• Title/Summary/Keyword: Virtual Body

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Improvement of Washout Algorithm for Vehicle Driving Simulator Using Vehicle Tilt Data and Its Evaluation (차량 기울기값을 이용한 차량 시a레이터용 워시아웃 알고리즘에 대한 개선 및 평가)

  • Moon, Young-Geun;Kim, Moon-Sik;Kim, Kyung-Dal;Lee, Min-Cheol
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.8
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    • pp.823-830
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    • 2009
  • For developing automotive parts and telematics devices the real car test often shows limitation because it needs high cost, much time and has the possibility of the accident. Therefore, a Vehicle Driving Simulator (VDS) instead of the real-car test has been used by some automotive manufactures, research centers, and universities. The VDS is a virtual reality device which makes a human being feel as if one drives a vehicle actually. Unlike actual vehicle, the simulator has limited kinematic workspace and bounded dynamic characteristics. So it is difficult to simulate dynamic motions of a multi-body vehicle model fully. In order to overcome these problems, a washout algorithm which restricts workspace of the simulator within the kinematic limits is needed, and analysis of dynamic characteristics is required also. However, a classical washout algorithm contains several problems such as time delay and generation of wrong motion signal caused by characteristics of filters. Specially, the classical washout algorithm has the simulator sickness when driver hardly turns brakes and accelerates the VDS. In this paper, a new washout algorithm is developed to enhance the motion sensitivity and improve the simulator sickness by using the vehicle tilt signal which is generated in the real time vehicle dynamic model.

Map-Matching Algorithm for MEMS-Based Pedestrian Dead Reckoning System in the Mobile Device (모바일 장치용 MEMS 기반 보행항법시스템을 위한 맵매칭 알고리즘)

  • Shin, Seung-Hyuck;Kim, Hyun-Wook;Park, Chan-Gook;Choi, Sang-On
    • Journal of Institute of Control, Robotics and Systems
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    • v.14 no.11
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    • pp.1189-1195
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    • 2008
  • We introduce a MEMS-based pedestrian dead reckoning (PDR) system. A walking navigation algorithm for pedestrians is presented and map-matching algorithm for the navigation system based on dead reckoning (DR) is proposed. The PDR is equipped on the human body and provides the position information of pedestrians. And this is able to be used in ubiquitous sensor network (USN), U-hearth monitoring system, virtual reality (VR) and etc. The PDR detects a step using a novel technique and simultaneously estimates step length. Also an azimuth of the pedestrian is calculated using a fluxgate which is the one of magnetometers. Map-matching algorithm can be formulated to integrate the positioning data with the digital road network data. Map-matching algorithm not only enables the physical location to be identified from navigation system but also improves the positioning accuracy. However most of map-matching algorithms which are developed previously are for the car navigation system (CNS). Therefore they are not appropriate to implement to pedestrian navigation system based on DR system. In this paper, we propose walking navigation system and map-matching algorithm for PDR.

Proposal a case study for an interactive game content of a genre convergence with Racing and Shooting (레이싱과 건슈팅 장르의 융복합 체감형 게임 사례 제안)

  • Li, Xuanxin;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.2 no.1
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    • pp.51-56
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    • 2011
  • As fusion and composition of a game genre is actively achieved, game types where various genres coexist in a game increase. These games have advantage providing various funnies to game players. This study examines and analyzes game examples of fusion and composition genre that appear in the game market in accordance with such a trend. We suggested a game that can give new joy to players by application of fusion and composition of genre within the body type that can provide directly virtual experience of the given game situation on the base of this study.

