• Title/Summary/Keyword: virtual dimension

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An Optimum Design of the Tactile Feedback Device using the Electromagnetic Attractive Force by the Probable Flux Paths Method (가정 자로법에 의한 전자기 흡입력의 촉각궤환장치의 최적설계)

  • 이정훈;장건희;최동훈;박종오;이종원
    • Journal of Institute of Control, Robotics and Systems
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    • v.4 no.4
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    • pp.464-478
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    • 1998
  • In teleoperation, it is important for an operator to feel as if he really were in a distant place. To realize this objective, the various information from a remote site must be presented to the operator. Even though tactile information is very important to efficiently execute a task, it is not yet sufficiently provided for the operator. In this paper, we propose the new mechanism that can provide the more dexterous tactile information to the operator This device utilizing the electromagnetic force is designed to be compact and light enough to be attached to the fingerpad, and designed to be controlled continuously. The magnetic circuit is derived by the probable flux paths method in order to take forces at any given dimension. An optimization technique is also proposed to maximize the tactile force that humans can perceive under the same conditions. The objective function is formulated as maximizing displacements indented on the fingerpad, considering the mechanism of human tactile perception. The optimization formulation is subject to the geometric and rising temperature constraints in the coil. It is demonstrated that, by optimization, the tactile force increases by 24%, compared with that obtained from the initial design.

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Study on the Prediction Technique of Vehicle Performance Using Parameter Analysis (파라미터 해석을 통한 차량 성능 예측 기법 연구)

  • Kim, Ki-Chang;Kim, Chan-Mook;Kim, Jin-Taek
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.20 no.11
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    • pp.995-1000
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    • 2010
  • With the development of the auto industry, the automobile manufacturers demand to shorten development period and reduce the cost. Compared with the traditional method, applying the virtual prototype is more economical. This paper presents a method for parameters sensitivity analysis and optimizing the performance of vehicle noise and vibration. The existing design processes were repeatedly analyzed with a focus on vehicle performance to decide the design parameters of dimension, thickness, mounting type of body and chassis systems in the vehicle development period. This paper describes the prediction technique of vehicle performance using L18 orthogonal array layout, quality deviation analysis and parameter sensitivity analysis for robust design. This paper analyzed the performance correlation equation through the frequency and sensitivity database according to a design factor change. The new concept is that the performance prediction is possible without repeated activities of test and analysis. This paper described the parameter analysis applications such as bush dynamic stiffness and bush void direction of rear suspension. Design engineer could efficiently decide the design variable using parameter analysis database in early design stage. These improvements can reduce man hour and test development period as well as to achieve stable NVH performance.

Impacts of self-monitoring tendency and mobile phone dependency on salence of mobile phone case product attributes

  • Kim-Vick, Jihyun;Hahn, Kim H.Y.
    • The Research Journal of the Costume Culture
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    • v.27 no.6
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    • pp.666-680
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    • 2019
  • Prevalent usage of mobile devices among consumers has been well recognized and this is especially imperative among young adult consumers. The mobile phone became the gateway of their communication, media consumption, retail transaction, education, and (virtual) social life. However, there is little empirical research explaining the dynamics behind the psychological underpinning of young adult consumers, specifically Generation Y, to understand their usages and dependency on mobile phones. This study, therefore, aims to unveil antecedents and consequences of Gen Y consumers' mobile phone dependency from a media psychological perspective. We developed a conceptual model based on theory of self-monitoring (Snyder 1974, 1987), extended self-concept (Belk, 1988), and media dependency theory (Ball-Rokeach & Defluer, 1976). Four hundred ninety-eight students in the U.S. provided usable responses to our pencil-and-paper survey. Causal modeling analysis results demonstrated that both ability to modify one's behavior and sensitivity to cues for social appropriate behavior dimensions of the self-monitoring tendency positively predicted one's level of fashion involvement, which in turn positively predicted his/her mobile phone dependency. Individual's mobile phone dependency, fashion involvement and self-monitoring's ability dimension exhibited positive and direct impact on one's perception of the salience of mobile phone case product attributes. Based on the findings, we provided pragmatic and theoretical implications for the industry and academia.

