• 제목/요약/키워드: Virtual planning

검색결과 373건 처리시간 0.028초

Dextrous sensor hand for the intelligent assisting system - IAS

  • Hashimoto, Hideki;Buss, Martin
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1992년도 한국자동제어학술회의논문집(국제학술편); KOEX, Seoul; 19-21 Oct. 1992
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    • pp.124-129
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    • 1992
  • The goal of the proposed Intelligent Assisting System - IAS is to assist human operators in an intelligent way, while leaving decision and goal planning instances for the human. To realize the IAS the very important issue of manipulation skill identification and analysis has to be solved, which then is stored in a Skill Data Base. Using this data base the IAS is able to perform complex manipulations on the motion control level and to assist the human operator flexibly. We propose a model for manipulation skill based on the dynamics of the grip transformation matrix, which describes the dynamic transformation between object space and finger joint space. Interaction with a virtual world simulator allows the calculation and feedback of appropriate forces through controlled actuators of the sensor glove with 10 degrees-of-freedom. To solve the sensor glove calibration problem, we learn the nonlinear calibration mapping by an artificial neural network(ANN). In this paper we also describe the experimental system setup of the skill acquisition and transfer system as a first approach to the IAS. Some simple manipulation examples and simulation results show the feasibility of the proposed manipulation skill model.

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과거 및 가상 지진해일에 의한 임원항의 침수예상도 (Inundation Map at Imwon Port with Past and Virtual Tsunamis)

  • 김태림;조혜린;조용식
    • 한국지진공학회논문집
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    • 제21권1호
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    • pp.1-9
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    • 2017
  • The scale of disaster and damage witnessed in the 2004 Indian Ocean Tsunami and the 2011 Great East Japan Tsunami has motivated researchers in developing foolproof disaster mitigation techniques for safety of coastal communities. This study focuses on developing tsunami hazard map by numerical modeling at Imwon Port to minimize losses of human beings and property damage when a real tsunami event occurs. A hazard map is developed based on inundation maps obtained by numerical modeling of 3 past and 11 virtual tsunami cases. The linear shallow-water equations with manipulation of frequency dispersion and the non-linear shallow-water equations are employed to obtain inundation maps. The inundation map gives the maximum extent of expected flooded area and corresponding inundation depths which helps in identifying vulnerable areas for unexpected tsunami attacks. The information can be used for planning and developing safety zones and evacuation structures to minimize damage in case of real tsunami events.

The Performance Study of a Virtualized Multicore Web System

  • Lu, Chien-Te;Yeh, C.S. Eugene;Wang, Yung-Chung;Yang, Chu-Sing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권11호
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    • pp.5419-5436
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    • 2016
  • Enhancing the performance of computing systems has been an important topic since the invention of computers. The leading-edge technologies of multicore and virtualization dramatically influence the development of current IT systems. We study performance attributes of response time (RT), throughput, efficiency, and scalability of a virtualized Web system running on a multicore server. We build virtual machines (VMs) for a Web application, and use distributed stress tests to measure RTs and throughputs under varied combinations of virtual cores (VCs) and VM instances. Their gains, efficiencies and scalabilities are also computed and compared. Our experimental and analytic results indicate: 1) A system can perform and scale much better by adopting multiple single-VC VMs than by single multiple-VC VM. 2) The system capacity gain is proportional to the number of VM instances run, but not proportional to the number of VCs allocated in a VM. 3) A system with more VMs or VCs has higher physical CPU utilization, but lower vCPU utilization. 4) The maximum throughput gain is less than VM or VC gain. 5) Per-core computing efficiency does not correlate to the quality of VCs or VMs employed. The outcomes can provide valuable guidelines for selecting instance types provided by public Cloud providers and load balancing planning for Web systems.

실내 환경에서의 이동로봇 제어를 위한 유비쿼터스 인터페이스 시스템 (A Ubiquitous Interface System for Mobile Robot Control in Indoor Environment)

  • 안현식;송재성
    • 제어로봇시스템학회논문지
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    • 제12궈1호
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    • pp.66-71
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    • 2006
  • Recently, there are lots of concerning on ubiquitous environment of robots and URC (Ubiquitous Robotic Companion). In this paper, a practical ubiquitous interface system far controlling mobile robots in indoor environments was proposed. The interface system was designed as a manager-agent model including a PC manager, a mobile manager, and robot agents for being able to be accessed by any network. In the system, the PC manager has a 3D virtual environment and shows real images for a human-friendly interface, and share the computation load of the robot such as path planning and managing geographical information. It also contains Hybrid Format Manager(HFM) working for transforming the image, position, and control data and interchanging them between the robots and the managers. Mobile manager working in the minimized computing condition of handsets has a mobile interface environment displaying the real images and the position of the robot and being able to control the robots by pressing keys. Experimental results showed the proposed system was able to control robots rising wired and wireless LAN and mobile Internet.

