• Title/Summary/Keyword: Multi-Robot

Search Result 789, Processing Time 0.026 seconds

A study on the performance verification of an around-view sonar and an excavation depth measurement sonar application to ROV for track-based heavy works (트랙기반 중작업용 ROV에 적용 가능한 어라운드 뷰 소나 및 굴착깊이 측정 소나 성능 검증에 관한 연구)

  • Son, Ki-Jun;Park, Dong-Jin;Kim, Min-Jae;Oh, Young-Suk;Park, Seung-Soo
    • The Journal of the Acoustical Society of Korea
    • /
    • v.38 no.2
    • /
    • pp.161-167
    • /
    • 2019
  • In this paper, the performance verification of an around-view sonar and an excavation depth measuring sonar applicable to track-based ROVs (Remotely Operated underwater Vehicles) for heavy duty work is studied. For the performance verification, an experiment is carried out in a water tank and at sea by attaching the around-view sonar and the excavation depth measuring sonar for a heavy work ROV. In the case of the around-view sonar, image sonars are mounted on ROV in four directions (front, back, left and right) and in the case of the excavation depth measuring sonar, the same kind of MBES (Multi Beam Echo Sounder) is mounted on the front of the ROV. The result of an operation test of the ROV equipped with these sonars shows that the sonar systems are rarely affected by high turbidity due to sedimentation during the operation. In the case of the around-view sonar, it is possible to see rock formation, gravel and sandbank 30 m ahead of the ROV. It is confirmed that the excavation depth can be measured after the ROV has performed the excavation. This experiment demonstrates that the ROV can improve the efficiency of the work by utilizing the around-view sonar and the excavation depth measuring sonar.

Implementation of Agricultural Multi-UAV System with Distributed Swarm Control Algorithm into a Simulator (분산군집제어 알고리즘 기반 농업용 멀티 UAV 시스템의 시뮬레이터 구현)

  • Ju, Chanyoung;Park, Sungjun;Son, Hyoung Il
    • Proceedings of the Korean Society for Agricultural Machinery Conference
    • /
    • 2017.04a
    • /
    • pp.37-38
    • /
    • 2017
  • 최근 방제 및 예찰과 같은 농작업에 단일 UAV(Unmanned Aerial Vehicle)시스템이 적용되고 있지만, 가반하중과 체공시간 등 기존시스템의 문제가 점차 대두되면서 작업 시간을 보다 단축시키고 작업 효율을 극대화 할 수 있는 농업용 멀티 UAV시스템의 필요성이 증대되고 있다. 본 논문에서는 작업자가 다수의 농업용 UAV를 효과적으로 제어할 수 있는 분산군집제어 알고리즘을 제안하며 알고리즘 검증 및 평가를 위한 시뮬레이터를 소개한다. 분산군집제어는 UAV 제어 계층, VP(Virtual Point) 제어 계층, 원격제어 계층으로 이루어진 3계층 제어구조를 가진다. UAV 제어 계층에서 각 UAV는 point mass로 모델링 되는 VP의 이상적인 경로를 추종하도록 제어한다. VP 제어 계층에서 각 VP는 입력 $p_i(t)=u^c_i+u^o_i+u^{co}_i+u^h_i$-(1)을 받아 제어되는데 여기서, $u^c_i{\in}{\mathbb{R}}^3$는 VP 사이의 충돌방지제어, $u^o_i{\in}{\mathbb{R}}^3$는 장애물과의 충돌방지제어, $u^{co}_i{\in}{\mathbb{R}}^3$는 UAV 상호간의 협조제어, $u^h_i{\in}{\mathbb{R}}^3$는 작업자로부터의 원격제어명령이다. (1)의 제어입력에서 충돌방지제어는 각 $u^i_c:=-{\sum\limits_{j{\in}{\eta}_i}}{\frac {{\partial}{\phi}_{ij}^c({\parallel}p_i-p_j{\parallel})^T}{{\partial}p_i}}$-(2), $u^o_c:=-{\sum\limits_{r{\in}O_i}}{\frac {{\partial}{\phi}_{ir}^o({\parallel}p_i-p^o_r{\parallel})^T}{{\partial}p_i}}$-(3)로 정의되면 ${\phi}^c_{ij}$${\phi}^o_{ir}$는 포텐셜 함수를 나타낸다. 원격제어 계층에서 작업자는 햅틱 인터페이스를 통해 VP의 속도를 제어하게 된다. 이때 스케일변수 ${\lambda}$에 대하여 VP의 원격제어명령은 $u^t_i(t)={\lambda}q(t)$로 정의한다. UAV 시뮬레이터는 리눅스 환경에서 ROS(Robot Operating Systems)를 기반한 3차원 시뮬레이터인 Gazebo상에 구축하였으며, 마스터와 슬레이브 간의 제어 명령은 TCPROS를 통해 서로 주고받는다. UAV는 PX4 기반의 3DR Solo 모델을 사용하였으며 MAVROS를 통해 MAVLink 통신 프로토콜에 접속하여 UAV의 고도, 속도 및 가속도 등의 상태정보를 받을 수 있다. 현재 멀티 드론 시스템을 Gazebo 환경에 구축하였으며, 추후 시뮬레이터 상에 분산군집제어 알고리즘을 구현하여 검증 및 평가를 진행하고자 한다.

