• Title/Summary/Keyword: 모션 모델링

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Modeling Technique for a Positive and Negative Variable Displacement Swash Plate Hydraulic Piston Pump in a Multibody Dynamics and Multi-Physics Co-Simulation Environment (다물체 동역학과 다중물리 연동 시뮬레이션 환경에서 정/역 가변용량형 사판식 피스톤 펌프의 모델링 기법)

  • Jang, Jin Hyun;Jeong, Heon Sul
    • Journal of Drive and Control
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    • v.16 no.1
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    • pp.36-44
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    • 2019
  • Variable displacement swash plate piston pump analysis requires electric, hydraulics and dynamics which are similar to the one's incorporated in the complex fluid power and mechanical systems. The main variable capacity for the swash plate piston pumps, hydraulics or simple kinematic (swash plate degree, piston displacement) models are analyzed using AMESim, a multi-physics analysis program. AMESim is a multi-physics hydraulic analysis program that is considered good for the environment but not appropriate for environmental analysis for multibody dynamics. In this study, the analytical model of the swash plate type hydraulic piston pump variable capacity is modeled by combining the hydraulic part and the dynamic part through co-simulation of multibody dynamics program (Virtual.lab Motion) and multi-physics analysis (AMESim). This paper describes the whole modeling analysis method on the mechanical analysis of the multi-body dynamics program and how the hydraulic analysis in multi-physics analysis program works. This paper also presents a methodology for analyzing complex fluid power systems.

Boundary Depth Estimation Using Hough Transform and Focus Measure (허프 변환과 초점정보를 이용한 경계면 깊이 추정)

  • Kwon, Dae-Sun;Lee, Dae-Jong;Chun, Myung-Geun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.1
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    • pp.78-84
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    • 2015
  • Depth estimation is often required for robot vision, 3D modeling, and motion control. Previous method is based on the focus measures which are calculated for a series of image by a single camera at different distance between and object. This method, however, has disadvantage of taking a long time for calculating the focus measure since the mask operation is performed for every pixel in the image. In this paper, we estimates the depth by using the focus measure of the boundary pixels located between the objects in order to minimize the depth estimate time. To detect the boundary of an object consisting of a straight line and a circle, we use the Hough transform and estimate the depth by using the focus measure. We performed various experiments for PCB images and obtained more effective depth estimation results than previous ones.

Comparative Analysis of Consumer Needs for Products, Service, and Integrated Product Service : Focusing on Amazon Online Reviews (제품, 서비스, 융합제품서비스의 소비자 니즈 비교 분석 :아마존 온라인 리뷰를 중심으로)

  • Kim, Sungbum
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.316-330
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    • 2020
  • The study analyzes reviews of hardware products, customer service products, and products that take the form of a convergence of hardware and cloud services in ICT using text mining. We derive keywords of each review and find the differentiation of words that are used to derive topics. A cluster analysis is performed to categorize reviews into their respective clusters. Through this study, we observed which keywords are most often used for each product type and found topics that express the characteristics of products and services using topic modeling. We derived keywords such as "professional" and "technician" which are topics that suggest the excellence of the service provider in the review of service products. Further, we identified adjectives with positive connotations such as "favorite", "fine", "fun", "nice", "smart", "unlimited", and "useful" from Amazon Eco review, an integrated product and service. Using the cluster analysis, the entire review was clustered into three groups, and three product type reviews exclusively resulted in belonging to each different cluster. The study analyzed the differences whereby consumer needs are expressed differently in reviews depending on the type of product and suggested that it is necessary to differentiate product planning and marketing promotion according to the product type in practice.

Optimal Design and Implementation of 3D Shape Restoration System for Femto-second Laser Micromachining (펨토초 레이저 미세가공을 위한 3차원 형상 복원 시스템의 최적설계 및 구현)

  • Park, Jeong-Hong;Lee, Ji-Hong;Ko, Yun-Ho;Park, Young-Woo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.43 no.6 s.312
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    • pp.16-26
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    • 2006
  • In this paper, we propose a 3D shape restoration system which measures height and surface shape of transparent ITO glass and delivers errors in focal length and incident angle of laser beam to femto-second laser micromachining. The proposed system is composed of a line scan laser, a high resolution camera, a linear motion guide synchronized to image capturing, and a control station. Also, we define the sensitivity indices that represent a relation between measurement error and a position of a camera and scan laser, and utilize it for optimum design. The results of the proposed system are compared with results of SPM(Scanning Probe Microscope) and prove the usefulness of the system.

A Study on the Establishment of a Production Pipeline Imported 3D Computer Graphics for Clay Characters (3D 컴퓨터그래픽을 도입한 클레이 캐릭터 제작 공정 개발에 관한 연구)

  • Kim, Jung-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1245-1257
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    • 2008
  • The establishment of a production pipeline imported 30 computer graphics is suggested in this paper to improve the efficiency of existing production pipeline of clay animation. The point is that the process of building clay characters that remains labor intensive among the existing procedures is replaced by the process of creating computer generated characters. In order to create characters out of clay by means of 30 computer graphics, a diffuse map and displacement map are made of an oil-based clay according to the UVW coordination of polygon modeling, which is the same color and kind of clay used to make a clay character. In addition, a panoramic HDRI recording system is developed to record the lighting information of shooting environment for miniature sets, which is imported in 3D computer graphic tools as digital light source. On account of the new production pipeline, a hyper realistic rendering image can be produced, and at the same time it improves the traditional pipeline of stop motion animation that is know-how based procedure of a complete artist by the engineering approach to the automatic process.

