• Title/Summary/Keyword: Way-point tracking

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A Real-Time Simulation Method for Stand-Alone PV Generation Systems using RTDS (RTDS를 이용한 단독운전 태양광 발전시스템의 실시간 시뮬레이션)

  • Kim, Bong-Tae;Lee, Jae-Deuk;Park, Min-Won;Seong, Ki-Chul;Yu, In-Keun
    • Proceedings of the KIEE Conference
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    • 2001.05a
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    • pp.190-193
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    • 2001
  • In order to verify the efficiency or availability and stability of photovoltaic(PV) generation systems, huge system apparatuses are needed, in general, in which an actual size of solar panel, a type of converter system and some amount of load facilities should be installed in a particular location. It is also hardly possible to compare a Maximum Power Point Tracking (MPPT) control scheme with others under the same weather and load conditions in an actual PV generation system. The only and a possible way to bring above-mentioned problem to be solved is to realize a transient simulation scheme for PV generation systems using real weather conditions such as insolation and surface temperature of solar cell. The authors, in this paper, introduces a novel simulation method, which is based on a real-time digital simulator (RTDS), for PV generation systems under the real weather conditions. Firstly, VI characteristic equation of a solar cell is developed as an empirical formula and reconstructed in the RTDS system, then the real data of weather conditions are interfaced to the analogue inputs of the RTDS. The outcomes of the simulation demonstrate the effectiveness of the proposed simulation scheme in this paper. The results shows that the cost effective verifying for the efficiency or availability and stability of PV generation systems and the comparison research of various control schemes like MPPT under the same real weather conditions are possible.

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The Monitoring System of Temperature and Humidity on Vehicle for HACCP (HACCP을 위한 차량용 온습도 모니터링 시스템)

  • Kim, Joon-bae;Kang, Moon-sung
    • Journal of Advanced Navigation Technology
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    • v.22 no.2
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    • pp.168-172
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    • 2018
  • HACCP is scientific Sanitary control system to ensure food safety with autonomous, systematic and effective way by analysing hazard element that can be occurred in each steps until an end consumer takes food including raw material status, manufacturing, processing, storing, distributing, cooking and specifying the critical control point. In this paper, the temperature and humidity are measured during the transport of food, the stage of its distribution, to ensure systematic and effective management of HACCP, and we designed a monitoring terminal that uses this information to send it to servers periodically and a firmware that implements it. We have confirmed that the data transmitted by the terminal, including the information measured in sub-net, was well stored on the server and the response from the server is well received by the terminal. It is expected to be used for the management of food history, data tracking and statistical data in the future. This system is also considered to be an applicable system for group cafeteria such as schools or workplaces and logistics warehouses for raw materials or food storage and so on.

N-WPA2: Practical WPA2 Without Key Exchange of 4-way Handshake Using NFT Authentication (NFT를 이용한 4-방향 핸드셰이크의 키 교환이 없는 실용적인 WPA2)

  • Tae-Young Eun;Alshihri Saad;Soo-Yong Park
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.6
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    • pp.197-208
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    • 2023
  • In the coming future, anyone using the Internet will have more than one NFT. Unlike FT, NFT can specify the owner, and tracking management is easier than FT. Even in the 2022 survey, WPA2 is the most widely used wireless protocol worldwide to date. As it is a protocol that came out in 2006, it is a protocol with various vulnerabilities at this time. In order to use WPA2-EAP or WPA3 (2018), which were released to compensate for the vulnerabilities of WPA2, additional equipment upgrades are required for STA (station) and AP (access point, router), which are connected devices. The use of expensive router equipment solves the security part, but it is economically inefficient to be introduced in Small Office Home Office (SOHO). This paper uses NFT as a means of authentication and uses the existing WPA2 as it is without equipment upgrade, defend crack tools of WPA2 that have been widely used so far and compared to the existing WPA2, it was shown that it was not difficult to actually use them in SOHO.

Reading Don Lee's Yellow as a Short Story Cycle ("단편소설집의 사이클"로서 단 리의 『옐로우』 연구)

  • Lee, Su Mee
    • Journal of English Language & Literature
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    • v.57 no.5
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    • pp.727-755
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    • 2011
  • In this paper, I'll try to read Don Lee's Yellow intertextually with a more canonical text, Sherwood Anderson's Winesburg, Ohio, in order to see what kind of traditions and techniques Yellow references and/or rewrites as a way of tracking this production. Yellow's formal properties as a short story cycle are established through its use of particular conventions. For instance, Yellow follows the short story cycle model that includes the assemblage of recurring characters into one locale. Yellow's characters are all connected to and at some point located in the fictional small town of Rosarita Bay, California. The text form aligns it with established literary conventions and traditions and suggests the author's reliance upon or trust in those modes. Yellow's setting in a small town alludes to and has often been compared to Anderson's Winesburg, Ohio, which is perhaps one of the most well-known and extensively discussed short story cycles in American literature. Also following convention is Lee's construction of Rosarita Bay and the text's third person narrator as a member of that town. Both Rosarita Bay and the narrator become important figures through the related-tale nature of the text. The method of story-telling is similar to how the town Winesburg and its "seemingly sympathetic and non-overtly judgmental" narrator are operational in Anderson's text. In sum, Yellow is opportune for intertextual reading largely because it is a collection of stories that create a linked series.

