• 제목/요약/키워드: Motion time

검색결과 5,259건 처리시간 0.036초

로봇 잔류 진동 저감을 위한 모션 가감속 시간 설계 연구 (A Study on Motion Acceleration-Deceleration Time to Suppress Residual Vibration of Robot)

  • 강한솔;정성엽;황면중
    • 로봇학회논문지
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    • 제12권3호
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    • pp.279-286
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    • 2017
  • In this paper, we proposed a method to determine the acceleration/deceleration time of the motion for reducing the residual vibration caused by the resonance of the robot in the high-speed motion. The relationship between the acceleration/deceleration time and the residual vibration was discussed for the trapezoidal velocity profile by analyzing the time when the jerk happens. The natural frequency of the robot can be estimated in advance through the dynamics simulation. The simulation and experiment for both cases where the moving distance of the robot is long enough and the distance is short, are implemented in the 1-DOF linear robot. Simulation and experimental results show that when the acceleration/deceleration time is a multiple of the vibration period, the settling time and the amplitude of the residual vibration become less than when the time is not a multiple.

Combining Dynamic Time Warping and Single Hidden Layer Feedforward Neural Networks for Temporal Sign Language Recognition

  • Thi, Ngoc Anh Nguyen;Yang, Hyung-Jeong;Kim, Sun-Hee;Kim, Soo-Hyung
    • International Journal of Contents
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    • 제7권1호
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    • pp.14-22
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    • 2011
  • Temporal Sign Language Recognition (TSLR) from hand motion is an active area of gesture recognition research in facilitating efficient communication with deaf people. TSLR systems consist of two stages: a motion sensing step which extracts useful features from signers' motion and a classification process which classifies these features as a performed sign. This work focuses on two of the research problems, namely unknown time varying signal of sign languages in feature extraction stage and computing complexity and time consumption in classification stage due to a very large sign sequences database. In this paper, we propose a combination of Dynamic Time Warping (DTW) and application of the Single hidden Layer Feedforward Neural networks (SLFNs) trained by Extreme Learning Machine (ELM) to cope the limitations. DTW has several advantages over other approaches in that it can align the length of the time series data to a same prior size, while ELM is a useful technique for classifying these warped features. Our experiment demonstrates the efficiency of the proposed method with the recognition accuracy up to 98.67%. The proposed approach can be generalized to more detailed measurements so as to recognize hand gestures, body motion and facial expression.

(sLb-Camera-pRc)타입의 겐트리 이동시간 단축 방법 (The method to reduce the travel time of the gentry in (sLb-Camera-pRc) type)

  • 김순호;김치수
    • 한국융합학회논문지
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    • 제10권9호
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    • pp.17-22
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    • 2019
  • SMT장비 인 겐트리는 전자 부품을 피더에서 흡착하여 기판위에 정확히 실장하는 장비이다. 이 때 부품이 정확히 흡착되었는지를 검사하기 위해 카메라 앞에서 겐트리는 잠시 멈춘다. 본 논문에서는 이동 시간을 단축하기 위해 카메라 앞에서 겐트리가 정지하지 않고 움직이면서 검사를 할 수 있는 방법을 제시한다. 이 방법은 여러 이동 경로 중 가장 빠른 시간에 이동할 수 있는 경로를 찾아 기존 방법보다 이동 시간이 단축됨을 보여준다. 제시된 방법(moving-motion)은 기존 방법(stop-motion)보다 겐트리의 이동 시간을 20%나 단축시킨다.

(sLb-Camera-pLb)타입의 겐트리 이동시간 단축 방법 (The method to reduce the travel time of the gentry in (sLb-Camera-pLb) type)

  • 김순호;김치수
    • 한국융합학회논문지
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    • 제10권4호
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    • pp.39-43
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    • 2019
  • 표면실장장비(SMD)의 겐트리는 부품을 피더에서 기판으로 옮기는 역할을 한다. 이 때 겐트리의 이동 시간은 생산량에 영향을 미친다. 따라서 본 논문에서는 겐트리의 이동 시간을 단축시키기 위해 부품의 흡착에서 실장까지 가장 빠른 경로를 제시한다. 이 경로는 겐트리의 특성상 카메라 앞에서의 속도가 2인 경우이다. 따라서 이때의 궤적 그래프를 시뮬레이션을 통해 작성하고 이동 시간을 계산하였다. 그 결과 현재 사용 중인 stop-motion방법보다 본 논문에서 제시한 moving-motion방법의 이동 시간이 20%단축된 것을 알 수 있다.