A Study on the Generative Structure of the Meaning and the Binary-Opposition in the Convergence of Fashion Design and Technology as a Emotional Method - Focused on Fashion Design Collections - (감성적 도구로서의 테크놀로지와 패션디자인의 융합에 나타난 이항대립과 의미생성구조 - 패션디자인 컬렉션을 중심으로 -)

  • Lee, Jee Hyun;Kim, Jieun;Ryu, Lim Jeong
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.134-147
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    • 2013
  • Today, the convergence of fashion design and digital technology has become a popular method and accordingly been tried variously in the fashion area. This study aimed to analyze the character of the collaboration with fashion and technology, and the meaning of technology as emotional expression methods. Selected designer's collections, literature and other related studies were reviewed in order to analyze the generative structure of the meaning and the binary-opposition in the convergence of body, fashion design and technology. Literatures and selected designer's collections were reviewed and quantitatively studies were performed to classify the convergence of human bodies, fashion design and technology through Greimas Semiotics rectangle based on binary-opposition of meaning and isotophy analysis. The research presents three types of fashion technology methods: mechanical movement, light/digital media, and virtual image. The convergence of fashion and technology was classified as the direct convergence and the indirect convergence. The direct convergence was characterized by variability and has automatic, independent movement, but the indirect convergence was shown closed and to have contradistinctive images.

Feasibility test for dynamic gait of quadruped walking robot (4각 보행로봇의 동적 걸음새 평가)

  • 김종년;홍형주;윤용산
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.14 no.6
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    • pp.1455-1463
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    • 1990
  • In this study the feasibility of a dynamic gait for a given quadruped walking robot is investigated through a computer simulation of the walking with certain drivings of the actuators. Two planar inverted pendulums are used to represent the dynamic model of the leg of the walking robot. It's gait motion is assumed to be periodic and symmetric between left and right sides only with half cycle delay. The dynamics of the walking robot is simplified by introducing two virtual legs to produce two planar inverted pendulums in two orthogonal planes and on the basis that certain legs in pair act as one. The feasibility of the dynamic gait motion is established from the following two necessary conditions:(1) The position and velocity of a foot must satisfy the stroke and velocity requirements.(2) The gait motion should be periodic without falling down. The gait feasibility test was applied to a walking robot design showing the specific acceptable speed range of the robot in trot. Also it showed that the higher body height may produce the faster trot gait.

Development of the Virtual Driving Environment for the AWS ECU Test Platform of the Bi-modal Tram (저상굴절 궤도차량의 AWS ECU 테스트 플랫폼을 위한 가상 주행환경 개발)

  • Choi, Seong-Hoon;Park, Tea-Won;Lee, Soo-Ho;Moon, Kyung-Ho
    • Proceedings of the KSR Conference
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    • 2007.11a
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    • pp.283-290
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    • 2007
  • A bi-modal tram has been developed to offer an advanced transportation service compared with existing vehicles. The All-Wheel-Steering system is applied to the bi-modal tram to satisfy the required steering performance because the bi-modal tram has extended length and articulated mechanism. An ECU for the steering system is essential to steer wheels on 2nd and 3rd axles by the specific AWS algorithm with the prescribed driving condition. The Hardware-In-the-Loop Simulation(HILS) system is planned for the purpose of evaluating the steering system of the bi-modal tram. There are kinematic links with the hydraulic actuator to steer wheels on each 2nd and 3rd axles and also same steering mechanism as the actual vehicle is in the HILS system. Controlling the movement of hydraulic actuator which reflects the lateral steering reaction force on each wheel is the key to realize the HILS system, but the reaction force is continuously changed according to various driving conditions. Therefore, the simulation through the multi-body dynamics model is used to obtain the required forces.

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Analysis and Tests of the Behavior of an Underwater Acoustic Horizontal Array Platform (수중음향 수평 배열 플랫폼의 거동 해석과 시험)

