• Title/Summary/Keyword: 모션 제어

Search Result 348, Processing Time 0.032 seconds

A Design and Implementation of the remote control system of vehicle using the G-sensor (G센서를 이용한 차량원격제어시스템 설계 및 구현)

  • Song, Jong-Gun;Kwon, Doo-Wy;Do, Kyeong-Hoon;Jang, Won-Tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.135-138
    • /
    • 2009
  • G-Sensor is being used for controlling motion of smart-phone and robot. G-Sensor can control motion to several direction, because it is composed of X, Y, and Z axis and also can be used on many mobile-phone by using Wi-Fi communication and RS-232C communication on the Bluetooth module. In this research, we suggest the application that realize and develop visual-vehicle-remote-control-system by using mobile-phone with G-Sensor so that drivers can more easily remote control and manage their vehicle with mobile-phone in real-time visual.

  • PDF

A Study on Smart home solution using AI (AI를 활용한 스마트 홈 서비스 연구)

  • Kim, Ji-won;Park, Jae-young;Shin, Min-seo;Lee, Jin-kyu;Jeon, Ji-Yeon;Kim, Hyun
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2021.11a
    • /
    • pp.1192-1195
    • /
    • 2021
  • 본 연구는 'AI를 활용한 스마트 홈 서비스' 개발에 관한 것이다. 기존의 다양한 정보를 수집하고 제어하는 홈 IoT서비스에서 본 논문은 더 나아가, AI 기술을 바탕으로 사용자가 자신에게 맞는 형태로 스마트 디바이스들을 제어하여 홈 (Home)을 편리하게 제어할 수 있게 함과 동시에 사용자의 관여없이도 AI를 활용해 자동으로 홈의 상황을 인지하고 동작할 수 있는 P2M + M2M 기술 기반 홈 IoT 서비스를 구현하고자 하였다. 특히 사용자의 동작을 인식해 IoT 기반 기기들을 통합적으로 제어할 수 있도록 모션인식, 영상인식 기술 등 사용자를 인식하고 주변 환경 상태를 실시간으로 측정해 최적의 제어 서비스를 제공하는 것을 목적으로 하였다.

Development of Indoor Navigation Control System for Swarm Multiple AR.Drone's (실내 환경에서의 AR.Drone 군집 비행 시스템 개발)

  • Moon, SungTae;Cho, Dong-Hyun;Han, Sang-Hyuck;Rew, DongYoung;Gong, HyunCheol
    • Aerospace Engineering and Technology
    • /
    • v.13 no.1
    • /
    • pp.166-173
    • /
    • 2014
  • Recently, small quadcopters have been widely used in various areas ranging from military to entertainment applications because interest in the quadcopter increases. Especially, the research on swarm flight which control quadcopters simultaneously without any collision can increase success probability of a important mission. In addition the swarm flight can be applied for demonstrating choreographed aerial maneuvers such as dancing and playing musical instruments. In this paper, we introduce multiple AR.Drone control system based on motion capture for indoor environment in which quadcopters can recognize current position each other and perform scenario based mission.

Hybrid Motion Blending Algorithm of 3-Axis SCARA Robot based on $Labview^{(R)}$ using Parametric Interpolation (매개변수를 이용한 $Labview^{(R)}$ 기반의 3축 SCARA로봇의 이종모션 제어 알고리즘)

  • Chung, Won-Jee;Ju, Ji-Hun;Lee, Kee-Sang
    • Transactions of the Korean Society of Machine Tool Engineers
    • /
    • v.18 no.2
    • /
    • pp.154-161
    • /
    • 2009
  • In order to implement continuous-path motion on a robot, it is necessary to blend one joint motion to another joint motion near a via point in a trapezoidal form of joint velocity. First, the velocity superposition using parametric interpolation is proposed. Hybrid motion blending is defined as the blending of different two type's motions such as blending of joint motion with linear motion, in the neighborhood of a via point. Second, hybrid motion blending algorithm is proposed based on velocity superposition using parametric interpolation. By using a 3-axis SCARA (Selective Compliance Assembly Robot Arm) robot with $LabVIEW^{(R)}$ $controller^{(1)}$, the velocity superposition algorithm using parametric interpolation is shown to result in less vibration, compared with PTP(Point- To-Point) motion and Kim's algorithm. Moreover, the hybrid motion $algorithm^{(2)}$ is implemented on the robot using $LabVIEW^{(R)(1)}$ programming, which is confirmed by showing the end-effector path of joint-linear hybrid motion.