A Study on the Characteristics of Consumer Visual-Perceptional Information Acquisition in Commercial Facilities in Regard to its Construction of Space from Real-Time Eye Gaze Tracking (상업시설 공간구성의 실시간 시선추적에 나타난 소비자 시지각 정보획득 특성 연구)

  • Park, Sunmyung
    • Science of Emotion and Sensibility
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    • v.21 no.2
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    • pp.3-14
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    • 2018
  • For satisfying consumer needs, commercial facilities require a variety of sale-related space expressions and eye-catching product arrangements; space composition can also be a direct marketing strategy. The human eye is the sensory organ that acquires the largest amount of information, and an analysis of visual information helps in understanding visual relations between . However, the existing studies are mostly focused on analysis of still frames in experimental images, and there is a lack of studies analyzing gaze information based on mobile images of commercial spaces. Therefore, this study analyzed emotional responses through gaze information of space users in reality using a video of a movement route through a commercial facility. The analysis targeted straight sections of the moving route; based on the data acquired, sectional characteristics of five gaze intensity ranges were examined. As a result, section A, the starting point of the route, had a low gaze intensity, while section B had the highest gaze intensity. This indicates that, starting in section B, the subjects explored the space in a stable way and needed time to adapt to the experimental video. In relation to space characteristics of the gaze-concentrated area, display formats of the right stores in 4 of 6 sections received greater attention. The gaze of consumers was mostly focused on props, and big gaze information was revealed in showcase display formats of the stores. In conclusion, this analysis method can provide highly useful direct design data about merchandise display and merchandise component arrangement based on consumer visual preference.

A Study on the Deep Neural Network based Recognition Model for Space Debris Vision Tracking System (심층신경망 기반 우주파편 영상 추적시스템 인식모델에 대한 연구)

  • Lim, Seongmin;Kim, Jin-Hyung;Choi, Won-Sub;Kim, Hae-Dong
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.45 no.9
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    • pp.794-806
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    • 2017
  • It is essential to protect the national space assets and space environment safely as a space development country from the continuously increasing space debris. And Active Debris Removal(ADR) is the most active way to solve this problem. In this paper, we studied the Artificial Neural Network(ANN) for a stable recognition model of vision-based space debris tracking system. We obtained the simulated image of the space environment by the KARICAT which is the ground-based space debris clearing satellite testbed developed by the Korea Aerospace Research Institute, and created the vector which encodes structure and color-based features of each object after image segmentation by depth discontinuity. The Feature Vector consists of 3D surface area, principle vector of point cloud, 2D shape and color information. We designed artificial neural network model based on the separated Feature Vector. In order to improve the performance of the artificial neural network, the model is divided according to the categories of the input feature vectors, and the ensemble technique is applied to each model. As a result, we confirmed the performance improvement of recognition model by ensemble technique.

Future of Stereoscopic 3D through the Analysis of Realistic Media Art (실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.91-102
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    • 2012
  • Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.

Development of hovering-type AUV test-bed 'OCTAGON' (호버링 타입 자율무인잠수정 'OCTAGON'의 테스트베드 개발)

  • Choi, Dong-Ho;Lee, Young-Jin;Hong, Sung-Min;Kim, Joon-Young
    • Journal of Advanced Marine Engineering and Technology
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    • v.40 no.6
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    • pp.516-526
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    • 2016
  • This paper introduces a hovering-type autonomous underwater vehicle (AUV) developed for research and its fundamental motion performance results obtained by simulation and field test. The AUV can control its motion in four degrees of freedom (DOF) by means of its horizontal and vertical thrusters, and it is designed to provide a test-bed that facilitates ease of operation and experimentation. Prior to the field tests, six DOF equations of motion are developed, and a simulation program is constructed using MATLAB and Simulink to verify the essential motion performance of the designed vehicle. Furthermore, a proportional-integral-derivative (PID) controller and fuzzy PID controller are designed, and their performances are verified through a simulation. Field tests are performed to verify the motion performance of the AUV; way-point tracking is executed by the PID and fuzzy PID controllers. The results confirmed appropriate control performance under current disturbances.

Patrol Monitoring Plan for Transmission Towers with a Commercial Drone and its Field Tests (상용화 드론을 이용한 송전선로 점검방안 및 현장시험)

  • Kim, Seok-Tae;Park, Joon-Young;Lee, Jae-Kyung;Ham, Ji-Wan;Choi, Min-Hee
    • KEPCO Journal on Electric Power and Energy
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    • v.4 no.2
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    • pp.115-123
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    • 2018
  • Various types of robots running on power transmission lines have been developed for the purpose of line patrol monitoring. They usually have complex mechanism to run and avoid obstacles on the power line, but nevertheless did not show satisfactory performance for going over the obstacles. Moreover, they were so heavy that they could not be easily installed on the lines. To compensate these problems, flying robots have been developed and recently, multi-copter drones with flight stability have been used in the electric power industry. The drones could be remotely controlled by human operators to monitor power distribution lines. In the case of transmission line patrol, however, transmission towers are huge and their spans are very long, and thus, it is very difficult for the pilot to control the patrol drones with the naked eye from a long distance away. This means that the risk of a drone crash onto electric power facilities always resides. In addition, there exists another danger of electromagnetic interference with the drones on autopilot waypoint tracking under ultra-high voltage environments. This paper presents a patrol monitoring plan of autopilot drones for power transmission lines and its field tests. First, the magnetic field effect on an autopilot patrol drone is investigated. Then, how to build the flight path to avoid the magnetic interference is proposed and our autopilot drone system is introduced. Finally, the effectiveness of the proposed patrol plan is confirmed through its field test results in the 154 kV, 345 kV and 765 kV transmission lines in Chungcheongnam-do.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.