• Title/Summary/Keyword: Visual dynamics

Search Result 157, Processing Time 0.023 seconds

Human Posture Dynamics in Response to the Horizontal Vibration

  • Shin, Young-Kyun;Fard, M.A.;Inooka, Hikaru
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2003.10a
    • /
    • pp.1504-1508
    • /
    • 2003
  • The functional behavior of each body segments were investigated with respect to human standing posture when they were exposed to the horizontal vibration in the sagittal plane. This study is processed by experimental approach. The data is analyzed, both in the time domain and in the frequency domain. Random and multisinusoidal vibration was used as input. The ankle, hip, and head were employed as the significant body segments. High relative movements were present between hip and head, and there was no significant relationship between ankle and head. Variations of visual input produced a significant postural effect.

  • PDF

Convolutional Neural Network with Particle Filter Approach for Visual Tracking

  • Tyan, Vladimir;Kim, Doohyun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.12 no.2
    • /
    • pp.693-709
    • /
    • 2018
  • In this paper, we propose a compact Convolutional Neural Network (CNN)-based tracker in conjunction with a particle filter architecture, in which the CNN model operates as an accurate candidates estimator, while the particle filter predicts the target motion dynamics, lowering the overall number of calculations and refines the resulting target bounding box. Experiments were conducted on the Online Object Tracking Benchmark (OTB) [34] dataset and comparison analysis in respect to other state-of-art has been performed based on accuracy and precision, indicating that the proposed algorithm outperforms all state-of-the-art trackers included in the OTB dataset, specifically, TLD [16], MIL [1], SCM [36] and ASLA [15]. Also, a comprehensive speed performance analysis showed average frames per second (FPS) among the top-10 trackers from the OTB dataset [34].

Development of Driving Simulator Based on Washout Algorithm with Fuzzy Logic (퍼지에 기초한 워시아웃 알고리듬을 적용한 주행 시뮬레이터의 개발)

  • Jung, Ui-Jung;Song, Jae-Bok;Ko, Hee-Dong
    • Proceedings of the KSME Conference
    • /
    • 2001.11a
    • /
    • pp.654-659
    • /
    • 2001
  • In the virtual environment, reality can be enhanced by offering the motion based on a motion simulator in harmony with visual and auditory modalities. In this research, the Stewart platform based motion simulator has been developed. This motion simulator is driven by the electric motors, and offers the slightly wider workspace compared to the commercial available simulators. In order to compensate for the limited range of the motion platform, the washout filters with fixed coefficients have been usually adopted. In this paper the new approach is proposed to tune the filter coefficients based on the fuzzy logic on the real-time basis. It is shown that performance with the variable filter coefficients is better than that with the fixed ones. The driving simulator based on the bicycle dynamics was developed by integrating the motion simulator and graphic system.

  • PDF

IMPLEMENTATION OF FULL WEB-BASED GRAPHIC USER INTERFACE PROCESSOR FOR CFD SOFTWARE (웹 기반 CFD s/w용 GUI 프로세서의 구현)

  • Juraeva Makhsuda;Ivanov Evgeny G.;Song Dong Joo
    • 한국전산유체공학회:학술대회논문집
    • /
    • 2004.10a
    • /
    • pp.121-125
    • /
    • 2004
  • The preprocessor - solver - postprocessor software for 2D/Axisymmetric CSCM Upwind Flux Difference Splitting Navier-Stokes code has been developed for undergraduate educational purpose. This computational fluid dynamics (CFD) software allows students to setup, solve, visualize and control dynamically server for their own fluid problems via Internet. The preprocessor Is capable of generating geometry and grid, initial solution data and required solver control parameters. The postprocessor shows vector plot and contour plot with different options while residual plot shows root-mean-square (RMS) error history graphically and retrieves the data from solver interactively. Special feature of the preprocessor is grid generation part which is based on MFC/Visual C++ application and FORTRAN single block grid generator process. Many users can access solver via Internet from client computers and solve desired problems using locally installed pre- and postprocessor and remote powerful solver part.

  • PDF

Development of Off-line Simulator for Industrial Robots with Auto-teaching (자동교시기능을 갖는 산업용 로봇의 3차원 오프라인 시뮬레이터 개발)

  • 정동연;한성현
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.20 no.12
    • /
    • pp.80-88
    • /
    • 2003
  • We propose a new technique to design an unmaned integrating control system based-on Windows XP version off-Line Programming System which can simulate a dynamic model of robot manipulator in three dimensions graphics space in this paper. The robot with 4 and 6 axes modeled SM5 and AM1 respectively were adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed off-line program. The interface between users and the off$.$line programming system in the Windows XP's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by silicon Graphics, Inc. were utilized for three dimensions graphics.

