• 제목/요약/키워드: Joy Stick

검색결과 9건 처리시간 0.025초

4WD 및 4WS이 가능한 로더 개발 (II) (4륜 조향장치 및 로더 구성) (Development of Loader Equipped with 4Wd and 4WS (II) (4WS System and Construction of Loader))

  • 조현덕
    • 한국생산제조학회지
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    • 제8권1호
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    • pp.150-157
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    • 1999
  • In this study, the loader was completed that has 4-wheel gear driven drivetrain of study (Ⅰ), the 4-wheel steering with power wheel type, all-wheel traction system, and joy-stick type lever for hydraulic control valve. From driving test of the developed 4WD and 4WS type loader, we obtained that the minimum circling radius and the necessary width in circling motion reduced about 40% and 33% compared with 2WS type loader. Also, all-wheel traction system could keep the tires glued to the ground with greater stability, the power steering allowed a smoother operation, and the joy-stick type lever offered easily to control. Thus, the developed loader having these functions was very fit in a small cattle shed or rugged ground.

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작동형 내시경의 성능 해석 및 제어에 관한 연구 (A Study on Performance-Analysis and Control of the Active Catheter)

  • 정종필;김종현;이장무
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2000년도 춘계학술대회논문집A
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    • pp.556-561
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    • 2000
  • This paper deals with the control of an active bending actuator fur a catheter. The bending actuator with 40mm in length utilizes three zigzag SMA (shape memory alloy) springs which are equally located in the circumference between inner $({\phi}2.5 mm)$ and outer $({\phi}3.0mm)$ tube. It is purposed on realization of desired bending angle $(90^{\circ})$ and direction $(360^{\circ})$. It is also installed in front of the catheter and used to guide a path at extremely bent or branched blood vessel. The performance-analysis of the bending actuator are investigated fur the purpose of optimizing the control of the bending actuator. The analog joy stick is used to command a bending angle and direction for the fast and accurate response. According to the commands of the joy stick, tensile force of each SMA spring is computed and obtained by controlling the temperature of each SMA spring using PWM (pulse width modulation) of supplied electric power.

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로커-보기 링크 구조를 갖는 전방향 이동로봇 시스템개발 (Development of Omni-Directional Mobile Robot System with Rocker-Bogie Link Structure)

  • 강택기;이수영
    • 제어로봇시스템학회논문지
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    • 제12권7호
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    • pp.679-685
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    • 2006
  • In this paper, development of an omni-directional mobile robot with rocker-bogie link structure is addressed. The overall mobile robot system consists of the robot mechanism with embedded control architecture, wireless communication with host graphic monitoring system, and the joy stick tole-controller. In the cluttered environment with various sizes of obstacles, the omni-directionality and the traversality are required for a mobile robot, so that the robot call go around or climb over the obstacles according to the size. The mobile robot mechanism developed in this paper has both of the omni-directionality and the traversality by 4 steerable driving wheels and the 2 additional passive omni-directional wheels linked with the rocker-bogie structure. The kinematic modeling for the mobile robot is described based on the well-known Sheth-Uicker convention and the instantaneous coordinate system.

다기능 전동휠체어의 설계 및 구현 (Design & fulfillment of multi-functional electric wheelchair)

  • 강재명;강성인;김정훈;류홍석;이상배
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 하계종합학술대회 논문집(5)
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    • pp.261-264
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    • 2002
  • In this study, we used a 16-bit microprocessor, 80C196KC for a control part in order to develop a multi-functional wheel-chair system, and implemented a joy-stick to control this system. For the complete system, we used a commercial electromotive wheelchair as a basic plant, and applied an encoder to get the rotating number of the motor to transfer data to the MCU to control the motor. We used PWM (Pulse Width Modulation) method to control the wheel-chair motor where a H-bridge circuit was configured. We used the fuzzy control algorithm for the operation of DC motor, which was attached to the electromotive wheelchair and manipulated following the change of the joystick position while a user was controlling the joystick. He also could control the speed and direction of DC motor as well as control position information.

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미디 메시지를 이용한 게임이벤트처리 (Processing of Game Events Using MIDI Messages)

  • 이우석;김경식
    • 한국게임학회 논문지
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    • 제4권3호
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    • pp.71-76
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    • 2004
  • 미디(Musical Instrument Digital Interface)란 마이크로 프로세서를 쓰는 전자적인 음악 기구간의 인터페이스로 연주자의 연주에 대한 정보를 전송하게 되는데 이러한 미디 컨트롤러에서 발생된 미디신호를 이용하여 게임플레이에서 사용되어지는 기존의 입력장치(PC 키보드, 마우스, 조이스틱)와는 다른 사용자 인터페이스로의 확장을 연구한다.

