• Title/Summary/Keyword: motion property

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Free Vibration Analysis of a Rotating Cantilever Beam by Using Differential Transformation Method (미분변환법을 이용한 회전외팔보의 자유진동해석)

  • Sin, Young-Jae;Jy, Young-Chel;Yun, Jong-Hak;Yoo, Yeong-Chan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.3 s.258
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    • pp.331-337
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    • 2007
  • Rotating cantilever beams can be found in several practical engineering applications such as turbine blades and helicopter rotor blades. For reliable and economic design, it is necessary to estimate the dynamic characteristics of those structures accurately and efficiently since significant variation of dynamic characteristics resulted from rotational motion of the structures. Recently, Differential Transformation Method(DTM) was proposed by Zhou. This method has been applied to fluid dynamics and vibration problems, and has shown accuracy, efficiency and convenience in solving differential equations. The purpose of this study, the free vibration analysis of a rotating cantilever beam, is to seek for the reliable property of DTM and confidence in the results obtained by this method by comparing the results with that of finite element method applied to linear partial differential equations. In particular, this study is worked by supposing optional T-function values because the equations governing chordwise motion are based on two differential equations coupled with each other. This study also shows mode shapes of rotating cantilever beams for various rotating speeds.

A Study on the Heated Edible Oils( I ) -Flow Properties of Soybean, Rapeseed, Rice bran, Corn and Perilla Oils- (가열식용유(加熱食用油)에 관(關)한 연구(硏究) ( I ) -대두(大豆), 채종(菜種), 미당(米糖), 옥수수, 들깨유(油) 유동성(流動性) 관(關)해서-)

  • Kim, Eun-Ae;Shin, Kab-Choul;Kim, Haeng-Ja;Park, Jae-Ok
    • Journal of Nutrition and Health
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    • v.10 no.3
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    • pp.1-6
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    • 1977
  • Flow properties of heated edible oils, such as soybean, rapeseed, rice bran, corn and perilla oils, were measured with Maron-Belner type capillary viscometer. These oils were heated at $180{\pm}5^{\circ}C$ (general cooking temperature) for $5{\sim}20$ hours except soybean oils ($5{\sim}40$ hours). Fluidities of these heated oils except rice bran oil were decreased according to heating time and decreasing ratio of fluidity was outstanding after 15 hour heating in corn oil and 20 hours heating in soybean and perilla oils. All the oils examined in this experiments except rice bran oil showed non-Newtonian motion after 15 hour hinting at high shear stress and Newtonian motion at less than 10 hour heating. In the soybean oil non-Newtonian flow property was outstanding after 30 hour heating at $180{\pm}5^{\circ}C$. Rice bran oil exhibit characteristic flow property, that is, non heated rice bran oil has lowest fluidity but heated one has highest fluidity compared to other oils examined in this experiment. Change of fluidity with extension of heating time was not detected and non heated rice bran oil showed non-Newtonian motion.

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Uniform Posture Map Algorithm to Generate Natural Motion Transitions in Real-time (자연스러운 실시간 동작 전이 생성을 위한 균등 자세 지도 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.549-558
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    • 2001
  • It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.

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Fast Motion Estimation Using the Statistical Characteristics of Motion Vector (움직임 벡터의 통계적 특성을 이용한 고속 움직임 추정)

  • Choi, Jung-Hyun;Park, Dae-Gyue;Lee, Kyeong-Hwan;Lee, Bub-Ki;Kim, Duk-Gyoo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.37 no.2
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    • pp.21-27
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    • 2000
  • In Fast motion estimaion algorithms, they reduce the computational complexity using the assumption that the matching error increases monotonically as the search moves away from the global minimum error In this paper, we first investigate the statistical characteristics of motion vector that the motion vector mostly occures on the side of small MAE (mean absolute error) between the reference search points when the MAE difference of them is large Therefore, we propose a fast motion estimation algorithm using this property and can reduce the number of search points The computer simulation result shows that the proposed method reduces computational complexity compared with conventional fast algorithms.

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3D Depth Information Extraction Algorithm Based on Motion Estimation in Monocular Video Sequence (단안 영상 시퀸스에서 움직임 추정 기반의 3차원 깊이 정보 추출 알고리즘)

  • Park, Jun-Ho;Jeon, Dae-Seong;Yun, Yeong-U
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.549-556
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    • 2001
  • The general problems of recovering 3D for 2D imagery require the depth information for each picture element form focus. The manual creation of those 3D models is consuming time and cost expensive. The goal in this paper is to simplify the depth estimation algorithm that extracts the depth information of every region from monocular image sequence with camera translation to implement 3D video in realtime. The paper is based on the property that the motion of every point within image which taken from camera translation depends on the depth information. Full-search motion estimation based on block matching algorithm is exploited at first step and ten, motion vectors are compensated for the effect by camera rotation and zooming. We have introduced the algorithm that estimates motion of object by analysis of monocular motion picture and also calculates the averages of frame depth and relative depth of region to the average depth. Simulation results show that the depth of region belongs to a near object or a distant object is in accord with relative depth that human visual system recognizes.

