• 제목/요약/키워드: human-like motion

검색결과 120건 처리시간 0.032초

퍼셉션 넷에 기반한 차량의 자동 차선 위치 제어에 관한 연구 (A Study on the automatic Lane keeping control method of a vehicle based upon a perception net)

  • 부광석;정문영
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.257-257
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    • 2000
  • The objective of this research is to monitor and control the vehicle motion in order to remove out the existing safety risk based upon the human-machine cooperative vehicle control. A predictive control method is proposed to control the steering wheel of the vehicle to keep the lane. Desired angle of the steering wheel to control the vehicle motion could be calculated based upon vehicle dynamics, current and estimated pose of the vehicle every sample steps. The vehicle pose and the road curvature were calculated by geometrically fusing sensor data from camera image, tachometer and steering wheel encoder though the Perception Net, where not only the state variables, but also the corresponding uncertainties were propagated in forward and backward direction in such a way to satisfy the given constraint condition, maintain consistency, reduce the uncertainties, and guarantee robustness. A series of experiments was conducted to evaluate the control performance, in which a car Like robot was utilized to quit unwanted safety problem. As the results, the robot was keeping very well a given lane with arbitrary shape at moderate speed.

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이족보행로봇의 킥엑션을 이용한 보행 구현 (Gait Implementation using a Kick Action for IWR-III Biped Walking Robot)

  • 진광호;박천욱;최상호;김진걸
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1998년도 추계학술대회 논문집 학회본부 B
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    • pp.552-554
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    • 1998
  • This paper deals with the gait generation of IWR-III using a kick action to have a walking pattern like human. For this, trajectory planning with the consideration of kick action is done in each walking step, and the coordinate transformation is done for simplifying the kinematics. Balancing motion is analyzed by FDM during the walking, By combining 4-types of pre-defined steps, multi-step walking is done. Using numerical simulator, dynamic analysis, ZMP analysis and system stability is confirmed. Walking motion is visualized by 3D- graphic simulator. As a result, trunk ahead motion effect and impactless smooth walking is implemented by experiment. Finally walking with kick action is implemented the IWR-III system.

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인간 친화적 설계 시스템을 위한 디지털 인체 모델 구성 연구 (Digital Human Modeling for Human-centered CAD System)

  • 정문기;이건우;조현덕;김태우;;이상헌
    • 한국CDE학회논문집
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    • 제12권6호
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    • pp.429-440
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    • 2007
  • The purpose of this research is to develop the Human-centered CAD system in which human factors can be considered during the design stage. For this system there are several issues to research, like the digital human modeling technology, the definition of interactions between human and product, the simulation of human motion when using the product, and the bio-mechanical analysis of human, etc. This paper introduces how to construct the kinematical structure of the digital human model. For our digital human model H-ANIM, the international specification of humanoid animation is referenced. And we added the skeleton geometry and the skin surfaces to our model. And it can manipulate its joints by forward kinematics. Also the IKAN inverse kinematics algorithm is adopted to support the posture prediction of the digital human model in the product environment. All of these ideas are implemented using CAD API so that we can apply these functions to the current commercial CAD systems. In this manner, the human factor issues can be effectively taken into account at the early design phase and the costs of bio-mechanical evaluation will be significantly reduced.

감정을 고려한 행동선택 모델 (The Model of Motion Selection Considered with Emotion)

  • 김병관;김성주;서재용;조현찬;전홍태
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 Ⅲ
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    • pp.1287-1290
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    • 2003
  • Generally, it is known that human beings have both emotion and rationality. Especially, emotion is so subjective that human beings might act in different way for the same environment according to their own emotion. Emotion also plays very important role in communication with someone else For an agent, even though it is designed to act delicately, when it is designed without internal emotion, it can not interact dynamically just like human beings. In this paper, we suggest an agent which action is effected by not only rationality but also emotion to make it interact with human beings dynamically. It is composed of supervised learning, SOM (Self-Organizing Map) and fuzzy decision.

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여유자유도/여유구동 인체형 로봇의 임피던스 생성방식 (Impedance modulation of anthropomorphic robots with kinematic and force redundancies)

  • 이병주;김희국;이재훈
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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    • pp.1289-1292
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    • 1997
  • Typical biomechanical system such as human body and mammals possess abundant muscles which are more than required for motion generation of such systems. We have shown that the excess number of muscles play important roles in spring-like impedance modulation. redundant kinematic structure, which is another feature of biomechanical systems, allows modulations of inertia and damping properties of such systems. In this work, we propose a frequency modulation algorithm which combines the spring-like impedance with inertia impedance. also, a load distribution method for frequency modulation is also introduced. The frequency modulation represents a simulataneous control of force and kinematic redundancies, which has not been addressed in the literature.

