• Title/Summary/Keyword: Motion based interface

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Analysis of Rear Closer of Vertical Launching System by Using Fluid-Structure Interaction Method (유체-고체 연성 해석 기법을 통한 수직발사대 후방 덮개의 거동 해석)

  • Lee, Younghun;Gwak, Min-cheol;Cho, Haeseong;Joo, Hyun Shig;Shin, Sang Joon;Yoh, Jai-ick
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2017.05a
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    • pp.664-671
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    • 2017
  • This paper presents a numerical analysis of behaviors of rear closer of vertical launch system under rocket plume based on fluid structure interaction analysis. The rocket plume loading is modeled by fully Eulerian method and elasto-plastic behavior of rear cover is calculated by total Lagrangian method based on a 9-node planar element. The interface motion and boundary conditions are described by a hybrid particle level-set method within the ghost fluid framework. We compare the fluid flow pattern between different rear closer models which are elast-plastic and rigid deformation.

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Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Dynamic Behavior Modelling of Augmented Objects with Haptic Interaction (햅틱 상호작용에 의한 증강 객체의 동적 움직임 모델링)

  • Lee, Seonho;Chun, Junchul
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.171-178
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    • 2014
  • This paper presents dynamic modelling of a virtual object in augmented reality environments when external forces are applied to the object in real-time fashion. In order to simulate a natural behavior of the object we employ the theory of Newtonian physics to construct motion equation of the object according to the varying external forces applied to the AR object. In dynamic modelling process, the physical interaction is taken placed between the augmented object and the physical object such as a haptic input device and the external forces are transferred to the object. The intrinsic properties of the augmented object are either rigid or elastically deformable (non-rigid) model. In case of the rigid object, the dynamic motion of the object is simulated when the augmented object is collided with by the haptic stick by considering linear momentum or angular momentum. In the case of the non-rigid object, the physics-based simulation approach is adopted since the elastically deformable models respond in a natural way to the external or internal forces and constraints. Depending on the characteristics of force caused by a user through a haptic interface and model's intrinsic properties, the virtual elastic object in AR is deformed naturally. In the simulation, we exploit standard mass-spring damper differential equation so called Newton's second law of motion to model deformable objects. From the experiments, we can successfully visualize the behavior of a virtual objects in AR based on the theorem of physics when the haptic device interact with the rigid or non-rigid virtual object.

Development of Virtual Science Experience Space(VSES) using Haptic Device (역감 제시 장치를 이용한 가상 과학 체험 공간 개발)

  • 김호정;류제하
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1044-1053
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    • 2003
  • A virtual science experience space(VSES) using virtual reality technology including haptic device is proposed to overcome limits which the existing science education has and to improve the effect of it. Four example scientific worlds such as Micro World, Friction World, Electromechanical World and Macro World are demonstrated by the developed VSES. Van der Waals forces in Micro World and Stick-Slip friction in Friction World, the principle of induction motor and power generator in Electromechanical World and Coriolis acceleration that is brought about by relative motion on the rotating coordinate are modeled mathematically based on physical principles. Emulation methods for haptic interface are suggested. The proposed VSES consists of haptic device, HMD or Crystal Eyes and a digital computer with stereoscopic graphics and GUI. The proposed system is believed to increase the realism and immersion for user.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.

New Media Content Platform using 6 - DOF Industrial Robot and 3D Game Engine (6축 산업용 로봇 팔과 3D 게임 엔진을 결합한 뉴 미디어 콘텐츠 운용 플랫폼)

  • Park, Beomyeong;Lee, Jimin;Park, Kyungsik;Lee, Sangyup;Lee, Eunkyu;Park, Jaeheung
    • The Journal of Korea Robotics Society
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    • v.12 no.3
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    • pp.306-312
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    • 2017
  • Recently, development of robot technology has been actively investigated that industrial robots are used in various other fields. However, the interface of the industrial robot is limited to the planned and manipulated path according to the target point and reaching time of the robot arm. Thus, it is not easy to create or change the various paths of the robot arm in other applications, and it is not easy to control the robot so that the robot arm passes the specific point precisely at the desired time during the course of the path. In order to overcome these limitations, this paper proposes a new-media content management platform that can manipulate 6 DOF industrial robot arm using 3D game engine. In this platform, the user can directly generate the motion of the robot arm in the UI based on the 3D game engine, and can drive the robot in real time with the generated motion. The proposed platform was verified using 3D game engine Unity3D and KUKA KR-120 robot.

