• 제목/요약/키워드: Human Behavior Simulation

검색결과 135건 처리시간 0.019초

동력학 모델을 이용한 인체 동작 제어 (Human Motion Control Using Dynamic Model)

  • 김창회;오병주;김승호
    • 대한인간공학회지
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    • 제18권3호
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    • pp.141-152
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    • 1999
  • In this paper, We performed the human body dynamic modelling for the realistic animation based on the dynamical behavior of human body, and designed controller for the effective control of complicate human dynamic model. The human body was simplified as a rigid body which consists of 18 actuated degrees of freedom for the real time computation. Complex human kinematic mechanism was regarded as a composition of 6 serial kinematic chains : left arm, right arm, support leg, free leg, body, and head. Based on the this kinematic analysis, dynamic model of human body was determined using Newton-Euler formulation recursively. The balance controller was designed in order to control the nonlinear dynamics model of human body. The effectiveness of designed controller was examined by the graphical simulation of human walking motion. The simulation results were compared with the model base control results. And it was demonstrated that, the balance controller showed better performance in mimicking the dynamic motion of human walking.

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공간구조분석을 위한 시뮬레이션 추적 분석에 관한 연구 (A Study on Simulation tracking analysis for Spatial configuration analysis)

  • 박종현;이종렬
    • 한국디지털건축인테리어학회논문집
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    • 제9권3호
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    • pp.95-102
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    • 2009
  • An architectural space can be considered a life form that interconnects a number of architectural elements such as the humans who live in it. It is difficult to understand and evaluate the complexity of the interrelation between each element, but there have been various attempts to understand and evaluate this architectural space. The Space Syntax that emerged in 1980s has been studied and used more frequently than other methods. Space Syntax is the space analysis tool that analyzes the physical structure of space and represents it as a graph. Space syntax enables its various applications in space analysis by quantifying each spatial property of a whole structure, analyzing it systemically and objectively based on mathematical logic, and representing the results as a quantitative value. Integration of Space Syntax, a widely used index, reflects human behavior in spatial configuration. Meanwhile, there have been various studies in the field of architectural environmental psychology about the relationships between space and human behavior by applying behavioral science to architectural plan. One of the most widely used one is spatial behavior simulation which uses models and simulates the behavioral characteristics to anticipate practical situations and investigate the behavior related spatial problems. In this study, which focuses on the accessibility of the space syntax model, the usefulness of space will be analyzed through the simulation of human behavior that moves through each space. Furthermore, the validity of index will be verified by displaying several examples and compared with integration in space syntax, which represents the usefulness of space.

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지능공간에서의 인간행동 인식을 통한 노약자 및 환자의 위급상황 알람 서비스 (Emergency Alarm Service for the old and the weak by Human Behavior Recognition in Intelligent Space)

  • 이정엄;김주형;이현구;김상준;김대환;박귀태
    • 로봇학회논문지
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    • 제2권4호
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    • pp.297-303
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    • 2007
  • In this paper, we discuss a service to give alarm in the case of emergency for the old and the weak by human behavior recognition in Intelligent Space. Our Intelligent Space consists of mobile robots, sensors and agents. And these components are connected to network framework. Agent analyzes data acquired from networked sensors and determines task of robots and a space to provide a service for humans. In our emergency alarm service, human behavior recognition service module analyzes accelerometer data obtained from body-attached human behavior sensing platform, and classifies into four basic human behavior such as walking, running, sitting and falling-down. For the old and the weak, falling-down behavior may bring about dangerous situations. On such an occasion, agent executes emergency alarm service immediately. And then a selected mobile robot approaches fallen person and sends images of the person to guardians. In this paper, we set up a scenario to verify the emergency alarm service in Intelligent Space, and show feasibility of the service from our simulation experiments.

