• Title/Summary/Keyword: Motion-based interaction

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FLUID-BODY INTERACTION ANALYSIS OF FLOATING BODY IN THREE DIMENSIONS (3차원 부유체의 유체-물체 연성해석)

  • Go, G.S.;Ahn, H.T.
    • Journal of computational fluids engineering
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    • v.20 no.2
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    • pp.103-108
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    • 2015
  • Fluid-body interaction analysis of floating body with six degree-of-freedom motion is presented. In this study, three-dimensional incompressible Navier-Stokes equations are employed as a governing equation. The numerical method is based on a finite-volume approach on a cartesian grid together with a fractional-step method. To represent the body motion, the immersed boundary method for direct forcing is employed. In order to simulate the coupled six degree-of-freedom motion, Euler's equations based on rigid body dynamics are utilized. To represent the complex body shape, level-set based algorithm is utilized. In order to describe the free surface motion, the volume of fluid method utilizing the tangent of hyperbola for interface capturing scheme is employed. This study showed three different continuums(air, water and body) are simultaneously simulated by newly developed code. To demonstrate the applicability of the current approach, two different problems(dam-breaking with stationary obstacle and water entry) are simulated and all results are validated.

The Effect of Visual Feedback on One-hand Gesture Performance in Vision-based Gesture Recognition System

  • Kim, Jun-Ho;Lim, Ji-Hyoun;Moon, Sung-Hyun
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.551-556
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    • 2012
  • Objective: This study presents the effect of visual feedback on one-hand gesture performance in vision-based gesture recognition system when people use gestures to control a screen device remotely. Backgroud: gesture interaction receives growing attention because it uses advanced sensor technology and it allows users natural interaction using their own body motion. In generating motion, visual feedback has been to considered critical factor affect speed and accuracy. Method: three types of visual feedback(arrow, star, and animation) were selected and 20 gestures were listed. 12 participants perform each 20 gestures while given 3 types of visual feedback in turn. Results: People made longer hand trace and take longer time to make a gesture when they were given arrow shape feedback than star-shape feedback. The animation type feedback was most preferred. Conclusion: The type of visual feedback showed statistically significant effect on the length of hand trace, elapsed time, and speed of motion in performing a gesture. Application: This study could be applied to any device that needs visual feedback for device control. A big feedback generate shorter length of motion trace, less time, faster than smaller one when people performs gestures to control a device. So the big size of visual feedback would be recommended for a situation requiring fast actions. On the other hand, the smaller visual feedback would be recommended for a situation requiring elaborated actions.

Modeling and Simulation of Nanorobotic Manipulation with an AFM probe

  • Kim, Deok-Ho;Park, Jungyul;Kim, Byungkyu;Kim, Kyunghwan
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.108.6-108
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    • 2002
  • It is greatly important to understand the mechanics of AFM-based nanorobotic manipulation for efficient and reliable handling of nanoparticles. Robust motion control of an AFM-based nanorobotic manipulation is much challenging due to uncertain mechanics in tip-sample interaction dominated by surface and intermolecular force and limitations in force and visual sensing capability to observe environment. This paper investigates a nanomechanic modeling which enables simulation for AFM-based nanorobotic manipulation , and its application to motion planning of an AFM-based nanorobot. Based on the modeling of intermolecular and adhesion force in AFM-based nanomanipulation, the behaviors of an AFM ca...

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Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment (가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구)

  • Park, Kyeong-Beom;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.1
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    • pp.20-30
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    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

ALE-Based FSI Simulation of Solid Propellant Rocket Interior (ALE 기반의 고체 로켓 내부 유체-구조 연계 해석)

  • Han, Sang-Ho;Choi, H.S.;Min, D.H.;Kim, C.;Hwang, Chan-Gyu
    • 한국전산유체공학회:학술대회논문집
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    • 2008.03b
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    • pp.510-513
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    • 2008
  • The traditional computational fluid or structure dynamics analysis approaches have contributed to solve many delicate engineering problems. But for the most of recent engineering problems which are influenced by fluid-structure interaction effect strongly, traditional individual approaches have limited analysis abilities for the exact simulation. Owing to above-mentioned reason, nowadays fluid-structure interaction analysis has become a matter of concern and interest. FSI analysis require several unprecedented techniques for the combining individual analysis tool into integrated analysis tool. The Arbitrary Lagrangian-Eulerian(ALE, in short) method is the new description of continum motion,which combines the advantages of the classical kinematical descriptions, i.e. Lagrangian and Eulerian description, while minimizing their respective drawbacks. In this paper, the ALE description is adapted to simulate fluid-structure interaction problems. An automatic re-mesh algorithm and a fluid-structure coupling process are included to analyze the interaction and moving motion during the 2-D axisymmetric solid rocket interior FSI phenomena simulation.

