• Title/Summary/Keyword: interactive control

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Design of Neuro-Fuzzy Controller using Relative Gain Matrix (상대 이득 행렬을 이용한 뉴로-퍼지 제어기의 설계)

  • Seo Sam-Jun;Kim Dongwon;Park Gwi-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.1
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    • pp.24-29
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    • 2005
  • In the fuzzy control for the multi-variable system, it is difficult to obtain the fuzzy rule. Therefore, the parallel structure of the independent single input-single output fuzzy controller using a pairing between the input and output variable is applied to the multi-variable system. However, among the input/output variables which arc not paired the interactive effects should be taken into account. these mutual coupling of variables affect the control performance. Therefore, for the control system with a strong coupling property, the control performance is sometimes lowered. In this paper, the effect of mutual coupling of variables is considered by the introduction of a neuro-fuzzy controller using relative gain matrix. This proposed neuro-fuzzy controller automatically adjusts the mutual coupling weight between variables using a neural network which is realized by back-propagation algorithm. The good performance of the proposed nero-fuzzy controller is verified through computer simulations on 200MW boiler systems.

Large-Scale Realtime Crowd Simulation Using Image-Based Affordance and Navigation Potential Fields (이미지 기반의 유도장과 항해장을 활용한 실시간 대규모 군중 시뮬레이션)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1104-1114
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    • 2014
  • In large-scale crowd simulations, it is very important for the decision-making system of manipulating interactive behaviors to minimize the computational cost for controlling realistic behaviors such as collision avoidance. In this paper, we propose a large-scale realtime crowd simulation method using the affordance and navigation potential fields such as attractive and repulsive forces of electromagnetic fields. In particular, the model that we propose locally handles the realistic interactions between agents, and thus radically reduces the cost of expensive computation on interactions which has been the most problematic in crowd simulation. Our method is widely applicable to the expression and analysis of various crowd behaviors that are needed in behavior control in computer games, crowd scenes in movies, emergent behaviors of evacuation, etc.

Analysis of Group Process with Instant Messaging Technology

  • Park Sanghyuk;Cho Namjae
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2003.11a
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    • pp.41-54
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    • 2003
  • This study examines group process patterns when Instant Messaging is used for decision-making, and examines how these patterns are associated with creative solutions to problems. Our research suggests that certain communication behavior of a group, when appropriately organized, can enhance creative production of outcomes. A qualitative analysis is conducted on communication patterns based on text-based conversation protocols. Specifically, this research tries to extend existing studies on group-work by focusing on the interactive communication process among participants. Study results include that the production of creative outcome depends on the temporal sequence of discussion pattern among group members. (1) Appropriate control of the discussion process is essential to obtain a high level of performance. (2) It is also important to set up discussion rules and rules for the use of communication medium in the early stages of the discussion . (3) Active participants use various protocol types while less-active members rely mainly on 'cognitive' protocols.

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Interactive graphic simulation of research nuclear reactor dismantling process (연구용원자로 원격해체공정의 그래픽 전산모사)

  • 박영수;윤지섭;오원진;홍순혁
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.848-851
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    • 1997
  • A graphic simulation program is developed to assimilate the remote dismantling process of research nuclear reactors. This program makes extensive use of a commercial robot graphic instruction program. Firstly, a realistic graphic model of research reactors are built along with various dismantling equipments. Using the graphic instruction languages provided by IGRIP, then, a graphic process simulation program is developed that operates interactively with the user. Consequently, it is made possible for a process designer to visualize an arbitrary dismantling sequence and interactively modify the process. It is expected that the developed system will be utilized as an effective operator aid in both design and execution phases of remote dismantling of research reactor.

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A Ftudy of Force Generation Algorithm Based on Virtual Environments (가상환경에서의 힘생성기법 연구)

  • 김창희;황석용;김승호
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.1714-1717
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    • 1997
  • A human operator is able to perform some tasks smoothly with force feedvack for the teleoperation or a virtual device in a the virtual environments. This paper describes a virtual force generation method with which operator can feel the interactive force between virtula robot and artificial environments. A virtual force generation algortihm is applied to generate the contact force at the arbitrary point of virtual robot, and the virtual force is displayed to the human operator via a tendon master arm consisted with 3 motors. Some experiments has beencarried out to verify the effectiveness of the force generation algorithm and usefulness of the developed backdrivable master arm.

