• Title/Summary/Keyword: Virtual robot

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Development of the 3D Imaging System and Automatic Registration Algorithm for the Intelligent Excavation System (IES) (지능형 굴삭 시스템을 위한 모바일 3D 이미징 시스템 및 자동 정합 알고리즘의 개발)

  • Chae, Myung-Jin;Lee, Gyu-Won;Kim, Jung-Ryul;Park, Jae-Woo;Yoo, Hyun-Seok;Cho, Moon-Young
    • Korean Journal of Construction Engineering and Management
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    • v.10 no.1
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    • pp.136-145
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    • 2009
  • The objective of the Intelligent Excavation System (IES) is to recognize the work environment and produce work plan and automatically control the excavator through integrating sensor and robot technologies. This paper discusses one of the core technologies of IES development project, development of 3D work environment modeling. 3D laser scanner is used for 3-dimensional mathematical model that can be visualized in virtual space in 3D. This paper describes (1) how the most appropriate 3D imaging system has been chosen; (2) the development of user interface and customization of the s/w to control the scanner for IES project; (3) the development of the mobile station for the scanner; (4) and the algorithm for the automatic registration of laser scan segments for IES project. The development system has been tested on the construction field and lessons learned and future development requirements are suggested.

Development of a Hand Shape Editor for Sign Language Expression (수화 표현을 위한 손 모양 편집 프로그램의 개발)

  • Oh, Young-Joon;Park, Kwang-Hyun;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.44 no.4 s.316
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    • pp.48-54
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    • 2007
  • Hand shape is one of important elements in Korean Sign Language (KSL), which is a communication method for the deaf. To express sign motion in a virtual reality environment based on OpenGL, we need an editor which can insert and modify sign motion data. However, it is very difficult that people, who lack knowledge of sign 1anguage, exactly edit and express hand shape using the existing editors. We also need a program to efficiently construct and store the hand shape data because the number of data is very large in a sign word dictionary. In this paper we developed a KSL hand shape editor to easily construct and edit hand shape by a graphical user interface (GUI), and to store it in a database. Hand shape codes are used in a sign word editor to synthesize sign motion and decreases total amount of KSL data.

Information-Based Urban Regeneration for Smart Education Community (스마트 교육 커뮤니티 정보기반 도시재생)

  • Kimm, Woo-Young;Seo, Boong-Kyo
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.13-20
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    • 2018
  • This research is to analyze the public cases of information facilities in terms of central circulations in multi level volumes such as atrium or court which provide visual intervention between different spaces and physical connections such as bridges. Hunt Library design balances the understood pre-existing needs with the University's emerging needs to create a forward-thinking learning environment. While clearly a contemporary structure within a traditional context of the NCSU campus, the Hunt Library provides a positive platform for influencing its surroundings. Both technical and programmatic innovations are celebrated as part of the learning experience and provide a versatile and stimulating environment for students. Public library as open spaces connecting to an interactive social domain over communities can provide variety of learning environments, or technology based labs. There are many cases of the public information spaces with dynamic networks where participants can play their roles in physical space as well as in the intellectual stimulation. In the research, new public projects provide typologies of information spaces with user oriented media. The research is to address a creative transition between the reading space and the experimental links of the integration of state-of-the-art technology is highly visible in the building's design. The user-friendly browsing system that replaces the traditional browsing with the virtual shelves classified and archived by their form, is to reduce the storage space of the public library and it is to allow more space for collaborative learning. In addition to the intelligent robot of information storages, innovative features is the large-scale visualization space that supports team experiments to carry out collaborative online works and therefore the public library's various programs is to provide visitors with more efficient participatory environment.

