• Title/Summary/Keyword: virtual representation

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A Study on the Dynamic Analysis for Flexible Robotic Arms (유연 로보트팔의 동특성 해석에 관한 연구)

  • Kim, Chang-Boo;You, Young-Sun
    • Journal of the Korean Society for Precision Engineering
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    • v.10 no.3
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    • pp.107-116
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    • 1993
  • In the design and operation of robitic arm with flexible links, the equation of motion are required to exactly model the interaction between rigid body motion and elastic motion and to be formulated efficientlyl. In this paper, the flexible link is represented by applying the D-H rigid link representation method to measure the elestic deformation. And the equations of motion of robotic arm, which are configured by the generalized coordinates of elastic and rigid degrees of freedom, are formulated from the principle of virtual power. Dynamic characteristics due to elastic deformation of each link are obtained by using F. E. M to model complex shaped link acurately and by eliminating elastic modes of higher order that do not largely affect motion to reduce the number of elastic degrees of freedom. Also presented is the result of simulation of flexible robotic arms whose joints are controlled by direct or PD control.

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Factors Related to Velocity Perception in a Graphic Simulator (시뮬레이터의 그래픽모듈에 대한 속도감 인자 분석)

  • Son, Kwon;Choi, Kyung-Hyun;Eom, Sung-Suk;Hong, Sung-Jin
    • Transactions of the Korean Society of Automotive Engineers
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    • v.9 no.3
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    • pp.121-130
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    • 2001
  • This paper addresses a method for evaluating perceived velocities of the graphic module in a driving simulator. The major two graphic factors associated with perceived velocities are analyzed: they are the lateral distance between a virtual driver and an array of environmental objects and the textural density of these objects. A graphical representation of a vehicle and its surrounding environment are constructed by employing a three-dimensional tool, Pro/ENGINEER and a virtual environment, dVISE. Using the developed virtual driving environment, experiments have been carried out to formulate the relationship between velocity perception and each factor. Based on the experimental results, nonlinear regression equations are derived to show how the perceived velocities are dependent upon distance/density.

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Adaptive States Feedback Control of Unknown Dynamics Systems Using Support Vector Machines

  • Wang, Fa-Guang;Kim, Min-Chan;Park, Seung-Kyu;Kwak, Gun-Pyong
    • Journal of information and communication convergence engineering
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    • v.6 no.3
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    • pp.310-314
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    • 2008
  • This paper proposes a very novel method which makes it possible that state feedback controller can be designed for unknown dynamic system with measurable states. This novel method uses the support vector machines (SVM) with its function approximation property. It works together with RLS (Recursive least-squares) algorithm. The RLS algorithm is used for the identification of input-output relationship. A virtual state space representation is derived from the relationship and the SVM makes the relationship between actual states and virtual states. A state feedback controller can be designed based on the virtual system and the SVM makes the controller with actual states. The results of this paper can give many opportunities that the state feedback control can be applied for unknown dynamic systems.

The Application of Boiler Digital Control System 3D MMI Using Virtual Real (보일러 분산제어 시스템 3차원 MMI 구현)

  • Oh, Young-Il;Kim, Eung-Seok
    • Proceedings of the KIEE Conference
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    • 1999.07b
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    • pp.880-882
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    • 1999
  • Virtual Reality is a set of computer technologies which, when combined, provide an interface to a computer-generated world, and in particular, provide such a convincing interface that the user believes he is actually in a three dimensional computer-generated world. This computer generated world may be a model of a real-world object, such as a house; it might be an world that does not exist in a real sense but is understood by humans, such as a chemical molecule or a representation of a set of data; or it might be in a completely imaginary science fiction world. this paper describes the application of boiler digital control system MMI for power plant using virtual reality

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Navigation based on Multi Cylindrical Environment Map

  • Park, Youngsup;Hyekyung Ko;Cheungwoon Cho;Kyunghyun Yoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.167.6-167
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    • 2001
  • The cylindrical environment maps of image-based representation methods make high-quality, simple and low-price real-time navigation possible. In this paper, we propose a method to navigate from one viewpoint to the next in the virtual inside space, composed of several cylindrical environment maps. Our system is classified into the two modules. first of all, the panoramic image viewer that employs the rotation and zoom-in/out methods to navigate the virtual inside space, such as the Quicklime VR. The other is smooth real-time navigation using cubic mesh interpolation when the viewpoint moves from one environment map to another in the virtual space.

