• 제목/요약/키워드: Virtual back

검색결과 207건 처리시간 0.032초

역전파 신경망 이론을 이용한 팔꿈치 관절의 관절토크 추정에 관한 연구 (Joint Torque Estimation of Elbow joint using Neural Network Back Propagation Theory)

  • 장혜연;김완수;한정수;한창수
    • 한국정밀공학회지
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    • 제28권6호
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    • pp.670-677
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    • 2011
  • This study is to estimate the joint torques without torque sensor using the EMG (Electromyogram) signal of agonist/antagonist muscle with Neural Network Back Propagation Algorithm during the elbow motion. Command Signal can be guessed by EMG signal. But it cannot calculate the joint torque. There are many kinds of field utilizing Back Propagation Learning Method. It is generally used as a virtual sensor estimated physical information in the system functioning through the sensor. In this study applied the algorithm to obtain the virtual senor values estimated joint torque. During various elbow movement (Biceps isometric contraction, Biceps/Triceps Concentric Contraction (isotonic), Biceps/Triceps Concentric Contraction/Eccentric Contraction (isokinetic)), exact joint torque was measured by KINCOM equipment. It is input to the (BP)algorithm with EMG signal simultaneously and have trained in a variety of situations. As a result, Only using the EMG sensor, this study distinguished a variety of elbow motion and verified a virtual torque value which is approximately(about 90%) the same as joint torque measured by KINCOM equipment.

멀티미디어 동기화를 구성하기 위하여 Loop Back 방식을 적용한 가상 클럭(VGC) 연구 (A Study on the VGC(Virtual Global Clock) using Loop Back for structure of Multimedia Synchronization.)

  • 신동진;정연기;김영탁
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2000년도 추계학술발표논문집
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    • pp.335-342
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    • 2000
  • 멀티미디어 정보를 처리하기 위해서 필수적으로 필요한 기술이 멀티미디어 동기화를 구성하는 것이다. 본 논문에서는 두 시스템 사이의 클럭 동기를 맞추어 주기 위하여 가상 클럭(VGC : Virtual Global Clock)을 제안하였다. Loop flack 방법에 의한 제안된 가상 클럭은 통신이 가능한 모든 환경에 적용할 수 있다

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가상현실 운동프로그램에 따른 산업체 만성요통환자의 신체기능과 건강관련 삶의 질의 변화 (Physical Functions of Industrial Workers with Chronic Low Back Pain and Changes in Health-related Quality of Life according to Virtual Reality Exercise Program)

  • 고대식;정대인;이상헌
    • 한국산학기술학회논문지
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    • 제13권10호
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    • pp.4564-4571
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    • 2012
  • 본 연구는 산업체 만성요통환자의 자가요통관리를 위하여 가상현실 운동프로그램을 실시하고 산업체 만성요통관련 신체기능 및 건강관련 삶의 질을 측정하여 분석하였다. 대상자는 K산업체 만성요통환자 30명으로 Nintendo Wii Sports군(실험군) 15명, 일반 물리치료군(대조군)15명으로 구성되었으며, 신체기능은 배근력, 유연성, 균형능력, 통증으로 측정하였고, 건강관련 삶의 질은 SF-36을 측정하여 운동 전과 운동 후, 군간을 비교분석하였다. 집단 내 운동 전 후의 차이를 비교하기 위하여 대응표본 t-검정을 사용하였고, 집단간의 차이를 비교하기 위하여 독립표본 t-검정을 실시하였다. 실험결과 균형능력과 통증에서 두군 모두 통계학적으로 유의하게 개선된 것으로 나타났으며, 군간 비교에서는 Nintendo Wii Sports군이 일반물리치료군에 비해 통계학적으로 유의하게 향상된 것으로 나타났다. 또한 건강관련 삶의 질은 Nintendo Wii Sports군에서만 통계학적으로 유의하게 향상된 것으로 나타났다. 결론적으로 가상현실운동프로그램이 산업체 만성요통환자의 요통에 긍정적인 영향을 미쳐 요통관리를 위한 재가운동 프로그램으로 고려되어야 할 것으로 사료된다.

