costing, to Acquire feasibility of IT Project. This study shows APA case in Health Check-up Service Organization (G-Center) and the Utility of APA. G-Center had acquired Five Outcomes through APA: (1) IT Strategy, (2) IT Project Goals, (3) Transformed Business Process, (4) Functional Blueprint of Information Systems, (5) IT Project budget and its feasibility. APA consists of three analysis processes; Activity Separation, Activity Rearrangement, Activity Costing. APA is flexible in determinating the range and the time of analysis, and is able to expand the Actors(as analysis objects) based on the purpose of analysis by researcher. Eventually APA can be used to do internal IT Management effectively.