• Title/Summary/Keyword: Stick Model

Search Result 188, Processing Time 0.034 seconds

On the Modeling and Simulation of Friction for an Automotive Clutch (자동차 클러치의 마찰 모델과 시뮬레이션)

  • 이병수;이재천
    • Transactions of the Korean Society for Noise and Vibration Engineering
    • /
    • v.13 no.2
    • /
    • pp.116-125
    • /
    • 2003
  • Four models for stick-slip friction are presented and are adopted for a numerical simulation study for a manual transmission clutch damper in idle mode. Meaning of parameters for friction models are explained and proper values are suggested. Also explained ate the reason why those specific values for the parameters are chosen. Preferable model for the clutch damper In Idle mode is discussed in terms of calculation efficiency and fidelity of the model based on real measured data. For clutch damper idle mode simulation studies, all four models perform equally well.

Shoulder Arthrokinematics of Collegiate Ice Hockey Athletes Based on the 3D-2D Model Registration Technique

  • Jeong, Hee Seong;Song, Junbom;Lee, Inje;Kim, Doosup;Lee, Sae Yong
    • Korean Journal of Applied Biomechanics
    • /
    • v.31 no.3
    • /
    • pp.155-161
    • /
    • 2021
  • Objective: There is a lack of studies using the 3D-2D image registration techniques on the mechanism of a shoulder injury for ice hockey players. This study aimed to analyze in vivo 3D glenohumeral joint arthrokinematics in collegiate ice hockey athletes and compare shoulder scaption with or without a hockey stick using the 3D-2D image registration technique. Method: We recruited 12 male elite ice hockey players (age, 19.88 ± 0.65 years). For arthrokinematic analysis of the common shoulder abduction movements of the injury pathogenesis of ice hockey players, participants abducted their dominant arm along the scapular plane and then grabbed a stick using the same motion under C-arm fluoroscopy with 16 frames per second. Computed tomography (CT) scans of the shoulder complex were obtained with a 0.6-mm slice pitch. Data from the humerus translation distances, scapula upward rotation, anterior-posterior tilt, internal to external rotation angles, and scapulohumeral rhythm (SHR) ratio on glenohumeral (GH) joint kinematics were outputted using a MATLAB customized code. Results: The humeral translation in the stick hand compared to the bare hand moved more anterior and more superior until the abduction angle reached 40°. When the GH joint in the stick hand was at the maximal abduction of the scapula, the scapula was externally rotated 2~5° relative to 0°. The SHR ratio relative to the abduction along the scapular plane at 40° indicated a statistically significant difference between the two groups (p < 0.05). Conclusion: With arm loading with the stick, the humeral and scapular kinematics showed a significant correlation in the initial section of the SHR. Although these correlations might be difficult in clinical settings, ice hockey athletes can lead to the movement difference of the scapulohumeral joints with inherent instability.

Vibration Simulation Using LuGre Friction Model for Cladding Tube Fretting Wear Analysis (피복관 프레팅마모 해석을 위한 LuGre 마찰모델 성능 고찰)

  • Park, Nam-Gyu;Kim, Jin-Seon;Kim, Joong-Jin;Kim, Jae-Ik
    • Transactions of the Korean Society for Noise and Vibration Engineering
    • /
    • v.26 no.1
    • /
    • pp.55-62
    • /
    • 2016
  • Nuclear fuels are always exposed to hot temperature and high speed coolant flow during the reactor operation. Thus the fuel rod accompanies small amplitude vibration due to the turbulent flow. The random vibration causes friction between the fuel rod and the grid structure which provides the lateral supports. The friction is critical to the fuel rod fretting wear, and it degrades fuel performance when a severe wear is developed. LuGre friction model is introduced in the paper, and the performance was evaluated comparing to the classical Coulomb model. It is shown that the developed friction force considering the Coulomb friction is not enough to stop or delay the motion while the stick-slip can be simulated using LuGre friction model. Numerical solutions of the two dimensional spacer grid cell model with the modern friction are also reviewed, and it is discussed that the new friction model simulates well the nonlinear mechanism.

