• 제목/요약/키워드: Virtual methods

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Fast and Safe Contact Establishment Strategy for Biped Walking Robot (이족 보행 로봇을 위한 빠르고 안전한 접촉 생성 전략)

  • Lee, Hosang;Jung, Jaesug;Ahn, Junewhee;Park, Jaeheung
    • The Journal of Korea Robotics Society
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    • v.16 no.2
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    • pp.147-154
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    • 2021
  • One of the most challenging issues when robots interact with the environment is to establish contact quickly and avoid high impact force at the same time. The proposed method implements the passive suspension system using the redundancy of the torque-controlled robot. Instead of utilizing the actual mechanical compliance, the distal joints near the end-effector are controlled to act as a virtual spring-damper system with low feedback gains. The proximal joints are precisely controlled to push the mid-link, which is defined as the boundary link between the proximal and distal joints, towards the environment with high feedback gains. Compared to the active compliance methods, the contact force measurements or estimates are not required for contact establishment and the control time delay problems do not occur correspondingly. The proposed method was applied to the landing foot control of the 12-DoF biped robot DYROS-RED in the simulations. In the results, the impact force during landing was significantly reduced at the same collision speed.

A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression (시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구)

  • Jin, Zhuo;Jang, Chunggun
    • Journal of Korea Multimedia Society
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    • v.22 no.5
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    • pp.626-637
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    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.

Accuracy of casts produced from conventional and digital workflows: A qualitative and quantitative analyses

  • Abduo, Jaafar
    • The Journal of Advanced Prosthodontics
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    • v.11 no.2
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    • pp.138-146
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    • 2019
  • PURPOSE. Comparing the accuracy of casts produced from digital workflow to that of casts produced from conventional techniques. MATERIALS AND METHODS. Whole arch alginate (ALG) and polyvinyl siloxane (PVS) impressions were taken with stock trays and custom trays, respectively. The ALG impressions were poured with type III dental stone, while the PVS impressions were poured with type IV dental stone. For the digital workflow, IOS impressions were taken and physical casts were produced by 3D printing. In addition, 3D printed casts were produced from images obtained from a laboratory scanner (LS). For each technique, a total of 10 casts were produced. The accuracies of the whole arch and separated teeth were virtually quantified. RESULTS. Whole arch cast accuracy was more superior for PVS followed by LS, ALG, and IOS. The PVS and ALG groups were inferior in the areas more susceptible to impression material distortion, such as fossae and undercut regions. The LS casts appeared to have generalized errors of minor magnitude influencing primarily the posterior teeth. The IOS casts were considerably more affected at the posterior region. On the contrary, the IOS and LS casts were more superior for single tooth accuracy followed by PVS and ALG. CONCLUSION. For whole arch accuracy, casts produced from IOS were inferior to those produced from PVS and ALG. The inferior outcome of IOS appears to be related to the span of scanning. For single tooth accuracy, IOS showed superior accuracy compared to conventional impressions.

Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.

Influences of Interpersonal Relations Competency of University Students of Dental Technology on Their Smartphone Addiction (치기공학과 대학생의 대인관계유능성이 스마트폰 중독에 미치는 영향)

  • Lee, KHye-Eun;Moon, Hag ryong
    • Journal of Technologic Dentistry
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    • v.41 no.2
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    • pp.123-135
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    • 2019
  • Purpose: This study aims to prevent Smartphone addiction and provide a basic material for intervention strategy by inquiring into the correlation between interpersonal relations competency and Smartphone addiction. Methods: This study carried out a questionnaire survey oriented to 323 people who agreed to participate in this research. For the final analysis, this study selected 298 sheets of questionnaires excluding 25 sheets with insufficient response qualities. Results: According to the results of regression analysis, significant correlation between interpersonal relations competency and Smartphone addiction level was not observed. However, according to the results of correlation analysis, the subordinate factor of Smartphone addiction "directionality of virtual world" showed a significant negative correlation with "opinion expression regarding rights or refusal" of interpersonal relations competency (p<0.05), while "withdrawal," the subordinate factor of interpersonal relations competency and Smartphone addiction displayed a negative correlation with Smartphone addiction (p<0.05). Conclusion : However, the mean of the 3DP group was within the clinical tolerance suggested by the previous researchers. Based on this, dental prosthesis fabricated by 3D printing technology is considered to be clinically acceptable.

