• Title/Summary/Keyword: Motion-based interaction

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DISCRETE PARTICLE SIMULATION OF DENSE PHASE PARTICULATE FLOWS

  • Tsuji Y.
    • 한국전산유체공학회:학술대회논문집
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    • 2005.10a
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    • pp.11-19
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    • 2005
  • First, methods of numerical analysis of gas-particle flows is classified into micro, meso and macro scale approaches based on the concept of multi-scale mechanics. Next, the explanation moves on to discrete particle simulation where motion of individual particles is calculated numerically using the Newtonian equations of motion. The author focuses on the cases where particle-to-particle interaction has significant effects on the phenomena. Concerning the particle-to-particle interaction, two cases are considered: the one is collision-dominated flows and the other is the contact-dominated flows. To treat this interaction mathematically, techniques named DEM(Distinct Element Method) or DSMC (Direct Simulation Monte Carlo) have been developed DEM, which has been developed in the field of soil mechanics, is useful for the contact -dominated flows and DSMC method, developed in molecular gas flows, is for the collision-dominated flows. Combining DEM or DSMC with CFD (computer fluid dynamics), the discrete particle simulation becomes a more practical tool for industrial flows because not only the particle-particle interaction but particle-fluid interaction can be handled. As examples of simulations, various results are shown, such as hopper flows, particle segregation phenomena, particle mixing in a rotating drum, dense phase pneumatic conveying, spouted bed, dense phase fluidized bed, fast circulating fluidized bed and so on.

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Generating Activity-based Diary from PC Usage Logs

  • Sadita, Lia;Kim, Hyoung-Nyoun;Park, Ji-Hyung
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06b
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    • pp.339-341
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    • 2012
  • This paper presents a method for generating an autonomous activity-based diary in the environment including a personal computer (PC). In order to record a user's various tasks in front of a PC, we consider the contextual information such as current time, opened programs, and user interactions. As one modality for the user interaction, a motion sensor was applied to recognize a user's hand gestures in case that the activity is conducted without interaction between the user and the PC. Moreover, we propose a temporal clustering method to recapitulate the sequential and meaningful activity in the stream of extracted PC usage logs. By combining those two processes, we summarize the user activities in the PC environment.

A Study on Stable Motion Control of Mobile-Manipulators Robot System (모바일-매니퓰레이터 구조 로봇시스템의 안정한 모션제어에 관한연구)

  • Park, Moon-Youl;hwang, Won-Jun;Park, In-Man;Kang, Un-Wook
    • Journal of the Korean Society of Industry Convergence
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    • v.17 no.4
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    • pp.217-226
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    • 2014
  • Since the world has changed to a society of 21st century high-tech industries, the modern people have become reluctant to work in a difficult and dirty environment. Therefore, unmanned technologies through robots are being demanded. Now days, effects such as voice, control, obstacle avoidance are being suggested, and especially, voice recognition technique that enables convenient interaction between human and machines is very important. In this study, in order to conduct study on the stable motion control of the robot system that has mobile-manipulator structure and is voice command-based, kinetic interpretation and dynamic modeling of two-armed manipulator and three-wheel mobile robot were conducted. In addition, autonomous driving of three-wheel mobile robot and motion control system of two-armed manipulator were designed, and combined robot control through voice command was conducted. For the performance experiment method, driving control and simulation mock experiment of manipulator that has two-armed structure was conducted, and for experiment of combined robot motion control which is voice command-based, through driving control, motion control of two-armed manipulator, and combined control based on voice command, experiment on stable motion control of voice command-based robot system that has mobile-manipulator structure was verified.

Harmonic seismic waves response of 3D rigid surface foundation on layer soil

  • Messioud, Salah;Sbartai, Badredine;Dias, Daniel
    • Earthquakes and Structures
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    • v.16 no.1
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    • pp.109-118
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    • 2019
  • This study, analyses the seismic response for a rigid massless square foundation resting on a viscoelastic soil layer limited by rigid bedrock. The foundation is subjected either to externally applied forces or to obliquely incident seismic body or surface harmonic seismic waves P, SV and SH. A 3-D frequency domain BEM formulation in conjunction with the thin layer method (TLM) is adapted here for the solution of elastodynamic problems and used for obtained the seismic response. The mathematical approach is based on the method of integral equations in the frequency domain using the formalism of Green's functions (Kausel and Peck 1982) for layered soil, the impedance functions are calculated by the compatibility condition. In this study, The key step is the characterization of the soil-foundation interaction with the input motion matrix. For each frequency the impedance matrix connects the applied forces to the resulting displacement, and the input motion matrix connects the displacement vector of the foundation to amplitudes of the free field motion. This approach has been applied to analyze the effect of soil-structure interaction on the seismic response of the foundation resting on a viscoelastic soil layer limited by rigid bedrock.