Implementation of Agricultural Multi-UAV System with Distributed Swarm Control Algorithm into a Simulator (분산군집제어 알고리즘 기반 농업용 멀티 UAV 시스템의 시뮬레이터 구현)

  • Ju, Chanyoung;Park, Sungjun;Son, Hyoung Il
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 2017.04a
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    • pp.37-38
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    • 2017
  • 최근 방제 및 예찰과 같은 농작업에 단일 UAV(Unmanned Aerial Vehicle)시스템이 적용되고 있지만, 가반하중과 체공시간 등 기존시스템의 문제가 점차 대두되면서 작업 시간을 보다 단축시키고 작업 효율을 극대화 할 수 있는 농업용 멀티 UAV시스템의 필요성이 증대되고 있다. 본 논문에서는 작업자가 다수의 농업용 UAV를 효과적으로 제어할 수 있는 분산군집제어 알고리즘을 제안하며 알고리즘 검증 및 평가를 위한 시뮬레이터를 소개한다. 분산군집제어는 UAV 제어 계층, VP(Virtual Point) 제어 계층, 원격제어 계층으로 이루어진 3계층 제어구조를 가진다. UAV 제어 계층에서 각 UAV는 point mass로 모델링 되는 VP의 이상적인 경로를 추종하도록 제어한다. VP 제어 계층에서 각 VP는 입력 $p_i(t)=u^c_i+u^o_i+u^{co}_i+u^h_i$-(1)을 받아 제어되는데 여기서, $u^c_i{\in}{\mathbb{R}}^3$는 VP 사이의 충돌방지제어, $u^o_i{\in}{\mathbb{R}}^3$는 장애물과의 충돌방지제어, $u^{co}_i{\in}{\mathbb{R}}^3$는 UAV 상호간의 협조제어, $u^h_i{\in}{\mathbb{R}}^3$는 작업자로부터의 원격제어명령이다. (1)의 제어입력에서 충돌방지제어는 각 $u^i_c:=-{\sum\limits_{j{\in}{\eta}_i}}{\frac {{\partial}{\phi}_{ij}^c({\parallel}p_i-p_j{\parallel})^T}{{\partial}p_i}}$-(2), $u^o_c:=-{\sum\limits_{r{\in}O_i}}{\frac {{\partial}{\phi}_{ir}^o({\parallel}p_i-p^o_r{\parallel})^T}{{\partial}p_i}}$-(3)로 정의되면 ${\phi}^c_{ij}$${\phi}^o_{ir}$는 포텐셜 함수를 나타낸다. 원격제어 계층에서 작업자는 햅틱 인터페이스를 통해 VP의 속도를 제어하게 된다. 이때 스케일변수 ${\lambda}$에 대하여 VP의 원격제어명령은 $u^t_i(t)={\lambda}q(t)$로 정의한다. UAV 시뮬레이터는 리눅스 환경에서 ROS(Robot Operating Systems)를 기반한 3차원 시뮬레이터인 Gazebo상에 구축하였으며, 마스터와 슬레이브 간의 제어 명령은 TCPROS를 통해 서로 주고받는다. UAV는 PX4 기반의 3DR Solo 모델을 사용하였으며 MAVROS를 통해 MAVLink 통신 프로토콜에 접속하여 UAV의 고도, 속도 및 가속도 등의 상태정보를 받을 수 있다. 현재 멀티 드론 시스템을 Gazebo 환경에 구축하였으며, 추후 시뮬레이터 상에 분산군집제어 알고리즘을 구현하여 검증 및 평가를 진행하고자 한다.

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An Implementation of IEEE 1516.1-2000 Standard with the Hybrid Data Communication Method (하이브리드 데이터 통신 방식을 적용한 IEEE 1516.1-2000 표준의 구현)