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지능형 전동 휠체어의 설계 및 구현 (The design & implementation of intelligent motorized wheelchair)

  • 강재명;강성인;김정훈;류홍석;김관형;이상배
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 2002년도 춘계학술대회 및 임시총회
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    • pp.10-13
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    • 2002
  • 본 연구에서는 다기능 휠체어 시스템을 개발하기 위해 제어부를 16bit의 마이크로 프로세서인 80C196KC 사용하였고, 조이스틱을 통해서 된 시스템을 제어하는 것을 구현하였다. 전체시스템은 제작된 전동 휠체어 기본 Plant를 사용하였으며, 모터에서 Encoder로 입력받아 MCU를 통해서 휠체어 회전수를 이용하여 제어시켰다. 휠체어 모터의 제어 방법은 PWM(Pulse Width Mudulation)을 이용하였으면, 여기에 H-브릿지 회로를 구성하였다. 조이스틱을 사람의 손으로 제어하는데 있어서 조이스틱 위치 변화에 따른 전동휠체어에 부착된 DC모터 동작을 퍼지 제어 알고리즘을 사랑하였으며, DC모터의 속력과 방향을 제어하고 아울러 위치 정보까지도 제어할 누 있게끔 하였다.

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국내외 선박/해양 분야 VR 현황과 Ship Navigation VR에 관한 기초 연구 (A Basic Research on the VR Application in Naval Architecture and Ocean Eng. and Ship Navigation VR)

  • 이재환;박병재
    • 한국해양공학회:학술대회논문집
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    • 한국해양공학회 2003년도 추계학술대회 논문집
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    • pp.272-276
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    • 2003
  • In this paper, current application of VR in naval architecture and ocean eng. Design is surveyed and VR process is implemented in ship navigation system. So far, very sophisticated VR applications have announced but not published yet. The reason not published may be that the application is for the navy ship of which the information could not be opened to the public. Also there is another area implementing Simulation Based Design, i..e., visualization of the integration process from initial design to the manufacturing. Herein, the tendency of VR in this area is surveyed, so the international application of VR is introduced. Trough the analysis the most appropriate applicability of VR in this area can be distinguished. And to show the application, ship navigation VR is programmed using OpenGL graphics software.

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손 제스쳐를 이용한 조이스틱 방식의 마우스제어 방법 (A Joystick-driven Mouse Controlling Method using Hand Gestures)

  • 정진영;김정인
    • 한국멀티미디어학회논문지
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    • 제19권1호
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    • pp.60-67
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    • 2016
  • PC users have long been controlling their computers using input devices such as mouse and keyboard. To improve inconveniences of these devices, the method of screen-touching has widely been used these days, and devices recognizing human gestures are being developed one after another. Fox example, Kinect, developed and distributed by Microsoft, is a non-contact input device that recognizes human gestures through motion-recognizing sensors, thus replacing the mouse as an input device. However, when controlling the mouse on a large screen, it suffers from the problem of requiring large motions in order to move the mouse pointer to the edges of the screen. In this paper, we propose a joystick-driven mouse-controlling method which enables the user to move the mouse pointer to the corners of the screen with small motions. The experimental results show that movements of the user's palm within the range of 30 cm ensure movements of the mouse pointer to the edges of the screen.

상호작용성(Interactivity)과 리좀(Rhizome)적 작품체계: 디지털 이미지를 중심으로 (Interactivity and Rhizomatic Art Systems: Focusing on the Digital Images)

  • 박연숙
    • 미술이론과 현장
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    • 제9호
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    • pp.33-57
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    • 2010
  • Focused on the performance of interactivity in the appreciation of media art, this study is associated with the continually changed art texts and a participator's physical reactions to savor the art. Digital works of art emphasizing interactivity usually decentralize and disperse the responsibility and the central role for creating and producing the art works. Proper procedure of the work is generated by actions such as clicking the mouse, controlling the joy stick or actual movement of anticipators' bodies. The art works are influenced by participators' interactivity, which makes the leading roles and the responsibility for creating art scattered and divided. These features are similar with those of the 'Rhizome' which Gilles Deleuze(1925~1995) and Felix Guattari(1930~1992) have discussed. In their argument, 'Rhizome' is an interval or being 'between', which keeps changing. 'Rhizome' is a state in which the individual and the work of art never reach the conclusion, only a phenomenon of eternally altering. Like 'Rhizome', this sort of art work has the decentralized system, opens for several directions, and activates the system which is changeable as linked items increased or decreased. These works stimulate the individual to perform and act while appreciating the art piece. In terms of processing and preceeding, interactivity is the important equipment and catalyzer. Through these procedures, the pieces can be the 'floating work of art' combined and condensed with the whole participators' reactions. The 'floating work of art' is neither the expression of an individual nor that of one particular group. Multidimensional influence of the web is the web which is constantly reorganizing and producing in its connective state. This connective state is activated by interactivity. The Rhizomatic system embodies the floating work of art process. Due to each individual perceiving art in individualistic terms, there is no dominating powers or central points. I regard this art works possessing above traits as the work of art with Rhizomatic system. The work of art with the Rhizomatic system is embodied through interactivity and because physical action activates the process of appreciation, a participator can actually experience and practice the philosophy. Ultimately the Rhizomatic speculation occurs during the interactivity of appreciating the Rhizomatic art pieces. The Rhizomatic system penetrates into the intuitive area beyond our recognition and thoughts, as we are engaged in the connective process. With the methods and manners of interactive art, we can possibly reconsider the system as a tool in which the participator is directly able to link experience and theory to the philosophies of Deleuze and Guattari.

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