• Title/Summary/Keyword: stop motion

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A Study for Automatic Train Speed Regulation Algorithm of ATO (ATO 장치의 자동 열차속도 조절 알고리즘에 관한 연구)

  • 김중환;강리택
    • Proceedings of the KSR Conference
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    • 1998.11a
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    • pp.210-218
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    • 1998
  • The ATO(Automatic Train Operation) System is used for train operation instead of drivers. It is interfaced with TCMS(Train Control and Monitoring System) and ATC/TWC system in the train and wayside facilities. In this paper describes configuration of ATO, specification of ATO hardware, construction of ATO software and the algorithm fur automatic train speed regulation in the carborn ATO system. ATO Application Software is consist of ART, SPR, REG, SRV and PSM tasks. ART task is main control part of the ATO that determine ATO control, ATO mode, state transition. SPR determine speed reference according to train motion status, track data, train data and restricted train speed. REG task regulated train speed form the starting of one station to the precision stop at the other station under the result of ART and SPR tasks. In this paper, a algorithm for the train speed regulation while running is described.

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Design and implementation of a 3-axis Motion Sensor based SWAT Hand-signal Motion-recognition System (3축 모션 센서 기반 SWAT 수신호 모션 인식 시스템 설계 및 구현)

  • Yun, June;Pyun, Kihyun
    • Journal of Internet Computing and Services
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    • v.15 no.4
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    • pp.33-42
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    • 2014
  • Hand-signal is an effective communication means in the situation where voice cannot be used for expression especially for soldiers. Vision-based approaches using cameras as input devices are widely suggested in the literature. However, these approaches are not suitable for soldiers that have unseen visions in many cases. in addition, existing special-glove approaches utilize the information of fingers only. Thus, they are still lack for soldiers' hand-signal recognition that involves not only finger motions, but also additional information such as the rotation of a hand. In this paper, we have designed and implemented a new recognition system for six military hand-signal motions, i. e., 'ready', 'move', quick move', 'crawl', 'stop', and 'lying-down'. For this purpose, we have proposed a finger-recognition method and motion-recognition methods. The finger-recognition method discriminate how much each finger is bended, i. e., 'completely flattened', 'slightly flattened', 'slightly bended', and 'completely bended'. The motion-recognition algorithms are based on the characterization of each hand-signal motion in terms of the three axes. Through repetitive experiments, our system have shown 91.2% of correct recognition.

Moving Object Detection and Tracking in Multi-view Compressed Domain (비디오 압축 도메인에서 다시점 카메라 기반 이동체 검출 및 추적)

  • Lee, Bong-Ryul;Shin, Youn-Chul;Park, Joo-Heon;Lee, Myeong-Jin
    • Journal of Advanced Navigation Technology
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    • v.17 no.1
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    • pp.98-106
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    • 2013
  • In this paper, we propose a moving object detection and tracking method for multi-view camera environment. Based on the similarity and characteristics of motion vectors and coding block modes extracted from compressed bitstreams, validation of moving blocks, labeling of the validated blocks, and merging of neighboring blobs are performed. To continuously track objects for temporary stop, crossing, and overlapping events, a window based object updating algorithm is proposed for single- and multi-view environments. Object detection and tracking could be performed with an acceptable level of performance without decoding of video bitstreams for normal, temporary stop, crossing, and overlapping cases. The rates of detection and tracking are over 89% and 84% in multi-view environment, respectively. The rates for multi-view environment are improved by 6% and 7% compared to those of single-view environment.

Method to Minimize the Moving Time of the Gantry (겐트리 구동시간의 최소화 방안)

  • Kim, Soon-Ho;Kim, Chi-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6863-6869
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    • 2014
  • A SMT machine is used to place electronic components on a PCB precisely. To place it precisely, after a component inspection, it finds an offset value using a vision camera, and places the precise position on the PCB. In general, to inspect the components with a vision camera, the components stop in front of the camera for inspection, then move to the placement position. On the other hand, if they do not stop in front of a camera, the inspection time will be shortened and the productivity would be increased. In this thesis, when inspecting without stopping in front of a camera, the fastest way among various routes is described. For the gantry passing over a vision camera, both the distance and speed of a gantry moving trajectory were studied, and there was approximately 5% speed increment when using the method suggested in this thesis.

