• Title/Summary/Keyword: interactive control

Search Result 648, Processing Time 0.03 seconds

INTERACTIVE MACHINE LIADUNG AND TOOL ASSIGNMENT APPROAH IN FLEXIBLE MANUFACTURING SYSTEMS

  • Kato, Kiyoshi;Oba, Fuminori;Hashimoto, Fumio
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1991.10b
    • /
    • pp.1576-1579
    • /
    • 1991
  • This paper discusses on the machine loading and tool allocation (MLTA) problem. Mathematical formulation of the problem is given first. Then a heuristic approach based on Group Technology (GT) is presented to deal with the MLTA problem effectively. By using this approach, part-tool group generation and their assignment to adequate machines can easily be obtained in consideration of the work load on each machine, the number of tool-set replacement, and the total number of cutting tools required through the interactive setting of the desired machine utilization rate.

  • PDF

An Interactive Interface for Rapid Motion Modification of an Articulated Object Model with Multiple Joints and Its Application to Kendo Coaching

  • Naoya, Yokoyama;Ishimatzu, T.
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2001.10a
    • /
    • pp.46.2-46
    • /
    • 2001
  • A method of interactive human interface for motion modification of an articulated object model like a human body, a multiple joints robot, etc. has been developed, and implemented to a human body motion model. In the case of computer software models, the initial data setting for overall motion is rather easy. However, modifying or correcting the initially set motion is rather difficult for keeping consistency. In this research, the requirements shown below have mainly been set as the specifications ...

  • PDF

A New Method of Object-based Tracking Modules for the Interactive Media

  • Kim, Young-Ouk;Suh, Sang-Bong
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2001.10a
    • /
    • pp.100.1-100
    • /
    • 2001
  • With the prolific growth of cable, satellite digital broadcasting and internet related industry, new digital contents are being demanded. Today, more end-users seek participations in the media through interactivity. Visual tracking technology, based on image processing, is mainly used in fields of human face tracking, security inspection, and traffic monitoring applications. In this research, we describe the interactive modules such as information display, e1-commerce and other services along with on-screen visuals on the streaming media using object visual tracking technology. The ...

  • PDF

Interdisciplinary Issues in Collaboration of Art and Technology (예술과 공학의 학제간 공동작업 상의 문제점들)

  • Hwang, In;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2000.10a
    • /
    • pp.529-529
    • /
    • 2000
  • The collaboration of art and technology has been gaining much popularity recently. However, during the collaborating process, proper interactions between these interdisciplinary areas often do not occur. Recent collaborations by ASTA(Arts, Sciences & Technology in Asia), an interdisciplinary project team of artists and engineers, are introduced to explore some desirable virtues for the successful practices of interdisciplinary.

  • PDF

Time-dependent behaviour of interactive marine and terrestrial deposit clay

  • Chen, Xiaoping;Luo, Qingzi;Zhou, Qiujuan
    • Geomechanics and Engineering
    • /
    • v.7 no.3
    • /
    • pp.279-295
    • /
    • 2014
  • A series of one-dimensional consolidation tests and triaxial creep tests were performed on Nansha clays, which are interactive marine and terrestrial deposits, to investigate their time-dependent behaviour. Based on experimental observations of oedometer tests, normally consolidated soils exhibit larger secondary compression than overconsolidated soils; the secondary consolidation coefficient ($C_{\alpha}$) generally gets the maximum value as load approaches the preconsolidation pressure. The postsurcharge secondary consolidation coefficient ($C_{\alpha}$') is significantly less than $C_{\alpha}$. The observed secondary compression behaviour is consistent with the $C_{\alpha}/C_c$ concept, regardless of surcharging. The $C_{\alpha}/C_c$ ratio is a constant that is applicable to the recompression and compression ranges. Compared with the stage-loading test, the single-loading oedometer test can evaluate the entire process of secondary compression; $C_{\alpha}$ varies significantly with time and is larger than the $C_{\alpha}$ obtained from the stage-loading test. Based on experimental observations of triaxial creep tests, the creep for the drained state differs from the creep for the undrained state. The behaviour can be predicted by a characteristic relationship among axial strain rate, deviator stress level and time.

A Recommendation System Based-on Interactive Evolutionary Computation with Data Grouping (데이터 그룹화를 이용한 상호진화연산 기반의 추천 시스템)

  • Kim, Hyun-Tae;Ahn, Chang-Wook;An, Jin-Ung
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.17 no.8
    • /
    • pp.739-746
    • /
    • 2011
  • Recently, recommender systems have been widely applied in E-commerce websites to help their customers find the items what they want. A recommender system should be able to provide users with useful information regarding their interests. The ability to immediately respond to the changes in user's preference is a valuable asset of recommender systems. This paper proposes a novel recommender system which aims to effectively adapt and respond to the immediate changes in user's preference. The proposed system combines IEC (Interactive Evolutionary Computation) with a content-based filtering method and also employs data grouping in order to improve time efficiency. Experiments show that the proposed system makes acceptable recommendations while ensuring quality and speed. From a comparative experimental study with an existing recommender system which uses the content-based filtering, it is revealed that the proposed system produces more reliable recommendations and adaptively responds to the changes in any given condition. It denotes that the proposed approach can be an alternative to resolve limitations (e.g., over-specialization and sparse problems) of the existing methods.

