• Title/Summary/Keyword: Virtual sensor

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Vibration Identification of Gasoline Direct Injection Engine Based on Partial Coherence Function (부분기여도 함수를 이용한 직접분사 가솔린 엔진 부품의 진동원 분석)

  • Chang, Ji-Uk;Lee, Sang-Kwon;Park, Jong-Ho;Kim, Byung-Hyun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.36 no.11
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    • pp.1371-1379
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    • 2012
  • This paper presents a method for estimating the contribution of vibration sources in gasoline direct injection engine parts with a multiple-input system. A partial coherence function was used to identify the cause of the linear dependence indicated by an ordinary coherence function. To apply the partial coherence function to vibration source identification in the powertrain system of a gasoline direct injection engine, a virtual model of a two-input and single-output system is simulated. For the validation of this model, the vibration of the powertrain parts was measured by using triaxial accelerometers attached to the selected vibration sources-a high-pressure pump, fuel rail, injector, and pressure sensor. After calculating the partial coherence between each source based on the virtual model, the vibration contribution of the powertrain system is calculated. This virtual model based on the partial coherence function is implemented to determine the quantitative vibration contribution of each powertrain part.

Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

Simulation of Radiation Imaging based on the Scanning of Pin-hole Stereo Vision Sensors (핀홀 스테레오 비전 센서의 공간 스캔을 통한 방사선의 영상화 시뮬레이션)

  • Park, Soon-Yong;Baek, Seung-Hae;Choi, Chang-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.7
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    • pp.1671-1680
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    • 2014
  • There are always much concern about the leakage of radiation materials in the event of dismantle or unexpected accident of nuclear power plant. In order to remove the leakage of radiation materials, appropriate dispersion detection techniques for radiation materials are necessary. However, because direct handling of radiation materials is highly restricted and risky, developing radiation-related techniques needs computer simulation in advance to evaluate the feasibility. In this paper, we propose a radiation imaging technique which can acquire 3D dispersion information of radiation materials and tested by simulation. Using two virtual 1D radiation sensors, we obtain stereo radiation images and acquire the 3D depth to virtual radiation materials using stereo disparity. For point and plane type virtual radiation materials, the possibility of the acquisition of stereo radiation image and 3D information are simulated.

Tactile Sensing for Virtual Interaction as a Part of Ubiquitous Game Development (유비쿼터스게임의 상호작용 구성요소 개발을 위한 촉각응용)

  • Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1062-1068
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    • 2007
  • In order to design and develop a ubiquitous game, it is necessary to develop a natural and flexible interface between the real world and the virtual world, based on social and physical context awareness. We design user interface model and the tactile sensing system that performs virtual interaction and collection of the sensor data. It is sensitive so the collected data should be filtered, rearranged and analyzed. This information is quite different from stylus input, keyboard, button or mouse for interaction. We detect kicked 3D force position of a ball, moment of area, moment of inertia and modified ball shape using tactile sensing system and analyzed data. The results demonstrate that the proposed approach is desirable and robust as well as the results can be used realistic actions and reactions considering attack force and to make interesting environments for ubiquitous game.

VR-based Hiking System that supports Real-time Field Condition (등산로 조건을 실시간으로 지원하는 VR 기반의 사이버 등산 시스템)

  • Ko, Dae-sik
    • Journal of Platform Technology
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    • v.6 no.4
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    • pp.78-86
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    • 2018
  • In this paper, a VR-based cyber hiking system was designed to provide virtual reality for famous mountains that can offer the real senses and feelings of hiking in supporting environmental factors of actual mountains such as the temperature, air, sound, echoes, etc., of the mountain the user wants to climb. The VR-based cyber hiking system that reflects real-time site conditions is largely consisted of the data collection module that collects data from the live site, multiple drive modules that enables the user to feel real senses using data from the sites, and sensor module to detect the stimuli provided by the drive modules and the user's physical body transition. Unlike existing VR-based hiking systems, the proposed cyber hiking system not only provides simple virtual reality for the wanted mountain, but can also provide the natural conditions of real mountains and implement the uphill and downhill of hiking routes. In particular, it has the effect of providing fun and game elements to users by excluding unnecessary conditions and risks that may arise in actual hiking and instead supporting augmented realities such as squirrels on actual hiking paths. In addition, in providing users with the changes in their body before and after hiking, it is expected to be effective in providing diverse feedback such as the height, gradient, and speed of mountain hiking.

Spherical Point Tracing for Synthetic Vehicle Data Generation with 3D LiDAR Point Cloud Data (3차원 LiDAR 점군 데이터에서의 가상 차량 데이터 생성을 위한 구면 점 추적 기법)

  • Sangjun Lee;Hakil Kim
    • Journal of Broadcast Engineering
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    • v.28 no.3
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    • pp.329-332
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    • 2023
  • 3D Object Detection using deep neural network has been developed a lot for obstacle detection in autonomous vehicles because it can recognize not only the class of target object but also the distance from the object. But in the case of 3D Object Detection models, the detection performance for distant objects is lower than that for nearby objects, which is a critical issue for autonomous vehicles. In this paper, we introduce a technique that increases the performance of 3D object detection models, particularly in recognizing distant objects, by generating virtual 3D vehicle data and adding it to the dataset used for model training. We used a spherical point tracing method that leverages the characteristics of 3D LiDAR sensor data to create virtual vehicles that closely resemble real ones, and we demonstrated the validity of the virtual data by using it to improve recognition performance for objects at all distances in model training.