Development of a New 6-DOF Parallel-type Motion Simulator (6자유도 병렬형 모션 시뮬레이터 개발)

  • Kim, Han-Sung
    • Journal of the Korean Society of Manufacturing Technology Engineers
    • /
    • v.19 no.2
    • /
    • pp.171-177
    • /
    • 2010
  • This paper presents the development of a new 6-DOF parallel-kinematic motion simulator. The moving platform is connected to the fixed base by six P-S-U (Prismatic-Spherical-Universal) serial chains. Comparing with the well-known Gough-Stewart platform-type motion simulator, it uses commercialized linear actuators mounted at the fixed base whereas a 6-UPS manipulator uses telescopic linear ones. Therefore, the proposed motion simulator has the advantages of easier fabrication and lower inertia over a 6-UPS counterpart. Furthermore, since most forces acting along the legs are transmitted to the structure of linear actuators, smaller actuation forces are required. The inverse position and Jacobian matrix are analyzed. In order to further increase workspace, inclined arrangement of universal joints is introduced. The optimal design considering workspace and force transmission capability has been performed. The prototype motion simulator and PC-based real-time controller have been developed. Finally, position control experiment on the prototype has been performed.

Simplification and Scaling of Iterative Learning Control Command (반복학습제어 명령의 간단화와 스케일링)

  • Chae, Hui-Chang;Lee, Sang-Hoon;Park, Myung-Kwan;Suh, Il-Hong
    • Proceedings of the KIEE Conference
    • /
    • 2003.07d
    • /
    • pp.2390-2392
    • /
    • 2003
  • ILC(Iterative Learning Control: 이하 ILC)는 현재 기계, 전기, 화학 등 많은 분야에 널리 적용되고 있다. ILC는 특히 반복적인 trajectory tracking Control 문제에 아주 효과적인 방법 중의 하나이다. 하지만 ILC는 메모리 기반의 scheme로서 trajectory tracking을 위해서는 많은 메모리를 요구하게 된다. 한편, 자세한 관찰에 의하면 인간의 팔, 다리 등의 관절의 움직임은 아주 정확하지가 않다. 이러한 사실로 미루어 인간이 정화한 모션을 취하는데 드는 비용을 줄이고자 모션 명령을 간단히 한다는 가정을 추론 해 낼 수 있다. 이러한 가정에 기초하여 우리는 ILC 명령을 간단히 하기 위해서 약간의 trajectory tracking의 정확성을 회생하는 메커니즘을 제안한다. 간단해진 ILC 명령은 적은 메모리 공간에 저장될 것이다. 또한, 로봇의 trajectory tracking을 위한 기존의 방법들은 아주 복잡할 뿐만 아니라 하나의 task의 수행만이 가능할 뿐 어떤 일반화의 방법도 제시하지 못하고 있다. 그래서 본 논문에서는 ILC 명령의 scaling에 대한 메커니즘을 제공하여 하나의 trajectory에 대해서 비슷한 모양이지만 다른 크기와 속도를 가지는 trajectory를 구현 할 수 있도록 하였다.