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도심 정체 상황에서의 자율주행 차선 변경 알고리즘 개발 및 평가를 위한 실도로 데이터 기반 시뮬레이션 환경 개발 (Human Driving Data Based Simulation Tool to Develop and Evaluate Automated Driving Systems' Lane Change Algorithm in Urban Congested Traffic)

  • 서다빈;채흥석;이경수
    • 자동차안전학회지
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    • 제15권2호
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    • pp.21-27
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    • 2023
  • This paper presents a simulation tool for developing and evaluating automated driving systems' lane change algorithm in urban congested traffic. The behavior of surrounding vehicles was modeled based on driver driving data measured in urban congested traffic. Surrounding vehicles are divided into aggressive vehicles and non-aggressive vehicles. The degree of aggressiveness is determined according to the lateral position to initiate interaction with the vehicle in the next lane. In addition, the desired velocity and desired time gap of each vehicle are all randomly assigned. The simulation was conducted by reflecting the cognitive limitations and control performance of the autonomous vehicle. It was possible to confirm the change in the lane change performance according to the variation of the lane change decision algorithm.

Virtual-Constructive 시뮬레이션 연동을 활용한 공중전 전투 실험 (Virtual-Constructive Simulation Interoperation for Aircombat Battle Experiment)

  • 김동준;신용진;안경수;김영곤;문일철;배장원
    • 한국시뮬레이션학회논문지
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    • 제30권1호
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    • pp.139-152
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    • 2021
  • 시뮬레이션을 통하여 경험하기 어려운 사건을 가상적으로 체험할 수도 있으며, 분석을 수행할 수도 있다. 국방시뮬레이션 분야에서 이런 체험을 기반으로 Virtual 시뮬레이션이 연구 개발되고 있으며, 분석을 위하여 Constructive 시뮬레이션이 연구 개발되고 있다. 이런 시뮬레이션을 연동하여, VC(Virtual-Constructive) 시뮬레이션 환경을 구성할 수 있고, VC 시뮬레이션 환경은 전투 환경의 가상적인 경험과 교전개체의 지능적인 전술을 동시에 시험할 수 있는 환경이다. 또한, 최근의 인공지능 연구를 위해, 사람의 행동을 학습하는 이미테이션 학습 혹은 역강화학습 분야는 VC 환경에서 수집된 인간 행동 데이터를 필요로 한다. 제시된 연구는 공중전 분야에 VC 시뮬레이션 환경의 사례를 보여주며, 이를 통해 수집된 인간 행동 데이터의 특징을 분석하고 있다. 본 논문을 통하여, 공중전 분야 VC 시뮬레이션 환경이 어떻게 구축될 수 있으며, 인공지능 학습을 위하여 어떻게 활용될 수 있는지 보여준다.

분산형 센서로 구현된 지능화 공간을 위한 계층적 행위기반의 이동에이젼트 제어 (Human Hierarchical Behavior Based Mobile Agent Control in Intelligent Space with Distributed Sensors)

  • 진태석;히데키 하시모토
    • 제어로봇시스템학회논문지
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    • 제11권12호
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    • pp.984-990
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    • 2005
  • The aim of this paper is to investigate a control framework for mobile robots, operating in shared environment with humans. The Intelligent Space (iSpace) can sense the whole space and evaluate the situations in the space by distributing sensors. The mobile agents serve the inhabitants in the space utilizes the evaluated information by iSpace. The iSpace evaluates the situations in the space and learns the walking behavior of the inhabitants. The human intelligence manifests in the space as a behavior, as a response to the situation in the space. The iSpace learns the behavior and applies to mobile agent motion planning and control. This paper introduces the application of fuzzy-neural network to describe the obstacle avoidance behavior teamed from humans. Simulation results are introduced to demonstrate the efficiency of this method.

HMI 기능 시뮬레이션 기반 개인용 휴대전자제품의 가상시작 (Virtual Prototyping of Portable Consumer Electronic Products Based on HMI Functional Simulation)