  • PDF

A Study on 3D Indoor mapping for as-built BIM creation by using Graph-based SLAM (준공 BIM 구축을 위한 Graph-based SLAM 기반의 실내공간 3차원 지도화 연구)

  • Jung, Jaehoon;Yoon, Sanghyun;Cyrill, Stachniss;Heo, Joon
    • Korean Journal of Construction Engineering and Management
    • /
    • v.17 no.3
    • /
    • pp.32-42
    • /
    • 2016
  • In Korea, the absence of BIM use in existing civil structures and buildings is driving a demand for as-built BIM. As-built BIMs are often created using laser scanners that provide dense 3D point cloud data. Conventional static laser scanning approaches often suffer from limitations in their operability due to the difficulties in moving the equipment, the selection of scanning location, and the requirement of placing targets or extracting tie points for registration of each scanned point cloud. This paper aims at reducing the manual effort using a kinematic 3D laser scanning system based on graph-based simultaneous localization and mapping (SLAM) for continuous indoor mapping. The robotic platform carries three 2D laser scanners: the front scanner is mounted horizontally to compute the robot's trajectory and to build the SLAM graph; the other two scanners are mounted vertically to scan the profiles of surrounding environments. To reduce the accumulated error in the trajectory of the platform through loop closures, the graph-based SLAM system incorporates AdaBoost loop closure approach, which is particularly suitable for the developed multi-scanner system providing more features than the single-scanner system for training. We implemented the proposed method and evaluated it in two indoor test sites. Our experimental results show that the false positive rate was reduced by 13.6% and 7.9% for the two dataset. Finally, the 2D and 3D mapping results of the two test sites confirmed the effectiveness of the proposed graph-based SLAM.

Analysis of use and satisfaction factors through Domestic Character Preference Survey - Focused on Storytelling and Design - (국내 캐릭터 선호도 조사를 통한 이용충족 분석연구 -스토리텔링과 디자인을 중심으로-)

  • Lee, Jong-yoon;Eune, Ju-hyun
    • Cartoon and Animation Studies
    • /
    • s.47
    • /
    • pp.381-412
    • /
    • 2017
  • Character conveys rich storytelling and various design elements. Domestic characters are changing and developing in various forms through SNS and offline sources, which are being developed in the aspect of contents industry. The purpose of this study is to find out and discuss the factors that character users are using Korean characters as storytelling and color factor. In terms of storytelling, they prefer adventure, fantasy, absurd and humorous stories. In terms of color, it seems that they prefer a character with simple and simple color/ warm color and warm / cute color composition. On the other hand, characters with a simple story, which is the main subject of early childhood education, fashion, or toys in the aspect of storytelling, are not preferred. In terms of color, it was shown that 4 or more colors were combined without a main color. These main colorless characters gave complex feelings that are not preferred. In terms of storytelling, it is necessary to develop and develop the contents of OSMU(One-source Multi use) through story development with adventure and fantasy structure. In terms of color, it is necessary to configure the user with a simple and simple color which is preferred by the users. Also, the assembly robot toy character needs to increase the satisfaction of the character through simple color composition. As a result of this study, the factors that satisfy the users in terms of storytelling and color are derived. These results will contribute to the development of theoretical aspects, storytelling aspects, and character design industry aspects. Despite the significance of the above paper, it was inevitable to limit the research on the analysis of the storytelling of specific characters, the research through the color analysis framework, the accurate data analysis on the color analysis, and the simple comparative analysis of one.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.677-696
    • /
    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

A Study on the Implementation of an Agile SFFS Based on 5DOF Manipulator (5축 매니퓰레이터를 이용한 쾌속 임의형상제작시스템의 구현에 관한 연구)