Improving wing aeroelastic characteristics using periodic design

  • Badran, Hossam T.;Tawfik, Mohammad;Negm, Hani M.
    • Advances in aircraft and spacecraft science
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    • v.4 no.4
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    • pp.353-369
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    • 2017
  • Flutter is a dangerous phenomenon encountered in flexible structures subjected to aerodynamic forces. This includes aircraft, buildings and bridges. Flutter occurs as a result of interactions between aerodynamic, stiffness, and inertia forces on a structure. In an aircraft, as the speed of the flow increases, there may be a point at which the structural damping is insufficient to damp out the motion which is increasing due to aerodynamic energy being added to the structure. This vibration can cause structural failure, and therefore considering flutter characteristics is an essential part of designing an aircraft. Scientists and engineers studied flutter and developed theories and mathematical tools to analyze the phenomenon. Strip theory aerodynamics, beam structural models, unsteady lifting surface methods (e.g., Doublet-Lattice) and finite element models expanded analysis capabilities. Periodic Structures have been in the focus of research for their useful characteristics and ability to attenuate vibration in frequency bands called "stop-bands". A periodic structure consists of cells which differ in material or geometry. As vibration waves travel along the structure and face the cell boundaries, some waves pass and some are reflected back, which may cause destructive interference with the succeeding waves. This may reduce the vibration level of the structure, and hence improve its dynamic performance. In this paper, for the first time, we analyze the flutter characteristics of a wing with a periodic change in its sandwich construction. The new technique preserves the external geometry of the wing structure and depends on changing the material of the sandwich core. The periodic analysis and the vibration response characteristics of the model are investigated using a finite element model for the wing. Previous studies investigating the dynamic bending response of a periodic sandwich beam in the absence of flow have shown promising results.

A User's Location Localization Method using Smartphone Sensor on a Subway (지하철에서 스마트폰 센서를 이용한 사용자 위치 추적 방법)

  • Cho, Jung-Gil
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.37-43
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    • 2020
  • Smartphone-based localization has been widely studied in many different scenarios. But as far as we know, few work has addressed the problem of localization in underground public transportation systems, where GPS signal and wireless infrastructure are not always available. Knowing the location of a train is necessary to develop a useful service for subway passengers. And so, estimation of motion state and stop station by using sensors on a smartphone is being studied for subway passengers. This paper proposes a localization method that uses a barometer and a magnetic sensor on a smartphone. The method proposed in this paper first estimates whether the train runs or stops according to the change in air pressure and the strength of the magnetic field. The altitude value and the magnetic field value are then used to estimate the exact stop station of the train. We evaluated the proposed method using data from the Seoul's subway line 5. Compared with previous methods, the proposed method achieves higher accuracy.

Dosimetric Evaluation of Static and Dynamic Intensity Modulated Radiation Treatment Planning and Delivery (세기조절방사선치료에서 조사방법이 빔 파라미터 및 선량에 미치는 영향에 대한 연구)

