• Title/Summary/Keyword: Mobile robot

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A Study on 3D Indoor mapping for as-built BIM creation by using Graph-based SLAM (준공 BIM 구축을 위한 Graph-based SLAM 기반의 실내공간 3차원 지도화 연구)

  • Jung, Jaehoon;Yoon, Sanghyun;Cyrill, Stachniss;Heo, Joon
    • Korean Journal of Construction Engineering and Management
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    • v.17 no.3
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    • pp.32-42
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    • 2016
  • In Korea, the absence of BIM use in existing civil structures and buildings is driving a demand for as-built BIM. As-built BIMs are often created using laser scanners that provide dense 3D point cloud data. Conventional static laser scanning approaches often suffer from limitations in their operability due to the difficulties in moving the equipment, the selection of scanning location, and the requirement of placing targets or extracting tie points for registration of each scanned point cloud. This paper aims at reducing the manual effort using a kinematic 3D laser scanning system based on graph-based simultaneous localization and mapping (SLAM) for continuous indoor mapping. The robotic platform carries three 2D laser scanners: the front scanner is mounted horizontally to compute the robot's trajectory and to build the SLAM graph; the other two scanners are mounted vertically to scan the profiles of surrounding environments. To reduce the accumulated error in the trajectory of the platform through loop closures, the graph-based SLAM system incorporates AdaBoost loop closure approach, which is particularly suitable for the developed multi-scanner system providing more features than the single-scanner system for training. We implemented the proposed method and evaluated it in two indoor test sites. Our experimental results show that the false positive rate was reduced by 13.6% and 7.9% for the two dataset. Finally, the 2D and 3D mapping results of the two test sites confirmed the effectiveness of the proposed graph-based SLAM.

Design and Implementation of Interactive Game based on Embedded System (내장형 시스템 기반 체험형 게임의 설계 및 구현)

  • Lee, Woosik;Jung, Hoejung;Heo, Hojin;Kim, Namgi
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.43-50
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    • 2017
  • Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.

SLAM Method by Disparity Change and Partial Segmentation of Scene Structure (시차변화(Disparity Change)와 장면의 부분 분할을 이용한 SLAM 방법)

  • Choi, Jaewoo;Lee, Chulhee;Eem, Changkyoung;Hong, Hyunki
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.8
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    • pp.132-139
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    • 2015
  • Visual SLAM(Simultaneous Localization And Mapping) has been used widely to estimate a mobile robot's location. Visual SLAM estimates relative motions with static visual features over image sequence. Because visual SLAM methods assume generally static features in the environment, we cannot obtain precise results in dynamic situation including many moving objects: cars and human beings. This paper presents a stereo vision based SLAM method in dynamic environment. First, we extract disparity map with stereo vision and compute optical flow. We then compute disparity change that is the estimated flow field between stereo views. After examining the disparity change value, we detect ROIs(Region Of Interest) in disparity space to determine dynamic scene objects. In indoor environment, many structural planes like walls may be determined as false dynamic elements. To solve this problem, we segment the scene into planar structure. More specifically, disparity values by the stereo vision are projected to X-Z plane and we employ Hough transform to determine planes. In final step, we remove ROIs nearby the walls and discriminate static scene elements in indoor environment. The experimental results show that the proposed method can obtain stable performance in dynamic environment.

An Implementation of IEEE 1516.1-2000 Standard with the Hybrid Data Communication Method (하이브리드 데이터 통신 방식을 적용한 IEEE 1516.1-2000 표준의 구현)

  • Shim, Jun-Yong;Wi, Soung-Hyouk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.11
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    • pp.1094-1103
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    • 2012
  • Recently, software industry regarding national defense increases system development of distributed simulation system of M&S based to overcome limit of resource and expense. It is one of key technologies for offering of mutual validation among objects and reuse of objects which are discussed for developing these systems. RTI, implementation of HLA interface specification as software providing these technologies uses Federation Object Model for exchanging information with joined federates in the federation and each federate has a characteristic that is supposed to have identical FOM in the federation. This technology is a software which is to provide the core technology which was suggested by the United state's military M&S standard framework. Simulator, virtual simulation, and inter-connection between military weapons system S/W which executes on network which is M&S's core base technology, and it is a technology which also can be used for various inter-connection between S/W such as game and on-line phone. These days although RTI is used in military war game or tactical training unit field, there is none in Korea. Also, it is used in mobile-game, distribution game, net management, robot field, and other civilian field, but the number of examples are so small and informalized. Through this developing project, we developed the core technique and RTI software and provided performance of COTS level to improve communication algorithms.

