• 제목/요약/키워드: Virtual joint

검색결과 190건 처리시간 0.032초

Stress Intensity Factors for Elliptical Arc Through Cracks in Mechanical Joints by Virtual Crack Closure Technique

  • Heo, Sung-Pil;Yang, Won-Ho;Kim, Cheol
    • Journal of Mechanical Science and Technology
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    • 제16권2호
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    • pp.182-191
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    • 2002
  • The reliable stress intensity factor analysis is required for fracture mechanics design or safety evaluation of mechanical joints at which cracks often initiate and grow. It has been reported that cracks in mechanical joints usually nucleate as corner cracks at the faying surface of joints and grow as elliptical arc through cracks. In this paper, three dimensional finite element analyses are performed for elliptical arc through cracks in mechanical joints. Thereafter stress intensity factors along elliptical crack front including two surface points are determined by the virtual crack closure technique. Virtual crack closure technique is a method to calculate stress intensity factor using the finite element analysis and can be applied to non-orthogonal mesh. As a result, the effects of clearance on the stress intensity factor are investigated and crack shape are then predicted.

Tracking and Interaction Based on Hybrid Sensing for Virtual Environments

  • Jo, Dongsik;Kim, Yongwan;Cho, Eunji;Kim, Daehwan;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • 제35권2호
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    • pp.356-359
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    • 2013
  • We present a method for tracking and interaction based on hybrid sensing for virtual environments. The proposed method is applied to motion tracking of whole areas, including the user's occlusion space, for a high-precision interaction. For real-time motion tracking surrounding a user, we estimate each joint position in the human body using a combination of a depth sensor and a wand-type physical user interface, which is necessary to convert gyroscope and acceleration values into positional data. Additionally, we construct virtual contents and evaluate the validity of results related to hybrid sensing-based whole-body tracking of human motion methods used to compensate for the occluded areas.

분산 무선 통신시스템 기반의 Dual Virtual Cell 시스템의 제안 및 성능분석 (A study on the Newly Proposed Dual Virtual Cell System in Distributed Wireless Communication System)

  • 양주영;김정호
    • 한국통신학회논문지
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    • 제31권6B호
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    • pp.517-526
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    • 2006
  • 본 논문에서는 가상 셀(Virtual Cell)이라는 새로운 개념을 도입하여 사용자의 움직임에 따라 셀(Cell)이 동적으로 바뀌어서 핸드오프의 문제가 없으며, 사용자 간, 셀 간에 야기되는 간섭을 모니터링 할 수 있고 또한 상호 간섭을 최소화하도록 제어할 수 있어서 기존 셀룰라 시스템이 안고 있는 간섭 문제를 효과적으로 극복할 수 있는 분산무선통신시스템에 관하여 소개한다. 그리고 이러한 분산무선시스템을 기반으로 하여 사용자 통신의 링크 품질을 지속적으로 유지하면서 용량을 향상시키고자 하는 Dual Virtual Cell(DVC) 개념과 운용 방안을 제안하였다. DVC 시스템은 단말의 실제 트래픽을 위한 Active Virtual Cell 외에, 사용자 통신의 다음 시점의 도달 범위 예측과 사용자 무선링크의 품질저하 및 단절을 방지하기 위한 후보군의 분산안테나들의 집합인 Candidate Virtual Cell을 도입하여 이러한 이중구조의 가상 셀을 동시에 관리함으로써, 채널정보 획득에 대한 단말의 부담을 줄이고 채널추정정보에 대한 시간지연과 단말의 이동으로 인한 무선링크 단절 및 품질 저하를 방지하며 신속한 통신채널 변경을 지원할 수 있다. 제안하는 시스템에서는 DVC의 안테나 구성을 위하여 안테나 선택기법을 이용하고 있으며, 시스템 오차 확률 개선을 위하여 Space-Time Trellis Code를 도입하였다.

가상협동공간에서의 Haptic Display (Haptic Display in the Virtual Cooperative Workspace)

  • 류성모;최혁렬
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1995년도 추계학술대회 논문집
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    • pp.284-289
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    • 1995
  • This paper presents a haptic display of a cooperative work between the networked multiple users. Excluding the possibility of large timedelay among the users, it is presented the way of configuring individual haptic display systems including the computation of interaction forces, joint driving forces of haptic devices and simulation of the virtual objects. A haptic display system is developed consisting of two haptic display devices operated by two remote users and experimental results to show the validity of the proposed method are also presented.

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Design of a novel haptic mouse system

  • Choi, Hee-Jin;Kwon, Dong-Soo;Kim, Mun-Sang
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2002년도 ICCAS
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    • pp.51.4-51
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    • 2002
  • $\textbullet$ A noval haptic mouse system is developed for human computer interface. $\textbullet$ Five bar mechanism is adapted for 2 dof force feedback with virtual environment. $\textbullet$ Double prismatic joint type mechanism is adapted to reflect 1 dof grabbing force feedback. $\textbullet$ Cable driven mechansim is used for actuation to reduce backlash and endow backdrivability. $\textbullet$ Virtual wall perception experiment is conducted to obtain force specification for haptic mouse. $\textbullet$ Average mouse workspace is measured using magnetic position tracker.

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온라인 네트워킹 활동이 가상협업 역량 및 업무성과에 미치는 영향 (The Influence of Online Social Networking on Individual Virtual Competence and Task Performance in Organizations)

  • 서아영;신경식
    • Asia pacific journal of information systems
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    • 제22권2호
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    • pp.39-69
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    • 2012
  • With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.