가상아바타에 따른 가상의복의 비교평가 (Comparative Assessment of Virtual Garments using Direct and Manual Avatars)

  • 임호선
    • 복식문화연구
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    • 제19권6호
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    • pp.1359-1371
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    • 2011
  • The purpose of this paper is to compare two avatars made using direct and manual methods and to evaluate the fit and appearance of two virtual garments on the direct and manual avatars. In this study, two subjects were measured by $[TC]^2$ body scanner and the avatars and virtual garments were created by OptiTex software. The direct avatar was made by the direct importation of 3D body scan data and the manual avatar was made by manual input from extracted body measurement. Two virtual garments in a tank-top were evaluated by distance, transparency, and stretch maps. In the results of comparing difference of the direct and manual avatars, the bust and back of the manual avatar are protruded slightly more than that of the direct avatar and the manual avatar is slightly larger dimensions at the bust, waist, abdomen, and hip area in the side view in case of subject 1 and 2. In the results of comparing difference of the fit and appearance of two virtual garments on the direct and manual avatars, in case of subject 1 and 2, the back of the virtual garment on the manual avatar are protruded more than that of the direct avatar. Also, the ease in the bust area of the virtual garment on the manual avatar with a projected bust area was smaller than that of the virtual garment on the direct avatar and the stretch of that of the manual avatar was also high in the bust area. The results of this study are expected to be used as basic information in the apparel industry using virtual try-on technology.

내부마찰각과 토압 산정방법에 따른 철도교대의 안정성 비교 연구 (Stability of Railway Bridge Abutment with Earth Pressure and Internal Friction Angle of Backfill)

  • 최찬용;김현기;양상범;김병일
    • 한국철도학회논문집
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    • 제19권6호
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    • pp.765-776
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    • 2016
  • 본 연구에서는 철도 교대를 위한 표준단면을 선정하고, 선정된 단면에 대하여 토압산정방법과 내부마찰각에 따른 직배면과 가상배면에 작용하는 주동토압을 비교 분석하였다. 또한, 기존토압과 개량시행쐐기법의 토압을 이용하여 내부마찰각에 따른 교대의 외적 안정성, 부재력 및 경제성을 분석하였다. 본 연구로부터 가상배면에서의 주동토압은 직배면에서의 주동토압보다 크며, 내부마찰각이 증가함에 따라 감소한다는 것을 알 수 있었다. 기존토압(Rankine, Coulomb, 시행쐐기법) 및 개량토압(개량시행쐐기법) 모두 내부마찰각이 증가함에 따라 부재력은 크게 감소하였고, 경제성은 향상되는 것으로 평가되었다.

가상착의를 활용한 거북목 증후군 체형의 여성을 위한 재킷패턴 제도법 개발 (Development of Jacket Pattern Drafting Methods for Women with Turtle Neck Syndrome Body Shapes through Virtual Fit Assessment)

  • 서유라;김효숙
    • 패션비즈니스
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    • 제26권3호
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    • pp.116-137
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    • 2022
  • The purpose of this study was to develop jacket patterns that could fit well for women in their 20s with turtle neck syndrome body shape and to present a pattern drafting method. As a research method, an educational pattern was chosen through a preliminary experiment. Fit problems of the educational pattern were derived by wearing it on a virtual model with a turtle neck syndrome body type for each neck angle. Based on the three types of experimental patterns developed by supplementing these problems, a development pattern drafting method was developed for each neck angle. Three development patterns were compared and evaluated with the educational pattern using 3D virtual fitting. Fit problems of the educational pattern included: 1) insufficient ease amounts for hip, hem, bicep, elbow, and sleeve hem circumference; 2) horizontal items could not be leveled due to insufficient back length; 3) the shoulder line went backwards; and 4) the front center line did not form a vertical line. To solve these problems, an experimental pattern was developed by increasing the insufficient ease amount, increasing the insufficient back length, and correcting the position of the shoulder line. Measurements that differed in the pattern drafting method of the three types of development patterns by neck angle were positions of back center line and back neck point, front length, and front neck width. Through appearance evaluation of the development pattern and educational pattern by neck angle, the development pattern was highly evaluated, indicating that problems of the educational pattern were improved.

Wearing Test for New-Bunka Pattern Making of Men's Body Type through Virtual Garment

  • Jeong, Mi-E.;Choi, Mee-Sung
    • 패션비즈니스
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    • 제9권3호
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    • pp.88-98
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    • 2005
  • This study focuses on the needs at both consumers and manufacturers. It aims to find ways for consumers to purchase outfits that would fit their particular body type and preferences at reasonable prices, choose raw materials and style at garments, and virtually try them on. In addition, the study is designed to help apparel manufacturers identity customers' changing needs, reduce inventories, manage information on customers' body type in a digitalized form, and eventually contribute to promoting electronic commerce. Based on nine basic patterns that tit each subject, 108 virtual garments are created by adjusting the size of the patterns (9 subjects $\times$ 4 body parts $\times$ 3 patterns = 108 outfits). In order to determine fitting preferences for each body part and find optimized conditions, cross-tabulation analysis including $X^2$ and frequency analysis were performed to measure the appearance rate. A style of virtual garment, which is minus 2cm from chest size was chosen as the most appropriate pattern to the baseline location of front the chest. For the waist parts, the C style as an appropriate virtual garment to front and back view. In the front, lateral and back view, a style was chosen in the response to the sleeve-bodice combinations, the ease amount of armhole area, the armhole depth and the loosening of tightening or armhole line.