A Study on Organistic Line Extension on Digital Space - Focus on NOX digital space - (디지털 공간에 나타난 선의 유기체적 확장성에 관한 연구 - NOX 디지털 공간을 중심으로 -)

  • Yu, Mi-Yeon;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.17 no.3
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    • pp.148-155
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    • 2008
  • The following research focuses on the formation method of digital space by organistic line extension among various digital formation methods. The paper reflects on the meaning and concept of today's digitalism which enables the application of complex organistic system on space through advanced technology. It also explores the concept of a line in topology which differs in assumptive meaning from traditional Euclidian geometry. The findings of the research are that first, digital space is not optimized, but is a tentative formation in process. A digital space encompasses characteristics such as infinity, possibility, potential, asymmetry, and the force of virtuality such characteristics are expressed through a moving surface constantly changing with direction. Second, a digital space formed by line extension is inseparable and durable since no measurement or dimension is predetermined. Furthermore, its sense of direction and flexibility gives it a feeling of a living organism. Third, a Euclidian methodology called 'NURBS' is being developed to express such a dynamic digital space; this is reflected through three elements, control point, weights, and knots to effectively reflect the characteristics of virtuality. The opportunities of digital space are infinite, and the possibilities of formation methods likewise vast.

Real-Time Power Electronics Remote Wiring and Measurement Laboratory (PermLAB) Using 3-D Matrix Switching Algorithms

  • Asumadu, Johnson A.;Tanner, Ralph;Ogunley, Hakeem
    • Journal of Power Electronics
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    • v.10 no.6
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    • pp.611-620
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    • 2010
  • This paper presents a new architecture, called "Power Electronics Remote Wiring and Measurement Laboratory (PermLAB)", that translates a common gateway interface (CGI) string from a remote web user to a web server connected to a 3-dimension switching matrix board, can be used to switch on and off, and to control a cluster of instruments and components. PermLAB addresses real-time connection, switching, and data acquisition over the Internet instead of using simulated data. A software procedure uses a signature system to identify each instrument and component in a complex system. The Web-server application is developed in HTML, JavaScript and Java, and in C language for the CGI interface, which resides in a controller portion of LabVIEW. The LabVIEW software fully integrates the Web sever, LabVIEW data acquisition boards and controllers, and the 3-dimensional switching matrix board. The paper will analyze a half-wave rectifier (AC - DC converter) circuit connected over the Internet using the PermLAB. PermLAB allows students to obtain real data by real-time wiring of real circuits in the laboratory using a "virtual breadboard" on the Web. The software for the Web-based 3-dimensional system is flexible, portable, can be integrated into many laboratory applications or expanded, and easily accessible worldwide.

Virtual core point detection and ROI extraction for finger vein recognition (지정맥 인식을 위한 가상 코어점 검출 및 ROI 추출)

  • Lee, Ju-Won;Lee, Byeong-Ro
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.3
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    • pp.249-255
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    • 2017
  • The finger vein recognition technology is a method to acquire a finger vein image by illuminating infrared light to the finger and to authenticate a person through processes such as feature extraction and matching. In order to recognize a finger vein, a 2D mask-based two-dimensional convolution method can be used to detect a finger edge but it takes too much computation time when it is applied to a low cost micro-processor or micro-controller. To solve this problem and improve the recognition rate, this study proposed an extraction method for the region of interest based on virtual core points and moving average filtering based on the threshold and absolute value of difference between pixels without using 2D convolution and 2D masks. To evaluate the performance of the proposed method, 600 finger vein images were used to compare the edge extraction speed and accuracy of ROI extraction between the proposed method and existing methods. The comparison result showed that a processing speed of the proposed method was at least twice faster than those of the existing methods and the accuracy of ROI extraction was 6% higher than those of the existing methods. From the results, the proposed method is expected to have high processing speed and high recognition rate when it is applied to inexpensive microprocessors.

