• 제목/요약/키워드: Virtual and real

검색결과 2,191건 처리시간 0.033초

가상 환경과 실제 환경의 병행 강화학습을 통한 실내 자율주행 (Indoor Autonomous Driving through Parallel Reinforcement Learning of Virtual and Real Environments)

  • 정유석;이창우
    • 한국산업정보학회논문지
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    • 제26권4호
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    • pp.11-18
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    • 2021
  • 강화 학습을 통한 실내 자율주행을 위해 가상 환경과 실제 환경에서 학습을 병행하는 방법을 제안한다. 실제 환경에서만 학습을 진행했을 경우 80시간 정도의 소요 시간이 필요하지만, 실제 환경과 가상 환경을 병행하며 학습을 진행했을 경우 50시간의 소요 시간이 필요하다. 가상 환경과 실제 환경에서 학습을 병행하면서 빠른 학습으로 다양한 실험을 거쳐 최적화된 파라미터를 얻을 수 있는 이점이 있다. 실내복도 이미지를 이용하여 가상 환경을 구성한 후 데스크톱으로 선행학습을 진행하였고 실제 환경에서의 학습은 Jetson Xavier를 기반으로 다양한 센서와 연결하여 학습을 진행하였다. 또한, 실내복도 환경의 반복되는 텍스처에 따른 정확도 문제를 해결하기 위해 복도 벽의 아랫선을 강조하는 특징점 검출을 학습하여 복도 벽 객체를 판단하고 정확도를 높일 수 있었다. 학습을 진행할수록 실험 차량은 실내복도 환경에서 복도 중앙을 기준으로 주행하며 평균 70회의 조향명령을 통해 움직인다.

DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.834-837
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    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

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Development of integrated scheduling system for virtual manufacturing system

  • Roh, Kyoungyun;Noh, Sangdo;Lee, Kyoil
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1996년도 Proceedings of the Korea Automatic Control Conference, 11th (KACC); Pohang, Korea; 24-26 Oct. 1996
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    • pp.354-357
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    • 1996
  • Virtual Manufacturing System(VMS) is an integrated computer based model which has physical, logical schema and behavior of real manufacturing system. In this paper, an integrated scheduling system is developed to simulate and control a Virtual Factory. A workflow model is constructed to define and analyze the structure of a VMS. On-line dynamic dispatching system is developed using MultiPass algorithm and scheduling system considering dynamic CAPP is carried out. Integrated scheduling system developed in this paper reduces the discrepancies between virtual model and real manufacturing system, and control of real shop floor is possible.

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디지털 가상공장의 계층적 구축과 운영에 관한 연구 (Hierarchical Constructions of Digital Virtual Factory and its Management)

  • 김유석;노상도;한상동;신종계
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 춘계학술대회 논문집
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    • pp.960-964
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    • 2005
  • Digital Virtual Manufacturing is a technology to facilitate effective product developments and agile productions by digital models representing the physical and logical schema and the behavior of real manufacturing systems including products, process, manufacturing resources and plants. A digital virtual factory as a well-designed and integrated environment is essential for successful applications of this technology. In this research, we constructed a sophisticated digital virtual factory of the shipbuilding company's section steel shop by 3-D CAD and virtual manufacturing simulation. This digital virtual factory can be applied for diverse engineering activities in design, manufacturing and control of the real factory.

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Intelligent System Predictor using Virtual Neural Predictive Model

  • 박상민
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 1998년도 The Korea Society for Simulation 98 춘계학술대회 논문집
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    • pp.101-105
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    • 1998
  • A large system predictor, which can perform prediction of sales trend in a huge number of distribution centers, is presented using neural predictive model. There are 20,000 number of distribution centers, and each distribution center need to forecast future demand in order to establish a reasonable inventory policy. Therefore, the number of forecasting models corresponds to the number of distribution centers, which is not possible to estimate that kind of huge number of accurate models in ERP (Enterprise Resource Planning)module. Multilayer neural net as universal approximation is employed for fitting the prediction model. In order to improve prediction accuracy, a sequential simulation procedure is performed to get appropriate network structure and also to improve forecasting accuracy. The proposed simulation procedure includes neural structure identification and virtual predictive model generation. The predictive model generation consists of generating virtual signals and estimating predictive model. The virtual predictive model plays a key role in tuning the real model by absorbing the real model errors. The complement approach, based on real and virtual model, could forecast the future demands of various distribution centers.

