• 제목/요약/키워드: Robot interface design

검색결과 107건 처리시간 0.024초

전자 박판 부품의 가공성 평가에 대한 연구 (Estimation of Formability for Sheet Metal Forming of Electronic Parts)

  • 이병찬;강연식;양동열;문재호
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1994년도 추계학술대회 논문집
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    • pp.918-923
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    • 1994
  • For the improvement of productivity, the reduction of cost and time for manufacturing is mandatory, especially in the field of electronic industry. The study is concemed with a practical means of systematic assistance to formability estimation and selection of reliable design specification for electronic sheet metal parts. The objective of this research work is to develop a simulation system which helps to analyze the target processes with the finite element method and to acquire available design data quickly and exactly and exactly. The simulation system developed in the study consists of design verification, selection of optimal combination of parameters, knowledge acquisition and graphical user interface(GUI). Design verification is automatically carried out by using the finite element method. A data base management system and nomograms are utilized for knowledge acquistion. The developed system has been applied to some major sheet metal forming operations such as flanging, embossing, bending and blanking. According to the simulated results, the validation of the target processes has been confirmed. Analysis data, estimation rules of formability and graphical representation of the analysis have been employed for the designer's understanfing and evaluation, thus providing a practical means of robot design and evaluation of formability for production electronic sheet metal parts.

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OWC based Smart TV Remote Controller Design Using Flashlight

  • Mariappan, Vinayagam;Lee, Minwoo;Choi, Byunghoon;Kim, Jooseok;Lee, Jisung;Choi, Seongjhin
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권1호
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    • pp.71-76
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    • 2018
  • The technology convergence of television, communication, and computing devices enables the rich social and entertaining experience through Smart TV in personal living space. The powerful smart TV computing platform allows to provide various user interaction interfaces like IR remote control, web based control, body gesture based control, etc. The presently used smart TV interaction user control methods are not efficient and user-friendly to access different type of media content and services and strongly required advanced way to control and access to the smart TV with easy user interface. This paper propose the optical wireless communication (OWC) based remote controller design for Smart TV using smart device Flashlights. In this approach, the user smart device act as a remote controller with touch based interactive smart device application and transfer the user control interface data to smart TV trough Flashlight using visible light communication method. The smart TV built-in camera follows the optical camera communication (OCC) principle to decode data and control smart TV user access functions according. This proposed method is not harmful as radio frequency (RF) radiation does it on human health and very simple to use as well user does need to any gesture moves to control the smart TV.

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

  • 장 파울로 스클리터
    • 만화애니메이션 연구
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    • 통권49호
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    • pp.677-696
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    • 2017
  • 만화와 종국적으로 애니메이션은 환상적 시나리오 시각화의 효과적인 방법이다. 본고 에서는 어떻게 애니메이션이 미래 현재(변모되어가고 있는 인공두뇌, 매개 사회) 아주 흔한, 그리고 필수불가결한 부분을 차지하게 되었는지 알아볼 것이다. 따라서 애니메이션은 인터페이스이거나 혹은 대변자로서 일시적 형태의 대상인 인간과 현실의 담화형태가 된다. 애니메이션 혹은 특히 애니메이트된 필름은 보통 단편, 실사영화, 픽션이나 논픽션의 캐릭터와 연결되어있다. 하지만 애니메이션은 전통적 영화 형식과 언어와는 거리가 있고 같은 이유로 디자인과 커뮤니케이션 역시 다른 영역으로 구분된다. 하지만 $Vil{\acute{e}}m$ Flusser에 따르면 그렇지 않다. 같은 전제가 네트워크 문화 속 애니메이션에 적용된다. 애니메이션은 디자인 과정과 제작에 본질(모션 그래픽이나 인터페이스 디자인 그리고 3D 영상작업 등)로 자리한다. 비디오 게임, VR, map 기반 app과 소셜 네트워크 등은 확장된 우주인 우리의 네트워크 기반 문화에 자리하는 것으로 여겨진다. 이러한 것들은 애니메이션과 연결성이 증대된(세계공통어가 디지털 환경 속 멀티-컬처 상호작용에 적용된 것처럼) 디자인 제품과 미디어 훈련이다. 이러한 감각에서 애니메이션은 담론화 되었으며 같은 방법으로 Roland Barthes는 담화 형식의 신화를 묘사한다. 디자인 도구로서의 애니메이션 역할을 탐구하는 목적으로, 제안된 연구는 애니메이션을 사용하여 트렌스 미디어 창작의 이미지 전략을 네러티브와 유저 인터페이스 측면에서 발전시키고자 하는 것이다.