Effect of Horse Riding Simulator Exercise on Thickness of Transverse Abdominis in Healthy Adults

  • Park, JaeHyo;Kim, YoungMi
    • The Journal of Korean Physical Therapy
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    • v.31 no.2
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    • pp.111-116
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    • 2019
  • Purpose: This study examined the effects of horse riding simulator exercise on the thickness changes in the transverse abdominis in normal adults. Methods: Forty-five healthy adults were recruited and randomized to a horseback riding simulation exercise group (n=15), a sling exercise group (n=15), and a trunk stabilization exercise group (n=15). A horseback riding simulator offers the indoor experience of horseback riding and mimics the rhythmic movement of horseback riding, thereby provided a virtual environment, such as riding a real horse on the front screen. The velocity of the horse riding simulator exercise was regulated within the subject's ability to control the exercise on the horse riding simulator. A sling exercise group performed sling exercise under the inspection of the experimenter. In the trunk stabilization exercise group, the subjects were instructed to perform the exercise accurately and pause the session when pain occurred during the intervention. The subjects in each group carried out the interventions three times per week for six weeks. The thickness of the transverse abdominis was measured using a pressure biofeedback unit and the ultrasound. Results: Significant differences in the thickness of transverse abdominis within the groups were observed between before and after the interventions. On the other hand, there were no differences in the parameters among the groups. Conclusion: Horse riding simulator exercise can be an alternative to trunk stabilization exercise by increasing the thickness of the transverse abdominis in healthy adults.

A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

Efficient Resource Slicing Scheme for Optimizing Federated Learning Communications in Software-Defined IoT Networks

  • Tam, Prohim;Math, Sa;Kim, Seokhoon
    • Journal of Internet Computing and Services
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    • v.22 no.5
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    • pp.27-33
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    • 2021
  • With the broad adoption of the Internet of Things (IoT) in a variety of scenarios and application services, management and orchestration entities require upgrading the traditional architecture and develop intelligent models with ultra-reliable methods. In a heterogeneous network environment, mission-critical IoT applications are significant to consider. With erroneous priorities and high failure rates, catastrophic losses in terms of human lives, great business assets, and privacy leakage will occur in emergent scenarios. In this paper, an efficient resource slicing scheme for optimizing federated learning in software-defined IoT (SDIoT) is proposed. The decentralized support vector regression (SVR) based controllers predict the IoT slices via packet inspection data during peak hour central congestion to achieve a time-sensitive condition. In off-peak hour intervals, a centralized deep neural networks (DNN) model is used within computation-intensive aspects on fine-grained slicing and remodified decentralized controller outputs. With known slice and prioritization, federated learning communications iteratively process through the adjusted resources by virtual network functions forwarding graph (VNFFG) descriptor set up in software-defined networking (SDN) and network functions virtualization (NFV) enabled architecture. To demonstrate the theoretical approach, Mininet emulator was conducted to evaluate between reference and proposed schemes by capturing the key Quality of Service (QoS) performance metrics.

The Study for Improvement Method of Landscape Simulation Program (경관시뮬레이션 프로그램 개선방안에 관한 연구)

  • Lee, Dong-Hwa;Kim, Jae-Myeong
    • Journal of KIBIM
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    • v.10 no.4
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    • pp.89-97
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    • 2020
  • The purpose of this study is to identify the problems of the currently used 3D spatial information utilization system to realize a more accurate landscape and to establish a user-oriented environment to improve the utilization plan for future landscape evaluation. As citizens' interest in urban landscapes with strong public characteristics increases and the speed of urban development also increases, more suitable simulation methods for landscape management are required. Nevertheless, there are many cases of inconvenient correction according to development changes along with many errors in various steps for creating landscape simulation. Therefore, in performing landscape deliberation according to development, it is necessary to create more accurate and efficient landscape simulation, and if changes occur after the initial deliberation, a process that can quickly and conveniently correct and supplement data is needed. In addition, it is necessary to create landscape simulation so that the created modeling source can be used by being compatible with other application programs. In this study, a method of constructing a more accurate and efficient simulation at the time of initial deliberation and a method of creating a landscape simulation model for rapid response to a plan that is changed at the time of re-deliberation are described.

Effect of the Number of Projected Images on the Noise Characteristics in Tomosynthesis Imaging

  • Fukui, Ryohei;Matsuura, Ryutaro;Kida, Katsuhiro;Goto, Sachiko
    • Progress in Medical Physics
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    • v.32 no.2
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    • pp.50-58
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    • 2021
  • Purpose: In this study, we investigated the relationship between the noise characteristics and the number of projected images in tomosynthesis using a digital phantom. Methods: The digital phantom consisted of a columnar phantom in the center of the image and a spherical phantom with a diameter of 80 pixels. A virtual scan was performed, and 128 projected images (Tomo_w/o) of the phantoms were obtained. The image noise according to the Poisson distribution was added to the projected images (Tomo_×1). Furthermore, another projected image with additional noise was prepared (Tomo_×1/2). For each dataset, we created datasets with 64 (half) and 32 (quarter) projections by removing the even-numbered images twice from the 128 (fully) projected images. Tomosynthesis images were reconstructed by filtered back projection (FBP). The modulation transfer function (MTF) was estimated using the sphere method, and the noise power spectrum (NPS) was estimated using the two-dimensional Fourier transform method. Results: The MTFs did not change between datasets, and the NPSs improved as the number of projected images increased. The noise characteristics of the Tomo_×1_half images were the same as those of the Tomo_×1/2_full. Conclusions: To achieve a reduction in the patient dose in tomosynthesis acquisition, we recommend reducing the number of projected images rather than reducing the dose per projection.