• Title/Summary/Keyword: Virtual Movement

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Efficient Graph Construction and User Movement Path for Fast Inspection of Virus and Stable Management System

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.135-142
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    • 2022
  • In this paper, we propose a graph-based user route control for rapidly conducting virus inspections in emergency situations (eg, COVID-19) and a framework that can simulate this on a city map. A* and navigation mesh data structures, which are widely used pathfinding algorithms in virtual environments, are effective when applied to CS(Computer science) problems that control Agents in virtual environments because they guide only a fixed static movement path. However, it is not enough to solve the problem by applying it to the real COVID-19 environment. In particular, there are many situations to consider, such as the actual road traffic situation, the size of the hospital, the number of patients moved, and the patient processing time, rather than using only a short distance to receive a fast virus inspection.

TRACKING LIFT-PATHS OF A ROBOTIC TOWERCRANE WITH ENCODER SENSORS

  • Suyeul Park;Ghang, Lee;Joonbeom cho;Sungil Hham;Ahram Han;Taekwan Lee
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.250-256
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    • 2009
  • This paper presents a robotic tower-crane system using encoder and gyroscope sensors as path tracking devices. Tower crane work is often associated with falling accidents and industrial disasters. Such problems often incur a loss of time and money for the contractor. For this reason, many studies have been done on an automatic tower crane. As a part of 5-year 23-million-dollar research project in Korea, we are developing a robotic tower crane which aims to improve the safety level and productivity. We selected a luffing tower crane, which is commonly used in urban construction projects today, as a platform for the robotic tower crane system. This system comprises two modules: the automated path planning module and the path tracking module. The automated path planning system uses the 3D Cartesian coordinates. When the robotic tower crane lifts construction material, the algorithm creates a line, which represents a lifting path, in virtual space. This algorithm seeks and generates the best route to lift construction material while avoiding known obstacles from real construction site. The path tracking system detects the location of a lifted material in terms of the 3D coordinate values using various types of sensors including adopts encoder and gyroscope sensors. We are testing various sensors as a candidate for the path tracking device. This specific study focuses on how to employ encoder and gyroscope sensors in the robotic crane These sensors measure a movement and rotary motion of the robotic tower crane. Finally, the movement of the robotic tower crane is displayed in a virtual space that synthesizes the data from two modules: the automatically planned path and the tracked paths. We are currently field-testing the feasibility of the proposed system using an actual tower crane. In the next step, the robotic tower crane will be applied to actual construction sites with a following analysis of the crane's productivity in order to ascertain its economic efficiency.

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Intelligent interface using hand gestures recognition based on artificial intelligence (인공지능 기반 손 체스처 인식 정보를 활용한 지능형 인터페이스)

  • Hangjun Cho;Junwoo Yoo;Eun Soo Kim;Young Jae Lee
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.38-51
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    • 2023
  • We propose an intelligent interface algorithm using hand gesture recognition information based on artificial intelligence. This method is functionally an interface that recognizes various motions quickly and intelligently by using MediaPipe and artificial intelligence techniques such as KNN, LSTM, and CNN to track and recognize user hand gestures. To evaluate the performance of the proposed algorithm, it is applied to a self-made 2D top-view racing game and robot control. As a result of applying the algorithm, it was possible to control various movements of the virtual object in the game in detail and robustly. And the result of applying the algorithm to the robot control in the real world, it was possible to control movement, stop, left turn, and right turn. In addition, by controlling the main character of the game and the robot in the real world at the same time, the optimized motion was implemented as an intelligent interface for controlling the coexistence space of virtual and real world. The proposed algorithm enables sophisticated control according to natural and intuitive characteristics using the body and fine movement recognition of fingers, and has the advantage of being skilled in a short period of time, so it can be used as basic data for developing intelligent user interfaces.

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The Effect of Gesture Based Interface on Presence Perception and Performance in the Virtual Reality Learning Environment (가상현실 학습환경에서 동작기반 인터페이스가 실재감 지각 및 수행에 미치는 효과)

  • Ryu, Jeeheon;YU, SEUNGBEOM
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.35-56
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    • 2017
  • This study is to examine the effects of gesture based interface and display methods to make an effective virtual learning environment. The gesture based interface can provide interactive interface to make objects in the virtual learning environment by generating natural movement of users' gesture. This natural functionality leads users to apply natural movements as they do in real actions. Because of the natural user interface, the gesture based interface is expected to maximize learning outcomes. This study examined how the gesture based interface can be used when a head mounted display is applied for a virtual reality learning environment. For this study 44 colleagues students were participated. Two display methods (head mounted display vs. monitor) and two interface (gesture based interface vs. joystick) were tested to identify which might be more effective. The study was applied to different learning tasks which require different levels of spatial perception. The dependent variables are three constructs of virtual presence (spatial perception, immersiveness, and realness) and task completion time and recall tests. This study discussed potential disadvantages of gesture based interface while it showed positive usages of gesture based interface.