다수 체인과 다중 접촉 성격을 지닌 발 메커니즘에 대한 충격량 흡수 기반 해석 (Analysis of Multi-Chained and Multiple Contact Characteristics of Foot Mechanisms in Aspect of Impulse Absorption)

  • 서종태;오세민;이병주
    • 로봇학회논문지
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    • 제12권2호
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    • pp.161-172
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    • 2017
  • Foot mechanisms play the role of interface between the main body of robotic systems and the ground. Biomimetic design of the foot mechanism is proposed in the paper. Specifically, multi-chained and multiple contact characteristics of general foot mechanisms are analyzed and their advantages are highlighted in terms of impulse. Using Newton-Euler based closed-form external and internal impulse models, characteristics of multiple contact cases are investigated through landing simulation of an articulated leg model with three kinds of foot. It is shown that in comparison to single chain and less articulated linkage system, multi-chain and articulated linkage system has superior characteristic in terms of impulse absorption as well as stability after collision. The effectiveness of the simulation result is verified through comparison to the simulation result of a commercialized software.

A vision-based robotic assembly system

  • Oh, Sang-Rok;Lim, Joonhong;Shin, You-Shik;Bien, Zeungnam
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1987년도 한국자동제어학술회의논문집(한일합동학술편); 한국과학기술대학, 충남; 16-17 Oct. 1987
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    • pp.770-775
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    • 1987
  • In this paper, design and development experiences of a vision based robotic assembly system for electronic components are described. Specifically, the overall system consists of the following three subsystems each of which employs a 16 bit Preprocessor MC 68000 : supervisory controller, real-time vision system, and servo system. The three microprocessors are interconnected using the time shared common memory bus structure with hardwired bus arbitration scheme and operated as a master-slave type in which each slave is functionally fixed in view of software. With this system architecture, the followings are developed and implemented in this research; (i) the system programming language, called 'CLRC', for man-machine interface including the robot motion and vision primitives, (ii) real-time vision system using hardwired chain coder, (iii) the high-precision servo techniques for high speed de motors and high speed stepping motors. The proposed control system were implemented and tested in real-time successfully.

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DSP를 이용한 원격 로봇의 제어 시스템 구현 (Implementation of a control system for a telerobot using DSP)

  • 노철래;정명진
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1991년도 한국자동제어학술회의논문집(국내학술편); KOEX, Seoul; 22-24 Oct. 1991
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    • pp.844-849
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    • 1991
  • A high speed control system for a telerobot using DSP is developed. The system is designed to resolve computational burden in advanced algorithms. The design is assumed to h ave no specific algorithm and robot configuration. The system is composed of a teaching box, a DSP board, a set of servo drivers and 16 bit microcomputer system. The teaching box is designed as a man-machine interface, which has two joysticks with three degrees of freedom for velocity generation in Cartesian space. The DSP board, i.e. DSP56000ADS based on a 10.25MIPS digital signal processor, DSP56001, computes the inverse Jacobian matrix which transforms Cartesian velocity into joint velocity. A resolved motion rate control algorithm for a 5 degrees of freedom manipulator was implemented. About 100 Hz sampling rate was achieved in this system.

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보행 보조를 위한 하지 착용 외골격 설계 (Design of the Lower Limb Exoskeleton for the Walk-Assistance)

  • 박민주;이강희
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2014년도 제50차 하계학술대회논문집 22권2호
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    • pp.17-18
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    • 2014
  • 현대사회와 미래사회는 가속화되어지는 IT기술에 의해서 융합되어진 작업의 효율 및 성능의 발전이 이슈화되고 있다. 따라서 1990년대부터는 군사 및 재활분야와 함께 제조업 및 유통업 등 전반적인 산업 모두에서 근력보조기구에 대한 연구가 활발히 진행되고 있다. 과거에는 일반인이 무거운 짐을 운반하는 것을 완전한 로봇이 대체하거나 몸이 불편한 사회적 약자가 휠체어 및 지팡이 또는 전동 휠체어와 같은 보조 개념이 아닌 완전한 대체의 개념을 가지고 있었다. 그러나 웨어러블이 대두됨에 따라 기계와 인체가 합쳐지는 상호작용 근력보조기구가 탄생했다. 근력보조기구는 힘/토크 센서를 통한 인간과 로봇간의 상호작용에 의해 인간의 다양한 상지 및 하지 동작을 구현할 수 있는 근력 강화용 웨어러블 로봇 등이 있다.