Study on a Suspension of a Planetary Exploration Rover to Improve Driving Performance During Overcoming Obstacles

  • Eom, We-Sub;Kim, Youn-Kyu;Lee, Joo-Hee;Choi, Gi-Hyuk;Sim, Eun-Sup
    • Journal of Astronomy and Space Sciences
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    • v.29 no.4
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    • pp.381-387
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    • 2012
  • The planetary exploration rover executes various missions after moving to the target point in an unknown environment in the shortest distance. Such missions include the researches for geological and climatic conditions as well as the existence of water or living creatures. If there is any obstacle on the way, it is detected by such sensors as ultrasonic sensor, infrared light sensor, stereo vision, and laser ranger finder. After the obtained data is transferred to the main controller of the rover, decisions can be made to either overcome or avoid the obstacle on the way based on the operating algorithm of the rover. All the planetary exploration rovers which have been developed until now receive the information of the height or width of the obstacle from such sensors before analyzing it in order to find out whether it is possible to overcome the obstacle or not. If it is decided to be better to overcome the obstacle in terms of the operating safety and the electric consumption of the rover, it is generally made to overcome it. Therefore, for the purpose of carrying out the planetary exploration task, it is necessary to design the proper suspension system of the rover which enables it to safely overcome any obstacle on the way on the surface in any unknown environment. This study focuses on the design of the new double 4-bar linkage type of suspension system applied to the Korea Aerospace Research Institute rover (a tentatively name) that is currently in the process of development by our institute in order to develop the planetary exploration rover which absolutely requires the capacity of overcoming any obstacle. Throughout this study, the negative moment which harms the capacity of the rover for overcoming an obstacle was induced through the dynamical modeling process for the rocker-bogie applied to the Mars exploration rover of the US and the improved version of rocker-bogie as well as the suggested double 4-bar linkage type of suspension system. Also, based on the height of the obstacle, a simulation was carried out for the negative moment of the suspension system before the excellence of the suspension system suggested through the comparison of responding characteristics was proved.

Effective Utilization of Domain Knowledge for Relational Reinforcement Learning (관계형 강화 학습을 위한 도메인 지식의 효과적인 활용)

  • Kang, MinKyo;Kim, InCheol
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.3
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    • pp.141-148
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    • 2022
  • Recently, reinforcement learning combined with deep neural network technology has achieved remarkable success in various fields such as board games such as Go and chess, computer games such as Atari and StartCraft, and robot object manipulation tasks. However, such deep reinforcement learning describes states, actions, and policies in vector representation. Therefore, the existing deep reinforcement learning has some limitations in generality and interpretability of the learned policy, and it is difficult to effectively incorporate domain knowledge into policy learning. On the other hand, dNL-RRL, a new relational reinforcement learning framework proposed to solve these problems, uses a kind of vector representation for sensor input data and lower-level motion control as in the existing deep reinforcement learning. However, for states, actions, and learned policies, It uses a relational representation with logic predicates and rules. In this paper, we present dNL-RRL-based policy learning for transportation mobile robots in a manufacturing environment. In particular, this study proposes a effective method to utilize the prior domain knowledge of human experts to improve the efficiency of relational reinforcement learning. Through various experiments, we demonstrate the performance improvement of the relational reinforcement learning by using domain knowledge as proposed in this paper.

An identity analysis of Mechanic Design through the Japan Animation (일본 애니메이션<신세기 에반게리온>으로 본 메카닉 디자인의 정체성 분석)

  • Lee, Jong-Han;Liu, Si-Jie
    • Cartoon and Animation Studies
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    • s.50
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    • pp.275-297
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    • 2018
  • Japan's mechanic animation is widely known throughout the world. 1952년, Japan's first mechanic animation and the first TV animation, , has been popular since it's creation in 1952. Atom, a big hit at the time, has influenced many people. Japanese mechanic animations convey their unique traits and world view to the public In this paper, we are going to discuss the change of the Japanese mechanical design through comparison of the mechanical design, which has been booming since the 1990s in Japan; and the . I expect the results of this analysis to depict Japanese culture and thought reflected in animation, which is a good indication of worldwide cultural view of animation. unexpectedly influenced the Japanese animation industry after it screened in 1995, and there are still people constantly reinterpreting and analyzing it. This is the reaction of the audience to anticipate the mystery and endless conclusions of the work itself. The design elements of Evangelion are distinguished from other mechanical objects. Mechanic design based on human biotechnology can overcome limitations of machine and make you feel more human. The pilot 's boarding structure, which can contain human nature, is reinforced in the form of an enterprising plug, and the attitude of excavation makes humanity more prominent than a straight robot. Thus, pursues a mechanic design that can reflect human identity. can be selected as the mechanic animation of the 80's, and the "Neon Genesis Evangelion" of the 90's shows it with a completely different design. By comparing the mechanical design of two works, therefore, we examine the correlation between the message and the design of the work. presents the close relationship between the identity of the mechanical design and the contents. I would like to point out that mechanical design can be a good example and theoretical basis for the future.