Three-dimensional evaluation of tooth movement in Class II malocclusions treated without extraction by orthodontic mini-implant anchorage

  • Ali, Dler;Mohammed, Hnd;Koo, Seung-Hwan;Kang, Kyung-Hwa;Kim, Sang-Cheol
    • The korean journal of orthodontics
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    • v.46 no.5
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    • pp.280-289
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    • 2016
  • Objective: The aim of this study was to analyze tooth movement and arch width changes in maxillary dentition following nonextraction treatment with orthodontic mini-implant (OMI) anchorage in Class II division 1 malocclusions. Methods: Seventeen adult patients diagnosed with Angle's Class II division 1 malocclusion were treated by nonextraction with OMIs as anchorage for distalization of whole maxillary dentition. Three-dimensional virtual maxillary models were superimposed with the best-fit method at the pretreatment and post-treatment stages. Linear, angular, and arch width variables were measured using Rapidform 2006 software, and analyzed by the paired t -test. Results: All maxillary teeth showed statistically significant movement posteriorly (p < 0.05). There were no significant changes in the vertical position of the maxillary teeth, except that the second molars were extruded (0.86 mm, p < 0.01). The maxillary first and second molars were rotated distal-in ($4.5^{\circ}$, p < 0.001; $3.0^{\circ}$, p < 0.05, respectively). The intersecond molar width increased slightly (0.1 mm, p > 0.05) and the intercanine, interfirst premolar, intersecond premolar, and interfirst molar widths increased significantly (2.2 mm, p < 0.01; 2.2 mm, p < 0.05; 1.9 mm, p < 0.01; 2.0 mm, p < 0.01; respectively). Conclusions: Nonextraction treatment with OMI anchorage for Class II division 1 malocclusions could retract the whole maxillary dentition to achieve a Class I canine and molar relationship without a change in the vertical position of the teeth; however, the second molars were significantly extruded. Simultaneously, the maxillary arch was shown to be expanded with distal-in rotation of the molars.

A Study of the Location and Shape of the Ship using GPS (GPS를 이용한 선박 위치 및 자세 형상 제어 연구)

  • Park, Jung-Won;Kim, Han-Sil
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.4
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    • pp.86-93
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    • 2011
  • The ship movement implies current position, wave, wind, and its other factors. We need to know exactly the location and the shape of the ship and control its motion because of these effects. In order to control the small ship according to the movement of the large ship, the position and shape of the ship should be given first. In this paper we propose the method with which we know the current status of the ship without dynamic equations of the ship. There are several methods to track the system such as optical, radio frequency, radar, camera, and infrared light. We propose the movement of the ship using the GPS absolute axis. But, the genuine error by the GPS itself and the movement of the ship cause the result of the GPS of not being accurate. This paper reduces the error of the location and the shape of the ship and gives the exact values of the ship movements even if the GPS implies some error itself.

A Vertical Movement Plan for Labors in High-Rise Building Construction Using Discrete-Event Simulation (이산형 시뮬레이션을 사용한 초고층건물공사 작업원의 수직이동계획)

  • Ahn Byung-Ju
    • Korean Journal of Construction Engineering and Management
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    • v.5 no.2 s.18
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    • pp.47-54
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    • 2004
  • Recently, many high-rise buildings have been constructed, and are under construction. And a high-rise building with more than 100 floors is under planning. From site logistics management point of view, it is very important to manage vertical transportation of resource (e.g., material, equipment and construction labors) in high-rise building construction. The higher the building is constructed, the more important it is to manage for vertical transportation of it. In case of labors, vertical movement needs longer time in high-rise building construction than in low-rise. This results in low productivity and work efficiency of the construction. Therefore, this study presents a process of a vertical movement plan for labors using discrete-event simulation. And then the process applies to MT 130 project, which is a virtual high-rise building construction project.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

A Study on the Automatic Assembly/Disassembly Procedure for Generating Maintenance Guideline (정비절차 생성을 위한 자동 분해/조립절차 연구)

  • Heo, Gilhwan;Lee, Won;Kwon, Kisang
    • Journal of the Korea Institute of Military Science and Technology
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    • v.18 no.5
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    • pp.594-601
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    • 2015
  • The purpose of this research is to propose a maintenance support system for deciding assembly sequence of the product and appropriate tools that are used to assembly and disassembly of parts in the product when geometric properties of the product. The digital maintenance system (DMS) is developed to generate the maintenance guideline and the initial experiment is conducted especially for an underwater weapon system with cylindrical structure. DMS considers four factors to find the efficient assembly and disassembly procedure automatically: (1) assembly tree, (2) properties of each part, (3) distance from the center of the product, and (4) volume. Based on the factors, DMS simulate the movement of each tool virtually and the properties of tools are investigated to find an appropriate tool for using assembly and disassembly of each part in the product. The proposed approach integrates modeling, simulation, data configuration, and virtual reality to allow a development of preliminary maintenance guidance.

Interaction between Object and Audio in Augmented Reality (증강현실에서 객체와 오디오의 상호작용)

  • Cho, Hyun-Wook;Lee, Jong-Keun;Lee, Jong-Hyeok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2705-2711
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    • 2011
  • The recent development in multimedia technology such as audio technology needs high quality audio system. Especially, Real Audio Technology is to be developed to play realistic sound. To meet this demands, researches on 3-Dimensional Audio which provides realistic audio effect in virtual reality and augmented reality are conducted. In this paper, how to provide realistic audio effect by using better audio technologies in augmented reality was investigated. In the study, the movements of the 3-Dimensional model on the markers were used to provide the sense of reality in virtual and real world. Namely, the sound was modified according to the movement of the model. The change in distance and angle of the model affected the sound volume and the pitch.