  • Kim Sung-Kyu;Kim Myung-Se;Yun Sang-Mo
    • Progress in Medical Physics
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    • v.17 no.2
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    • pp.114-122
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    • 2006
  • The two commonly used methods in delivering intensity modulated radiation therapy (IMRT) plan are the dynamic (sliding window) and static (stop and shoot) mode. In this study, the two IMRI delivery techniques are compared by measuring point dose and dose distributions. Using treatment planning system, clinical target volume (CTV) was created as a sphere with various diameter (3 cm, 7 cm, 12 cm). Two IMRT plans were peformed to deliver 200 cGy to the CTV in dynamic and static mode. The two plans were delivered on a phantom and central point dose and dose distributions were measured. The central point dose differences between static and dynamic IMRT delivery were 0.2%, 0.2% and 0.4% when the diameter of CTV was 3 cm, 7 cm, and 12 cm, respectively. The differences In volume receiving 90% of the proscribed dose were 2.7%, 2.2%, and 2.9% for the diameter of CTV was 3 cm, 7 cm, and 12 cm, respectively. For lung cancer patients, the differences in central point dose were 0.2%, 0.2%, and 0.4% when the volume of CTV was 35.5 cc, 296.8 cc, and 903.5 cc, respectively. The differences in volume receiving 90% of the prescribed dose were 2.7%, 4.8%, and 9.1% when the volume of CTV was 35.5 cc, 296.8 cc, and 903.5 cc, respectively. In conclusion, it was possible to deliver IMRT plans using dynamic mode of MLC operation although the loaves are In motion during radiation delivery.

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Activation plans of the Cultural Exchanges between Korea' and the Czech Republic's Animation (한국과 체코의 애니메이션 교류를 통한 문화교류 활성화 연구)

  • Park, Ki Bok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.619-641
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    • 2014
  • Animation is an important tool to establish the identity of mutually related countries, as cultural contents with the economic value. That is, it is necessary that the Korean animation should extend the previous boundary of exchange, for the status of representative cultural industry in the 21st century global market. Especially, to overcome the regionally prejudiced and unbalanced cultural exchange, the possibility of extension with Czech animation, which has not had an active exchange with Korea, will be considered and the efficient method will be proposed. The Czech Republic is geopolitically located in the center of Europe and its infrastructure like industrial construction, investment environment, human resources is outstanding among Visegrad Group. The Czech Republic has a remarkable cultural border-crossing phenomenon, and as a complex country of cultural and religious characteristics of eastern and western European, it is a powerful nation leading Central Europe. Therefore, the animation exchange of Czech and Korea is valuable in culture and economy of both nations. Through such an animation exchange of both nations, not only Korean animation secures the diversity of exchange but also insignificant cultural exchange after formal establishment of diplomatic relations in 1990, will be revitalized and international firm relationship of both nations will be established. Therefore, as an activation plan or cultural exchange of Korea and the Czech Republic, concrete plan like Stop Motion Animation Workshop is proposed.

Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.

An Analysis of Middle school Student's Responses to the Deductive Reasoning Task for Change of Concept about Force and Motion (힘과 운동 개념 변화를 위한 연역 논리 과제에 대한 중학생의 반응 분석)

  • Park, Jong-Won;Seo, Jeong-Ah;Chung, Byung-Hoon;Park, Sung-Jae
    • Journal of The Korean Association For Science Education
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    • v.14 no.2
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    • pp.133-142
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    • 1994
  • Many students have misconceptions that upward direction force act on the object which is moving upward after being thrown vertically upward, and no force act on the object at the top of its flight because the object stop or don't' move at the top. To change these misconceptions, in this study, deductive reasoning tasks were used, and student's responses to the tasks were analyzed. In the first part of this study, student's prior conceptions about force and motion and student's deductive reasoning abilities were investigated. And the second part, student's explanations were classified to either the premise-based or idea-based explanation. In the case of the object which is moving upward, 62% of students who had misconception changed their misconceptions to physically correct concept, but, only 24% of students changed their misconceptions for the object at the top. For the first task, more students changed their misconceptions when they made responses based on premises than based on their own idea(p<.05), so, the first task can be helpful for conceptual change. 40% students changed their own misconception by reasoning deductively based on premises provided in the first task, but only 17% students changed by the second task. Student's reasoning abilities investigated in the first part of this study did not affect the conceptual change. Four students for the first task and one student for the second task did not change their misconception even though they made premise-based explanation and had high reasoning abilities.

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