  • PDF

Robust Hand Tracking and Recognition System Using Multiple Feature Data Fusion (다중 특징을 이용한 견고한 손추척 및 인식 시스템)

  • Chun, Sung-Yong;Park, Shin-Won;Jang, Ho-Jin;Lee, Chan-Su;Sohn, Myoung-Gyu;Lee, Sang-Heon
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2010.06c
    • /
    • pp.490-495
    • /
    • 2010
  • 본 연구에서는 효과적인 손 제스처 인식을 위하여 다중 특징을 이용한 견고한 손 추적 방법을 제시한다. 기존의 많은 손추적 장치들이 칼라 정보나 모션 정보와 같은 단일한 정보를 바탕으로 손을 검출하고, 이를 바탕으로 손의 추적하는 방법들을 제시하고 있다. 이러한 방법들의 경우에는 손 추적 중에 환경이나 상황이 변하게 되면, 손추적의 정확도가 현저하게 떨어지게 된다. 본 연구에서는 이러한 문제점들을 보완하기 위하여, Adaboost를 이용한 손 검출, 역투영을 기반으로 손 색상을 이용한 추적, KLT를 바탕으로 한 모션 추적을 이용한 검출을 동시에 수행하며, 각 센서의 추적 결과에 대한 칼만 필터 적용뿐 아니라, 각 센서 정보를 통합하여 견고한 결과를 얻기 위한 방법을 제시한다. 이를 바탕으로 손제스처 인식 시스템을 개발하였으며, 개발된 제스처 인식을 바탕으로 비디오 플레이를 제어하는 시스템을 구현하였다.

  • PDF

Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data (역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기)

  • Han, KuHyun;Kim, YoungBeom;Park, Byung-Ha;Jung, Kwang-Mo;Han, JungHyun
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.8
    • /
    • pp.1587-1596
    • /
    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

A Study on a Dynamics Simulation Program Development for Floating Wind Turbines (부유식 풍력발전 시스템 동역학 해석 프로그램 개발 연구)

  • Rim, Chae-Whan;Song, Jin-Seop;Chung, Tae-Young;Moon, Seok-Jun;Go, Jin-Yong;Lee, Sung-Kyun;Bae, Dae-Sung;Bae, Dong-Hee
    • Journal of Wind Energy
    • /
    • v.2 no.2
    • /
    • pp.30-37
    • /
    • 2011
  • A floating wind turbine dynamic simulation program, WindHydro, is newly developed taking into account wind inflow and incident wave. WindHydro consists of 5 modules, HDFloat for hydrodynamics, HDProp for hydrodynamic property calculation, HDMoor for mooring dynamics, AeroDyn for aerodynamics, DAFUL for multi-body dynamics with nonlinear elasticity, and interface program that connects each calculation module. A turbulent wind and regular wave load case is simulated for the 5-MW OC3-Hywind with a spar bouy platform and catenary mooring lines. The results are compared with the results of the FAST(developed by NREL). As a result, the overall system responses from WindHydro and FAST agree well although some differences in the generator responses are observed.

A Navigation Algorithm using a Locomotion Interface with Programmable Foot Platforms for Realistic Virtual Walking (실감의 가상 걸음을 위한 발판타입 이동인터페이스의 네비게이션 알고리즘)

  • Yoon, Jung-Won;Ryu, Je-Ha
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.12 no.6
    • /
    • pp.358-366
    • /
    • 2006
  • This paper describes a novel navigation algorithm using a locomotion interface with two 6-DOF programmable foot platforms. When a human walks on the locomotion interface (LI), the walking motions of the human are recognized by several sensors. Then, the sensed information is used by the LI for generation of infinite surfaces for continuous walking and the virtual environments for scene update according to motions of the human walking. The suggested novel navigation system can induce user's real walking and generate realistic visual feedback during navigation. A novel navigation algorithm is suggested to allow natural navigation in virtual environments by utilizing conditions of normal gait analysis. For realistic visual feedback, the virtual environment is designed with three components; 3D object modeler for buildings and terrains, scene manager and communication manager component. From experiments, the subjects were satisfied with the reality of the suggested navigation algorithm using the locomotion interface. Therefore, the suggested navigation system can allow a user to explore into various virtual terrains with real walking and realistic visual feedback.