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캐릭터 동작 애니메이션 제어를 위한 에이전트 시스템 (An Agent-based System for Character Motion Animation Control)

  • 김기현;김상욱
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제7권5호
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    • pp.467-474
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    • 2001
  • 사용자가 하나의 캐릭터 이상을 애니메이션 하기를 원할때 캐릭터들 사이에 충돌과 같은 기대되지 않은 동작 애니메이션을 생성할 수 있다. 그러므로, 이러한 문제가 적절한 제어 메커니즘을 이용하여 해결되어야 한다. 본 논문은 사용자의 의도를 반영한 애니메이션 시나리오를 표현하기 위해 캐릭터의 동작 애니메이션을 제어하는 에이전트 기반 시스템을 제안한다. 이 시스템은 3차원 공간상에서 캐릭터가 움직이는 경로에 따라 캐릭터들간의 충돌을 회피하고 동작의 형태를 조정하는 방법을 제공한다. 에이전트는 동작을 동기화하기 위해 다른 에이전트와 통신한다. 에이전트는 캐릭터의 동작을 조정하는 여러 지능적인 에이전트로 확장되어진다. 에이전트 시스템은 의도된 동작 애니메이션 뿐만 아니라 전체 캐릭터 애니메이션에 대한 동작의 스케쥴링을 가능하게 한다. 에이전트들의 정보를 전달하고 에이전트들의 현 상태를 추론하는 방법으로써 에이전트의 대화를 위한 페트리넷 분석을 이용하여 오토마타 모델을 디자인한다. 에이전트 기술을 이용하여 캐릭터의 동작을 제어하기 위한 에이전트 시스템을 구현한다. 인체 모델 캐릭터의 동작을 제어하는 예를 보이고, 동작 제어의 가능성을 보인다.

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Biomimetic Hopping Strategy for Robots

  • Sung, S.H.;Youm, Y.;Chung, W.K.
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.2654-2659
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    • 2003
  • In this paper, we present biomimetic hopping strategy which is more human-like for legged robot through stiffness modulation. Stiffness value is calculated from the motion of body center of gravity. This method enable to reduce impact force on touch-down, adaption on ground stiffness change and height modulation. Simple selected models will be used to validate this method. For general model, singular perturbation is used for control and simulation using stiffness modulation is presented.

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소프트 컴퓨팅에 의한 유비쿼터스 환경 제어 시스템에 관한 연구 (A Study on Control System of Ubiquitous Environment using Soft Computing)

  • 김현성;최우경;김성주;전홍태
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2008년도 하계종합학술대회
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    • pp.727-728
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    • 2008
  • As Ubiquitous era comes, it became necessary to construct environment which can provide more useful information to human in the spaces where people live like homes or offices. For it, this paper research human pattern by classified motion recognition using soft-computing and suggest the system which can control Ubquitous environment by grasp human's movement and condition.

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차량 조건 변화에 따른 승차 만족도 및 동작분석에 관한 연구 (The Study on the Satisfaction and a Motion analysis when Entering a Car through Change of Vehicle Conditions)

  • 박세진;임윤경;이현자;김철중
    • 대한인간공학회지
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    • 제25권3호
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    • pp.25-32
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    • 2006
  • As national income increases, consumers began to place a great deal of weight on products or quality of their life. They would like to have products which are more convenient to use and could meet their emotional desire in addition to its basic functional requirements. An automobile is one of the transportation system for human beings and the factor such as safety or environmentaly-friendly is regarded as important things resulting from it's popularization. In fact, domestic design technology leaves much to be desired compared with excellent manufacturing techniques. For this reason, some problems, like lowering of usage, could be caused by introducing technological data as it is from overseas. A survey of domestic car users has found that the most preferred condition (step height) is 460~495cm when they get in and out of their car. Men use their visual information and then get in the car, taking motion fit for each condition when automobile condition is changed. In other words, men get in cars actively within the range of conditions used for this study. These results were found from a motion study, when getting in a car, and checking the possibility of getting injury in accordance with the change of condition as well.

Motion Pattern Detection for Dynamic Facial Expression Understanding

  • Mizoguchi, Hiroshi;Hiramatsu, Seiyo;Hiraoka, Kazuyuki;Tanaka, Masaru;Shigehara, Takaomi;Mishima, Taketoshi
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -3
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    • pp.1760-1763
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    • 2002
  • In this paper the authors present their attempt io realize a motion pattern detector that finds specified sequence of image from input motion image. The detector is intended to be used for time-varying facial expression understanding. Needless to say, facial expression understanding by machine is crucial and enriches quality of human machine interaction. Among various facial expressions, like blinking, there must be such expressions that can not be recognized if input expression image is static. Still image of blinking can not be distinguished from sleeping. In this paper, the authors discuss implementation of their motion pattern detector and describe experiments using the detector. Experimental results confirm the feasibility of the idea behind the implemented detector.

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