Human motion recognition and application using Kinect sensor (Kinect 센서를 사용한 인체동작인식 및 활용)

  • Jeong, Jong-Hun;Han, Man-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.625-626
    • /
    • 2013
  • This paper introduces a new method that detects human motions using a Kinect sensor. Also this paper describes a method to mimic the detected human motions. We first build a human stick model by processing the output of Kinect sensor. We detect a specific motion by using the position of each joint of the human stick model and by using the angles between joints.

  • PDF

Precision Stabilization Control of Servo-system by Using Friction Compensation (마찰보상을 통한 서어보제어계의 정밀 안정화 제어)

  • Kang, Min-Sig
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.16 no.3 s.96
    • /
    • pp.109-115
    • /
    • 1999
  • This paper presents a stabilization control designed to improve position stabilization performance of a position servo-system(turret) mounted on a manuvering platform(vehicle). In the consideration of the motion of the platform, a dynamic model of the stabilization system is derived and shows the viscous and stick-slip friction torques are the major source of stabilization errors. An extended generalized minimum variance control which consists of a feedforward disturbance compensation as well as a pole placement feedback control is suggested to reduce the stabilization errors caused from the friction disturbances. This modeling and control are applied to a small experimental set-up and the experimental results confirm the accuracy of the model and the effectiveness of the suggested control.

  • PDF

A Study on the UI Design of Stick-type Intergrated Remote Controller for Domestic Use (가정용 스틱형 통합리모콘의 UI 디자인 연구)

  • Kang, Mi-Ryoung;Yoo, Yeon-Sik
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.235-246
    • /
    • 2007
  • The study aims to design an integrated remote controller, which is an increasingly essential device in the home, for more convenient use. For this purpose, an alternative user interface (UI) design was developed by applying the user interface system of a popular existing product to an integrated remote control highly usable and easy to learn for domestic use, and the usability was evaluated. For the existing popular product, a cellular phone was selected, the operation method of which is similar to the stick-type integrated remote control for which the user interface design was to be developed in this research. Common characteristics of the UI of the selected cellular phone were derived and the characteristics were applied as much as possible to the design of a stick-type integrated remote control. The prototype of the alternative design, which was simulated with Flash, went through two pilot tests for further improvement before making the final experimental prototype. Based on the results, prototype buttons that improved the feeling of use in terms of physical operation and feedback were made, and the usability of the new UI design of a stick-type integrated remote control for domestic use were evaluated with 41 university students in their 20s. According to the results of the experiment, the newly designed stick-type integrated remote control based on the UI of an existing product may improve the usability of remote controls and the outcome of this study is expected to provide a good model for R&D of new UI designs of stick-type integrated remote controls for domestic use.

  • PDF

Kinematic Analysis of Drag Flick Shooting Motion for Training Shooters Specializing in Penalty Corners in Women's Field Hockey: A Case Study (여자 필드하키 페널티코너 전문 슈터 양성을 위한 Drag Flick 슈팅 동작의 운동학적 분석: 사례 연구)