Co-Operative Strategy for an Interactive Robot Soccer System by Reinforcement Learning Method

  • Kim, Hyoung-Rock;Hwang, Jung-Hoon;Kwon, Dong-Soo
    • International Journal of Control, Automation, and Systems
    • /
    • v.1 no.2
    • /
    • pp.236-242
    • /
    • 2003
  • This paper presents a cooperation strategy between a human operator and autonomous robots for an interactive robot soccer game, The interactive robot soccer game has been developed to allow humans to join into the game dynamically and reinforce entertainment characteristics. In order to make these games more interesting, a cooperation strategy between humans and autonomous robots on a team is very important. Strategies can be pre-programmed or learned by robots themselves with learning or evolving algorithms. Since the robot soccer system is hard to model and its environment changes dynamically, it is very difficult to pre-program cooperation strategies between robot agents. Q-learning - one of the most representative reinforcement learning methods - is shown to be effective for solving problems dynamically without explicit knowledge of the system. Therefore, in our research, a Q-learning based learning method has been utilized. Prior to utilizing Q-teaming, state variables describing the game situation and actions' sets of robots have been defined. After the learning process, the human operator could play the game more easily. To evaluate the usefulness of the proposed strategy, some simulations and games have been carried out.

A Computational Interactive Approach to Multi-agent Motion Planning

  • Ji, Sang-Hoon;Choi, Jeong-Sik;Lee, Beom-Hee
    • International Journal of Control, Automation, and Systems
    • /
    • v.5 no.3
    • /
    • pp.295-306
    • /
    • 2007
  • It is well known that mathematical solutions for multi-agent planning problems are very difficult to obtain due to the complexity of mutual interactions among multi-agents. Most of the past research results are thus based on the probabilistic completeness. However, the practicality and effectiveness of the solution from the probabilistic completeness is significantly reduced by heavy computational burden. In this paper, we propose a practically applicable solution technique for multi-agent planning problems, which assures a reasonable computation time and a real world application for more than 3 multi-agents, for the case of general shaped paths in agent movement. First, to reduce the computation time, an extended collision map is developed and utilized for detecting potential collisions and obtaining collision-free solutions for multi-agents. Second, a priority for multi-agents is considered for successive and interactive modifications of the agent movements with lower priority. Various solutions using speed reduction and time delay of the relevant agents are investigated and compared in terms of the computation time. A practical implementation is finally provided for three different types of agents to emphasize the effectiveness of the proposed interactive approach to multi-agent planning problems.

The Impact of Omnichannel Shopping Experience and Channel Integration on Customer Retention: Empirical Evidence from China

  • WANG, Junbin;JIANG, Xinyu
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.9 no.2
    • /
    • pp.229-242
    • /
    • 2022
  • Creating a new retailing environment to meet the seamless experience requirements of consumers is a challenge for Omnichannel-related businesses. Based on the "appraisal-emotion-response" chain, the purpose of this research is to explore the psychological mechanism of omnichannel integration influencing customer retention and the moderating effect of customer showrooming experience. This research uses a structural equation model in partial least square software to analyze a two-stage survey (Study 1: n = 210; Study 2: n = 342) conducted in China. The results show that channel control experience has three dimensions: perceived channel attribute familiarity, channel type matching, and cross-channel access convenience; consistent interactive experience has two dimensions: information cross-channel consistency and cross-channel service support. Furthermore, both channel control experience and consistent interactive experience are favorable for customer retention through increased customer satisfaction (transactional and retailer satisfaction). Finally, customer showrooming experience positively moderates the relationship between consistent interactive experience and customer satisfaction. This research proposes a self-regulation process model to explain how omnichannel integration enhances consumers' experience, finally leading to consumer retention. The findings contribute to the omnichannel retail business literature and provide management implications for Asian retailers to implement an omnichannel business strategy.

Multicast VOD System for Interactive Services in the Head-End-Network (Head-End-Network에서 대화형 서비스를 위한 멀티캐스트 VOD 시스템)

  • Kim, Back-Hyun;Hwang, Tae-June;Kim, Ik-Soo
    • The KIPS Transactions:PartB
    • /
    • v.11B no.3
    • /
    • pp.361-368
    • /
    • 2004
  • This paper proposes an interactive VOD system to serve truly interactive VCR services using multicast delivery, client buffer and web-caching technique which implements the distributed proxy in Head-End- Network(HNET). This technique adopts some caches in the HNET that consists of a Switching Agent(SA), some Head-End-Nodes(HEN) and many clients. In this model, HENs distributively store the requested video under the control of SA. Also, client buffer dynamically expands to support various VCR playback rate. Thus, interactive services are offered with transmitting video streams from network, HENs and stored streams on buffer. Therefore this technique makes the load of network occur In the limited area, minimizes the additional channel allocation from server and restricts the transmission of duplicated video contents