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A study on the derivation of nonlinear transformation of state equation by using SVM (SVM을 이용한 상태 방정식의 정칙 변환 행렬의 유도에 관한 연구)

  • Wang, Fa Guang;Kim, Seong-Guk;Park, Seung-Kyu;Kwak, Gun-Pyong
    • Proceedings of the KIEE Conference
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    • 2007.07a
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    • pp.1648-1649
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    • 2007
  • This paper proposes a very novel method which makes it possible that state feedback controller can be designed for unknown dynamic system with measurable states. The RLS algorithm is used for the identification of input-output relationship. A virtual state space representation is derived from the relationship and the SVM(Support Vector Machines) makes the relationship between actual states and virtual states. A state feedback controller can be designed based on the virtual system and the SVM makes the controller be with actual states. The results of this paper can give many opportunities that the state feedback control can be applied for unknown dynamic systems

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Does VR exergame increase a user's physical performance? : An Exploratory Study Design

  • Kim, Gyoung Mo;Jeong, Eui Jun;Kho, Khwang Hyun
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.147-156
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    • 2021
  • In this paper, we planned to see the positive effects of the immersive virtual environment. In particular, the positive effect of presence on physical performance was explored. A total of 25 participants were recruited for this experiment and his/her physical performance was measured by Electromyography (EMG) while they were exercising (rowing), and presence was measured by a self-reported measure. The participants were randomly assigned to experience either a) Virtual Reality (VR) or b) non-VR (2D screen) condition when they played the exergame. The result showed that 1) there was a positive relationship between representation mode and presence and 2) the higher level of presence reinforced the user's physical performance. The limitation of the study and future study were also discussed.

3D Navigation Real Time RSSI-based Indoor Tracking Application

  • Lee, Boon-Giin;Lee, Young-Sook;Chung, Wan-Young
    • Journal of Ubiquitous Convergence Technology
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    • v.2 no.2
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    • pp.67-77
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    • 2008
  • Representation of various types of information in an interactive virtual reality environment on mobile devices had been an attractive and valuable research in this new era. Our main focus is presenting spatial indoor location sensing information in 3D perception in mind to replace the traditional 2D floor map using handheld PDA. Designation of 3D virtual reality by Virtual Reality Modeling Language (VRML) demonstrates its powerful ability in providing lots of useful positioning information for PDA user in real-time situation. Furthermore, by interpolating portal culling algorithm would reduce the 3D graphics rendering time on low power processing PDA significantly. By fully utilizing the CC2420 chipbased sensor nodes, wireless sensor network was established to locate user position based on Received Signal Strength Indication (RSSI) signals. Implementation of RSSI-based indoor tracking method is low-cost solution. However, due to signal diffraction, shadowing and multipath fading, high accuracy of sensing information is unable to obtain even though with sophisticated indoor estimation methods. Therefore, low complexity and flexible accuracy refinement algorithm was proposed to obtain high precision indoor sensing information. User indoor position is updated synchronously in virtual reality to real physical world. Moreover, assignment of magnetic compass could provide dynamic orientation information of user current viewpoint in real-time.

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Standard Model for Live Actor and Entity Representation in Mixed and Augmented Reality (혼합증강현실에서 라이브 행동자와 실체 표현을 위한 표준 모델)

  • Yooa, Kwan-Hee
    • Journal of Broadcast Engineering
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    • v.21 no.2
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    • pp.192-199
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    • 2016
  • Mixed and augmented reality technique deals with mixing content between real world and virtual world containing augmented reality and augmented virtuality excluding of pure real and pure virtual world. In mixed and augmented reality, if a live actor and entity moving in real world can be embedded more naturally in 3D virtual world, various advanced applications such 3D tele-presence, 3D virtual experience education and etc can be serviced. Therefore, in this paper, we propose a standard model which is supporting to embed the live actor and entity into 3D virtual space, and to interact with each other. And also the natural embedding and interaction of live actor and entity can be performed based on the proposed model.

A Study on the Reproduction Method of Oriental-painting on 3D Space in Virtual Reality - Based on the case of "Haedol landscape painting" (가상현실 속 3D 공간에서의 동양화 기법 재현방법 연구 - "해돌 산수화"의 사례를 중심으로)

  • Park, Min-Ji;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.33-42
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    • 2019
  • This paper is the result of research on how to represent 'Landscape' of Oriental painting in 3D space within virtual reality. Based on the similarities between the characteristics of Oriental painting and virtual reality put together three features of painting and put them into the digital content. For the expression of painting style, we produced texture, represented spaces and shadows as a content development environment, and the view point with helper storytelling.