• Title/Summary/Keyword: Interactive Input

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New Control Scheme for LIDVR Considering Asymmetry Input Voltage Conditions (비대칭 입력 전압 상태를 고려한 LIDVR의 새로운 제어방법)

  • Han Chul-Woo;Kim Tae-Jin;Kang Dae-wook;Hyun Dong-Seok
    • Proceedings of the KIPE Conference
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    • 2002.07a
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    • pp.510-514
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    • 2002
  • Power Quality and reliability are becoming important issues for critical and sensitive loads. The recent growth in the use of impactive and nonlinear loads has caused many power quality problems such as voltage flicks, harmonics and unbalances, which may cause the modem automatic devices to fail, misoperate, or shut down. This paper deals with 7-Level H-Bridge Line-Interactive Dynamic Voltage Restorer (LIDVR) system. It has the power factor near to unity under normal source voltage, can compensate the harmonic current of the load and instant interruption, and has the fast response. Currently, most of the DVR design studies are based on the assumption of the balanced three-phase system. But, actually line fault occurred $1{\phi}\;{sag}\;or\;2{\phi}$ sag. Hence, proposed new control scheme compensate asymmetry input voltage. Finally, simulation results verify the proposed 7-Level H-Bridge LIDVR system.

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Design of a High-performance High-pass Generalized Integrator Based Single-phase PLL

  • Kulkarni, Abhijit;John, Vinod
    • Journal of Power Electronics
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    • v.17 no.5
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    • pp.1231-1243
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    • 2017
  • Grid-interactive power converters are normally synchronized with the grid using phase-locked loops (PLLs). The performance of the PLLs is affected by the non-ideal conditions in the sensed grid voltage such as harmonics, frequency deviations and the dc offsets in single-phase systems. In this paper, a single-phase PLL is presented to mitigate the effects of these non-idealities. This PLL is based on the popular second order generalized integrator (SOGI) structure. The SOGI structure is modified to eliminate the effects of input dc offsets. The resulting SOGI structure has a high-pass filtering property. Hence, this PLL is termed as a high-pass generalized integrator based PLL (HGI-PLL). It has fixed parameters which reduces the implementation complexity and aids in the implementation in low-end digital controllers. The HGI-PLL is shown to have the lowest resource utilization among the SOGI based PLLs with dc cancelling capability. Systematic design methods are evolved leading to a design that limits the unit vector THD to within 1% for given non-ideal input conditions in terms of frequency deviation and harmonic distortion. The proposed designs achieve the fastest transient response. The performance of this PLL has been verified experimentally. The results agree with the theoretical prediction.

A Study on The Neural Network Controller using Relative Gain Matrix Technique (상대이득 행렬 기법을 이용한 신경망 제어기 설계에 관한 연구)

  • Seo, Ho-Joon;Seo, Sam-Jun;Kim, Dong-Sik;Park, Gwi-Tae
    • Proceedings of the KIEE Conference
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    • 1997.07b
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    • pp.606-608
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    • 1997
  • In this paper, Neuro-Fuzzy Controller(NFC), a fuzzy system realized using a neural network, is to adopt for the multivariable system. In the multivariable system, the interactive effects between the variables should be taken into account. A simple compensator, using the steady-state information can be obtained for open-loop stable systems, is presented to cope with this problem. However, it should be supposed that the plant is unknown to the control system designer, but an estimate of the DC gain has been obtained by carrying out experiments on the plant. Also, if the variables are not combinated completely, it is difficult to design the controller. Therefore, we design a neuro-fuzzy controller which controls a multivariable system with only input output informations, and compare its performance with that of a PI controller. In the proposed controller, the construction of the membership functions and rule base, which is highly heuristic, can be achieved using a training process. This allows the combination of knowledge of human experts and evidence from input-output data.

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A Windows-based Software for Education and Training of Transmission Network Charge (송전망 이용요금 산정을 위한 교육용 시뮬레이터 개발)

  • Kim, Hyun-Houng;Cho, Ki-Seon;Jeong, Yun-Won;Park, Jong-Bae;Shin, Joong-Rin
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.56 no.8
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    • pp.1373-1381
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    • 2007
  • This paper presents a graphical windows-based software for the education and training of transmission network charge. The motivation for the development of the simulator is to provide students with a simple and useable tool for gaining an intuitive feel for transmission network charge. The developed simulator consists of the main module (MMI, GUI), the power flow module (PF), the power flow tracing module (PFT), and usage cost DB module (UCD). Each module has a separate graphical and interactive interfacing window. The developed simulator provides with two power system analysis methods (i.e., DC-PF and Modified DC-PF) and supports the PSS/E input data format to load input data of power system. Also, power flow tracing can be calculate using four methods such as "Felix Wu", "Modified Felix Wu", "DCLF ICRP", and "Reverse MW mile". Results of calculation for transmission usage cost are displayed and compared on the window through the table and/or chart. Therefore, the developed simulator can be utilize as a useful tool for effective education and training of transmission network charge.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Implementation of Interactive Media Content Production Framework based on Gesture Recognition (제스처 인식 기반의 인터랙티브 미디어 콘텐츠 제작 프레임워크 구현)