Statistical evaluation of drift demands of rc frames using code-compatible real ground motion record sets

  • Kayhan, Ali Haydar;Demira, Ahmet
    • Structural Engineering and Mechanics
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    • 제60권6호
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    • pp.953-977
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    • 2016
  • Modern performance-based design methods require ways to determine the factual behavior of structures subjected to earthquakes. Drift ratio demands are important measures of structural and/or nonstructural damage of the structures in performance-based design. In this study, global drift ratio and interstory drift ratio demands, obtained by nonlinear time history analysis of three generic RC frames using code-compatible ground motion record sets, are statistically evaluated. Several ground motion record sets compatible with elastic design spectra defined for the local soil classes in Turkish Earthquake Code are used for the analyses. Variation of the drift ratio demands obtained from ground motion records in the sets and difference between the mean of drift ratio demands calculated for ground motion sets are evaluated. The results of the study indicate that i) variation of maximum drift ratio demands in the sets were high; ii) different drift ratio demands are calculated using different ground motion record sets although they are compatible with the same design spectra; iii) the effect of variability due to random causes on the total variability of drift ratio demands is much larger than the effect of variability due to differences between the mean of ground motion record sets; iv) global and interstory drift ratio demands obtained for different ground motion record sets can be accepted as simply random samples of the same population at %95 confidence level. The results are valid for all the generic frames and local soil classes considered in this study.

인접 탐색점을 이용한 블록 움직임 추정의 성능 향상을 위한 연구 (A study on Improvement of the performance of Block Motion Estimation Using Neighboring Search Point)

  • 김태주;진화훈;김용욱;허도근
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 하계종합학술대회 논문집(4)
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    • pp.143-146
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    • 2000
  • Motion Estimation/compensation(ME/MC) is one of the efficient interframe ceding techniques for its ability to reduce the high redundancy between successive frames of an image sequence. Calculating the blocking matching takes most of the encoding time. In this paper a new fast block matching algorithm(BMA) is developed for motion estimation and for reduction of the computation time to search motion vectors. The feature of the new algorithm comes from the center-biased checking concept and the trend of pixel movements. At first, Motion Vector(MV) is searched in ${\pm}$1 of search area and then the motion estimation is exploited in the rest block. The ASP and MSE of the proposed search algorithm show good performance.

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수리 형태학 기반의 움직임 정보를 이용한 연속영상의 계층적 3차원 분할 (Hierarchical 3D Sgmentation of Image Sequence Using Motion Information Based on Mathematical Morphology)

  • 여영준;송근원;박영식;김기석;하영호
    • 전자공학회논문지S
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    • 제34S권7호
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    • pp.78-88
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    • 1997
  • A three dimensional-two spatical dimensions plus time-image segmentation is widely used in a very low bit rate image sequence coding because it can solve the region correspondence problem. Mathematical morphology is a very efficient tool for the segmentation because it deals well with geometric features such as size, shape, contrast and connectivity. But if the motion in the image sequence is large in time axis, the conventional 3D morphological segmentation algorithm have difficulty in solving region correspondence problem. To alleviate this problem, we propose the hierarchical image sequence segmentation algorithm that uses the region motion information. Since the motion of a region in previous level affects that in current level uses the previous motion information to increase region correspondence. Simulation result shows improved performance for sequence frames with large motion.

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Development of a Real-time Vehicle Driving Simulator

  • Kim, Hyun-Ju;Park, Min-Kyu;Lee, Min-Cheoul;You, Wan-Suk
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.51.2-51
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    • 2001
  • A vehicle driving simulator is a virtual reality device which makes a human being feel as if the one drives a vehicle actually. The driving simulator is effectively used for studying interaction of a driver-vehicle and developing the vehicle system of new concepts. The driving simulator consists of a motion platform, a motion controller, a visual and audio system, a vehicle dynamic analysis system, a vehicle operation system and etc. The vehicle dynamic analysis system supervises overall operation of the simulator and also simulates dynamic motion of a multi-body vehicle model in real-time. In this paper, the main procedures to develop the driving simulator are classified by 4 parts. First, a vehicle motion platform and a motion controller, which generates realistic motion using a six degree of freedom Stewart platform driven hydraulically. Secondly, a visual system generates high fidelity visual scenes which are displayed on a screen ...

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A Study on MTL Device Design and Motion Tracking in Virtual Reality Environments

  • Oh, Am-Suk
    • Journal of information and communication convergence engineering
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    • 제17권3호
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    • pp.205-212
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    • 2019
  • Motion tracking and localization devices are an important building block of motion tracking systems in a virtual reality (VR) environment. This study is about improving the accuracy of motion and location for enhancing user immersion in experience type VR environment to position tracking technique. In this study, we propose and test a design of such a device. The module data test of the attitude and heading reference system shows that the implementation with the MPU-9250 sensor is successful and adequate to be used with short operation time. We consider various sensor hardware dependencies of VR, and compare various correction methods and filtering methods to lower the motion to photon (MTP) time that user movement is fully reflected on the display using sensor devices. The Kalman filter is used to combine the accelerometer with the gyroscope in the sensing unit.

Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.19-26
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    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.