Design of Kinetic Typography Interaction based on the Structural Characteristics of Hangul

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.12 no.3
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    • pp.42-46
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    • 2016
  • Kinetic typography is technology such as color, scale, position of the letter changes dynamically with time and it communicates information with aesthetics and originality. The purpose of this study is to identify the design factors in the formativeness of Hangul and present and implement the interaction design method of unique Hangul kinetic typography based on the scientific structure of Hangul. We implemented the Hangul kinetic typography system, which varies in sizes and motion directions according to a viewer's movement and exhibited in a media art event. To do this, we used a viewer's skeleton information on typography synchronization. The results indicated that Hangul kinetic typography has potential not only as a means to communicate with viewers but also as a medium to show the artistic value of Hangul.

Computational Study on Aeroacoustics of an Elastic Cantilevered Trailing-Edge (탄성 날개 끝단의 공력 소음에 관한 전산해석 연구)

  • Hwang Bon Chang;Moon Young June
    • 한국전산유체공학회:학술대회논문집
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    • 2005.04a
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    • pp.159-168
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    • 2005
  • Noise generated by the blunt trailing edge of lifting surfaces is investigated in this study using fluid structure interaction theory. First, through the eddy modeling, noise generation doe to the flow instability on the rigid trailing edge is surveyed. Then the behavior of elastic cantileverd beam is investigated. Parametric study based on various material properties is employed to analyze the motion of the beam. Moreover, each eigenmode approach of cantilevered beam is used to find when flow induced vibration is resonant. To analyze elastic behavior of cantilever beam efficiently, moving grid generation technique based on non-conservative form of Navier-Stokes equation is used. Equation of the motion associated with the cantilever beam is discretized by the Galerkin procedure with forced vibration. As a consequence, behavior of the elastic cantilevered beam is stable when the first mode natural frequency of the material is relatively higher than that of flow induced pressure fluctuation.

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A Framework for VR Effects with Multi-sensory Motional Display (운동감 및 다감각 가상현실 효과 시스템의 구조와 응용)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Journal of the Korea Society for Simulation
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    • v.14 no.3
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    • pp.55-66
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    • 2005
  • Virtual reality (VR) simulators have been extended to transfer knowledge and education, and demands for exhibition systems for science education and cultural experiences has also increased. Existing VR simulators, which are based on the dynamics equations of motion, cannot easily be adapted to changes in simulation contents. In order to effectively transfer knowledge and maintain interests through educational applications, an experiential system that has multi-sensory effects as well as motion effects is required. In this study, we designed and implemented a motion generation that is tailored to experiential exhibition systems and multi-sensory VR effects. Both the sense of motion which is generated from the movement of the viewpoint of the visual image, and motion effects which are constructed in advance, are applied to motion simulation. Motion effects which occur during interaction between the user and the exhibition system can be easily added. Various sensory cues that are appropriate to the exhibition system are also considered.

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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.

Time Domain Passivity Approach for Soft and Deformable Environments (변형 가능한 작업환경에 대한 시간영역 수동제어 방법)

  • Ryu Jee-Hwan
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.5
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    • pp.457-463
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    • 2006
  • Recently proposed control scheme for a stable teleoperation, which was based on two-port time-domain passivity approach[21], has been successful for a contact with high stiffness environments. However, we found several conservatisms during the contact with deformable environments and unconstrained motion. The two-port time-domain passivity controller was excessively dissipating energy even though it was not necessary for some cases of an unconstrained motion and soft contact. The main reason of those conservatisms was on the fact that the two-port time-domain passivity controller was activated without considering the amount of energy dissipation at the master and slave manipulators. Especially, the exclusion of the slave manipulator from the two-port was the dominant reason of the conservatisms. In this paper, we consider the amount of energy dissipation at slave manipulator for designing the time-domain passivity observer and controller. The measured interaction force between slave manipulator and environment allow the time-domain passivity observer to include the amount of energy dissipation at the slave manipulator. Based on the modified passivity observer, reference energy following method[24] is applied to satisfy the passivity condition in real-time. The feasibility of the developed methods is proved with experiments. Improved performance is obtained for an interaction with deformable environments and an unconstrained motion.

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.