A Development of Multi-Emotional Signal Receiving Modules for Cellphone Using Robotic Interaction

  • Jung, Yong-Rae;Kong, Yong-Hae;Um, Tai-Joon;Kim, Seung-Woo
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2231-2236
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    • 2005
  • CP (Cellular Phone) is currently one of the most attractive technologies and RT (Robot Technology) is also considered as one of the most promising next generation technology. We present a new technological concept named RCP (Robotic Cellular Phone), which combines RT and CP. RCP consists of 3 sub-modules, $RCP^{Mobility}$, $RCP^{Interaction}$, and $RCP^{Integration}$. $RCP^{Interaction}$ is the main focus of this paper. It is an interactive emotion system which provides CP with multi-emotional signal receiving functionalities. $RCP^{Interaction}$ is linked with communication functions of CP in order to interface between CP and user through a variety of emotional models. It is divided into a tactile, an olfactory and a visual mode. The tactile signal receiving module is designed by patterns and beat frequencies which are made by mechanical-vibration conversion of the musical melody, rhythm and harmony. The olfactory signal receiving module is designed by switching control of perfume-injection nozzles which are able to give the signal receiving to the CP-called user through a special kind of smell according to the CP-calling user. The visual signal receiving module is made by motion control of DC-motored wheel-based system which can inform the CP-called user of the signal receiving through a desired motion according to the CP-calling user. In this paper, a prototype system is developed for multi-emotional signal receiving modes of CP. We describe an overall structure of the system and provide experimental results of the functional modules.

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Computational Investigation of Turbulent Swirling Flows in Gas Turbine Combustors

  • Benim, A.C.;Escudier, M.P.;Stopford, P.J.;Buchanan, E.;Syed, K.J.
    • International Journal of Fluid Machinery and Systems
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    • v.1 no.1
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    • pp.1-9
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    • 2008
  • In the first part of the paper, Computational Fluid Dynamics analysis of the combusting flow within a high-swirl lean premixed gas turbine combustor and over the $1^{st}$ row nozzle guide vanes is presented. In this analysis, the focus of the investigation is the fluid dynamics at the combustor/turbine interface and its impact on the turbine. The predictions show the existence of a highly-rotating vortex core in the combustor, which is in strong interaction with the turbine nozzle guide vanes. This has been observed to be in agreement with the temperature indicated by thermal paint observations. The results suggest that swirling flow vortex core transition phenomena play a very important role in gas turbine combustors with modern lean-premixed dry low emissions technology. As the predictability of vortex core transition phenomena has not yet been investigated sufficiently, a fundamental validation study has been initiated, with the aim of validating the predictive capability of currently-available modelling procedures for turbulent swirling flows near the sub/supercritical vortex core transition. In the second part of the paper, results are presented which analyse such transitional turbulent swirling flows in two different laboratory water test rigs. It has been observed that turbulent swirling flows of interest are dominated by low-frequency transient motion of coherent structures, which cannot be adequately simulated within the framework of steady-state RANS turbulence modelling approaches. It has been found that useful results can be obtained only by modelling strategies which resolve the three-dimensional, transient motion of coherent structures, and do not assume a scalar turbulent viscosity at all scales. These models include RSM based URANS procedures as well as LES and DES approaches.

Development of the integrated management simulation system for the target correction (표적 수정이 가능한 사용자 개입 통합 관리 모의 시스템 개발)

  • Park, Woosung;Oh, TaeWon;Park, TaeHyun;Lee, YongWon;Kim, Kibum;Kwon, Kijeong
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.45 no.7
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    • pp.600-609
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    • 2017
  • We designed a target management integration system that enables us to select the final target manually or automatically from seeker's sensor image. The integrated system was developed separately for the air vehicle system and the ground system. The air vehicle system simulates the motion dynamics and the sensor image of the air vehicle, and the ground system is composed of the target template image module and the ground control center module. The flight maneuver of the air vehicle is based on pseudo 6-degree of freedom motion equation and the proportional navigation guidance. The sensor image module was developed using the known infrared(IR) image rendering method, and was verified by comparing the rendered image to that of a commercial software. The ground control center module includes an user interface that can display as much information to meet user needs. Finally, we verified the integrated system with simulated impact target mission of the air vehicle, by confirming the final target change and the shot down result of the user's intervention.

Development of CNC controller based on i80486 and 32bit DSP chip (i80486과 32비트 DSP를 사용한 CNC 제어기의 개발)

  • Kim, Dong-Il;Song, Jin-Il;Kim, Sung-Kwan;Lee, Choong-Hwan;Lee, Yun-Suk;Kang, Moon;Na, Sang-Keun;Lim, Yong-Gyu;Nam, Ki-Jun
    • 제어로봇시스템학회:학술대회논문집
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    • 1992.10a
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    • pp.537-540
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    • 1992
  • This paper presents Samsung CNC (Computer Numerical Controller) system with an intel 80486/487 as the main CPU and a 32 bit floating point DSP(Digital Signal Processor) TMS320C30 as the motion control CPU. The Samsung CNC system diverse user-frienly characteristics such as multi-tasking, powerful menu system, internal PLC system, and 2/3 dimensional graphics in wire and solid mode. The main CPU executes central processing program, user interface program, interpreter, BMI, etc while the motion control CPU carries out some interpolations, acceleration/deceleration, and PID control algorithm with feedforward terms. Complex interpolations except linear and circular ones are performed on the main control CPU. The experimental results for the circular interpolation under linear acceleration/deceleration shows that the proposed CNC system can be widely used in controlling machining centers with good machining accuracy.

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