• Title/Summary/Keyword: Motion planner

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A Study on Intelligent Trajectrory Control for Prosthetic Arm using EMG Signals (근전도신호를 이용한 의수의 지능적 궤적제어에 관한 연구)

  • 장영건;권장우;홍승홍
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.7
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    • pp.1010-1024
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    • 1995
  • An intelligent trajectory control method that controls a direction and a average velocity for a prosthetic arm by force and direction estimations using EMG signals is proposed. 3 stage linear filters are used as a real time joint trajectory planner to minimize the impact to human body induced by arm motions and to reduce muscle fatigues. We use combination of MLP and fuzzy filter for a limb direction estimation and a time model of force for determining a cartesian trajectory control parameter. EMG signals are acquired by using a amputation simulator and 2 dimensional joystick motion. Simulation results of the proposed method show that the arm is effectively followed the desired trajectory by estimated foreces and directions. This method reduces the number of electrodes and attatched sites compared with the method using Hogan's impedance control.

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Servo control of a manipulator and trajectory planning (매니퓨레이터 서보제어와 궤도 계획)

  • 최진태;박상덕
    • 제어로봇시스템학회:학술대회논문집
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    • 1990.10a
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    • pp.135-139
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    • 1990
  • In general, the control of robot arms falls into two board categories (position control and force control). The joint interpolated trajectory schemes generally interpolate the desired joint path by a class of polynomial functions and generate a sequence of time based control set points for the control of a manipulator from a initial location to its destination. A digital position controller was designed and adapted to the industrial balancing manipulator. And also, the joint interpolated trajectory using 3rd order polynomial was generated in this study. The IBM PC used as the main controller and the trajectory planner had enough run-time capabilities. The 8097BH microcontroller is an integral pan of the joint controller which directly controls an axis of motion. The PI servo control system to treat each joint of the robot arm as a independent joint servo mechanism had satisfying performance, and a sequence of time-based intermediate configurations of the manipulator hand showed good continuity and smoothness on position and velocity of the manipulator's joint coordinates along the trajectory.

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Automated initial process planning system for three-axis NC machining of sculptured surfaces (자유 곡면의 3축 NC 가공을 위한 초기 공정 계획 기능의 자동화)

  • Kang, Jae-Kwan
    • Journal of the Korean Society for Precision Engineering
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    • v.14 no.3
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    • pp.114-121
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    • 1997
  • In this paper, the automated initial process planning for 3-axis NC machining of sculptured surfaces is persented. The solution algorithms determining three process planning functions, i.e. machining feasibility, setup orientation and feasible machine selection are developed. The machining feasibility is determined by means of BSM(Binary Spherical Map) which derives its solution quickly in algebraic form, and the setup orientation is determined so that the cutting force is minimized. Finally, the feasible machine is determined by computing the minimum motion ranges of each control axisl. The developed algorithms are tested by numerical simulations, convincing they can by readily implemented on the CAD/CAM system as a process planner.

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Speed, Depth and Steering Control of Underwater Vehicles with Four Stem Thrusters - Simulation and Experimental Results (네 대의 주 추진기를 이용한 무인잠수정의 속도, 심도 및 방위각 제어 - 시뮬레이션 및 실험)

  • JUN BONG-HUAN;LEE PAN-MOOK;LI JI-HONG;HONG SEOK-WON;LEE JIHONG
    • Journal of Ocean Engineering and Technology
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    • v.19 no.2 s.63
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    • pp.67-73
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    • 2005
  • This paper describes depth, heading and speed control of an underwater vehicle that has four stern thrusters of which forces are coupled in the diving and, steering motion, as well as the speed of the vehicle. The optimal linear quadratic controller is designed based on a linearized- state space model, developed by combining the dynamic equations of speed, steering and diving motion. The designed controller gives provides an optimal thrust distribution, minimizing the given performance index to control speed, depth and heading simultaneously. To validate the performance of the controller, a simulation and tank-test are carried out with DUSAUV (Dual Use Semi-Autonomous Underwater Vehicle), developed by KORDI as a test-bed for testing new underwater technologies. Optimal gains of the controller are tuned, using a computer simulation environment with a nonlinear 6-DOF numerical DUSAUV model, developed by PMM (Planner Motion Mechanism) test. To verify the performance of the presented controller in experiment, a tank-test with DUSAUV is carried out in the ocean engineering basin in KORDI. The experimental results are also compared with the simulation results to investigate the accordance of the numerical and the real mode.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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