• Title/Summary/Keyword: Robot Interaction

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Numerical analysis of steel-soil composite (SSC) culvert under static loads

  • Beben, Damian;Wrzeciono, Michal
    • Steel and Composite Structures
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    • v.23 no.6
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    • pp.715-726
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    • 2017
  • The paper presents a numerical analysis of a steel-soil composite (SSC) culvert in the scope of static (dead and live) loads. The Abaqus program based on the finite element method (FEM) was used for calculations. Maximum displacements were obtained in the shell crown, and the largest stresses in the haunches. Calculation results were compared with the experimental ones and previous calculations obtained from the Autodesk Robot Structural Analysis (ARSA) program. The shapes of calculated displacements and stresses are similar to those obtained with the experiment, but the absolute values were generally higher than measured ones. The relative differences of calculated and measured values were in the range of 5-23% for displacements, and 15-42% for stresses. Developed calculation model of the SSC culvert in the Abaqus program allows obtaining reasonable values of internal forces in the culvert. Using both calculation programs, the relative differences for displacements were in the range of 15-39%, and 17-44% for stresses in favour of the Abaqus program. Three design methods (Sundquist-Pettersson, Duncan and CHBDC) were used to calculate the axial thrusts and bending moments. Obtained values were compared with test results. Generally, the design methods have conservative assumptions, especially in the live loads distribution, safety factors and consideration the interaction between soil and steel structure.

Development of a Simulator for Automated Manufacturing Systems (객체지향방식에 의한 자동화제조시스템 시뮬레이터의 설계 및 구현)

  • 이진규;이진환;이태억;오부경;오석찬
    • Proceedings of the Korea Society for Simulation Conference
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    • 1997.04a
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    • pp.23-28
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    • 1997
  • We discuss development of a simulator for automated manufacturing systems (AMSs) which have sophisticated automated material handling equipments and complicated work flows. The simulator is designed to satisfy the following requirements. A user should be able to easily configure or specify an AMS through a graphical user interface (GUI) and minimal data input. The user should be able to model diverse and complied control logic for automated material handling systems like automated guided vehicle (AGV) systems, robot workcell systems and conveyor systems as well as complicated job flow program. Real time animation is desired. Finally, the simulator should be easily maintained and extended. To satisfy the requirements, we use an object-oriented paradigm for modeling, designing, and programming of the simulator. We use an object-oriented modeling framework to design the modeling elements library, and take the process interaction approach for scheduling processes and events. To model a user-defined diverse control logic, we also develop a script language and its interpreter. We explain design and implementation strategies. We implement the simulator using Visual C++ 4.2 and Open GL on Windows NT and the Windows95. Some modeling examples will be demonstrated.

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Hand Gesture Recognition Using an Infrared Proximity Sensor Array

  • Batchuluun, Ganbayar;Odgerel, Bayanmunkh;Lee, Chang Hoon
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.15 no.3
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    • pp.186-191
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    • 2015
  • Hand gesture is the most common tool used to interact with and control various electronic devices. In this paper, we propose a novel hand gesture recognition method using fuzzy logic based classification with a new type of sensor array. In some cases, feature patterns of hand gesture signals cannot be uniquely distinguished and recognized when people perform the same gesture in different ways. Moreover, differences in the hand shape and skeletal articulation of the arm influence to the process. Manifold features were extracted, and efficient features, which make gestures distinguishable, were selected. However, there exist similar feature patterns across different hand gestures, and fuzzy logic is applied to classify them. Fuzzy rules are defined based on the many feature patterns of the input signal. An adaptive neural fuzzy inference system was used to generate fuzzy rules automatically for classifying hand gestures using low number of feature patterns as input. In addition, emotion expression was conducted after the hand gesture recognition for resultant human-robot interaction. Our proposed method was tested with many hand gesture datasets and validated with different evaluation metrics. Experimental results show that our method detects more hand gestures as compared to the other existing methods with robust hand gesture recognition and corresponding emotion expressions, in real time.

Hierarchical Multi-Classifier for the Mixed Character Code Set (홍용 문자 코드 집합을 위한 계층적 다중문자 인식기)

  • Kim, Do-Hyeon;Park, Jae-Hyeon;Kim, Cheol-Ki;Cha, Eui-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.10
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    • pp.1977-1985
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    • 2007
  • The character recognition technique is one of the artificial intelligence and has been widely applied in the automated system robot HCI(Human Computer Interaction), etc. This paper introduces the character set and the representative character that can be used in the recognition of the mage ROI. The character codes in this ROI include the digit, symbol, English and Hereat etc. We proposed the efficient multi-classifier structure by combining the small-size classifiers hierarchically. Moreover, we generated each small-size classifiers by delta-bar-delta learning algorithm. We tested the performance with various kinds of images and achieved the accuracy of 99%. The proposed multi-classifier showed the efficiency and the reliability for the mixed character code set.