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Emotional Robotics based on iT_Media

  • Yoon, Joong-Sun;Yoh, Myeung-Sook;Cho, Bong-Kug
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.804-809
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    • 2004
  • Intelligence is thought to be related to interaction rather than a deep but passive thinking. Interactive tangible media "iT_Media" is proposed to explore these issues. Personal robotics is a major area to investigate these ideas. A new design methodology for personal and emotional robotics is proposed. Sciences of the artificial and intelligence have been investigated. A short history of artificial intelligence is presented in terms of logic, heuristic, and mobility; a science of intelligence is presented in terms of imitation and understanding; intelligence issues for robotics and intelligence measures are described. A design methodology for personal robots based on science of emotion is investigated. We investigate three different aspects of design: visceral, behavioral, reflective. We also discuss affect and emotion in robots, robots that sense emotion, robots that induce emotion in people, and implications and ethical issues of emotional robots. Personal robotics for the elderly seems to be a major area in which to explore these ideas.

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A Web-based Virtual Laboratory System For Electronic Circuit Experiments

  • Kim, Dong-Sik;Seo, Sam-Jun
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1794-1797
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    • 2003
  • We developed a web-based virtual laboratory system for electronic circuit experiments on the client/ server distributed environment. Through our virtual laboratory, the learners will be capable of learning the concepts and theories related to electronic circuit experiments and how to operate the experimental equipments such as multimeters, function generators, digital oscilloscopes and DC power suppliers. The proposed virtual laboratory system is composed of four important components: Principle Classroom to explain the concepts and theories of electronic circuit operations, Virtual Experiment Classroom to provide interactive multimedia contents about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the Management System every classroom is organically tied together collaborating to achieve maximum learning efficiency. We have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

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Real-Time System Design and Point-to-Point Path Tracking for Real-Time Mobile Robot

  • Wang, F.H.
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.162-167
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    • 2003
  • In this paper, a novel feasible real-time system was researched for a differential driven wheeled autonomous mobile robot so that the mobile robot can move in a smooth, safe and elegant way. Least Square Minimum Path Planning was well used for the system to generate a smooth executable path for the mobile robot, and the point-to-point tracking algorithm was presented as well as its application in arbitrary path tracking. In order to make sure the robot can run elegantly and safely, trapezoidal speed was integrated into the point-to-point path tracking algorithm. The application to guest following for the autonomous mobile robot shows its wide application of the algorithm. The novel design was successfully proved to be feasible by our experiments on our mobile robot Interactive Robot Usher (IRU) in National University of Singapore.

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Wireless Technologies for Ultra Low Latency Communications (초저지연 서비스를 위한 무선 접속 기술)

  • Kim, Eunkyung;Park, Hyunseo;Lee, Anseok;Lee, Heesoo;Lee, Yuro;Kim, Taejoong
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.74-84
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    • 2017
  • In wireless access networks, it is extremely important to provide high quality of real time and interactive services, including voice and video traffic. Furthermore, low latency communication is shifting toward new paradigm which enhances user's high quality of experience, meeting the requirements for specific applications such as tactile internet, remote-control robot and machines, and mission critical application. In this paper, we introduce the approaches to achieve the extremely low latency service. The approaches include the core requirements and the key technologies providing low latency communication maintaining high reliability in wireless access networks.

Resource Allocation for Guaranteeing QoE in Mobile Communication Networks

  • Lee, Moon-Ho;Lee, Jong-Chan
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.2
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    • pp.45-50
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    • 2017
  • This paper proposes a novel resource allocation scheme which allows to guarantee the user-perceived service quality for various high-quality mobile multimedia service such as interactive game, tactile internet service, remote emergency medical service or remote disaster handling robot control to a certain level in the mobile networks. In our proposed scheme, Mean Opinion Score(MOS), which represents the degree of user satisfaction for perceived quality, is determined based on the delay limit allowable to each service. Moreover resources are allocated in consideration of this MOS. Simulation results show that our proposed scheme can decrease the outage probability in comparison with existing schemes Moreover it can increase the total throughput as well.