• Title/Summary/Keyword: Physical object

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Development of multi-object image processing algorithm in a image plane (한 이미지 평면에 있는 다물체 화상처리 기법 개발)

  • 장완식;윤현권;김재확
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.555-555
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    • 2000
  • This study is concentrated on the development of hight speed multi-object image processing algorithm, and based on these a1gorithm, vision control scheme is developed for the robot's position control in real time. Recently, the use of vision system is rapidly increasing in robot's position centre. To apply vision system in robot's position control, it is necessary to transform the physical coordinate of object into the image information acquired by CCD camera, which is called image processing. Thus, to control the robot's point position in real time, we have to know the center point of object in image plane. Particularly, in case of rigid body, the center points of multi-object must be calculated in a image plane at the same time. To solve these problems, the algorithm of multi-object for rigid body control is developed.

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OpenFOAM : Open source CFD in research and industry

  • Jasak, Hrvoje
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.1 no.2
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    • pp.89-94
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    • 2009
  • The current focus of development in industrial Computational Fluid Dynamics (CFD) is integration of CFD into Computer-Aided product development, geometrical optimisation, robust design and similar. On the other hand, in CFD research aims to extend the boundaries of practical engineering use in "non-traditional" areas. Requirements of computational flexibility and code integration are contradictory: a change of coding paradigm, with object orientation, library components, equation mimicking is proposed as a way forward. This paper describes OpenFOAM, a C++ object oriented library for Computational Continuum Mechanics (CCM) developed by the author. Efficient and flexible implementation of complex physical models is achieved by mimicking the form of partial differential equation in software, with code functionality provided in library form. Open Source deployment and development model allows the user to achieve desired versatility in physical modeling without the sacrifice of complex geometry support and execution efficiency.

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.

The Effect of Vestibular Stimulation on Eye Contact in Mentally Retarded Children (평형감각자극이 정신지체아동의 시선 집중력 향상에 미치는 영향)

  • Kwak Min-Suk
    • The Journal of Korean Physical Therapy
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    • v.2 no.1
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    • pp.75-83
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    • 1990
  • The purpose of this study was to determine if any differences exist in eye contact before and after vestibulaar stimulation in mentally retarded children. The subjects of this study were 20 mentally retarded children with a mean age of 9 years and 8 months and a mean intelligence quotient of $30.4{\pm}9.1$. Vestibular stimulation was given for 15 minutes, 5 times a week, for 4 weeks from September 1 to September 30, 1989. Equipment used included a rocking-horse, see-saw and scooter board. Two testers used a digital watch calibrated to 1/100 second to measure object-eye contact duration and the Blocks and Shapes test for determining frequency of object-eye contact in the subjects. The results of this study were as follows : 1. There was a significant prolongation in the duration of eye contact after 15 minutes of vestibular stimulation (p<0.005). 2. There was no significant difference in duration of eye-object contact between the first and last vestibular stimulation. 3. There was no significant difference in the length of time of attention paid to objects (frequency of eye-object contact) before and after 15 minutes of vestibular stimulation on the first vestibular stimulation. 4. There was no significant difference in the frequency of eye-object contact between the first and first vestibular stimulation. In conclusion, there was u significant improvement in duration of eye-object contact on intrasession measurement in mentally retarded children. However, there was no significant improvement over time after 4 weeks of vestibular stimulation on intersession measurement. Nor was there any statistically significant improvement in frequency of eye-object contact over time during the study period.

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A Review of Hand Function (손 기능에 관한 고찰)

  • Lee, Sun-Myung
    • Journal of Korean Physical Therapy Science
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    • v.9 no.4
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    • pp.155-168
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    • 2002
  • The purpose of study to know hand function in order to prevent disability or handicap. The ability to perform precise refined movements of hand is an important human function. Improvement in object manipulation is common goal of therapist. The ability to manipulate an object in the hand is need for many functional tasks, including writing, handling coins, small objects and ADL skills. Therapists have commonly used hand grip and pinch strengths as baseline measures to evaluate hand function. The patterns of grasps are precision grasp, power grasp, hook grasp, spherical grasp, sylindrical grasp, disc grasp, pinch, three point pinch and tip pinch. And the motion of in-manipulation are finger to palm translation, palm to finger, shift, simple rotation and complex rotation. The hand function are include to evaluate of ROM, sensation, muscle strength of hand. It used to evaluate of decision of effect and suppose of disability and acceptance of vocation. Good evaluation is need to pretreatment and baseline of treatment and help to evaluate of effect on treatment.

