• Title/Summary/Keyword: Car-body

Search Result 707, Processing Time 0.027 seconds

A Study on Parking Motions of a Four-wheeled Mobile Robot (네 바퀴 이동로봇의 주차 동작에 관한 연구)

  • Su-min Kang;Young Whee Sung
    • Journal of the Korean Society of Industry Convergence
    • /
    • v.27 no.4_2
    • /
    • pp.825-832
    • /
    • 2024
  • Traditional cars have a structure that steers the front wheels to change their direction so they have difficulties in performing parking motion, especially in a narrow space. As electric vehicles developed, robotics technology especially omni-directional mobile robot technology began to be incorporated into the automobile field. Omni-directional mobility and special turning movements are particularly useful for parking cars. In this paper, we propose a four-wheeled mobile robot. The proposed robot has a structure that can combine or separate robot body and robot wheel parts by using electric brakes. The proposed robot has omni-directional mobility and has the ability to rotate around an arbitrary point. Due to these omnidirectional and rotational characteristics, the proposed robot allows for various types of movements when applied to a car. In particular, parking is performed in a simple and intuitive manner that does not require complicated path planning. We implemented the proposed four-wheeled robot and showed its effectiveness by conducting several parking experiments.

An Analysis on the Shaping Concepts of the Korean Original Passenger Cars (한국의 고유모델 승용차 차제 조형 개념의 분석)

  • Koo, Sang
    • Archives of design research
    • /
    • v.13 no.4
    • /
    • pp.57-66
    • /
    • 2000
  • The Korea's automotive industry have been achieved a remarkable growth with various original models since the first original model ‘Pony’for the 25years. Most of the design works were depended upon the designers of the other countries on the early times, but now the design work gets to have the independency with our own technology and the automobile is now one of the major exporting goods of Korea to other countries. The basic design concept of the body shape can be considered into four types, and they have their own characteristics. The period of time for the original model developement of the Korean auto makers can be thought as four periods ; introducing period, settling period, developing period and matured period are them. The models that developed on each period reflects the characteristics of the times with designers, technology and market conditions. The basic design concepts of the Korean car body show the variety but the concepts have been intergrated into the two types as the time gose by. This tendency would comes form mainly technology, but the consumers characteristics of the market would also influence as much as the technological reason. It would become more important on developing the original model with the autonomy in design concept of the body through grasping the change of formal characteristics clearly on an automobile in the future.

  • PDF

The Prevalence Subjective Symptom of Cumulative Trauma Disorders and Related Risk Factors among Workers in Automobile Assembly Plant (자동차 조립공장 근로자의 누적외상성질환 자각증상 호소율과 관련 위험요인)

  • Kim, Chang-Sun;Kim, Kwang-Jong;Choi, Jae-wook;Yoon, Soo-Jong
    • Journal of Korean Society of Occupational and Environmental Hygiene
    • /
    • v.11 no.1
    • /
    • pp.85-91
    • /
    • 2001
  • Background : It goes without saying that cumulative trauma disorders is spreading to various types of occupation in many advanced countries including America, and it forms considerable rate of total occupational disorders already. and as the result of it, the seriousness of worker health problem and economic loss owing to production loss, recuperation expense, etc. are on the increasing trend through whole society. In case of Korea, the related measures as well as accurate fact-finding survey data on cumulative trauma disorders aren't prepared in detail, so it implies forward problem would be serious. Purpose : The purpose of this study is to draw the risk factor of cumulative trauma disorders in production factory, to forecast the rate of occurrence of cumulative trauma disorders on the basis of subjective symptoms, and to present forward realistic and effective prevention measures by showing the risk of cumulative trauma disorders, objecting the production factory of a domestic riding automobile assembly shop, by estimating in the aspect of human-engineering through the analysis of risk factor being a cause of cumulative trauma disorders. Methods : For this study, I investigated work type and on-duty hours, breathing time, and subjective symptoms of cumulative trauma disorders through questionnaire, objecting the workers in press. car body, coating, and outfit factory. Results : As a result of research, 81.2% of workers were in the physical burden due to present working, and the highest prevalence by part of body is an waist. The higher a rule score, The higher the number of workers complaind for working intensity, and the higher age work duration, tool used time, the higher prevalence of subjective symptoms by part of body. The number of workers complaind subjective symptom for treatment is the highest in drugstore.

