• Title/Summary/Keyword: Virtual Vectors

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Hierarchical QoS Architecture for Virtual Dancing Environment (분산 가상현실을 위한 계층적 QoS 지원 기법)

  • 김진용;원유집;김범은;박종일;박용진
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.675-690
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    • 2003
  • In this paper, we present the virtual dancing studio for distributed virtual environment. In this system, geographically distributed user shares the virtual dancing hall and interacts with each other. The participating object can be a graphical avatar or a live video stream. It allows the coexistence of graphic objects and real images in the shared virtual space. One of the main technical challenges in developing the distributed virtual environment is to handle excessive network traffic. In an effort to effectively reduce the network traffic, we propose a scheme to adjust the QoS of each object with respect to the distance from the observer in the virtual space. The server maintains the QoS vector for each client's shared space and controls the packet traffic to individual clients based on its QoS vectors. We develop a proto-type virtual dancing environment. Java based development enables the client to be platform independent. The result of experiment shows that the adoption of hierarchical QoS management significantly reduces the overall network traffic.

A Novel Modulation Method for Three-Level Inverter Neutral Point Potential Oscillation Elimination

  • Yao, Yuan;Kang, Longyun;Zhang, Zhi
    • Journal of Power Electronics
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    • v.18 no.2
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    • pp.445-455
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    • 2018
  • A novel algorithm is proposed to regulate the neutral point potential in neutral point clamped three-level inverters. Oscillations of the neutral point potential and an unbalanced dc-link voltage cause distortions of the output voltage. Large capacitors, which make the application costly and bulky, are needed to eliminate oscillations. Thus, the algorithm proposed in this paper utilizes the finite-control-set model predictive control and the multistage medium vector to solve these issues. The proposed strategy consists of a two-step prediction and a cost function to evaluate the selected multistage medium vector. Unlike the virtual vector method, the multistage medium vector is a mixture of the virtual vector and the original vector. In addition, its amplitude is variable. The neutral point current generated by it can be used to adjust the neutral point potential. When compared with the virtual vector method, the multistage medium vector contributes to decreasing the regulation time when the modulation index is high. The vectors are rearranged to cope with the variable switching frequency of the model predictive control. Simulation and experimental results verify the validity of the proposed strategy.

Outdoor Noise Prooagation : Sound Tracing Algorithm (옥외 소음의 전파 : 음 추적 알고리즘)

  • 박지헌;김정태
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2001.05a
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    • pp.439-444
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    • 2001
  • We provide methods to simulate noise propagation for an outdoor environment. Forward tracing method traces sound vectors from sources to receivers while geometry based computation finds all possible sound propagation between sources and receivers geometrically. We discuss defects in relying on a forward tracing method, and suggest a geometry based method. Geometry based method considers all possible direct and indirect(propagation via limited number of reflections) sound propagation saving computational time compared to forward sound tracing. Our simulation results are visualized using VRML(Virtual Reality Modeling Language).

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Development of a Stereoscopic PTV (스테레오 PTV법의 개발)

  • Doh Deog Hee;Lee Won Je;Cho Yong Beom;Pyeon Yong Beom
    • Journal of the Korean Society of Visualization
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    • v.1 no.1
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    • pp.92-97
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    • 2003
  • A new Stereoscopic PTV was developed using two CCD cameras, stereoscopic photogrammetry based on a 3D-PTV principle. Virtual images were produced for the benchmark test of the constructed Stereoscopic PTV technique. The arrangement of the two cameras was based on angular position. The calibration of cameras and the pair-matching of the three-dimensional velocity vectors were based on the Genetic Algorithm based 3D-PTV technique. The constructed Stereoscopic PTV technique was tested on the standard images of the impinged jet proposed by VSJ. The results obtained by the constructed system showed good agreements with the original data.

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New Three-Phase Multilevel Inverter with Shared Power Switches

  • Ping, Hew Wooi;Rahim, Nasrudin Abd.;Jamaludin, Jafferi
    • Journal of Power Electronics
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    • v.13 no.5
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    • pp.787-797
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    • 2013
  • Despite the advantages offered by multilevel inverters, one of the main drawbacks that prevents their widespread use is their circuit complexity as the number of power switches employed is usually high. This paper presents a new multilevel inverter topology with a considerable reduction in the number of power switches used through the switch-sharing approach. The fact that the proposed inverter applies two bidirectional power switches for sharing among the three phases does not prevent it from producing seven levels in the line-to-line output voltage waveforms. A modified scheme of space vector modulation via the application of virtual voltage vectors is developed to generate the PWM signals of the power switches. The performance of the proposed inverter is investigated through MATLAB/SIMULINK simulations and is practically tested using a laboratory prototype with a DSP-based modulator. The results demonstrate the satisfactory performance of the inverter and verify the effectiveness of the modulation method.