  • Koh, You-jin;Kim, Tae-Won;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.545-559
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    • 2020
  • In this paper, we propose a content creation framework that enables users without programming experience to easily create interactive media content that responds to user gestures. In the proposed framework, users define the gestures they use and the media effects that respond to them by numbers, and link them in a text-based configuration file. In the proposed framework, the interactive media content that responds to the user's gesture is linked with the dynamic projection mapping module to track the user's location and project the media effects onto the user. To reduce the processing speed and memory burden of the gesture recognition, the user's movement is expressed as a gray scale motion history image. We designed a convolutional neural network model for gesture recognition using motion history images as input data. The number of network layers and hyperparameters of the convolutional neural network model were determined through experiments that recognize five gestures, and applied to the proposed framework. In the gesture recognition experiment, we obtained a recognition accuracy of 97.96% and a processing speed of 12.04 FPS. In the experiment connected with the three media effects, we confirmed that the intended media effect was appropriately displayed in real-time according to the user's gesture.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Design of Neuro-Fuzzy Controller using Relative Gain Matrix (상대 이득 행렬을 이용한 뉴로-퍼지 제어기의 설계)

  • Seo Sam-Jun;Kim Dongwon;Park Gwi-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.1
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    • pp.24-29
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    • 2005
  • In the fuzzy control for the multi-variable system, it is difficult to obtain the fuzzy rule. Therefore, the parallel structure of the independent single input-single output fuzzy controller using a pairing between the input and output variable is applied to the multi-variable system. However, among the input/output variables which arc not paired the interactive effects should be taken into account. these mutual coupling of variables affect the control performance. Therefore, for the control system with a strong coupling property, the control performance is sometimes lowered. In this paper, the effect of mutual coupling of variables is considered by the introduction of a neuro-fuzzy controller using relative gain matrix. This proposed neuro-fuzzy controller automatically adjusts the mutual coupling weight between variables using a neural network which is realized by back-propagation algorithm. The good performance of the proposed nero-fuzzy controller is verified through computer simulations on 200MW boiler systems.

DEVS 형식론을 이용한 다중프로세서 운영체제의 모델링 및 성능평가

  • 홍준성
    • Proceedings of the Korea Society for Simulation Conference
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    • 1994.10a
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    • pp.32-32
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    • 1994
  • In this example, a message passing based multicomputer system with general interdonnedtion network is considered. After multicomputer systems are developed with morm-hole routing network, topologies of interconecting network are not major considertion for process management and resource sharing. Tehre is an independeent operating system kernel oneach node. It communicates with other kernels using message passingmechanism. Based on this architecture, the problem is how mech does performance degradation will occur in the case of processor sharing on multicomputer systems. Processor sharing between application programs is veryimprotant decision on system performance. In almost cases, application programs running on massively parallel computer systems are not so much user-interactive. Thus, the main performance index is system throughput. Each application program has various communication patterns. and the sharing of processors causes serious performance degradation in hte worst case such that one processor is shared by two processes and another processes are waiting the messages from those processes. As a result, considering this problem is improtant since it gives the reason whether the system allows processor sharingor not. Input data has many parameters in this simulation . It contains the number of threads per task , communication patterns between threads, data generation and also defects in random inupt data. Many parallel aplication programs has its specific communication patterns, and there are computation and communication phases. Therefore, this phase informatin cannot be obtained random input data. If we get trace data from some real applications. we can simulate the problem more realistic . On the other hand, simualtion results will be waseteful unless sufficient trace data with varisous communication patterns is gathered. In this project , random input data are used for simulation . Only controllable data are the number of threads of each task and mapping strategy. First, each task runs independently. After that , each task shres one and more processors with other tasks. As more processors are shared , there will be performance degradation . Form this degradation rate , we can know the overhead of processor sharing . Process scheduling policy can affects the results of simulation . For process scheduling, priority queue and FIFO queue are implemented to support round-robin scheduling and priority scheduling.

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Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.