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Input Device for Immersive Virtual Education (몰입형 가상교육을 위한 입력장치)

  • Jeong, GooCheol;Im, SungMin;Kim, Sang-Youn
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.34-39
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    • 2013
  • This paper suggests an input device that allows a user not only to naturally interact with education contents in virtual environment but also to sense haptic feedback according to his/her interaction. The proposed system measures a user's motion and then creates haptic feedback based on the measured position. To create haptic information in response to a user's interaction with educational contents in virtual environment, we develop a motion input device which consists of a motion controller, a haptic actuator, a wireless communication module, and a motion sensor. To measure a user's motion input, an accelerometer is used as the motion sensor. The experiment shows that the proposed system creates continuous haptic sensation without any jerky motion or vibration.

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Human Gender and Motion Analysis with Ellipsoid and Logistic Regression Method

  • Ansari, Md Israfil;Shim, Jaechang
    • Journal of Multimedia Information System
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    • v.3 no.2
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    • pp.9-12
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    • 2016
  • This paper is concerned with the effective and efficient identification of the gender and motion of humans. Tracking this nonverbal behavior is useful for providing clues about the interaction of different types of people and their exact motion. This system can also be useful for security in different places or for monitoring patients in hospital and many more applications. Here we describe a novel method of determining identity using machine learning with Microsoft Kinect. This method minimizes the fitting or overlapping error between an ellipsoid based skeleton.

Fluid-structure interaction system predicting both internal pore pressure and outside hydrodynamic pressure

  • Hadzalic, Emina;Ibrahimbegovic, Adnan;Dolarevic, Samir
    • Coupled systems mechanics
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    • v.7 no.6
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    • pp.649-668
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    • 2018
  • In this paper, we present a numerical model for fluid-structure interaction between structure built of porous media and acoustic fluid, which provides both pore pressure inside porous media and hydrodynamic pressures and hydrodynamic forces exerted on the upstream face of the structure in an unified manner and simplifies fluid-structure interaction problems. The first original feature of the proposed model concerns the structure built of saturated porous medium whose response is obtained with coupled discrete beam lattice model, which is based on Voronoi cell representation with cohesive links as linear elastic Timoshenko beam finite elements. The motion of the pore fluid is governed by Darcy's law, and the coupling between the solid phase and the pore fluid is introduced in the model through Biot's porous media theory. The pore pressure field is discretized with CST (Constant Strain Triangle) finite elements, which coincide with Delaunay triangles. By exploiting Hammer quadrature rule for numerical integration on CST elements, and duality property between Voronoi diagram and Delaunay triangulation, the numerical implementation of the coupling results with an additional pore pressure degree of freedom placed at each node of a Timoshenko beam finite element. The second original point of the model concerns the motion of the outside fluid which is modeled with mixed displacement/pressure based formulation. The chosen finite element representations of the structure response and the outside fluid motion ensures for the structure and fluid finite elements to be connected directly at the common nodes at the fluid-structure interface, because they share both the displacement and the pressure degrees of freedom. Numerical simulations presented in this paper show an excellent agreement between the numerically obtained results and the analytical solutions.

Experimental Study on the Reduction of Vertical Motion of Floating Body Using Floating-Submerged Bodies Interaction (부유체-몰수체 상호작용을 이용한 부유체 상하운동 저감에 대한 실험적 연구)

  • Shin, Min-Jae;Koo, WeonCheol;Kim, Sung-Jae;Heo, Sanghwan;Min, Eun-Hong
    • Journal of the Society of Naval Architects of Korea
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    • v.54 no.6
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    • pp.485-491
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    • 2017
  • An experimental study on the reduction of vertical motion of floating body using floating-submerged body interaction was performed in a two-dimensional wave channel. The system consisting of a floating and submerged body that only move vertically was modeled. This experiment was designed based on the results of theoretical analysis of two-body interaction. The results showed a tendency to significant reduction of heave RAO of floating body due to submerged body. Various connection line stiffness and dimension of the submerged body were applied to investigate the effect of two-body interaction on the vertical motion of the bodies, Heave RAOs of the floating-submerged body were compared with those of single body. From the comparison study, we obtained an optimum condition of connection line and dimension of submerged body for maximum heave reduction at the resonant period of single body.

A Study on Comparative Experiment of Hand-based Interface in Immersive Virtua Reality (몰입형 가상현실에서 손 기반 인터페이스의 비교 실험에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.2
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    • pp.1-9
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    • 2019
  • This study compares hand-based interfaces to improve a user's virtual reality (VR) presence by enhancing user immersion in VR interactions. To provide an immersive experience, in which users can more directly control the virtual environment and objects within that environment using their hands and, to simultaneously minimize the device burden on users using immersive VR systems, we designed two experimental interfaces (hand motion recognition sensor- and controller-based interactions). Hand motion recognition sensor-based interaction reflects accurate hand movements, direct gestures, and motion representations in the virtual environment, and it does not require using a device in addition to the VR head mounted display (HMD). Controller-based interaction designs a generalized interface that maps the gesture to the controller's key for easy access to the controller provided with the VR HMD. The comparative experiments in this study confirm the convenience and intuitiveness of VR interactions using the user's hand.