• 제목/요약/키워드: Simulation Object

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다중로보트의 동작결정을 위한 시뮬레이터 구성 (Construction of simulator for cooperative multi-robot motions)

  • 김정찬;김진걸
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1992년도 한국자동제어학술회의논문집(국내학술편); KOEX, Seoul; 19-21 Oct. 1992
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    • pp.332-336
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    • 1992
  • We describe about the graphic simulation system which supports the determination of efficient multi-robot motions during cooperation. For the construction of the simulation software for multi-robot motions, two problems are presented. First problem is that all the robot motions must be determinded using both the desired object motions and the holonomic constraints with the object. To find the robot motions combined with the various object motion path, the robot motions are derived from the desired object path instead of a master robot path. Therefore robot motions can be easily modifiable with the various object motions. This type of motion determination is different from that of the master-slaves method using the master robot motions. The other is that the developments of robot application softwares need a heavy cost when the participated robots or the tasks given to the robots are changed. Based on object-oriented programming paradigm, we present useful software objects describing robot application programming environment. The object-oriented programming paradigm increases the software reusability, reliability, and extensibility, and also provides the structual concepts to cope with the various demands of robot application programming.

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객체-지향 지리정보시스템을 이용한 새만금 수자원 관리 시스템의 홍수방어 시뮬레이션 구현 (An Implementation of Flood Simulation in the Saemangeum Water Resources Management System using an Object-oriented Geographic Information System)

  • 이홍로
    • 한국지리정보학회지
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    • 제6권2호
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    • pp.33-45
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    • 2003
  • 이 연구는 객체지향 지리정보시스템을 이용하여 지리-객체와 지리-필드를 연결하는 지리-객체필드 방법을 규정하고, 수계-객체필드를 이용하여 새만금호 수량과 배수갑문수위를 조작하는 새만금수자원관리시스템의 홍수 시뮬레이션을 구현하고자 한다. 그리고 새만금 수계 수자원에 발생하는 자연현상과 인공현상을 조합하여 하나의 전체 수계-객체필드로 구성되는 객체지향 클래스 계층구조를 설계함으로써 홍수통제 알고리즘 기법을 제안하고자 한다. 동시에 UML을 이용하여 전체적인 지리-객체필드와 단계적인 부분 지리-객체필드의 클래스계층구조를 가시화하고자 하며, 각 클래스의 속성과 메소드는 ZEUS/COM과 Win32 API을 이용한 Visual Basic 6.0을 사용함으로써 각각 호환성과 재사용성 기능을 확보하고자 한다. 이 논문은 새만금수자원관리시스템을 구현함으로써 효율적인 물관리를 하는데 기여할 수 있을 것이다.

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로봇 손에 의한 자유곡면 물체의 파지 및 조작에 관한 운동학 (Kinematics of Grasping and Manipulation of Curved Surface Object with Robotic Hand)

  • 황창순
    • 대한기계학회논문집A
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    • 제29권1호
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    • pp.1-13
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    • 2005
  • Kinematics of grasping and manipulation by a multi-fingered robotic hand where multi-fingertip surfaces are in contact with an object is solved. The surface of the object was represented by B-spline surfaces in order to model the objects of various shapes. The fingers were modeled by cylindrical links and a half ellipsoid fingertip. Geometric equations of contact locations have been solved for all possible contact combinations between the fingertip surface and the object. The simulation system calculated joint displacements and contact locations for a given trajectory of the object. Since there are no closed form solutions for contact or intersection between these surfaces, kinematics of grasping was solved by recursive numerical calculation. The initial estimate of the contact point was obtained by approximating the B-spline surface to a polyhedron. As for the simulation of manipulation, exact contact locations were updated by solving the contact equations according to the given contact states such as pure rolling, twist-rolling or slide-twist-rolling. Several simulation examples of grasping and manipulation are presented.

분산네트워크시스템에서 TMO를 이용한 실시간 통신 시뮬레이션 구현 (The Implementation of Real Time Communication Simulation using TMO in Distributed Network systems)

  • 김광준;서종주;강기웅;윤찬호
    • 한국정보통신학회논문지
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    • 제11권5호
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    • pp.897-905
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    • 2007
  • 본 논문에서는 TMO 실시간 객체 모델을 이용하여 실시간 통신 메시지 서비스를 효과적으로 지원하기 위해 새로운 프레임워크 및 동기화 메카니즘을 나타내었다. 또한 분산된 네트워크 시스템에서 TMO 구조를 이용하여 DHS(Distributed High-Precision Simulation) 응용 환경 에 적용함으로서 실시간 메시지 서 비스를 보장하였다. 분산된 다중 노드 시스템에서 TMO의 시간 구동 및 메시지 구동 구조는 실시간 통신 서비스 능력을 적시에 보장하기 위한 설계자의 노력을 충분히 줄일 수 있었으며, 제안된 프레임워크는 분산된 객체 구성요소들 사이의 데드라인 시간을 보다 쉽게 보장하기 위해 일관된 구조 및 구성을 제공하였다. 프로그래머의 데드라인 설계 시간을 처음 객체부터 적용하여 보장함으로서 형성될 수 있다. TMO 객체 모델을 기반으로 한 실시간 시뮬레이션에서 몇 가지의 TMO 구조의 장점을 가지고 있으며, TMO 객체 모델은 요구 명세서와 설계 사이의 강력한 연관성을 가지고 있다.