The Effects of Chatbot Anthropomorphism and Self-disclosure on Mobile Fashion Consumers' Intention to Use Chatbot Services

  • Kim, Minji;Park, Jiyeon;Lee, MiYoung
    • Journal of Fashion Business
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    • v.25 no.6
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    • pp.119-130
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    • 2021
  • This study investigated the effects of the chatbot's level of anthropomorphism - closeness to the human form - and its self-disclosure - delivery of emotional exchange with the chatbot through its facial expressions and chatting message on the user's intention to accept the service. A 2 (anthropomorphism: High vs. Low) × 2 (self-disclosure through facial expressions: High vs. Low) × 2 (self-disclosure through conversation: High vs. Low) between-subject factorial design was employed for this study. An online survey was conducted and a total of 234 questionnaires were used in the analysis. The results showed that consumers used chatbot service more when emotions were disclosed through facial expressions, than when it disclosed fewer facial expressions. There was statistically significant interaction effect, indicating the relationship between chatbot's self-disclosure through facial expression and the consumers' intention to use chatbot service differs depending on the extent of anthropomorphism. In the case of "robot chatbots" with low anthropomorphism levels, there was no difference in intention to use chatbot service depending on the level of self-disclosure through facial expression. When the "human-like chatbot" with high anthropomorphism levels discloses itself more through facial expressions, consumer's intention to use the chatbot service increased much more than when the human-like chatbot disclosed fewer facial expressions. The findings suggest that chatbots' self-disclosure plays an important role in the formation of consumer perception.

Candidate Word List and Probability Score Guided for Korean Scene Text Recognition (후보 단어 리스트와 확률 점수에 기반한 한국어 문자 인식 모델)

  • Lee, Yoonji;Lee, Jong-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.73-75
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    • 2022
  • Scene Text Recognition is a technology used in the field of artificial intelligence that requires manless robot, automatic vehicles and human-computer interaction. Though scene text images are distorted by noise interference, such as illumination, low resolution and blurring. Unlike previous studies that recognized only English, this paper shows a strong recognition accuracy including various characters, English, Korean, special character and numbers. Instead of selecting only one class having the highest probability value, a candidate word can be generated by considering the probability value of the second rank as well, thus a method can be corrected an existing language misrecognition problem.

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Gaze Matching Based on Multi-microphone for Remote Tele-conference (멀티 마이크로폰 기반 원격지 간 화상회의 시선 일치 기법)

  • Lee, Daeseong;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.429-431
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    • 2021
  • Recently, as an alternative to replace face-to-face meetings, video conferencing systems between remote locations has increased. However, video conferencing systems have limitations in terms of mismatch of the eyes of remote users. Therefore, it is necessary to apply a technology that can increase the level of immersion in video conferences by matching the gaze information of participants between different remote locations. In this paper, we propose a novel technique to realize video conferencing with the same gaze by estimating the speaker's location based on a multi-microphone. Using our method, it can be applied to various fields such as robot interaction and virtual human interface as well as video conferencing between remote locations.

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STAGCN-based Human Action Recognition System for Immersive Large-Scale Signage Content (몰입형 대형 사이니지 콘텐츠를 위한 STAGCN 기반 인간 행동 인식 시스템)

  • Jeongho Kim;Byungsun Hwang;Jinwook Kim;Joonho Seon;Young Ghyu Sun;Jin Young Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.89-95
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    • 2023
  • In recent decades, human action recognition (HAR) has demonstrated potential applications in sports analysis, human-robot interaction, and large-scale signage content. In this paper, spatial temporal attention graph convolutional network (STAGCN)-based HAR system is proposed. Spatioal-temmporal features of skeleton sequences are assigned different weights by STAGCN, enabling the consideration of key joints and viewpoints. From simulation results, it has been shown that the performance of the proposed model can be improved in terms of classification accuracy in the NTU RGB+D dataset.