  • Lee, Chong-Moo;Kim, Kihun;Byun, Sung-Hoon
    • Journal of Ocean Engineering and Technology
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    • v.32 no.4
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    • pp.222-227
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    • 2018
  • Most underwater acoustic arrays for low frequency operation are deployed vertically, but a mid-range frequency horizontal array system is being developed by the Korea Research Institute of Ships and Ocean Engineering (KRISO). The horizontal array platform is deployed underwater and kept in place by weather vaning mooring. This is essential because it is nearly impossible to keep a submerged body at a given position in the water without any external force. Hence, the horizontal array platform can maintain the desired position in the presence of a weak tidal current. The objective of this study is to design an underwater platform that can maintain its horizontal position in a weak current. First, the authors investigated various virtual models, selected one of the models, and performed a small model test of the selected model at a basin. We calculated the external forces associated with the 2D motion, and then we conducted a large basin test followed by a circulation water channel test for the manufactured array platform. The results of the simplified 2D motion calculation essentially matched the results of the underwater test.

Focus+context volume rendering for medical simulation based on Unity game engine (유니티 게임 엔진 기반의 의료 시뮬레이션을 위한 초점 배경 볼륨 가시화)

  • Ha, Tae-Jun;Kye, Heewon
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.65-74
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    • 2018
  • As commercial game engines become available to the public, attempts have been made to use it for general purpose research. This study uses the game engine to develop a medical simulation. Specifically, when the user selects an important portion of the human body, the focus+context visualization is applied to the volume data. We proposes the accumulation based method to make the background part more transparent and naturally fuse it with the focus part. Since the proposed method combines well with the existing volume visualization, the virtual surgery function such as incision is performed smoothly. The game engine is useful for general-purpose research, because auxiliary functions such as collision handling and UI can be efficiently created with the help of it.

Development of a Washout Algorithm for a Vehicle Driving Simulator Using New Tilt Coordination and Return Mode

  • You Ki Sung;Lee Min Cheol;Kang Eugene;Yoo Wan Suk
    • Journal of Mechanical Science and Technology
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    • v.19 no.spc1
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    • pp.272-282
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    • 2005
  • A vehicle driving simulator is a virtual reality device which makes a man feel as if he drove an actual vehicle. Unlike actual vehicles, the simulator has limited kinematical workspace and bounded dynamic characteristics. So it is difficult to simulate dynamic motions of a multi-body vehicle model. In order to overcome these problems, a washout algorithm which controls the workspace of the simulator within the kinematical limitation is needed. However, a classical washout algorithm contains several problems such as generation of wrong sensation of motions by filters in tilt coordination, requirement of trial and error method in selecting the proper cut-off frequencies and difficulty in returning the simulator to its origin using only high pass filters. This paper proposes a washout algorithm with new tilt coordination method which gives more accurate sensations to drivers. To reduce the time in returning the simulator to its origin, an algorithm that applies selectively onset mode from high pass filters and return mode from error functions is proposed. As a result of this study, the results of the proposed algorithm are compared with the results of classical washout algorithm through the human perception models. Also, the performance of the suggested algorithm is evaluated by using human perception and sensibility of some drivers through experiments.

Dynamic Analysis for Mechanical Systems with Multi-Degree of Freedom under Base Excitation Using Relative Acceleration (상대 가속도를 이용한 기초 가진을 받는 다자유도 기계 시스템의 동적 해석)

  • Lee, Tae Won
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.19 no.3
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    • pp.36-41
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    • 2020
  • Mechanical systems installed in transport devices, such as vehicles, airplanes, and ships, are mostly subject to translational accelerations at the joints during operations. This base acceleration excitation has a large influence on the performance of the system, therefore, its response must be well analyzed. However, the existing methods for dynamic analysis of structures have some limitations in use. This study presents a new numerical method using relative acceleration to solve these limitations. If the governing equation of motion is linear and the mass matrix, the damping matrix, and the stiffness matrix are constant over time in the finite element analysis, the proposed method can be applied to the transient behavior analysis and the harmonic response analysis of the structure. Because it is not necessary to introduce a virtual mass and the rigid body motions are removed from the analysis, it is possible to use not only the direct integration method in the time domain but also the mode superposition method to obtain the dynamic responses. This paper demonstrates with three examples how the present method is suitable for the dynamic analysis of a structure with multi-degree of freedom.