팬츠 실루엣에 따른 실제착의와 가상착의의 유사도 비교 연구 (A Study on the Comparison of Fit Similarity Between the Actual and Virtual Clothing According to the Pants Silhouette)

  • 원윤혜;이정란
    • 한국의류산업학회지
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    • 제23권6호
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    • pp.826-835
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    • 2021
  • The purpose of this study was to compare the similarity between actual and virtual pants using a virtual 3D CLO program. A subject corresponding to the average size of a women in her twenties was selected and an avatar with the same specifications was produced. Silhouettes of the pants were classified into trousers, slacks, and wide pants and images of actual and virtual pants were evaluated from the front, side, and back. The results were as follows: Overall, the resemblance of the trousers was evaluated higher than that of other pants. The average similarity of trousers was 4.20 at the front, 3.98 at the side, and 4.17 at the back, which was much like the actual clothing. In contrast, that of the slacks was 3.62, 3.73, and 3.79 and of the wide pants was 3.81, 3.53, and 3.97. The similarity between the actual and virtual clothing was relatively well reproduced when the shape of the pants was like the silhouette of the human body. However, if the pants were tight or loose, virtual fits failed to display the wrinkles caused by the tightness or the excessive slack. The virtual fit showed fewer wrinkles and did not depict the location and the shape of hemlines as accurately as the actual fit, although virtual fits adequately displayed the baseline and dart on the pants.

가상착의 시뮬레이션을 이용한 소매 오그림량 배분에 따른 외관평가 (The Evaluation of Sleeve Appearance on Sleeve Easing Contraction Using Virtual Garment Simulation)

  • 오영순;김여숙
    • 한국지역사회생활과학회지
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    • 제24권4호
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    • pp.457-469
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    • 2013
  • The purpose of this study is to quantitatively analyze the impacts of the distribution of easing contraction of the sleeve on the external appearance of bodice and sleeve through virtual clothing simulation. Virtual clothing is conducted by differentiating the sleeve easing in accordance with the experimental condition of bodice and sleeve that are followed by draping. And then the evaluation is carried out. As a result of an analysis of the similarity between the virtual garment and the actual clothing, the whole external appearance of the bodice and sleeve was expressed similarly. The external appearance according to the distribution of easing contraction got better as the easing contraction of sleeve was concentrated on sleeve cap in front while the appearance was better at the back as it was more gently distributed than in the front. In a comparison of armhole form, the clothing of which the top of it was most similar to S0 was S4 in which the gap between the armhole and the arm was the least and the front and rear silhouette fell relatively well. In a comparison between the position of bust circumference line and that of the sleeve base line, the front of the sleeve matched the bust circumference line as the easing contraction was distributed close to the center of the sleeve cap while in the back, the sleeve base line and the bust circumference line matched when some easing contraction ratio was added close to the armpit point. The cross section figures of garment space of the shoulder, the margin was evenly distributed in S4 or S5 with differing distributions of easing contraction in the front and the back. This study is significant in that it supplies the objective baseline data which makes a novice more able to make a good external appearance of the sleeve.

가상임피던스를 이용한 원격 이동로봇의 장애물회피 (Obstacle avoidance of Mobile Robot with Virtual Impedance)

  • 진태석
    • 한국지능시스템학회논문지
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    • 제19권4호
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    • pp.451-456
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    • 2009
  • 본 논문에서는 Virtual Mass-Spring-Damper 모델을 사용하여 이동로봇과 주위 물체와의 관계를 모델링하고 장애물의 충돌벡터를 검출하여 가상의 척력을 발생시키는 가상 임피던스 방법을 제안하였다. 이를 위하여 원격지 슬래이브 로봇의 주위 환경 정보 즉, 이동 로봇과 장애물과의 거리 및 접근 속도 등의 정보를 조작자에게 입체적으로 전달하기 위해 조이스틱의 각축에 연결된 모터를 이용하여 힘을 발생시킬 수 있도록 한다. 제안한 방법의 실제 로봇적용에 앞서 이동로봇의 장애물 회피 시뮬레이션을 통하여 알고리즘을 검증하였다.