  • Park, Jongchul;Byun, Kyungseok;Kim, Eonho
    • Korean Journal of Applied Biomechanics
    • /
    • v.29 no.2
    • /
    • pp.43-51
    • /
    • 2019
  • Objective: This study aims to propose an efficient technical model through a kinematic analysis of field hockey drag flick shooting motion in laboratory situations and game situations and to build up the basic data on drag flick shooting technique through a comparative analysis of a Korean specialized shooter and specialized shooters of competing Asian countries. Method: This study selected one Korean female national specialized shooter and seven specialized shooters of competing countries, China, Japan, India, and Malaysia, who participated in the 2018 Asian Hockey Champions Trophy as research subjects. In exercise situations, a 3-D motion analysis utilizing an infrared camera was conducted, while in game situations, an image-based 3-D motion analysis utilizing a digital camera was conducted. Results: The Korean specialized shooter had smaller changes in the angles of the trunk and the stick in game situations than in exercise situations. She had a high angular velocity of the trunk and the stick head, and the maximum speed of the ball was high. The Korean specialized shooter had the maximum angular velocity of the trunk higher than the specialized shooters of the competing countries did, and the angular velocity of the stick head and the maximum speed of the ball were in the average level. Conclusion: As for drag flick shooting in game situations, changes in the angle of the trunk and the stick were small, and the angular velocity was high due to the pressure that the shooters should perform the motion fast with the defenders' interruptions, and this high angular velocity of the trunk and the stick head affected the movement of the ball. Thus, the maximum speed of the ball was higher in game situations than in exercise situations. The Korean specialized shooter had the maximum angular velocity higher than the specialized shooters of the competing countries did; however, the maximum speed of the ball was average, and it turned out that the maximum speed of the ball was associated with the angular velocity of the stick head in P3. Therefore, Korean specialized shooters need complementary training for a change to the torque of the stick head, using the strong torque of the trunk.

Extracting Modal Parameters of a Layered Stone Pagoda Using TDD Technique (TDD 기법을 이용한 적층식 석탑의 동특성 추출)

  • Kim, Byeong Hwa;Moon, Dae Joong;Lee, Do Hyung
    • Journal of the Earthquake Engineering Society of Korea
    • /
    • v.19 no.3
    • /
    • pp.103-108
    • /
    • 2015
  • This work introduces a modal testing and analysis results of the mock-up for a layered stone pagoda. The pagoda has been horizontally excited by an impact hammer. As to the measured acceleration time responses, the first five lower mode shapes and natural frequency are extracted by the TDD technique. It is observed that the time delay of a shear wave occurs through friction surfaces. Such phenomena cannot be described by using the traditional analytical models such as a continuum cantilever beam model or a discrete shear building model. However, the time delay typically affects only the phases of the pagoda system. The frequencies of the pagoda system are not affected by such time delay. It is found in the first time that the layered stone pagoda system has a set of closely placed modes in near of natural frequency. It is believed that such modes are due to the friction characteristics in friction surfaces. Based on the stick-slip friction model, it seems that the one of the closely placed mode can be a self-excited one.

A Virtual Makeup Program Using Facial Feature Area Extraction Based on Active Shape Model and Modified Alpha Blending (ASM 기반의 얼굴 특징 영역 추출 및 변형된 알파 블렌딩을 이용한 가상 메이크업 프로그램)

  • Koo, Ja-Myoung;Cho, Tai-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.8
    • /
    • pp.1827-1835
    • /
    • 2010
  • In this paper, facial feature areas in user picture are created by facial feature points extracted by ASM(Active Shape Model). In a existing virtual make-up application, users manually select a few features that are exactly. Users are uncomfortable with this method. We propose a virtual makeup application using ASM that does not require user input. In order to express a natural makeup, the modified alpha blendings for each cosmetic are used to blend skin color with cosmetic color. The Virtual makeup application was implemented to apply Foundation, Blush, Lip Stick, Lip Liner, Eye Pencil, Eye Liner and Eye Shadow.

Numerical Method Aimed at Multi-material Simulation of the Energetic Device (에너지 물질이 포함된 장치의 폭발 해석을 위한 다중물질 해석 방법)

  • Kim, Ki-Hong;Yoh, Jai-Ick
    • Proceedings of the Korean Society of Propulsion Engineers Conference
    • /
    • 2011.11a
    • /
    • pp.274-278
    • /
    • 2011
  • We present an innovative method of multi-physics application involving energetic materials. We use an Eulerian methodology to address these problems. We have devised a new level set based tracking framework that can elegantly handle large gradients typically found in energetic response of high explosive and metals. Proper constitutive relations are employed to model the transient phases of gas, lliquid, and solid in the high strain rate regime. We use the confined and unconfined rate stick results to validate against the experimental data.

  • PDF