가솔린 엔진/자동변속기 통합제어 시뮬레이션을 위한 객체지향형 프로그래밍 (An object-oriented programming for the simulation of integrated gasoline engine/automatic transmission control)

  • 양경진;홍금식;최재원
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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    • pp.484-487
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    • 1997
  • In this paper a simulation program for the powertrain control of a gasoline engine with automatic transmission is presented, The object-oriented programming approach has been pursued, and MATLAB/ SIMULINK was adopted for its environment. The purpose of the paper is to demonstrate the programmability of a control system in the object-oriented fashion so that the transferability of the objects is guaranteed. The program developed in the paper was applied to a gasoline engine and the mathematical models used in the paper were just adopted from the literature. It is shown that the simulation results and real experimental results coincide well. Therefore, it is expected that the program or objects made in the paper are useful for the automotive engineers when they design a new engine/transmission system or modify a part of existing system.

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객체지향 방식의 프로그래밍과 차량 파워 시스템 (Object-oriented programming and automotive powersystem)

  • 정병용;조동일
    • 제어로봇시스템학회논문지
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    • 제2권2호
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    • pp.127-133
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    • 1996
  • This paper represents a new powertrain simulation methodology using the object-oriented programming paradigm. The advantage of the object-oriented is the module interchangeability and simulation flexibility. Powertrain subsystems and controller modules are implemented using the MEX files in MATLAB Simulink in this paper, preserving module interchangeability. Currently, the required CPU time on a 75MHz Pentium PC is about three times the real time. It is anticipated that the "Automotive Powersystem Toolbox" being developed in this research would be of much utility in designing subsystem controllers as well as in designing subsystem mechanicals.chanicals.

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Collaborative Authoring based on Physics Simulation

  • ;권용무;고희동
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2007년도 학술대회 1부
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    • pp.612-615
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    • 2007
  • This research studies the Virtual Reality simulation of Newton's physics law on rigid body type of objects for physics learning. With network support, collaborative interaction is enabled so that people from different places can interact with the same set of objects in Collaborative Virtual Environment. The taxonomy of the interaction in different levels of collaboration is described as: distinct objects and same object, in which there are same object - sequentially, same object - concurrently - same attribute, and same object - concurrently - distinct attributes. The case studies are the interaction of users in two cases: destroying and creating a set of arranged rigid bodies. We identify a specific type of application for contents authoring with modeling systems integrated with real-time physics and implemented in VR system. In our application called Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects.

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비디오를 위한 효율적인 프록시 서버 캐쉬의 관리 (Efficient Management of Proxy Server Cache for Video)

  • 조경산;홍병천
    • 한국시뮬레이션학회논문지
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    • 제12권2호
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    • pp.25-34
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    • 2003
  • Because of explosive growth in demand for web-based multimedia applications, proper proxy caching for large multimedia object (especially video) has become needed. For a video object which is much larger in size and has different access characteristics than the traditional web object such as image and text, caching the whole video file as a single web object is not efficient for the proxy cache. In this paper, we propose a proxy caching strategy with the constant-sized segment for video file and an improved proxy cache replacement policy. Through the event-driven simulation under various conditions, we show that our proposal is more efficient than the variable-sized segment strategy which has been proven to have higher hit ratio than other traditional proxy cache strategies.

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Time Service Guranteeing in Real-Time Distributed Simulation Object Oriented Programming

  • Kim, Hee-Chul;Kim, Gwang-Jun;Kim, Moon-Hwan;Ra, Sang-Dong;Bae, Chul-Soo
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -3
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    • pp.1843-1846
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    • 2002
  • The object-oriented(OO) distributed real- time(RT) programming movement started in 1990’s and is growing rapidly at this turn of the century Distributed real-time simulation is a field in its infancy but it is bounded to receive steadily growing recognition for its importance and wide applicability. The scheme is called the distributed time-triggered simulation scheme which is conceptually simple and easy to use but widely applicable. A new generation object oriented(00) RT programming scheme is called the time-triggered message triggered object(TMO) programming scheme and it is used to make specific illustrations of the issues. The TMO structuring scheme is a general-style components structuring scheme and supports design of all types of component including hard real time 1 objects and non real time objects within one general structure.

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객체지향 설계론을 이용한 발사체 시뮬레이터 개발 (The Development of Launch Vehicle Simulator Using an Object-orinted Design)

  • 최원;정해욱;서진호;홍일희
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2005년도 춘계학술대회 논문집
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    • pp.106-111
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    • 2005
  • LCC(Launch Control Center) in NARO Space Center perform a data monitoring and control through the interface to the external system of launch vehicle. Launch Control function needs a high reliability and processing speed. Hence, LCC's remote control system configure a real time system. An important role of the Simulation system is discovering a risk element and minimize it When developing a launch control system. Also, secure a development technique to solve the risks. Launch Vehicle simulator is composed of various component at characteristic of the Launch Vehicle. To be like this each function component the developer will be able to develop easily in order, it using the LabVIEW which is a Graphical Program and it programs, The LabVIEW GOOP(Graphical Object-orinted Programming) which supports an Object-orinted programming it uses with the Component it develops will have a strong point which reusability and a unit test, maintenance, size of program and individual developments.

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