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A Block Matching Algorithm using Motion Vector Predictor Candidates and Adaptive Search Pattern (움직임 벡터 예측 후보들과 적응적인 탐색 패턴을 이용하는 블록 정합 알고리즘)

  • Kwak, Sung-Keun;Wee, Young-Cheul;Kim, Ha-JIne
    • The KIPS Transactions:PartB
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    • v.11B no.3
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    • pp.247-256
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    • 2004
  • In this paper, we propose the prediction search algorithm for block matching using the temporal/spatial correlation of the video sequence and the renter-biased property of motion vectors The proposed algorithm determines the location of a better starting point for the search of an exact motion vector using the point of the smallest SAD(Sum of Absolute Difference) value by the predicted motion vector from the same block of the previous frame and the predictor candidate pint in each search region and the predicted motion vector from the neighbour blocks of the current frame. And the searching process after moving the starting point is processed a adaptive search pattern according to the magnitude of motion vector Simulation results show that PSNR(Peak-to-Signal Noise Ratio) values are improved up to the 0.75dB as depend on the video sequences and improved about 0.05∼0.34dB on an average except the FS (Full Search) algorithm.

A Study on the Multiresolution Motion Estimation Adequate to Low-Band-Shift Method in Wavelet Domain (웨이블릿 변환 영역에서 저대역 이동법에 적합한 다해상도 움직임 추정에 관한 연구)

  • 조재만;김현민;고형화
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.2C
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    • pp.110-120
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    • 2003
  • In this paper, we propose a Multiresolution Motion Estimation(MRME) adapted to Low-Band-Shift(LBS) method in wavelet domain. To overcome shift-variant property on wavelet coefficients, the LBS was previously proposed. This method which is applied to reference frame in video coding technique, has superior performance in terms of rate-distortion characteristic. However, this method needs more memory and computational complexity. In this paper, The computational complexity of the proposed method(LBS-MRME) is about 15.6% of that of existing method at 3-level wavelet transform. And although it has about 7 times as much as existing method's motion vector since each subband has different motion vector, it decreases motion compensated prediction error by detailed motion estimation, and then has better efficient coding performance. The experimental results with the proposed method showed about 0.3∼11.6% improvement of MAD performance in case of lossless coding, and 0.3∼3.0㏈ improvement of PSNR performance at the same bit rate in case of lossy coding.

Video Scene Segmentation Technique based on Color and Motion Features (칼라 및 모션 특징 기반 비디오 씬 분할 기법)

  • 송창준;고한석;권용무
    • Journal of Broadcast Engineering
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    • v.5 no.1
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    • pp.102-112
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    • 2000
  • The previous video structuring techniques are mainly limited to shot or shot group level. However, the shot level structure couldn't provide semantics within a video. So, researches on high level structuring are going on for getting over the drawbacks of shot level structure, recently. To overcome the drawbacks of shot level structure, we propose video scene segmentation technique based on color and motion features. For considering various color distribution, each shot is divided into sub-shots based on color feature. A key frame is extracted from each sub-shot. The motion feature in a shot is extracted from MPEG-1 video's motion vector. Moreover adaptive weights based on motion's property in search range are applied to color and motion features. The experiment results of proposed technique show the excellence in view of the over-segmentation and the reflection of semantics, comparing with those of previous techniques. The proposed technique decomposes video into meaningful hierarchical structure and provides video browsing or retrieval based on scene.

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A Study on the Visualization of Paralinguistic Phonetic Information for Creative Motion Typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park Sun-Mi;Nam Yong-Hyun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.61-69
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    • 2006
  • Along with advance in visual culture, the importance of motion graphic has been increasingly emphasized day by day, which can maximize information delivery using image illustration and typography, graphic factors of images. In addition, we can easily see increasing cases where what a designer intends is visualized using creative typography in diverse mass media such as TV commercials, movies or web. Thanks to the effects of this trend, various ways of manufacturing works have been proposed in the field of motion typography by applying diverse factors including verbal ones, time, form, motion, colors, and sound for the purpose of expressing formless semantic notions through visual form of typography. However, physiological features such as sex, age, health status, pathological conditions, and body size can have a bigger effect on the process of real communication. Therefore, if property of quasi-verbal sound can be reflected appropriately in motion typography where communication is expressed only by visual form, it can enable people to understand what a designer intends faster and more exactly.

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Establishment of Real-time HILS Environment for Small UAV Using 6 D.O.F Motion Table (6자유도 모션테이블을 이용한 소형 무인항공기용 실시간 HILS 환경 구축)

  • Cha, Hyungkyu;Jeong, Jinseok;Shi, Hayoung;Yoon, Junseok;Kang, Beomsoo
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.47 no.5
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    • pp.326-334
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    • 2019
  • Development of Small UAV using HILS (Hardware In the Loop Simulation) can be effectively used to improve the reliability of UAV (Unmanned Aerial Vehicle) while reducing cost and time. It is also possible to reduce the damage to people or property by simulating the malfunction of the Flight Control Computer (FCC) that may occur during the actual flight. For applying such HILS, a real-time simulation environment capable of providing an environment similar to an actual flight condition is required. In this paper, we constructed a real - time HILS environment for Small UAV using 6 D.O.F motion table. In order to link the 6 D.O.F motion table developed in the previous research with the HILS environment in real time, the motion algorithm was changed from the position control method to the velocity control method. Also, we implemented modeling of inverse kinematics model for command transmission in Matlab $Simulink^{(R)}$ and verified the action of motion table according to the simulation model.