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Observation on the Low Back Pain with Myofascial Pain Syndrome (근막동통 증후군의 요통환자에 대한 고찰)

  • Her, Young-Gu
    • Journal of Korean Physical Therapy Science
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    • v.1 no.2
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    • pp.235-241
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    • 1994
  • Myofascial pain syndrome is a common cause of physical disability and reduces the activity of the patient. The purpose of this study was review and analysis efficiency of myofascial pain syndrome with low back pain on 50 case who were treated at the Tae Jon Nam, Myung Ho rehabilitation clinic, from January 1, 1994 to May 31, 1994. The results of this study are as follows : 1. of the 50 cases, 24(48.0%) were male and 26(52.0 %) were female. The most common age group was 40 to 30 years old. 2. The most common duration of the treatment and onset were more than 25 months with 22(44.0 %) and less : 3. As for a major causative disease of low back pain with myofascial pain sndrome, without known cause(30.0 %), lifting object(16.0 %), post exercise(14.0 %) and heavy work(12.0 %). 4. Involved muscle with low back pain reviewed I. C. L(31.0 %), Q. L, Gluteus and others muscle(23.0 %). 5. Disease history and treatment duration were proportioned. 6. Involved muscle distribution for causative disease was 26.0 % post exercise to I. C. L, 33.5 % lifting object to Q. L, 40.0 % without known to gluteus. 7. Low back pain with syndrome was buttock and thigh Pain with 44.0 %, only low back pain with 36.0 %. 8. The improvement by physical therapy on the low back pain was good 24.0 %, fair 56.0 % etc respectively. * I.C.L : Iliocostalis lumborum * Q.L : Quadratus lumborum.

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A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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Conservation in Contemporary Art (현대미술 개념의 보존)

  • Kim Ken
    • 한국문화재보존과학회:학술대회논문집
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    • 2005.11a
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    • pp.154-159
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    • 2005
  • The most common conception of a work of art is as a unique object. In conservation the prevalent notion of authenticity is based on physical integrity, this guides judgements about loss. For the majority of traditional art objects, minimising change to the physical work means minimising loss, where loss is understood as compromising the (physical) integrity of a unique object, and this forms the focus of conservation. Fundamental to conservators' approach to the conservation of contemporary art is the notion that the artist's intent should guide conservators' practice. Since most of the artists creating installation art are living, it is possible to interview them about the details of the installation, attitudes to changing technology, parameters of acceptable change and their views about what aspects of the installation are essential to preserve. Conservation is no longer focused on intervening to repair the art object but has become concerned with documentation and determining what change is acceptable and managing those changes. In order to accurately install works in the future it is necessary to broaden our focus to include elements of an installation that affect the viewer's experience. This might mean documenting the space, the acoustics, the balance of the different channels of sound, the light levels and the way one enters and leaves the installation. These are as important as the more tangible or material elements in the conservation of the work. It is also necessary to work with industry and specialists outside the field of conservation to develop new skills to preserve and manage new types of objects in our care. We can also document the less tangible details of an installation such as the light levels, the character of the sound etc. This is a new area of conservation and as a profession our understanding and knowledge will deepen with time. All of these strategies work together to help to limit the risk of not being able to accurately install these works in the future. Deciding what can be changed and how to best care for any element of an installation will depend on its meaning and role. For both contemporary and traditional objects such decisions are documented by conservators and although the focus of the conservator may have moved away from the material object, the approach is still rooted in traditional notions of collection care.

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A Three Dimensional Object Localization Scheme using A Smartphone (스마트폰을 이용한 물체의 3차원 위치 추정 기법)

  • Kwon, Oh-Heum;Joung, Myoung-Hwan;Song, Ha-Joo
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1200-1207
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    • 2017
  • Sensors in a smartphone can be used to measure various physical quantities. In this paper, we propose an object localization scheme in a three dimenstional using a smart phone. The proposed scheme estimates the location of an object by observing it from several different points. The direction to the target object and the locations of the observation points are collected at each observation point using the location sensor and the orientation sensor in the smartphone. Based on these observations, the proposed scheme derives three dimensional line of sight vectors and estimates the location of the target object that minimizes the estimation error. We implemented the proposed scheme on an Android smartphone and tested its performance by estimating the height of a building and characteristics of the proposed approach.