  • Shim, Jun-Yong;Wi, Soung-Hyouk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.11
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    • pp.1094-1103
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    • 2012
  • Recently, software industry regarding national defense increases system development of distributed simulation system of M&S based to overcome limit of resource and expense. It is one of key technologies for offering of mutual validation among objects and reuse of objects which are discussed for developing these systems. RTI, implementation of HLA interface specification as software providing these technologies uses Federation Object Model for exchanging information with joined federates in the federation and each federate has a characteristic that is supposed to have identical FOM in the federation. This technology is a software which is to provide the core technology which was suggested by the United state's military M&S standard framework. Simulator, virtual simulation, and inter-connection between military weapons system S/W which executes on network which is M&S's core base technology, and it is a technology which also can be used for various inter-connection between S/W such as game and on-line phone. These days although RTI is used in military war game or tactical training unit field, there is none in Korea. Also, it is used in mobile-game, distribution game, net management, robot field, and other civilian field, but the number of examples are so small and informalized. Through this developing project, we developed the core technique and RTI software and provided performance of COTS level to improve communication algorithms.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

A Feasibility Study of Autonomous Driving and Unmanned Technology of Self-Propelled Artillery, K-9 (K-9자주포의 자율주행 및 자주포 무인화 기술의 타당성 검토)

  • Koo, Keon-Woo;Yun, Dong-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.5
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    • pp.889-898
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    • 2021
  • Currently, due to the demographic cliff phenomenon in Republic of Korea, A serious defense vacuum could occur due to the lack of South Korean military's personal strength. As a result, The South Korean military has a possibility to implement the polices the prepare for military provocations and preemptive strikes by the North Korean military while resolving the South Korean defense vacuum caused by the shrinking population. It seems like that the only way for the South Korean military to solve the shortage of personal strength due to the population decline is to reduce the number of Mechanized Units(MU) other than, infantry and automate, and autonomous driving the weapons system of the Mechanized Units(MU). In this paper, we propose the use of the virtual autonomous driving of the self propelled artillery K-9's in self selection of the position and occupation of position and self positioning in the position. At the same time in this paper, the self propelled artillery K-9 model robot is used to simulate and the explain about the operation method, necessity and feasibility in the self propelled artillery K-9. In addition, this paper predicted the problems that would arise if the South Korean military deployed autonomous driving self propelled K-9, in real combat.

News Article Analysis of the 4th Industrial Revolution and Advertising before and after COVID-19: Focusing on LDA and Word2vec (코로나 이전과 이후의 4차 산업혁명과 광고의 뉴스기사 분석 : LDA와 Word2vec을 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.149-163
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    • 2021
  • The 4th industrial revolution refers to the next-generation industrial revolution led by information and communication technologies such as artificial intelligence (AI), Internet of Things (IoT), robot technology, drones, autonomous driving and virtual reality (VR) and it also has made a significant impact on the development of the advertising industry. However, the world is rapidly changing to a non-contact, non-face-to-face living environment to prevent the spread of COVID 19. Accordingly, the role of the 4th industrial revolution and advertising is changing. Therefore, in this study, text analysis was performed using Big Kinds to examine the 4th industrial revolution and changes in advertising before and after COVID 19. Comparisons were made between 2019 before COVID 19 and 2020 after COVID 19. Main topics and documents were classified through LDA topic model analysis and Word2vec, a deep learning technique. As the result of the study showed that before COVID 19, policies, contents, AI, etc. appeared, but after COVID 19, the field gradually expanded to finance, advertising, and delivery services utilizing data. Further, education appeared as an important issue. In addition, if the use of advertising related to the 4th industrial revolution technology was mainstream before COVID 19, keywords such as participation, cooperation, and daily necessities, were more actively used for education on advanced technology, while talent cultivation appeared prominently. Thus, these research results are meaningful in suggesting a multifaceted strategy that can be applied theoretically and practically, while suggesting the future direction of advertising in the 4th industrial revolution after COVID 19.