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Correlation Between Joint Angular Displacement and Moment in the Human Foot (인체 족부관절의 각변위와 모멘트의 상관관계)

  • 김시열;신성휴;황지혜;최현기
    • Journal of Biomedical Engineering Research
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    • v.24 no.3
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    • pp.209-215
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    • 2003
  • The goal of this study was to investigate the relationship between kinematic and kinetic characteristics of foot joints resisting ground reaction force. Passive elastic joint moment and angular displacement were obtained from the experiment using 3 cameras and force plate. The relationship between joint angle and moment was mathematically modeled by using least square method. The ranges of motion of joints ranged from 5$^{\circ}$ to 7$^{\circ}$ except metatarsophalangeal joint. In the study, we presented simple mathematical models that could relate joint angle and plantar pressure. From this model, we can got the kinematic data of joints which is not available from conventional motion analysis. Furthermore, the model can be used not only for biomechanical model which simulates gait but also for clinical evaluation.

Model-based Body Motion Tracking of a Walking Human (모델 기반의 보행자 신체 추적 기법)

  • Lee, Woo-Ram;Ko, Han-Seok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.6
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    • pp.75-83
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    • 2007
  • A model based approach of tracking the limbs of a walking human subject is proposed in this paper. The tracking process begins by building a data base composed of conditional probabilities of motions between the limbs of a walking subject. With a suitable amount of video footage from various human subjects included in the database, a probabilistic model characterizing the relationships between motions of limbs is developed. The motion tracking of a test subject begins with identifying and tracking limbs from the surveillance video image using the edge and silhouette detection methods. When occlusion occurs in any of the limbs being tracked, the approach uses the probabilistic motion model in conjunction with the minimum cost based edge and silhouette tracking model to determine the motion of the limb occluded in the image. The method has shown promising results of tracking occluded limbs in the validation tests.

Integrated Simulation System for Computer-Generated Forces' Human-like Movement (가상군의 인간유사성 움직임을 위한 통합 시뮬레이션 시스템)

  • Han, Chang-Hee;Shin, Kyu-Yong;Oh, Myung-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.5
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    • pp.8-15
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    • 2011
  • The goal of this paper is to describe how to construct an integrated simulation system that integrates limited perception-based mapping with spatial reasoning, path planning, and human motion style in order for a virtual soldier to effectively communicate with other virtual solders and/or human participants in a simulation. Virtual human research often ignores or simplifies perception by using a full map (with omniscient perception). In addition, previous research used a placement node where virtual environment designers save in advance the required information. However, this paper also shows that the human-like movement behavior can be achieved by the integrated ECA system with the mapping that supports a spatial understanding and does not require the omniscient perception.

Electro-Mechanical Modeling and Performance Analysis of Floating Wave Energy Converters Utilizing Yo-Yo Vibrating System (요요 진동시스템을 이용한 가동물체형 파력 발전 시스템의 기계-전기 통합해석 모델링 및 성능 해석)

  • Sim, Kyuho;Park, Jisu;Jang, Seon-Jun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.39 no.1
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    • pp.79-87
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    • 2015
  • This paper proposes a floating-type wave energy conversion system that consists of a mechanical part (yo-yo vibrating system, motion rectifying system, and power transmission system) and electrical part (power generation system). The yo-yo vibrating system, which converts translational input to rotational motion, is modeled as a single degree-of-freedom system. It can amplify the wave input via the resonance phenomenon and enhance the energy conversion efficiency. The electromechanical model is established from impedance matching of the mechanical part to the electrical system. The performance was analyzed at various wave frequencies and damping ratios for a wave input acceleration of 0.14 g. The maximum output occurred at the resonance frequency and optimal load resistance, where the power conversion efficiency and electrical output power reached 48% and 290 W, respectively. Utilizing the resonance phenomenon was found to greatly enhance the performance of the wave energy converter, and there exists a maximum power point at the optimum load resistance.

A Study on Lip Sync and Facial Expression Development in Low Polygon Character Animation (로우폴리곤 캐릭터 애니메이션에서 립싱크 및 표정 개발 연구)

  • Ji-Won Seo;Hyun-Soo Lee;Min-Ha Kim;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.409-414
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    • 2023
  • We described how to implement character expressions and animations that play an important role in expressing emotions and personalities in low-polygon character animation. With the development of the video industry, character expressions and mouth-shaped lip-syncing in animation can realize natural movements at a level close to real life. However, for non-experts, it is difficult to use expert-level advanced technology. Therefore, We aimed to present a guide for low-budget low-polygon character animators or non-experts to create mouth-shaped lip-syncing more naturally using accessible and highly usable features. A total of 8 mouth shapes were developed for mouth shape lip-sync animation: 'ㅏ', 'ㅔ', 'ㅣ', 'ㅗ', 'ㅜ', 'ㅡ', 'ㅓ' and a mouth shape that expresses a labial consonant. In the case of facial expression animation, a total of nine animations were produced by adding highly utilized interest, boredom, and pain to the six basic human emotions classified by Paul Ekman: surprise, fear, disgust, anger, happiness, and sadness. This study is meaningful in that it makes it easy to produce natural animation using the features built into the modeling program without using complex technologies or programs.