A Study on Estimation Technique of Manoeuvring Difficulty Using the Ship Manoeuvre Simulator for Berthing/Deberthing (선박 접이안 조종 시뮬레이터를 이용한 조종위험도 평가 기법에 관한 연구)

  • Yang Seung-Yeul;Sohn Kyoung-Ho;Lee Hee-Yong;Ha Mun-Keun;Kim Hyun-Soo;Lee JIn-Ho;Im Nam-Kyun
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2004.11a
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    • pp.81-87
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    • 2004
  • It includes the considerable concentration and dangerousness as the peculiar work of a pilot and dock-master to berthing/deberthing the big object as for the ship within the port or the ship yard. A tug utilization is getting increased in this berthing/deberthing work and the own ship is affected a lot by external force due to moving with low advance speed. In this study, we constructed the 2 dimension virtual system which can conduct the berthing/deberthing manoeuvring work by using mainly tugs in a external force, particularly strong wind. Also, propose objective standard that could estimate the degree of manoeuvring difficulty, and conducted simulation experiment for this. we analyzed correlations between the subjective estimation which is described numerically the decreased dangerousness and the objective index which is related to the main parameter regarding manoeuvring by using this simulator from the result of conducting simulation experiment. And then we discussed the estimation technique of manoeuvring difficulty.

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Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.

Review on the Articles of the Effect of Image Training Program with 3D Virtual Reality and Use for Physical Activity of Older Adults: Based on the Embodied Cognition (3D 가상현실 심상운동 프로그램 효과 및 노인체육 적용가능성에 대한 문헌고찰연구: 체화된 인지접근)

  • Moon, Kyung-Ji;Han, Kyung-Hun
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.886-904
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    • 2018
  • The 3D(dimension) vritual reality(VR) has already been used in various sports fields, especially in the training of elite athletes. It is mainly used to maximize the effectiveness of image training, and the use of VR-based image training has received special attention as evidence-based pratices for its feasibility, practicality, and appropriateness. However, in recent years, the use of VR is no longer used only for the training of elite athletes, but is widely used in social sports. This is because, the advantage of exercise in VR is that it is highly stable and has fewer restrictions from the external environment. Considering these advantages, it can be used for the elderly physical activity. This study identifies and reviews studies applying VR-based image training. Several recommendations for the future study on VR-based image training for the older such as interdisciplinary approach to VR-based image training, support needs regarding characteristics of the older, and generalization and maintenance of acquired technology were discussed.

Developing A Multi-dimensional Spatio-visual Information System (다차원기반 고정밀 공간영상정보 시스템 구축에 관한 연구)

  • Kim, Mi-Yun;Yeo, Wook-Hyun;Choi, Jin-Won
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.27 no.6
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    • pp.649-658
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    • 2009
  • The recent emergence of the paradigm of new urban planning for building intelligent urban spaces, such as U-City and U-Eco City, of which the concept of ubiquitous technology is applied, requires high quality three-dimensional spatial information of the urban area. The aim of this study is to build a multi-dimensional spatio-visual information system that includes the solution for visualization, spatial information search, analysis, and evaluation by integrating various types of 3D-modeled spatial information concerning the large urban-size area based on the latest GIS application technology. The range of this study is the integration, visualization, and utilization of spatial information with the goal of building 3D virtual urban environment of high-quality and high-resolution by increasing the utilization of the systematic urban facilities in order to fully reflect the actual user's needs, using the aerial LiDAR data as the plan to overcome the limitations of the existing 3D urban modeling. By reproducing the virtual urban environment the most similar to the actual world through the mash-up of satellite images and aerial photos on the standard format of spatial information constituted of properties and signs, the system will be built with many analysis and utilization functions that support the view and sunlight analysis, various administrative tasks, as well as the decision making process of the city.