Crossing Dynamics of Leader-guided Two Flocks (우두머리가 있는 두 생물무리의 가로지르기 동역학)

  • Lee, Sang-Hee
    • Journal of the Korea Society for Simulation
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    • v.19 no.3
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    • pp.37-43
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    • 2010
  • In field, one can observe without difficulties that two flocks are intersected or combined with each other. For example, a fish flock in a stream separates into two part by obstacles (e.g. stone) and rejoins behind the obstacles. The dynamics of two flocks guided by their leader were studied in the situation where the flocks cross each other with a crossing angle, ${\theta}$, between their moving directions. Each leader is unaffected by its flock members whereas each member is influenced by its leader and other members. To understand the dynamics, I investigated the order parameter, ${\phi}$, defined by the absolute value of the average unit velocity of the flocks' members. When the two flocks were encountered, the first peak in ${\phi}$ was appeared due to the breaking of the flocks' momentum balance. When the flocks began to separate, the second peak in ${\phi}$ was observed. Subsequently, erratic peaks were emerged by some individuals that were delayed to rejoin their flock. The amplitude of the two peaks, $d_1$ (first) and $d_2$ (second), were measured. Interestingly, they exhibited a synchronized behavior for different ${\theta}$. This simulation model can be a useful tool to explore animal behavior and to develop multi-agent robot systems.

Distortion of the Dose Profile in a Three-dimensional Moving Phantom to Simulate Tumor Motion during Image-guided Radiosurgery (방사선수술에서 종양 움직임을 재현시킨 움직이는 팬텀을 이용하여 선량 분포의 왜곡에 대한 연구)

  • Kim, Mi-Sook;Ha, Seong-Hwan;Lee, Dong-Han;Ji, Young-Hoon;Yoo, Seong-Yul;Cho, Chul-Koo;Yang, Kwang-Mo;Yoo, Hyung-Jun;Seo, Young-Seok;Park, Chan-Il;Kim, Il-Han;Ye, Seong-Jun;Park, Jae-Hong;Kim, Kum-Bae
    • Radiation Oncology Journal
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    • v.25 no.4
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    • pp.268-277
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    • 2007
  • Purpose: Respiratory motion is a considerable inhibiting factor for precise treatment with stereotactic radiosurgery using the CyberKnife (CK). In this study, we developed a moving phantom to simulate three-dimensional breathing movement and investigated the distortion of dose profiles between the use of a moving phantom and a static phantom. Materials and Methods: The phantom consisted of four pieces of polyethylene; two sheets of Gafchromic film were inserted for dosimetry. Treatment was planned to deliver 30 Gy to virtual tumors of 20, 30, 40, and 50 mm diameters using 104 beams and a single center mode. A specially designed robot produced three-dimensional motion in the right-left, anterior-posterior, and craniocaudal directions of 5, 10 and 20 mm, respectively. Using the optical density of the films as a function of dose, the dose profiles of both static and moving phantoms were measured. Results: The prescribed isodose to cover the virtual tumors on the static phantom were 80% for 20 mm, 84% for 30 mm, 83% for 40 mm and 80% for 50 mm tumors. However, to compensate for the respiratory motion, the minimum isodose levels to cover the moving target were 70% for the $30{\sim}50$ mm diameter tumors and 60% for a 20 mm tumor. For the 20 mm tumor, the gaps between the isodose curves for the static and moving phantoms were 3.2, 3.3, 3.5 and 1.1 mm for the cranial, caudal, right, and left direction, respectively. In the case of the 30 mm tumor, the gaps were 3.9, 4.2, 2.8, 0 mm, respectively. In the case of the 40 mm tumor, the gaps were 4.0, 4.8, 1.1, and 0 mm, respectively. In the case of the 50 mm diameter tumor, the gaps were 3.9, 3.9, 0 and 0 mm, respectively. Conclusion: For a tumor of a 20 mm diameter, the 80% isodose curve can be planned to cover the tumor; a 60% isodose curve will have to be chosen due to the tumor motion. The gap between these 80% and 60% curves is 5 mm. In tumors with diameters of 30, 40 and 50 mm, the whole tumor will be covered if an isodose curve of about 70% is selected, equivalent of placing a respiratory margin of below 5 mm. It was confirmed that during CK treatment for a moving tumor, the range of distortion produced by motion was less than the range of motion itself.