A knowledge-based system to support process modeling in a system environment with high user interaction (User Interaction이 많은 시스템 환경에서의 프로세스 모델리을 지원하기 위한 지식베이스 시스템)

  • 김수연;서의호;황현석
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2000.04a
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    • pp.417-426
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    • 2000
  • 정보 시스템 개발은 크게 계획, 분석, 설계, 구축의 네 단계로 이루어진다. 이중 사용자 요구사항을 파악하는 분석 단계는 시스템개발 수명주기에 있어 가장 큰 비중을 갖는다. 또한 수명주기의 초기 단계에서 발견되지 못한 결점은 개발이 진행될수록 수정하는데 많은 비용과 노력을 필요로 하게 되어 분석 결과물의 품질은 전체 시스템 품질에 큰 영향을 미치게 된다. 분석 단계의 주요 작업은 데이터 모델링과 프로세스 모델링이다. 이중 데이터 모델리을 위한 지식베이스 시스템 개발에 대한 노력은 기존 연구에서 수행되어 왔으나 프로세스 모델링을 위한 지식베이스 시스템에 대한 연구는 부족하다. 특히 최근 User Interaction이 많은 시스템이 점점 증가하고 있는 추세에 적합한 프로세스 모델링 방법과 지식베이스에 대한 연구가 필요하다.이 연구에서는 사용자 상호작용이 많은 시스템 환경에서의 프로세스 모델링을 위한 절차를 제안하고, 제안된 절차를 효과적으로 지원하고 결과물의 품질을 보증하기 위한 지식베이스 시스템을 구축한다. 모델은 다음의 주요 작업들로 구성된다: 이벤트 분석, 프로세스 분석, 이벤트/프로세스 상호작용 분석. 이벤트 분석은 영향을 주는 이벤트와 그로 인해 수행되어야 하는 업무 절차(Response)를 파악한다. 프로세스 분석은 이벤트 분석과는 독립적으로 수행되며 상위 수준의 업무부터 최하위 수준의 프로세스까지 도출한다. 이벤트/프로세스 상호작용 분석은 이벤트와 프로세스의 분석 결과를 상호 검증하기 위하여 실시된다. 제안된 프로세스 모델링 방법을 지원하기 위한 지식베이스 시스템을 웹 환경에서 구현하였다. 구현된 지능형 robot과 spider 등으로 구성된, 신뢰성 있고 지능적인 MP3 검색 엔진 지원 시스템의 설계와 구현 결과 그리고 성능 등을 종합적으로 요약한다.실어증 환자들은 화시적 대명사를 조응적 대명사보다 더 잘 처리하는 동일한 결과를 보였다. 이러한 실험 결과들은 실어증 환자들이 뇌손상으로 인해 문법적 언어처리에는 어려움을 보이지만 비언어적인, 세상 지식과 관련된 화시적 대명사의 처리는 가능할 것이라는 가설을 뒷받침 해준다. 또한 이러한 실험 결과를 통해 대명사의 기능적인 측면에서 화시와 조응의 처리가 구분되어 있음을 보여준다.l mechanism is concentrate on only the reaction zone. As strain rate and CO2 quantity increase, NO production is remarkably augmented.our 10%를 대용한 것이 무첨가한 것보다 많이 단단해졌음을 알 수 있었다. 혼합중의 반죽의 조사형 전자현미경 관찰로 amarans flour로 대체한 gluten이 단단해졌음을 알수 있었다. 유화제 stearly 칼슘, 혹은 hemicellulase를 amarans 10% 대체한 밀가루에 첨가하면 확연히 비용적을 증대시킬 수 있다는 사실을 알 수 있었다. quinoa는 명아주과 Chenopodium에 속하고 페루, 볼리비아 등의 고산지에서 재배 되어지는 것을 시료로 사용하였다. quinoa 분말은 중량의 5-20%을 quinoa를 대체하고 더욱이 분말중량에 대하여 0-200ppm의 lipase를 lipid(밀가루의 2-3배)에 대

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Interactive Motion Retargeting for Humanoid in Constrained Environment (제한된 환경 속에서 휴머노이드를 위한 인터랙티브 모션 리타겟팅)

  • Nam, Ha Jong;Lee, Ji Hye;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.1-8
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    • 2017
  • In this paper, we introduce a technique to retarget human motion data to the humanoid body in a constrained environment. We assume that the given motion data includes detailed interactions such as holding the object by hand or avoiding obstacles. In addition, we assume that the humanoid joint structure is different from the human joint structure, and the shape of the surrounding environment is different from that at the time of the original motion. Under such a condition, it is also difficult to preserve the context of the interaction shown in the original motion data, if the retargeting technique that considers only the change of the body shape. Our approach is to separate the problem into two smaller problems and solve them independently. One is to retarget motion data to a new skeleton, and the other is to preserve the context of interactions. We first retarget the given human motion data to the target humanoid body ignoring the interaction with the environment. Then, we precisely deform the shape of the environmental model to match with the humanoid motion so that the original interaction is reproduced. Finally, we set spatial constraints between the humanoid body and the environmental model, and restore the environmental model to the original shape. To demonstrate the usefulness of our method, we conducted an experiment by using the Boston Dynamic's Atlas robot. We expected that out method can help the humanoid motion tracking problem in the future.