Control Strategy for Obstacle Avoidance of an Agricultural Robot (농용 로봇의 장애물 회피알고리즘)

  • 류관희;김기영;박정인;류영선
    • Journal of Biosystems Engineering
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    • v.25 no.2
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    • pp.141-150
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    • 2000
  • This study was carried out to de develop a control strategy of a fruit harvesting redundant robot. The method of generating a safe trajectory, which avoids collisions with obstracles such as branches or immature fruits, in the 3D(3-dimension) space using artificial potential field technique and virtual plane concept was proposed. Also, the method of setting reference velocity vectors to follow the trajectory and to avoid obstacles in the 3D space was proposed. Developed methods were verified with computer simulations and with actual robot tests. Fro the actual robot tests, a machine vision system was used for detecting fruits and obstacles, Results showed that developed control method could reduce the occurrences of the robot manipulator located in the possible collision distance. with 10 virtual obstacles generated randomly in the 3 D space, maximum rates of the occurrences of the robot manipulator located in the possible collision distance, 0.03 m, from the obstacles were 8 % with 5 degree of freedom (DOF), 8 % with 6-DOF, and 4% with 7-DOF, respectively.

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Elasto-Plastic Contact Analysis for a Rigid Surface with an Arbitrary Shape in SPH (SPH에서 임의 형상의 강체면에 대한 탄소성 접촉 해석)

  • Seo, Song-Won;Lee, Jae-Hoon;Min, Oak-Key
    • Proceedings of the KSME Conference
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    • 2004.04a
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    • pp.450-455
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    • 2004
  • There is few research about contact problem for a rigid surface with an arbitrary shape in SPH. The variational equation based on the virtual work principle is derived and its solution is obtained by the penalty method. It is proposed a new method that can determine the parameters for a penetration and a penetration rate used in the penalty method. The reproducing condition is adopted to correct the deficiency of kernel on the boundary. In order to calculate a penetration of particles, after checking boundary particles for deformable body boundary normal vectors were determined on the rigid surface. Numerical simulations for models which have rigid surface with an arbitrary shape were conducted to validate the proposed method in 2D. The results of those analysis represent that the contact algorithm proposed in this study works properly.

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Energy release rate for kinking crack using mixed finite element

  • Salah, Bouziane;Hamoudi, Bouzerd;Noureddine, Boulares;Mohamed, Guenfoud
    • Structural Engineering and Mechanics
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    • v.50 no.5
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    • pp.665-677
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    • 2014
  • A numerical method, using a special mixed finite element associated with the virtual crack extension technique, has been developed to evaluate the energy release rate for kinking cracks. The element is two dimensional 7-node mixed finite element with 5 displacement nodes and 2 stress nodes. The mixed finite element ensures the continuity of stress and displacement vectors on the coherent part and the free edge effect. This element has been formulated starting from a parent element in a natural plane with the aim to model different types of cracks with various orientations. Example problems with kinking cracks in a homogeneous material and bimaterial are presented to assess the computational accuracies.

A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.

Development of Physics Simulation for Augmented Reality Billiards Content (증강현실 당구 콘텐츠를 위한 물리 시뮬레이션 개발)

  • Kim, Hong-Jik;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.26 no.2
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    • pp.150-159
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    • 2022
  • In this paper, we propose a physics simulation for augmented reality (AR) billiards content. The characteristics of the physics simulation for the proposed AR billiards content are as follows. First, physical equations are derived by calculating the force and moment of inertia applied to the billiards ball to realize the motion of the billiards ball similar to the real one in the AR environment. Then, we determine the velocity and angular velocity of the virtual billiards ball associated with the rotation of the virtual billiards ball with respect to the impact point. Second, using some vectors such as incidnet vector, normal vector, reflection vector, the trajectory of the virtual billiards ball would be implement. these equations are applied to AR environment so that AR billiards content could be implement. This physics simulation allows users to feel like the real world using a virtual pool table and induce them to interact with the real environment. As a result of the experiment, the accuracy range between the path of the real billiards ball and the path of the virtual billiards ball was calculated to be 97.75% to 99.11%. Therefore, it was determined that the performance of the physics simulation for the AR billiards content proposed in this paper performs similarly to the path of the real billiards ball.