• Title/Summary/Keyword: 지형적응

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A study on walking algorithm of quadruped robot used stroke control method in the irregular terrain (비평탄 지형에서 스토로크 제어법을 이용한 4족 로봇의 보행 알고리즘에 관한 연구)

  • Ahn, Young-Myung
    • 전자공학회논문지 IE
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    • v.43 no.4
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    • pp.52-59
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    • 2006
  • Walking robot is able to move in regular or irregular terrain. It can walk that change adaptive algorithms according to the terrain. Existing papers about adaptive gaits of blind robot are based on intelligent foothold selection. However, this paper proposes a algerian that is based on the variations of stroke and period to adapt the irregular terrain. If thus adaptive algorithms is used, robot can maintain periodic gait walking and constant speed using only force sensor even in the irregular terrain without external sophisticated sensor. In this paper Quadruped robot with 2 DOF in each leg, is walk experiment with the wave gait in regular and irregular terrain. So the adaptive algorithm is proved useful through walk experiment.

Using Maya Walking Motion Analysis in the Changing Environment of the Ground and Implement Realistic Character Animation (마야를 이용한 지형변화 환경에서의 보행동작 분석과 현실적 캐릭터 애니메이션 구현)

  • Yoon, Yeo-Geun;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.521-523
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    • 2012
  • In the field of virtual reality and game production with realistic, real-time character's behavior is frequently used. In this paper, the terrain changes or other actions on the surrounding environment by implementing adaptive any action that is the most natural and can be adapted to analyze real-time character animation is implemented. For this purpose, in order to control the various movements of the character of the human body, by highlighting the major joints Kinematic dummy character animation is to create a way. Changes in terrain height difference of the two stairs that could cause analysis of the behavior in the environment and the other on the surrounding environment by adapting behavior to analyze the behavior of the slope climbing Based on this, the character animation is implemented.

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Kauffman의 NK모형에 따른 기술생태지형연구

  • Jo, Sang-Seop
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2012.05a
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    • pp.159-170
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    • 2012
  • 본 연구는 다음과 같은 분석결과를 제시한다. 먼저 우리나라 10개 산업의 기술생태지형을 결정하는 상호관계 K는 9개로 나타났다. 이러한 주성분요인분석결과는 K=N-1의 기술생태지형 구조를 가지고 있음을 보여준다. 둘째, Kauffman NK모형에 따른 우리나라 기술생태지형은 K=N-1인 경우로 다 극점을 존재하는 적응체계로 매우 울퉁불퉁한 기술생태지형을 가지고 있다고 볼 수 있다. 따라서 우리나라의 기술생태계경우에 기술 또는 산업의 수 N이 증가함에 따라서 국소 최적 점의 수는 매우 빠르게 증대할 수 있다. 이러한 매우 많은 국소 최적 점을 가진 기술생태지형에서 기술탐색과정은 전체 최적 기술조합 또는 기술개발에 효율적으로 도달하기 어려우며, 역시 기술생태지형은 매우 복잡한 진화 및 발전체계를 갖고 있음을 의미한다. 본 연구결과의 기술 정책적 시사점은 우리나라 산업간 그리고 기술간에 보다 상호연관성을 높임으로써, 기술생태지형을 완만하고 매끄럽게 조성할 필요성이 제기된다.

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Implementation of NPC server for adaptive Al in online game (온라인 게임에서의 적응형 Al 구현을 위한 NPC 서버의 설계)

  • Mun, Sung-Won;Han, Sung-Ho
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.23-32
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    • 2005
  • This paper introduces environment analysis way to improve the game AI. The way of environment analysis can provide game user the more reality than generally used AI patterns. This paper suggests the way to make die NPC patterns variously. To realize this theory we designed the organization of NPC server newly, and also accomplished the experiment of NPC server simulation test to get the performance applied in real situation.

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Generation of Running Motion on Complex Terrain (복합 지형에서의 달리기 동작 생성에 대한 연구)

  • Song, Mi-Young;Cho, Hyung-Je
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.153-156
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    • 2004
  • 이 연구에서는 동작 포착 데이터에서 최적의 동작을 얻기 위한 비용과 시간을 줄이고, 캐릭터의 체형 크기에 무관하게 복합 지형에서 적응적인 이동 동작을 빠르고 효율적으로 생성하는 방법을 제안한다. 즉 캐릭터의 신장이나 걷는 속도, 걸음폭 등의 매개변수들을 사용하여 평지면, 경사면, 계단면 그리고 굴곡면 등 다양한 지형에서의 달리기 동작을 생성하며 역운동학(Inverse Kinematics) 개념을 적용하여 관절들의 위치나 각도를 산출하고 관절의 이동 궤적을 계산하기 위해 큐빅 스플라인 곡선을 활용한다.

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Design of Mobile Adaptation/Sensing Robot for Vertical Passage in Narrow Space (협소구역 수직 주행을 위한 지형 적응/인지 이동 로봇의 설계)

  • Kim, Tae-Hyun;Yang, Hyun-Seok;Park, No-Cheol
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.1173-1178
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    • 2007
  • The robot for narrow space is used in searching, investigating or cleaning. Up to now variety of researches on in-pipe robots have been introduced. However it is still hard to overcome vertical or curved passage. In most cases of narrow space robots are able to travel just aimed diameter which was selected when those are developed. Also, a large percentage of robots are not able to detect the configuration of pipe or circumstance. In this paper we present a robot called PAROYSⅡ for narrow space with vertical and curved passage. This proposed robot is not affected at all to variance of pipes, vertical or horizontal passages, curved pipes, projecting parts and parallel planes. In addition to that, it will perceive the internal configuration of pipe and terrain, which will be not only available to control navigating scheme by itself, but also mappable about the passage which the robot traveled. Core points in the design and structure are introduced and preliminary verification is given.

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Document Image Binarization Using a Water Flow Model (Water Flow Model을 이용한 문서 영상의 이진화)

  • Kim, In-Gwon;Jeong, Dong-Uk;Song, Jeong-Hui;Park, Rae-Hong
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.38 no.1
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    • pp.19-32
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    • 2001
  • This paper proposes a local adaptive thresholding method based on a water flow model, in which an image surface is considered as a 3-dimensional (3-D) terrain. To extract characters from backgrounds, we pour water onto the terrain surface. Water flows down to the lower regions of the terrain and fills valleys. Then, the amount of filled water is thresholded, in which the proposed thresholding method is applied to gray level document images consisting of characters and backgrounds. The proposed method based on a water flow model shows the property of locally adaptive thresholding. Computer simulation with synthetic and real document images shows that the proposed method yields effective adaptive thresholding results for binarization of document images.

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Generation of Adaptive Walking Motion for Uneven Terrain (다양한 지형에서의 적응적인 걷기 동작 생성)

  • 송미영;조형제
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1092-1101
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    • 2003
  • Most of 3D character animation adjusts the gait of their characters for various terrains, using motion capture data through the motion capture equipments. This motion capture data can be naturally presented as real human motions, which are to be adjusted according to the various types of terrain. In addition, there would be a difficulty applying motion capture data for other characters in which the motion data will be captured again or edited for the existing motion data. Therefore, this paper proposes a method that is to generate walking motion for various terrains, such as flat, inclined plane, stair, and irregular face, and a method that is to calculate the trajectory of the swing leg and pelvis. These methods are able to generate various gaits controlled by the parameters of body height, walking speed, stride, etc. In addition, the positions and angles of joint can be calculated by using inverse kinematics, and the cubic spline will be used to calculate the trajectory of the joint.