• Title/Summary/Keyword: Motion Interface

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A LIQUID DROPLET SIMULATION ON ZIG-ZAG MOTION (단일 액적의 Zig-Zag 운동 시뮬레이션)

  • Jung, Rho-Taek
    • Journal of computational fluids engineering
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    • v.14 no.3
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    • pp.63-68
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    • 2009
  • The motion of a rising liquid droplet is different that of a bubble motion. Treatment of liquid drops is more complex because internal motion must be considered. A 3D unstructured CFD code has been developed to solve incompressible N-S equation for the droplet simulation. This front-tracking consideration which the interface is tracked explicitly is very available to apply for not only exact interface topology but also the high schmidt number issue, such as $CO_2$ dissolution. This paper is forced on the zig-zag motion of the liquid droplet. The simulation shows that if the rising droplet is located at the corner of the zig-zag path, the velocity is low and shape of the droplet is more spherical shape, results in the less drag coefficient. Twin horse shoe vortexes behind the rising droplet are presented and the topology of the droplet is compared with an experimental result during one period of the path.

Wireless Interface of Motion between Human and Robot

  • Jung, Seul;Jeon, Poong-Woo;Cho, Hyun-Taek;Jang, Pyung-Soo;Cho, Ki-Ho;Kim, Jeong-Gu;Song, Duck-Hee;Choi, Young-Kwon
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.59.4-59
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    • 2001
  • In this paper, wireless interface of the motion between human and robot is implemented. The idea is that if a human who is equiped with device including accelerometer and rate-gyro sensor move his/her arm, then the robot follows human motion. The robot is designed as wheeled type mobile robot with two link arms. The robot´s basic movements such as forward, backward, left, right movement can be controlled from foot sensor which human steps on. Arm movements can be controlled by arm motion of human motion. In order to detect human motion, sensor data analysis from gyro and accelerometer has to be done. Data from sensors are transferred through wireless communication to activate the robot.

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A Light-weight ANN-based Hand Motion Recognition Using a Wearable Sensor (웨어러블 센서를 활용한 경량 인공신경망 기반 손동작 인식기술)

  • Lee, Hyung Gyu
    • IEMEK Journal of Embedded Systems and Applications
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    • v.17 no.4
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    • pp.229-237
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    • 2022
  • Motion recognition is very useful for implementing an intuitive HMI (Human-Machine Interface). In particular, hands are the body parts that can move most precisely with relatively small portion of energy. Thus hand motion has been used as an efficient communication interface with other persons or machines. In this paper, we design and implement a light-weight ANN (Artificial Neural Network)-based hand motion recognition using a state-of-the-art flex sensor. The proposed design consists of data collection from a wearable flex sensor, preprocessing filters, and a light-weight NN (Neural Network) classifier. For verifying the performance and functionality of the proposed design, we implement it on a low-end embedded device. Finally, our experiments and prototype implementation demonstrate that the accuracy of the proposed hand motion recognition achieves up to 98.7%.

Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.

Development of Autonomous Biped Walking Robot (자립형 이족 보행 로봇의 개발)

  • Kim, Y.S.;Oh, J.M.;Baik, C.Y.;Woo, J.J.;Choi, H.S.
    • Proceedings of the KSME Conference
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    • 2003.04a
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    • pp.805-809
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    • 2003
  • We developed a human-sized BWR(biped walking robot) named KUBIR1 driven by a new actuator based on the ball screw which has high strength and high gear ratio. KUBIR1 was developed to walk autonomously such that it is actuated by small torque motors and is boarded with DC battery and controllers. To utilize the information on the human walking motion and to analyze the walking mode of robot, a motion capture system was developed. The system is composed of the mechanical and electronic devices to obtain the joint angle data. By using the obtained data, a 3-D graphic interface was developed based on the OpenGL tool. Through the graphic interface, the control input of KUBIR1 is performed.

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Development of A Lossless Video Coding System Using Motion Compensation

  • Naoki Ono;Satoshi Ishbashi;Naoki Kobayashi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.177-182
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    • 1998
  • In this paper, we propose a lossless motion video coding method using motion compensation. For realtime coding and transmission, we developed a lossless video codec based on the proposed method. It was confirmed the codec functions normally in an experiment involving coding and transmitting through an actual ATM network. Furthermore, we proposed a lossless coding method with bit-plane expansion under a constant bitrate. Two approaches, a closed bit-plane approach and a merged bit-plane approach, are considered and characteristics of their compression efficiency are estimated. Simulation results show that the proposed method is suitable for lossless video coding with bitrate control.

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Teleoperated Control of a Mobile Robot Using an Exoskeleton-Type Motion Capturing Device Through Wireless Communication (Exoskeleton 형태의 모션 캡쳐 장치를 이용한 이동로봇의 원격 제어)

  • Jeon, Poong-Woo;Jung, Seul
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.5
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    • pp.434-441
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    • 2004
  • In this paper, an exoskeleton-type motion capturing system is designed and implemented. The device is designed to have 12 degree-of-freedom entirely to represent human arm motions. Forward and inverse kinematics of the device are analyzed to make sure of its singular positions. With the designed model parameters, simulation studies are conducted to verify that the designed motion capturing system is effective to represent human motions within the workspace. As a counterpart of the exoskeleton system, a mobile robot is built to follow human motion restrictively. Experimental studies of teleoperation from the exoskeleton device to control the mobile robot are carried out to show feasible application of wireless man-machine interface.

Effects of Natural Independent Visual Background for Reducing Simulator Sickness (자연형 IVB(Independent Visual Background)의 Simulator Sickness 감소효과)

  • 김도회;임정위
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.3
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    • pp.28-33
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    • 2002
  • Several studies indicated that an independent visual background (IVB) reduced simulator sickness (SS) and balance disturbance associated with exposure to virtual environments (VEs) and motion simulators. A recent study showed that an IVB comprised of an earth-fixed grid was less effective in a complex driving simulator than in a simple VE. Subjects' post-experiment reports indicated that the VE motion "induced" motion of the earth-fixed grid m. This led to the suggestion that an IVB comprised of clouds would be less subject to induced motion and therefore would alleviate nausea more effectively than a grid IVB. Clouds are "natural" and are usually perceived as relatively stable, whereas a grid has no inherent stability. 12 subjects were exposed to complex motion through a simulated environment in a driving simulator under 3 IVB conditions: grid, less clouds, many clouds. They reported less nausea when the many-cloud IVB was used relative to the grid IVB condition. grid IVB condition.

A Character Animation Tool Based on Motion Mapping (모션 매핑 기반의 캐릭터 애니메이션 개발 도구)

  • Lee, Minguen;Lee, Myeong Won
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.43-52
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    • 1999
  • In this paper, we present an animation toolkit based on motion mapping technique in a graphics user interface that can represent data structures necessary for generating character motions. The motion mapping means that an animation sequence generated once can be mapped to another object directly according a data structure in the graphics user interface. Users can generate animation sequences interactively using a mouse. These are obtained automatically by modifying motion data structures interactively. Compared with other conventional tools, the toolkit has different features that two hierarchical structures necessary for representing modeling and animation data are managed independently each other, and that animations generated can be applied to any other characters by connecting the two hierarchical structures in the user interface.

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