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뇌파를 이용한 현실과 가상 오브젝트 제어시스템 설계 (Design of Reality object and Virtual object control System using EEG)

  • 심재연;민준식
    • 한국게임학회 논문지
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    • 제21권1호
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    • pp.91-98
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    • 2021
  • 본 논문은 뇌파를 이용하여 가상현실의 오브젝트와 실제 환경의 오브젝트를 동시 컨트롤하는 시스템에 대해 제안한다. 뇌파를 측정하여 사용자의 집중도를 파악하고 이를 수치화하여 가상과 현실의 오브젝트를 상승 혹은 하강시키는 시스템을 제안한다. 설계에 대한 테스트를 위해 웹 기반의 가상현실 시스템을 구현하였고 라즈베리파이를 이용하여 임베디드 시스템을 구현하였다. 뇌파를 이용하여 가상의 물체와 현실의 물체의 컨트롤이 가능한 것을 확인하였다. 이를 활용한 다양한 콘텐츠의 개발이 가능하다는 결과를 도출하였다.

실내 가상 경기를 위한 햅틱 AR 스포츠 기술 (Haptic AR Sports Technologies for Indoor Virtual Matches)

  • 김종성;장시환;양성일;윤민성
    • 전자통신동향분석
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    • 제36권4호
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    • pp.92-102
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    • 2021
  • Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.

4족 로봇의 보행 걸음새 생성 및 보행 안정성 판별 (Walking gait generation and walking stability for the quadruped robot)

  • 유창범;박검모;김영배
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.989-992
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    • 2004
  • In general, it is known that walking stability of a quadruped is determined by its COG(Center of Gravity). In this paper, in order to know whether our virtual quadruped robot is applicable to the real quadruped robot, we simulated our virtual model using the data from the real robot‘s walking. We were able to evaluate the stride of quadruped based on direct and inverse kinematics and compared the stride of the simulation with real robot’s it. During the simulation we calculated the COG of the virtual model and evaluated the walking stability of real model.

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자동차 시뮬레이터의 가상환경 구성에 대한 연구 (Construction of Virtual Environment for a Vehicle Simulator)

  • 장재원;손권;최경현
    • 한국자동차공학회논문집
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    • 제8권4호
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    • pp.158-168
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    • 2000
  • Vehicle driving simulators can provide engineers with benefits on the development and modification of vehicle models. One of the most important factors to realistic simulations is the fidelity given by a motion system and a real-time visual image generation system. Virtual reality technology has been widely used to achieve high fidelity. In this paper the virtual environment including a visual system like a head-mounted display is developed for a vehicle driving simulator system by employing the virtual reality technique. virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Accordint to the object model a three dimensional graphic model is developed with CAD tools such as Rhino and Pro/E. For the real-time image generation the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. Compared with the single loop apprach the proposed methodology yields an acceptable image generation speed 20 frames/sec for the simulator.

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3D 버추얼 웨딩드레스의 실물대용 가능성 연구 -스몰웨딩용 웨딩드레스를 중심으로- (A Study on the Practicality of 3D Virtual Wedding Dress -Focusing on Wedding Dress for Small Wedding-)

  • ;배수정
    • 패션비즈니스
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    • 제26권1호
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    • pp.53-67
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    • 2022
  • The purpose of this study was to compare the appearance similarity between a 3D virtual wedding dress, and a model wearing real dress, and production efficiency, and the possibility of achieving similar results with 3D digital technology. Five wedding dresses for small weddings under the theme of 'Dream Series', were designed and produced in virtual and real dresses to quantitatively compare and analyze the appearance similarity and production efficiency. Experts compared the appearance similarity on the silhouettes, colors, materials, and details, and production efficiency was compared with time and cost. Based on our results, 3D virtual images of four out of the five dresses were similar to the real images. Our efficiency evaluation results showed that the manufacturing time was 45.4% shorter, and the manufacturing cost was 46.1% less than the existing method. This indicated that the wedding dress manufacturing process using 3D virtual software was time and cost saving competitive. Our results also confirmed that 3D virtual software technology has the potential to increase the efficiency of designing and production, and therefore an increase in competitiveness and sales of wedding dresses. Furthermore, 3D technology allows consumers to select and order wedding dresses online through 3D virtual software. This is a great advantage, and it highlights the significance of this research study.