Recent advances in the reconstruction of cranio-maxillofacial defects using computer-aided design/computer-aided manufacturing

  • Oh, Ji-hyeon
    • Maxillofacial Plastic and Reconstructive Surgery
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    • 제40권
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    • pp.2.1-2.7
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    • 2018
  • With the development of computer-aided design/computer-aided manufacturing (CAD/CAM) technology, it has been possible to reconstruct the cranio-maxillofacial defect with more accurate preoperative planning, precise patient-specific implants (PSIs), and shorter operation times. The manufacturing processes include subtractive manufacturing and additive manufacturing and should be selected in consideration of the material type, available technology, post-processing, accuracy, lead time, properties, and surface quality. Materials such as titanium, polyethylene, polyetheretherketone (PEEK), hydroxyapatite (HA), poly-DL-lactic acid (PDLLA), polylactide-co-glycolide acid (PLGA), and calcium phosphate are used. Design methods for the reconstruction of cranio-maxillofacial defects include the use of a pre-operative model printed with pre-operative data, printing a cutting guide or template after virtual surgery, a model after virtual surgery printed with reconstructed data using a mirror image, and manufacturing PSIs by directly obtaining PSI data after reconstruction using a mirror image. By selecting the appropriate design method, manufacturing process, and implant material according to the case, it is possible to obtain a more accurate surgical procedure, reduced operation time, the prevention of various complications that can occur using the traditional method, and predictive results compared to the traditional method.

가상현실 기반 사용자 참여형 타공패널 파사드 설계 방법론 (User-Participated Design Method for Perforated Metal Facades using Virtual Reality)

  • 장도진;김성준;김성아
    • 대한건축학회논문집:계획계
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    • 제36권4호
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    • pp.103-111
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    • 2020
  • Perforated metal sheets are used as panels of facades for controlling environmental factors while ensuring user's visibility. Despite their functional potentials, only a specific direction of facades or an orientation of a building was considered in the relevant studies. This study proposed a design methodology for the perforated panel facades that reflects the location on the facades and the user's requirements. The optimization of quantitative and qualitative performance is achieved through communication between designers and users in a VR system. In optimizing quantitative performances, designers use machine learning techniques such as clustering and genetic algorithm to allocate optimal panels on the facades. In optimizing qualitative performances, through the VR system, users intervene in evaluating performances whose preferences are depending on them. The experiment using the office project showed that designers were able to make decisions based on clustering using GMM to optimize multiple quantitative performances. The gap between the target and final performance could be narrowed by limiting the types of perforated panels considering mass customization. In assessing visibility as a qualitative performance, users were able to participate in the design process using the VR system.

정리정돈을 위한 Q-learning 기반의 작업계획기 (Tidy-up Task Planner based on Q-learning)

  • 양민규;안국현;송재복
    • 로봇학회논문지
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    • 제16권1호
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    • pp.56-63
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    • 2021
  • As the use of robots in service area increases, research has been conducted to replace human tasks in daily life with robots. Among them, this study focuses on the tidy-up task on a desk using a robot arm. The order in which tidy-up motions are carried out has a great impact on the success rate of the task. Therefore, in this study, a neural network-based method for determining the priority of the tidy-up motions from the input image is proposed. Reinforcement learning, which shows good performance in the sequential decision-making process, is used to train such a task planner. The training process is conducted in a virtual tidy-up environment that is configured the same as the actual tidy-up environment. To transfer the learning results in the virtual environment to the actual environment, the input image is preprocessed into a segmented image. In addition, the use of a neural network that excludes unnecessary tidy-up motions from the priority during the tidy-up operation increases the success rate of the task planner. Experiments were conducted in the real world to verify the proposed task planning method.