  • 박형준;배채열;문희철;이관행
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회/대한산업공학회 2005년도 춘계공동학술대회 발표논문
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    • pp.854-861
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    • 2005
  • The functional behavior of a portable consumer electronic (PCE) product is nearly all expressed with human-machine interaction (HMI) tasks. Although physical prototyping and computer aided design (CAD) software can show the appearance of the product, they cannot properly reflect its functional behavior. In this paper, we propose a virtual prototyping (VP) system that incorporates virtual reality and HMI functional simulation in order to enables users to capture not only the realistic look of a PCE product but also its functional behavior. We obtain geometric part models of the product and their assembly and kinematics information with the help of CAD and reverse engineering tools, and visualize them with various display tools. We adopt state transition methodology to capture the HMI functional behavior of the product into a state transition chart, which is later used to construct a finite state machine (FSM) for the functional simulation of the product. The FSM plays an important role to control the transition between states of the product. The proposed VP system receives input events such as mouse clicks on buttons and switches of the virtual prototype model, and it reacts to the events based on the FSM by activating associated activities. The VP system provides the realistic visualization of the product and the vivid simulation of its functional behavior. It can easily allow users to perform functional evaluation and usability testing. Moreover, it can greatly reduce communication errors occurring in a typical product development process. A case study about VP of an MP3 player is given to show the usefulness of the proposed VP system.

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신경 회로망을 이용한 원격조작 로보트의 컴플라이언스 제어 (A compliance control of telerobot using neural network)

  • 차동혁;박영수;조형석
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1991년도 한국자동제어학술회의논문집(국내학술편); KOEX, Seoul; 22-24 Oct. 1991
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    • pp.850-855
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    • 1991
  • In this paper, neural network-based compliance control of telerobot is presented, This is a method to learn the compliance of human behavior and control telerobot using learned compliance. The consistency of human behavior is checked using Lipschitz's condition. The neural compliance model is composed of a multi-layered neural network which mimics the compliant notion of the human operator. The effectiveness of proposed scheme ie verified by a simulation study.

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SAF를 위한 자동계획기법 구현 사례 (Case of Implementation of Automatic Planning for SAF)

  • 김정윤;최대회;이상진;정성훈
    • 한국시뮬레이션학회논문지
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    • 제23권4호
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    • pp.171-180
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    • 2014
  • 본 연구는 모의개체로 하여금 동적행위연결을 통한 목적지향 행위계획을 수행토록 하는 기법의 구현사례로서 재계획기법을 소개한다. 기존의 행위처리기법, 특히 Semi-Automated Forces (SAF)에서는 모의 초기에 주어진 정해진 계획을 단순히 수행하는 수준에서 크게 벗어나지 않는다. 따라서 인간의 판단 같은 예측불허 상황이 발생하는 (Human in the loop) 모의에서 기존 기법은 상황대처에 미흡하다. 또한 그러한 기법은 돌발상황 대응을 위한 광범위한 경우의 수를 고려하다보면 행위조합 폭증 문제를 겪을 수 있으며, 그러한 조합이 상황에 부합하지 않을 수 있다. 재계획기법은 역전파(back-propagation)를 활용, 목표달성을 위해 필요한 행위들을 검색, 연계하는 자동계획기법 구현사례이다. 이 기법은 행위에 태그(pre/post-conditions)를 부여, 동적으로 행위들을 연결한다. 본 논문은 기법의 실효성 입증을 위해 국방분야의 연구과제에 적용된 성과를 소개한다.

제한적 인지 기반의 맵핑을 이용한 가상인간의 항해 특성 (Navigation Characteristics of a Virtual Human using a Limited Perception-based Mapping)

  • 한창희;김래현;김태우
    • 한국시뮬레이션학회논문지
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    • 제14권2호
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    • pp.93-103
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    • 2005
  • This paper presents characteristics of a virtual human's navigation using a limited perception-based mapping. Previous approaches to virtual human navigation have used an omniscient perception requiring full layout of a virtual environment in advance. However, these approaches have a limitation on being a fundamental solution for a human-likeness of a virtual human, because behaviors of humans are basically based on their limited perception instead of omniscient perception. In this paper, we integrated Hill's mapping algorithm with a virtual human to experiment virtual human's navigation with the limited perception. This approach does not require full layout of the virtual environment, 360-degree's field of view, and vision through walls. In addition to static objects such as buildings, we consider enemy emergence that can affect an virtual human's navigation. The enemy emergence is used as the variable on the experiment of this present research. As the number of enemies varies, the changes in arrival rate and time taken to reach the goal position were observed. The virtual human navigates by two conditions. One is to take the shortest path to the goal position, and the other is to avoid enemies when the virtual human encounters them. The acquired result indicates that the virtual human's navigation corresponds to a human cognitive process, and thus this research can be a framework for human-likeness of virtual humans.

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