• 제목/요약/키워드: Virtual Walking

검색결과 97건 처리시간 0.024초

장애물 추정 및 클러스터링을 위한 장애물 데이터베이스 관리 모듈 개발: G-eye 관리 시스템 (Development of Obstacle Database Management Module for Obstacle Estimation and Clustering: G-eye Management System)

  • 민성희;오유수
    • 한국멀티미디어학회논문지
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    • 제20권2호
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    • pp.344-351
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    • 2017
  • In this paper, we propose the obstacle database management module for obstacle estimation and clustering. The proposed G-eye manager system can create customized walking route for blind people using the UI manager and verify the coordinates of the path. Especially, G-eye management system designed a regional information module. The regional information module can improve the loading speed of the obstacle data by classifying the local information by clustering the coordinates of the obstacle. In this paper, we evaluate the reliability of the walking route generated from the obstacle map. We obtain the coordinate value of the path avoiding the virtual obstacle from the proposed system and analyze the error rate of the path avoiding the obstacle according to the size of the obstacle. And we analyze the correlation between obstacle size and route by classifying virtual obstacles into sizes.

Back propagation 신경망이론을 이용한 4 족 보행로봇의 가상 센서 기술 제안 (Proposal of Virtual Sensor Technique for Quadruped Robot using Backpropagation Neural Network)

  • 김완수;유승남;한창수
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2008년도 추계학술대회A
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    • pp.894-899
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    • 2008
  • Measured sensor datum from a quadruped robotics is commonly used for recognizing physical environment information which controls the posture of robotics. We can advance the ambulation with this sensed information and need to synthesize various sensors for obtaining accurate data, but most of these sensors are expensive and require excessive load for the operation. Those defects can be serious problem when it comes to the prototype's practicality and mass production, and maintenance of the system. This paper suggests virtual sensor technology for avoiding previous defects and presents ways to apply a theory to a walking robotics through virtual sensor information which is trained with several kinds of actual sensor information from the prototype system; the general algorithm is initially based on the neural network theory of back propagation. In specific, we verified a possibility of replacing the virtual sensor with the actual one through a reaction force measurement experiment.

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가상현실 체험형 운동과 요부안정화운동에 따른 뇌졸중환자의 낙상관련 신체·심리적 비교 분석 (Comparative Analysis of Fall-Related Physicopsychological according to Virtual Exercise and Lumbar Stabilization Exercise in the Patient with Stroke)

  • 정대인;서태화;고대식
    • 한국콘텐츠학회논문지
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    • 제12권8호
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    • pp.274-282
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    • 2012
  • 이 연구는 뇌졸중 환자를 대상으로 낙상예방을 위하여 가상현실 체험형 게임 운동(Nintendo-Wii Sport-NWS)과 요부안정화 운동을 실시하고 낙상관련 신체 심리 기능 변화를 측정하였다. 뇌졸중환자 30명을 대상으로 신체적 기능은 정적, 동적균형으로 측정하였고 심리적기능은 낙상효능감을 측정하여 운동 전과 운동 후, 각 운동군간을 비교분석하였다. 정적균형은 BBS, FRT, 동적균형은 TUG, 10m 보행검사, 낙상효능감은 낙상 효능감 지수로 측정되었다. 그 결과 두군 모두 신체 심리적기능에서 유의한 개선을 나타내었다. 그러나 BBS, FRT, 10m보행에서 요부안정화 운동군이 더 통계적으로 개선된 것으로 나타났으며 낙상효능감은 가상현실 체험형 게임 운동 군에서 더욱 개선된 것으로 나타났다. 결론적으로 가상현실 체험형 게임운동은 뇌졸중환자의 신체 심리적 기능 증진에 긍정적인 영향을 미친다.

깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법 (3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor)

  • 성만규
    • 한국멀티미디어학회논문지
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    • 제15권6호
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    • pp.827-836
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    • 2012
  • 키넥트의 성공적인 등장 이후 이 센서를 이용하여 사용자의 아바타에 해당하는 3차원 캐릭터의 움직임을 제어하는 많은 인터액티브 콘텐츠가 제작되었다. 하지만, 키넥트의 특성 상 사용자는 키넥트를 정면으로 바라보아야 하며, 모션 또한 제자리에서 수행할 수 있는 동작 정도만으로 국한되었다. 이 단점은 게임에서 가장 중요한 요구기능 중 하나인 가상공간 내비게이션을 수행하지 못하게 하는 근본적인 이유가 되었다. 본 논문은 이와 같은 단점을 해결하기 위한 새로운 방법을 제안한다. 두 단계로 이루어진 본 방법은 첫 번째 단계로서 사용자의 내비게이션 의도를 파악하기 위해 제자리 걷기 동작 제스처인식을 수행한다. 내비게이션 의도가 파악되면, 다음 단계에 현재 제자리 걷기동작을 상체와 하체 모션으로 자동으로 분리한 후, 미리 입력 받은 하체모션캡처 데이터를 현재 캐릭터 속도를 반영하여 수정한 뒤 분리된 원래 하체모션과 자연스럽게 교체한다. 본 논문에서 제안된 알고리즘을 이용하면, 키넥트 센서를 통해 사용자의 상체 모션을 그대로 반영함과 동시에 모션캡처 데이터를 이용하여 하체 동작을 실제 걷는 동작으로 바꾸어주기 때문에 사용자가 조정하는 3차원 캐릭터는 가상공간을 자연스럽게 내비게이션할 수 있다.