  • PDF

Sequential Longest Section Color Winning Algorithm for Car Paint Sequencing Problem (자동차 페인트 순서 문제의 연속된 최장 구간 색 승리 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.20 no.1
    • /
    • pp.177-186
    • /
    • 2020
  • This paper deals with the car paint sequencing problem (CPSP) that the entrance sequence is to same colored group with maximum sequenced cars for the buffer arriving cars from the body shop. This problem classified by NP-complete problem because of the exact solution has not obtained within polynomial time. CPSP is aim to minimum pugging number that each pugging must be performs at color changing time in order to entirely cleaning the remaining previous color. To be obtain the minimum number of moving distance with window concept and minimum number of pugging, this paper sorts same color and arriving sequence. Then we basically decide the maximum length section color time to winner team using stage race method. For the case of the loser team with no more racing or yield to loser team and more longer stage in upcoming racing, the winner team give way to loser team. As a result, all cars(runners) are winner in any stage without fail. For n cars, the proposed algorithm has a advantage of simple and fast with O(nlogn) polynomial time complexity, this algorithm can be get the minimum number of moving distance and purging for all of experimental data.

Removal Performance of Sticky Paint Aerosol Control System Generated from Small Scale Car Paint Overspray Booth (소형 자동차 페인트 도장부스에서 발생하는 점착성 paint aerosol 처리장치에서 제거성능)

  • Lee, Jae-Rang;Hasolli, Naim;Jeon, Seong-Min;Lee, Kang-San;Sohn, Jong-Ryeul;Park, Young-Ok
    • Journal of Korean Society for Atmospheric Environment
    • /
    • v.31 no.1
    • /
    • pp.54-62
    • /
    • 2015
  • Small scale paint overspray booths are being operated nationwidely, for repair of passenger car body parts. paint aerosols are emitted from the paint overspray booth in operations. In paint overspray booth operations without ventilation system and air pollutants collection unit, it may land on nearby equipment. In this study a removal of sticky paint aerosol for application of the small-scale overspray paint booth. it's cause the surface of filter bag from generated sticky paint aerosol. To remove adhesion of paint aerosol the agglomerating agents are injected and mixed with sticky paint aerosols prior to reach the filter bag. The paint spray rate was set as $10{\pm}5g/min$ from air-atomized spray guns in the spray booth, injection rate of agglomerating was $10{\pm}5g/min$ in the mixing chamber. The filtration velocity including air pollutants varied from 0.2 m/min to 0.4 m/min. Bag cleaning air pressure was set as $5.0kg_f/min$ for detaching dust cake from surface of filter bag. Bag cleaning interval at the filtration velocity of 0.2 m/min was around 3 times longer than that of the 0.4 m/min. The residual pressure drop maintained highest value at the highest filtration velocity. Fractional efficiency of 99.952%~99.971% was possible to maintain for the particle size of 2.5 microns. Total collection efficiency at the filtration velocity of 0.2 m/min was 99.42%. During this study we could confirm high collection efficiency and long cleaning intervals for the test with filtration velocity of 0.2 m/min indicating an optimal value for the given dimensions of the test unit and test operating conditions.

Study on Improving the Environmental Performance of a Railway Vehicle through a Life Cycle Assessment of the Tilting Train (틸팅열차의 전과정평가를 통한 철도차량 환경성 개선방안연구)

  • Lee, Cheul Kyu;Kim, Yong-Ki;Lee, Jae-Young;Choi, Yo-Han;Kim, Cho-Young
    • Journal of the Korean Society for Railway
    • /
    • v.17 no.1
    • /
    • pp.1-6
    • /
    • 2014
  • Recent international environmental regulations are focused on reducing pre-contamination and on sustainable development prior to the usage stage of a product. The Environmental Performance Declaration is being used as a tool for quantifying the environmental performance of products, to reduce contamination in advance, and for advertising the results of railway vehicles in Europe. In this study, a life cycle assessment of the tilting train was conducted, the first such case study in Korea, according to the ISO 14025 standard and Korea EDP (Environmental Declaration of the Product) rule. As a result of the LCA, the life cycle carbon emission of the tilting train was determined to be $3.54{\times}10^7kgCO_2eq.$ which is higher than that of a European train. Also, the amount of $CO_2$ emission of the Mcp and car body is higher than that of the other car and bogie.