  • Kim Seung-Woo;Jung Yong-Rae
    • Journal of the Institute of Electronics Engineers of Korea SC
    • /
    • v.42 no.1
    • /
    • pp.1-11
    • /
    • 2005
  • Several Solid Freeform Fabrication Systems(SFFS) are commercialized in a few companies for rapid prototyping. However, they have many technical problems including the limitation of applicable materials. A new method of agile prototyping is required for the recent manufacturing environments of multi-item and small quantity production. The objectives of this paper include the development of a novel method of SFFS, the CAFL/sup VM/(Computer Aided Fabrication of Lamination for Various Material), and the manufacture of the various material samples for the certification of the proposed system and the creation of new application areas. For these objectives, the technologies for a highly accurate robot path control, the optimization of support structure, CAD modeling, adaptive slicing was implemented. However, there is an important problem with the conventional 2D lamination method. That is the inaccuracy of 3D model surface, which is caused by the stair-type surface generated in virtue of vertical 2D cutting. In this paper, We design the new control algorithm that guarantees the constant speed, precise positioning and tangential cutting on the 5DOF SFFS. We develop the tangential cutting algorithm to be controlled with constant speed and successfully implemented in the 5DOF CAFL/sup VM/ system developed in this paper. Finally, this paper confirms its high-performance through the experimental results from the application into CAFL/sup VM/ system.

Development of the Shortest Path Algorithm for Multiple Waypoints Based on Clustering for Automatic Book Management in Libraries (도서관의 자동 도서 관리를 위한 군집화 기반 다중경유지의 최단 경로 알고리즘 개발)

  • Kang, Hyo Jung;Jeon, Eun Joo;Park, Chan Jung
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.1
    • /
    • pp.541-551
    • /
    • 2021
  • Among the numerous duties of a librarian in a library, the work of arranging books is a job that the librarian has to do one by one. Thus, the cost of labor and time is large. In order to solve this problem, the interest in book-arranging robots based on artificial intelligence has recently increased. In this paper, we propose the K-ACO algorithm, which is the shortest path algorithm for multi-stops that can be applied to the library book arrangement robots. The proposed K-ACO algorithm assumes multiple robots rather than one robot. In addition, the K-ACO improves the ANT algorithm to create K clusters and provides the shortest path for each cluster. In this paper, the performance analysis of the proposed algorithm was carried out from the perspective of book arrangement time. The proposed algorithm, the K-ACO algorithm, was applied to a university library and compared with the current book arrangement algorithm. Through the simulation, we found that the proposed algorithm can allocate fairly, without biasing the work of arranging books, and ultimately significantly reduce the time to complete the entire work. Through the results of this study, we expect to improve quality services in the library by reducing the labor and time costs required for arranging books.

Crossing Dynamics of Leader-guided Two Flocks (우두머리가 있는 두 생물무리의 가로지르기 동역학)

  • Lee, Sang-Hee
    • Journal of the Korea Society for Simulation
    • /
    • v.19 no.3
    • /
    • pp.37-43
    • /
    • 2010
  • In field, one can observe without difficulties that two flocks are intersected or combined with each other. For example, a fish flock in a stream separates into two part by obstacles (e.g. stone) and rejoins behind the obstacles. The dynamics of two flocks guided by their leader were studied in the situation where the flocks cross each other with a crossing angle, ${\theta}$, between their moving directions. Each leader is unaffected by its flock members whereas each member is influenced by its leader and other members. To understand the dynamics, I investigated the order parameter, ${\phi}$, defined by the absolute value of the average unit velocity of the flocks' members. When the two flocks were encountered, the first peak in ${\phi}$ was appeared due to the breaking of the flocks' momentum balance. When the flocks began to separate, the second peak in ${\phi}$ was observed. Subsequently, erratic peaks were emerged by some individuals that were delayed to rejoin their flock. The amplitude of the two peaks, $d_1$ (first) and $d_2$ (second), were measured. Interestingly, they exhibited a synchronized behavior for different ${\theta}$. This simulation model can be a useful tool to explore animal behavior and to develop multi-agent robot systems.

Study on Image Use for Plant Disease Classification (작물의 병충해 분류를 위한 이미지 활용 방법 연구)

  • Jeong, Seong-Ho;Han, Jeong-Eun;Jeong, Seong-Kyun;Bong, Jae-Hwan
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.17 no.2
    • /
    • pp.343-350
    • /
    • 2022
  • It is worth verifying the effectiveness of data integration between data with different features. This study investigated whether the data integration affects the accuracy of deep neural network (DNN), and which integration method shows the best improvement. This study used two different public datasets. One public dataset was taken in an actual farm in India. And another was taken in a laboratory environment in Korea. Leaf images were selected from two different public datasets to have five classes which includes normal and four different types of plant diseases. DNN used pre-trained VGG16 as a feature extractor and multi-layer perceptron as a classifier. Data were integrated into three different ways to be used for the training process. DNN was trained in a supervised manner via the integrated data. The trained DNN was evaluated by using a test dataset taken in an actual farm. DNN shows the best accuracy for the test dataset when DNN was first trained by images taken in the laboratory environment and then trained by images taken in the actual farm. The results show that data integration between plant images taken in a different environment helps improve the performance of deep neural networks. And the results also confirmed that independent use of plant images taken in different environments during the training process is more effective in improving the performance of DNN.