Virtual Location Information based Routing Scheme in Wireless Ad-Hoc Networks (무선 애드 혹 네트워크에서 가상위치정보 기반 라우팅 기법)

  • Youn, JooSang
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.77-85
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    • 2013
  • Recently, location information based routing protocol has been studied to estimate end-to-end path in wireless ad-hoc network. This protocol assumes all nodes can get heir location information via GPS devices and floods only limited area with routing message through acquired location information. Therefore, this protocol has advantage that can reduce the number of routing message than the existing IP-based routing protocols. In addition, all nodes enabling this protocol must acquire their own location information to participate in the location-based routing. However, recent because of the miniaturization of sensor node, sensor node without GPS function has been launched. Therefore in case of the sensor node that does not know location information, it is impossible to participate in the ad hoc network configuration and location information based routing. In this paper, a virtual location information based routing scheme is proposed for wireless nodes without GPS function to be able to participate in location information based routing within ad hoc network environments consisting of wireless nodes with GPS function and wireless nodes without GPS function. Therefore, the proposed protocol has the advantage that a wireless node without a GPS function is able to participate in ad hoc network configuration and the location information based routing.

Investigation of the body distribution of load pressure and virtual wear design according to the corset type harness (코르셋 타입 하네스의 신체 하중압력 분포 측정 및 가상착의 적용)

  • Kwon, MiYeon;Choi, Sola;Kim, Juhea
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.1-10
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    • 2021
  • Harnesses are used in a variety of industries, such as rescue operations, medicine, and entertainment. However, conventional harnesses have problems as they are uncomfortable to wear and causes continuous pain. Therefore, in this study, the load and pressure applied to the body in the flying state when using a conventional harness were measured in real time and the distribution change was observed. Load and pressure were measured using a modified corset harness, a pressure sensor, and a human mannequin to measure the maximum and average pressure on the waist. As a result, it was confirmed that the load concentrated on the waist in the flying state was 104 N, and the pressure was applied to the left and right sides was 800 kPa or greater. The pressure distribution showed a pressure of 3-45 kPa in 73% in all measurable pressures. The results of the load and pressure distribution are presented as basic data for improving the wearability and reducing the discomfort of harnesses in the future, aid in the development of a harnesses that can minimize discomfort for various activities, and increase the concentration on experiential activities. In addition, using the CLO 3D program, which is a 3D virtual wearing system, a harness was put on a virtual model, and the compression level was checked and compared with the actual pressure distribution. As a result of comparing the measured pressure values in the flying state with the clothing pressure wearing the harness in the CLO 3D program, the total pressure value was found to be about 68% of the actual measured value. This helps develop a harness that can minimize discomfort during activities by predicting the load and pressure on the body by first applying new designs to a virtual wearing system during development. These new harness patterns can solve the problems of conventional harnesses.

Optimal Deployment of Sensor Nodes based on Performance Surface of Acoustic Detection (음향 탐지 성능지표 기반의 센서노드 최적 배치 연구)

  • Kim, Sunhyo;Kim, Woojoong;Choi, Jee Woong;Yoon, Young Joong;Park, Joungsoo
    • Journal of the Korea Institute of Military Science and Technology
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    • v.18 no.5
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    • pp.538-547
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    • 2015
  • The goal of this study is to develop an algorithm to propose optimal deployment of detection sensor nodes in the target area, based on a performance surface, which represents detection performance of active and passive acoustic sonar systems. The performance surface of the active detection system is calculated from the azimuthal average of maximum detection ranges, which is estimated with a transmission loss and a reverberation level predicted using ray-based theories. The performance surface of the passive system is calculated using the transmission loss model based on a parabolic equation. The optimization of deployment configurations is then performed by a hybrid method of a virtual force algorithm and a particle swarm optimization. Finally, the effectiveness of deployment configurations is analyzed and discussed with the simulation results obtained using the algorithm proposed in this paper.

Ubiquitous Cyber Aquarium Using Schooling Animation (군집 애니메이션을 이용한 유비쿼터스 사이버 아쿠아리움)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1427-1435
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    • 2008
  • It is worth it to properly present the behaviors of cyberspace and game characters. It is not so easy to manually supply the actions for all objects one by one, so we need to use crowd animation techniques in order to display automatically, realistically, and effectively. In this paper, we construct a ubiquitous cyber aquarium based on sensors, using the crowd behavior library, which is applied to programming crowd behavior in cyberspace and game applications. We use a sensor board to become aware of a person approaching the cyber aquarium, and according to the perceived distance, the objects in the cyber aquarium automatically react and behave accordingly.

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