Effects of Large Display Curvature on Postural Control During Car Racing Computer Game Play (자동차 경주 컴퓨터 게임 시 대형 디스플레이 곡률이 자세 제어에 미치는 영향)

  • Yi, Jihhyeon;Park, Sungryul;Choi, Donghee;Kyung, Gyouhyung
    • Journal of the HCI Society of Korea
    • /
    • v.10 no.2
    • /
    • pp.13-19
    • /
    • 2015
  • Display technology has recently made enormous progress. In particular, display companies are competing each other to develop flexible display. Curved display, as a precursor of flexible display, are now used for smart phones and TVs. Curved monitors have been just introduced in the market, and are used for office work or entertainment. The aim of the current study was to investigate whether the curvature of a 42" multi-monitor affects postural control when it is used for entertainment purpose. The current study used two curvature levels (flat and 600mm). Ten college students [mean(SD) age = 20.9 (1.5)] with at least 20/25 visual acuity, and without color blindness and musculoskeletal disorders participated in this study. In a typical VDT environment, each participant played a car racing video game using a steering wheel and pedals for 30 minutes at each curvature level. During the video game, a pressure mat on the seat pan measured the participant's COP (Center of Pressure), and from which four measures (Mean Velocity, Median Power Frequency, Root-Mean-Square Distance, and 95% Confidence Ellipse Area) were derived. A larger AP (Anterior-Posterior) RMS distance was observed in the flat condition, indicating more forward-backward upper body movements. It can be partly due to more variability in visual distance across display, and hence longer ocular accommodation time in the case of the flat display. In addition, a different level of presence or attention between two curvature conditions can lead to such a difference. Any potential effect of such a behavioral change by display curvature on musculoskeletal disorders should be further investigated.

Comparison of simulation racing reality using simulation racing data based on racing equipment (레이싱 장비 기반의 시뮬레이션 레이싱 데이터를 활용한 시뮬레이션 레이싱 현실성 비교)

  • Lee, Yoseb;Lim, Young-Han
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.2
    • /
    • pp.393-398
    • /
    • 2022
  • In order to experience and compete in car racing in reality, the barrier to entry is very high. It takes a lot of money and time to recruit or participate in a license, expensive vehicle, and stadium where the game can be played. Because of this problem, various equipment is used to create a feeling similar to real racing in their own space through sim racing equipment. Equipment similar to this reality is called sim racing equipment. The sim racing equipment can be divided into three categories. The first is a racing game device that can run virtual racing, the second is a steering wheel, seat, and cradle that are linked to the racing game device, and the third is a racing motion device that allows the body to experience the direction of movement in the racing game. In this thesis, the feeling of real car racing is based on game racing, and how similar reality to real racing is through the steering wheel and cradle equipment, which are equipment that can control game racing, and motion equipment that allows you to experience the direction of game racing. Let's check how the difference between real racing and data value changes through the G-Force direction and speed change values.

The Displacement Limit at the End of an Approach Slab for a Railway Bridge with Ballastless Track (콘크리트궤도 부설 교량의 접속슬래브 단부 처짐한도에 관한 연구)

  • Choi, Jin-Yu;Yang, Shin-Chu
    • Journal of the Korean Society for Railway
    • /
    • v.11 no.2
    • /
    • pp.195-202
    • /
    • 2008
  • The transition area between a bridge and an earthwork is one of the weakest area of track because of the track geometry deterioration caused unequal settlement of backfill of abutment. In case of a ballastless track, the approach slab could be installed to prevent such a phenomenon. But, if there is occurred the inclined displacement on the approach slab by a settlement of the foundation or formation, the track is also under the inclined displacement. And this defect causes reducing the running stability of a vehicle, the riding comfort of passengers, and increasing the track deteriorations by excessive impact force acting on the track. In this study, parametric studies were performed to investigate the displacement limit on the approach slab to avoid such problems. The length and the amount of unequal settlement of approach slab were adopted as parameter for numerical analysis considering vehicle-track interaction. Car body accelerations, variations of wheel force, stresses in rail, and uplift forces induced on fastener clip were investigated. From the result, resonable settlement limit on the end of an approach slab according to slab length was suggested.

Train-Structure Dynamic Interaction Analysis of The Bridge Transition Considering Track Irregularity (궤도틀림을 고려한 교대접속부의 열차상호동적거동해석)

  • Choi, Chan-Yong;Kim, Hun-Ki;Chung, Keun-Young;Yang, Sang-Beom
    • Journal of the Korean Geotechnical Society
    • /
    • v.31 no.9
    • /
    • pp.29-38
    • /
    • 2015
  • In this study, track dynamic interaction characteristics caused by the vehicle running through transitional section such as bridge abutments were studied using the finite element analysis program. The geometric condition of track was generated by trigonometric function and allowable maximum track irregularity is determined by KORAIL track maintenance criteria. The sub-infrastructure under rail fastener system was modelled by 3D solid elements. To reduce computational cost only half track line is numerically considered and the roller boundary condition was applied to each side of model. In this study, the vehicle-track dynamic interaction analysis was carried out for standard Korean transition section of concrete track and the dynamic behaviors were investigated. The dynamic characteristics considered are wheel load variation, vertical acceleration at body, and maximum Mises stress at each part of transitional section.