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뇌파를 이용한 맞춤형 주행 제어 모델 설계 (EEG-based Customized Driving Control Model Design)

  • 이진희;박재형;김제석;권순
    • 대한임베디드공학회논문지
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    • 제18권2호
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    • pp.81-87
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    • 2023
  • With the development of BCI devices, it is now possible to use EEG control technology to move the robot's arms or legs to help with daily life. In this paper, we propose a customized vehicle control model based on BCI. This is a model that collects BCI-based driver EEG signals, determines information according to EEG signal analysis, and then controls the direction of the vehicle based on the determinated information through EEG signal analysis. In this case, in the process of analyzing noisy EEG signals, controlling direction is supplemented by using a camera-based eye tracking method to increase the accuracy of recognized direction . By synthesizing the EEG signal that recognized the direction to be controlled and the result of eye tracking, the vehicle was controlled in five directions: left turn, right turn, forward, backward, and stop. In experimental result, the accuracy of direction recognition of our proposed model is about 75% or higher.

고성능 실시간 얼굴 검출 엔진의 설계 및 구현 (Design and Implementation of Real-time High Performance Face Detection Engine)

  • 한동일;조현종;최종호;조재일
    • 대한전자공학회논문지SP
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    • 제47권2호
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    • pp.33-44
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    • 2010
  • 본 논문에서는 로봇 시각 처리 활용을 위한 실시간 얼굴 검출 하드웨어 구조를 제안한다. 제안한 구조는 조명 변화에 강인하고 초당 60 프레임 이상의 속도로 처리된다. 조명 변화에 강인한 얼굴 특성 추출을 위해 MCT(Modified Census Transform) 변환을 이용하였다. 그리고 AdaBoost 알고리즘은 얼굴 특징 데이터의 학습 및 생성을 하며, 이 생성된 학습 데이터를 이용해 얼굴 검출을 하게 된다. 본 논문에서는 메모리 인터페이스부, 이미지 크기 조정부, MCT 생성부, 후보 얼굴 검출부, 신뢰도 비교부, 좌표 재조정부, 데이터 그룹화부, 검출 결과 표시부로 구성된 얼굴 검출 하드웨어 구조 및 Xilinx사의 Virtex5 LX330 FPGA를 이용한 하드웨어 구현 검증 결과에 대해 설명한다. 카메라로 부터 입력받은 이미지를 이용해 검증한 결과로 초당 최대 149프레임의 속도로 한 프레엠 당 최대 32개 얼굴을 검출함을 확인하였다.

ACT-R을 이용한 터치스크린 메뉴 선택 수행 예측 (Prediction of Menu selection on Touch-screen Using A Cognitive Architecture: ACT-R)

  • 민정상;조성식;명노해
    • 대한인간공학회지
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    • 제29권6호
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    • pp.907-914
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    • 2010
  • Cognitive model, that is cognitive architecture, is the model expressed with computer program to show the process how human solve a certain problem and it is continuously under investigation through various fields of study such as cognitive engineering, computer engineering, and cognitive psychology. In addition, the much extensive applicability of cognitive model usually helps it to be used for quantitative prediction of human Behavior or Natural programming of human performance in many HCI areas including User Interface Usability, artificial intelligence, natural programming language and also Robot engineering. Meanwhile, when a system designed, an usability test about conceptual design of interface is needed and in this case, analysis evaluation using cognitive model like GOMS or ACT-R is much more effective than empirical evaluation which naturally needs products and subjects. In particular, if we consider the recent trend of very short-end term between a previous technology development and the next new one, it would take time and much efforts to choose subjects and train them in order to conduct usability test which is repeatedly followed in the process of a system development and this finally would bring delays of development of a new system. In this study, we predicted quantitatively the human behavior processes which contains cognitive processes for menu selection in touch screen interface through ACT-R, one of the common method of usability test. Throughout the study, it was shown that the result using cognitive model was equal with the result using existing empirical evaluation. And it is expected that cognitive model has a possibility not only to be used as an effective methodology for evaluation of HCI products or system but also to contribute the activation of HCI cognitive modeling in Korea.