Development of a Real-time Driving Simulator for ACC(Adaptive-Cruise-Control) Performance Evaluation (적응 순항 제어기 성능 평가를 위한 실시간 차량 시뮬레이터 개발)

  • Han, Dong-Hoon;Yi, Kyong-Su
    • Transactions of the Korean Society of Automotive Engineers
    • /
    • v.14 no.3
    • /
    • pp.28-34
    • /
    • 2006
  • An ACC driving simulator is a virtual reality device which designed to test or evaluate vehicle control algorithm. It is designed and built based on the rapid control prototyping(RCP) concept. Therefore this simulator adopt RCP tools to solve the equation of a vehicle dynamics model and control algorithm in real time, rendering engine to provide real-time visual representation of vehicle behavior and CAN communication to reduce networking load. It can provide also many different driving test environment and driving scenarios.

Design of A Simulation S/W for Evaluation of Auto-Landing Algorithms

  • Yoon sug-joon;Kim kang-soo;Ahn jae-joon
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 2003.06a
    • /
    • pp.3-8
    • /
    • 2003
  • A Simulation S/W is developed to evaluate performances of MLS (Microwave Landing System) and IBLS(Integrated Beacon Landing System) in precision auto-landing. For this study classical PID and optimal LQG controllers are developed as well as mathematical models of MLS and IBLS. Ship-landing condition is also considered by assuming sinusoidal movement of the ship in the pitch direction. The simulated aircraft is F-16 in the study of precision auto-landing. For the integrated simulation environment GUI windows are designed for input of parameter values necessary for simulation, such as vehicle performance and environmental data. For validation and verification of models various comparison graphs of simulation outputs are comprised in the GUI design as well as 3D visual simulation of vehicle dynamics.

  • PDF

A Framework for VR Effects with Multi-sensory Motional Display (운동감 및 다감각 가상현실 효과 시스템의 구조와 응용)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Journal of the Korea Society for Simulation
    • /
    • v.14 no.3
    • /
    • pp.55-66
    • /
    • 2005
  • Virtual reality (VR) simulators have been extended to transfer knowledge and education, and demands for exhibition systems for science education and cultural experiences has also increased. Existing VR simulators, which are based on the dynamics equations of motion, cannot easily be adapted to changes in simulation contents. In order to effectively transfer knowledge and maintain interests through educational applications, an experiential system that has multi-sensory effects as well as motion effects is required. In this study, we designed and implemented a motion generation that is tailored to experiential exhibition systems and multi-sensory VR effects. Both the sense of motion which is generated from the movement of the viewpoint of the visual image, and motion effects which are constructed in advance, are applied to motion simulation. Motion effects which occur during interaction between the user and the exhibition system can be easily added. Various sensory cues that are appropriate to the exhibition system are also considered.

  • PDF

Science mapping of catalyst support for gas adsorption applications

  • Mazlee M. N.;Zunairah H.
    • Advances in materials Research
    • /
    • v.13 no.3
    • /
    • pp.203-210
    • /
    • 2024
  • Science mapping is a visual representation of the structure and dynamics of scholarly knowledge. Gas adsorption on catalyst supports is a crucial process in many catalytic reactions. The R package "Bibliometrix" and VosViewer software were employed for science mapping analysis. The results show that the upward trend but fluctuates from year to year for both annual scientific production and average article citations per year. Co-occurrence of the keywords were used to identify the primary fields of study and to map the existing state of research. Trending topics reveal some interesting features that support the growth of research in this field and are associated with emerging disciplines or areas of study that have not been extensively explored.

A Case Study of Fluid Simulation in the Film 'Sector 7' (사례연구: 영화 '7광구'의 유체 시뮬레이션)

  • Kim, Sun-Tae;Lee, Jeong-Hyun;Kim, Dae-yeong;Park, Yeong-Su;Jang, Seong-Ho;Hong, Jeong-Mo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.18 no.3
    • /
    • pp.17-27
    • /
    • 2012
  • In this paper, we describe a case study of the film 'Sector 7' which was produced by technologies applied fluid simulation. For the CG scenes in the movie which include highly detailed fluid motions, we used smoothed particle hydrodynamics(SPH) technique to express subtle movements of seawater from a crashed huge tank, and used hybrid simulation method of particles and levelsets to describe bursting water from a submarine's broken canopy. We also used detonation shock dynamics(DSD) technique for detailed flame simulations to produce a burning monster, the film"s main character. At this point, the divergence-free vortex particle method was applied to conserve the incompressible property of fluids. In addition, we used an upsampling method to achieve more efficient video production. Consequently, we could produce the high-quality visual effects by using the domestic technologies.