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최대-최소맵 기반 등위면 광선투사법을 이용한 대화식 가상 관절경 (Interactive Virtual Anthroscopy Using Isosurface Raycasting Based on Min-Max Map)

  • 임석현;신병석
    • 대한의용생체공학회:의공학회지
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    • 제25권2호
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    • pp.103-109
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    • 2004
  • 가상 관절경은 무릎, 어깨 둥 관절에 대한 단층촬영 영상으로부터 관절 내부의 해부학적 구조를 3차원으로 재구성함으로써 광학 관절경을 모사 하는 기법이다. 이 논문에서는 볼륨 렌더링 기법의 일종인 등위면 광선투사법을 이용하여 3차원 영상을 신속하게 생성하는 가상 관절경 기법을 제안한다 여기서 제안하는 등위면 광선투사법은 최대-최소맵을 이용하여 전처리 과정 없이도 실시간에 가까운 속도로 고화질의 영상을 얻을 수 있다. 또한 물리 기반 카메라 제어 모델을 이용함으로써 사용자가 복잡한 해부구조를 가진 관절강 내부에서 가상 카메라를 자유롭게 이동시킬 수 있다. 이러한 고속 렌더링 방법과 현실감 있는 카메라 제어기법을 이용하여 대화식 가상 관절경을 개발하였다.

병렬 운동 기구의 미끄럼 볼 조인트 개발에 관한 연구 (A Study on the Sliding Ball Joint of Parallel Kinematic Mechanism)

  • 유대원;이재학
    • 대한기계학회논문집A
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    • 제33권9호
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    • pp.982-989
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    • 2009
  • Parallel Kinematic Mechanism (PKM) is a device to perform the various motion in three-dimensional space and it calls for six degree of freedom. For example, Parallel Kinematic Mechanism is applied to machine tools, medical equipments, MEMS, virtual reality devices and flight motion simulators. Recently, many companies have tried to develop new Parallel Kinematic Mechanism in order to improve the cycle time and the precisional tolerance. Parallel Kinematic Mechanism uses general universal joint and spherical joint, but such joints have accumulated tolerance problems. Therefore, it causes position control problem and dramatically life time reduction. This paper focused on the rolling element to improve sliding precision in new sliding ball joint development. Before the final design and production, it was confirmed that new sliding ball joint held a higher load and a good geometrical structure. FEM analysis showed a favorable agreement with tensile and compressive testing results by universal testing machine. In conclusions, a new sliding ball joint has been developed to solve a problem of accumulated tolerance and verified using tensile and compressive testing as well as FEM analysis.

Effect of Taping and Virtual Reality Combined Exercise on Static and Dynamic Balance With Functional Ankle Instability

  • Kim, Ki-jong;Gang, Mi-yeong
    • 한국전문물리치료학회지
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    • 제27권4호
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    • pp.292-297
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    • 2020
  • Background: Ankle sprain is one of the most common musculoskeletal injuries in the sports population or during usual daily life activities. The sprain can cause functional ankle instability (FAI), and it is very important to treat FAI. However, the optimum intervention method for FAI has yet to be determined. Objects: This study investigated the impact that virtual reality (VR) training program on balance with ankle kinesio taping for FAI. Methods: Twenty-two people were selected for the study and randomly divided into the experimental (n = 11) and the control group (n = 11). The experimental group had attached kinesio taping on the ankle and then implemented a virtual reality exercise program for 30 minutes a day. Nintendo Wii Fit Plus was used for the VR intervention three times a week for four weeks. The control group performed only two measurements without intervention. Results: There were no statistically significant differences in overall, anterior-posterior (AP), medial-lateral (ML) index of the static balance, and significant differences in overall, AP, ML index of the dynamic balance when taping and VR exercise were applied at the same time (p < 0.05). There were no significant differences in overall and ML index of static and dynamic balance compared with before and after assessment between the experimental and the control group, and found differences in AP index of static and dynamic balance (p < 0.05). Conclusion: Kinesio taping may not influence the balance of FAI as great as people expected. VR approach does not affect the static balance of FAI, but it influences dynamic balance in overall, AP, ML index. The authors suggest that VR-based exercises can be used as an additional concept in clinicians for FAI or as part of a home program because the exercises still have limitations.

가상 영상을 이용한 주파수 영역에서의 광학적 암호화 및 복호화 방법 (Optical encryption and decryption technique using virtual image in frequency domain)

  • 서동환;조규보;박세준;김수중;김정우;노덕수
    • 한국광학회지
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    • 제14권3호
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    • pp.255-259
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    • 2003
  • 본 논문에서는 위상 변조된 가상 영상과 결합변환상관기를 이용하여 암호화 및 복호화 수준을 향상시키는 방법을 제안하였다. 원 영상은 주파수 영역에서 가상 위상 영상과 무작위 위상 영상의 곱을 퓨리에 변환하여 만든 암호화 영상과 제안한 위상 대응 규칙으로 만든 퓨리에 복호화 키를 퓨리에 변환하여 출력 평면에서 간단히 복원된다. 제안한 방법은 암호화된 영상을 허가되지 않은 사람들이 분석함으로써 있을 수 있는 복제 가능성을 원 영상의 어떤 정보도 포함하지 않은 가상 영상을 사용함으로써 배제할 수 있다. 또한 위상 변조된 영상의 자기상관성분의 세기는 1이므로 원 영상은 이 자기상관성분을 이용하여 재생되므로 결합변환상관기의 가장 큰 문제점인 자기상관성분을 제거해야 하는 문제를 해결할 수 있다 하지만 위상 암호화방법은 잡음이나 흠집에 민감하여 복원영상의 왜곡이 발생할 수 있으므로 본 논문에서는 이 문제를 분석하고 해결책을 제시하였다. 검증 실험을 통하여 분석의 타당성을 확인하고 제안한 암호화 방법이 광 암호화 시스템에 적용 가능함을 확인하였다.