남성 슬림 팬츠 패턴 비교 분석 - 3D CLO 가상착의 시스템을 활용하여 - (Comparative analysis of men's slim pants patterns - Using a 3D CLO virtual garment system -)

  • 김경아;홍은희;어미경
    • 복식문화연구
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    • 제22권4호
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    • pp.605-618
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    • 2014
  • This study aims to compare the ease of men's slim pants patterns, and to analyze the fit and appearance through the 3D virtual garment system. The study selected four educational materials and one industrial pattern of slim pants for a total of five items. The CLO 3D Modelist program was utilized to carry out the appearance evaluation through virtual wearing and opacity, and a comparison was performed regarding the clothing pressure when the virtual model was standing and walking. The results of our comparison of the patternmaking for slim pants showed that pattern C pants had the greatest ease on the waist circumference, while B pants showed no ease. The C and E pants also had the most ease on the hip measurement. In the appearance evaluation, A pants received the most favorable results, followed by D, E, B, and C, in descending order. The clothing pressure appeared to be mainly red on the waist, crotch, and hem when standing in all pants, so the clothing pressure was high. While walking, the stress appeared to be different for the left and right parts of the body, and the most significant difference was observed on the thigh area.

가상현실을 접목한 로봇보행훈련이 만성 뇌졸중 환자의 균형과 호흡기능에 미치는 영향 (Effects of Robot Assisted Gait Training Combined Virtual Reality on Balance and Respiratory Function in Chronic Stroke Patients)

  • 황욱
    • 대한통합의학회지
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    • 제11권2호
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    • pp.221-230
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    • 2023
  • Purpose : This study was performed to evaluate the effects of virtual reality combined robot assist gait training (VRG) on improvement of balance and respiratory function in chronic stroke patients. Methods : A single-blind, randomized controlled trial (RCT) was conducted with 35 chronic stroke patients. They were randomly allocated 2 groups; VRG group (n=18) and conservative treatment group (CG; n=17). The VRG group received 30 minutes robot assisted gait training combined virtual reality training, robot assisted gait training was conducted in parallel using a virtual reality device (2 sessions of 15 minutes in a 3D-recorded walking environment and 15 minutes in a downtown walking environment). In the conservative treatment group, neurodevelopmental therapy and exercise therapy were performed according to the function of stroke patients. Each group performed 30 minutes a day 3 times a week for 8 weeks. The primary outcome balance and respiratory function were measured by a balance measurement system (BioRescue, Marseille, France), Berg balance scale, functional reach test for balance, Spirometry (Cosmed Micro Quark, Cosmed, Italy) for respiratory function Forced vital capacity (FVC), forced expiratory volume in 1 second (FEV1), and maximum expiratory volume (PEF) were measured according to the protocol. The measurement were performed before and after the 8 weeks intervention period. Results : Both groups demonstrated significant improvement of outcome in balance and respiratory function during intervention period. VRG revealed significant differences in balance and respiratory function as compared to the CG groups (p<.05). Our results showed that VRG was more effective on balance and respiratory function in patients with chronic stroke. Conclusion : Our findings indicate that VRG can improve balance and respiratory function, highlight the benefits of VRG. This study will be able to be used as an intervention data for recovering balance and respiratory function in chronic stroke patients.

Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • 패션비즈니스
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    • 제19권3호
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

이족 로봇 다리 관절의 일 특성 고찰 (Work Consideration of Leg Joints of Bipedal Robots)

  • 김병호
    • 한국지능시스템학회논문지
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    • 제23권3호
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    • pp.238-243
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    • 2013
  • 본 논문에서는 이족 보행 로봇을 위한 무릎 및 힙 관절의 일 특성을 분석하고자 한다. 이를 위하여 컴플라이언스 특성의 발을 갖는 이족 로봇 다리 메커니즘을 대상으로 전형적인 보행 패턴을 고려한다. 또한 딱딱한 지면과 접촉하는 로봇 발 공간으로부터 다리 관절 공간으로 전파되는 토오크 특성을 확인하고, 보행에 따라 관절 공간에 누적되는 일 특성을 제시한다. 결과적으로, 이러한 분석이이족 로봇의 보행에서 발과 지면의 물리적인 접촉에 의한 다리 메커니즘의 피로 정도를 파악하는데 있어서 유용하고, 적절한 신발 착용 등에 의한 로봇 발 공간에서의 컴플라이언스특성 개선에 활용될 수 있음을 보인다.

이족 보행 로봇의 관절부위 유연특성 예측에 관한 연구 (A Study on Joint Compliance for a Biped Robot)

  • 이기주;임홍재;강윤석;박중경
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2005년도 춘계학술대회논문집
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    • pp.559-562
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    • 2005
  • When we analyze dynamics of a multi body system, a compliance of joints must be considered. If the virtual model for CAE(computer adied engineering) analysis is not considered compliance, the result of CAE analysis will be very different from the actual result. Especially in a biped walking robot, a compliance can be caused in joints of a walking robot, and the robot may lose walking stability. This paper proposes a compliance modeling method and the effectiveness of the compliance model is verified through experiments.

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이족 보행 로봇을 위한 추적 제어 (Tracking Control for Biped Robot)

  • 이용권;박종현
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1995년도 추계학술대회 논문집
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    • pp.315-318
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    • 1995
  • In this paper, an optimal trunk trajectory for stable walking of biped robots is expressed as a simple differential equation, which is then solved by numerical methods. We used ZMP (Zero Moment Point), the virtual total ground reaction point within the region of the supporting food, as the criterion of stability of biped robot walking. If the ZMP is located outside of the stable region in dynamic walking, biped robots fall down. The biped robot considered in this paper consists of two legs and a trunk. The trajectories of the two legs and the ZMP of the biped robot are determined such that they are similar ti those of a human. Based upon those trajectories, the trunk trajectory is solved by numerically integrating differential dynamic equations. Leg motions are controlled by the computed torque control method. The effectiveness of control algorithm as well as the trajectories is confirmed by computer simulations.

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