허브 앤 스포크형 데이터 관리 및 블록체인 기술 융합 스마트도시 거버넌스 로직모델 (Smart City Governance Logic Model Converging Hub-and-spoke Data Management and Blockchain Technology)

  • 최성진
    • 한국BIM학회 논문집
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    • 제14권1호
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    • pp.30-38
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    • 2024
  • This study aims to propose a smart city governance logic model that can accommodate more diverse information service systems by mixing hub-and-spoke and blockchain technologies as a data management model. Specifically, the research focuses on deriving the logic of an operating system that can work across smart city planning based on the two data governance technologies. The first step of the logic is the generation and collection of information, which is first divided into information that requires information protection and information that can be shared with the public, and the information that requires privacy is blockchainized, and the shared information is integrated and aggregated in a data hub. The next step is the processing and use of the information, which can actively use the blockchain technology, but for the information that can be shared other than the protected information, the governance logic is built in parallel with the hub-and-spoke type. Next is the logic of the distribution stage, where the key is to establish a service contact point between service providers and beneficiaries. Also, This study proposes the establishment of a one-to-one data exchange relationship between information providers, information consumers, and information processors. Finally, in order to expand and promote citizen participation opportunities through a reasonable compensation system in the operation of smart cities, we developed virtual currency as a local currency and designed an open operation logic of local virtual currency that can operate in the compensation dimension of information.

메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 - (A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' -)

  • 유연서
    • 한국조경학회지
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    • 제52권1호
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    • pp.1-16
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    • 2024
  • 앨빈토플러는 미래사회가 속도를 맞추는 동시화가 중요하다고 언급하면서 시간의 편차가 사회 발전을 저해할 수 있다고 했다. 우리는 언택트라는 뉴노멀 시대를 겪으면서 비대면 접촉의 증가와 디지털 전환 가속화를 경험했다. 이러한 빠른 변화 속에서 공간에도 동시화 즉 변화의 필요성을 견지해볼 수 있다. 이에 사람들이 어떤 정주지를 만들고 선택하는지에 대해서 연구해 보고자 한다. 이를 간접적으로 나마 알아볼 수 있는 대상으로 메타버스를 살펴보았다. 메타버스 공간 형태와 관련된 자료를 수집하기 위해 "동물의 숲"이라는 콘텐츠를 활용했다. 표본추출은 비확률적 표본추출 중 판단추출 방법을 활용하여 게임의 진행에 따른 차이를 완화하였다. 수집한 자료들을 평면 형태와 입지 형태에 따라 분류하고, 기술 통계를 통해 간략하게 정리했다. 각 시설들을 용도별로 매칭한 후 군집별로 좌표를 설정하여 목록화하여 데이터를 구축했다. 이 데이터를 군집별로 좌표평면상에 그래픽으로 나타내어 해석하고, 유클리디안 분석을 실시해 군집별 관계와 거주지 선택에 관해 유클리디안 행렬로 분석했다. 분석결과 유사 기능을 근접배치해 효율성을 추구하는 것으로 해석할 수 있었으며, 그럼에도 불구하고 거주지 선택에 있어서는 효율성이나 편리함이 아닌 주민들과의 인접 배치를 통해 커뮤니티를 이루고자 하는 것으로 해석되었다. 메타버스와 현실세계의 다름으로 인해 이를 현실과 동일시하기에는 한계가 있을 것으로 예상한다. 그러나 현실의 제약에서 멀어진 사람들이 가상세계에 표출한 공간을 통해 우리가 인지하지 못함으로 인해 명시하지 못한 바람을 간접적으로 알 수 있다.

공동주택 화재를 대상으로 한 가상현실(VR) 프로그램 개발 및 호응도 조사 (Development and Review of Virtual Reality Fire-Training Program)

  • 김용철;정무헌;류충;김선규
    • 한국화재소방학회논문지
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    • 제33권6호
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    • pp.159-164
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    • 2019
  • 본 연구는 최근 빈번하게 발생하고 있는 공동주택 화재로 인한 인명피해 최소화를 위해 최신 IT 기법을 활용하여 공동주택(아파트)의 화재 상황을 재현 한 가상현실(VR) 화재 프로그램을 개발하고 학습도구로서의 활용가능성을 검증하였다. 이를 위해 공동주택 단위평면 크기, 가족구성 등 기본환경을 설정하였으며 공동주택에서 일어날 수 있는 화재 시나리오를 개발하여 게임형식으로 가상현실 프로그램을 구현하였다. 아울러 개발된 가상현실(VR) 화재 프로그램에 대한 호응도를 살펴보기 위해 설문조사를 실시하였다. 설문결과 가상현실(VR) 화재 프로그램에 대한 호응도가 매우 높게 나타났으며 특히 가상현실 화재 프로그램을 통한 학습효과가 높아 학습기기로서의 유효성을 확인할 수 있었다.