• Title/Summary/Keyword: Moving Mechanism

Search Result 504, Processing Time 0.021 seconds

Design of a Displacement and Velocity Measurement System Based on Environmental Characteristic Analysis of Laser Sensors for Automatic Mooring Devices (레이저 센서의 환경적 특성 분석에 기반한 선박 자동계류장치용 변위 및 속도 측정시스템 설계)

  • Jin-Man Kim;Heon-Hui Kim
    • Journal of the Korean Society of Marine Environment & Safety
    • /
    • v.29 no.7
    • /
    • pp.980-991
    • /
    • 2023
  • To prevent accidents near the quay caused by a ship, ports are generally designed and constructed through navigation and berthing safety assessment. However, unpredictable accidents such as ship collisions with the quay or personal accidents caused by ropes still occur sometimes during the ship berthing or mooring process. Automatic mooring systems, which are equipped with an attachment mechanism composed of robotic manipulators and vacuum pads, are designed for rapid and safe mooring of ships. This paper deals with a displacement and velocity measurement system for the automatic mooring device, which is essential for the position and speed control of the vacuum pads. To design a suitable system for an automatic mooring device, we first analyze the sensor's performance and outdoor environmental characteristics. Based on the analysis results, we describe the configuration and design methods of a displacement and velocity measurement system for application in outdoor environments. Additionally, several algorithms for detecting the sensor's state and estimating a ship's velocity are developed. The proposed method is verified through some experiments for displacement and speed measurement targeted at a moving object with constant speed.

Sea Level Variability at a Synoptic Band along the East Coast of Korea and its Causal Mechanism (한국 동해연안의 종관주기 해수면 변동 특성과 발생원인)

  • Jung, Sung-Yun;Yun, Jae-Yul;Park, Tae-Wook;Lim, Se-Han;Oh, Im-Sang
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
    • /
    • v.13 no.2
    • /
    • pp.89-105
    • /
    • 2008
  • Sea level and atmospheric pressure data of 1999-2005 from four stations along the Korean east coast were analyzed to understand the sea level variability and its causal mechanism. The results of the wavelet and the auto-spectrum analyses indicate that the sea level fluctuations of 3-17 day period are statistically significant at the 95% confidence level, especially in spring to early summer. In this period, the coherency between the sea levels and the atmospheric pressures in a cross-spectrum is high, implying the importance of an inverted barometric effect in generation of the sea level fluctuations. To learn about the sea level variability, the cross-spectrum analyses were applied between the sea levels of the adjacent stations. The results show a case of southward phase propagations along the coast, as in 1999, 2003 and 2005, and an another case of no progressive phase lags between the stations, as in 2000-2002, and 2004. The phase speed in the former case is 12-15 m/s, which is a commonly observed phase speed of coastal Kelvin waves. Generation of such fluctuations seems to be related to low pressure cells developed in the Asian continent in spring and summer and moving eastward over the coastal region north of the stations. The latter case of no progressive phase lag, however, occurs when the low pressure cells developed in the continent move along the region south of the stations. In this case, the northeastward phase propagation with a speed of 5-8 m/s is observed along the southwestern coast of Japan.

Development of a Real-Time Mobile GIS using the HBR-Tree (HBR-Tree를 이용한 실시간 모바일 GIS의 개발)

  • Lee, Ki-Yamg;Yun, Jae-Kwan;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
    • /
    • v.6 no.1 s.11
    • /
    • pp.73-85
    • /
    • 2004
  • Recently, as the growth of the wireless Internet, PDA and HPC, the focus of research and development related with GIS(Geographic Information System) has been changed to the Real-Time Mobile GIS to service LBS. To offer LBS efficiently, there must be the Real-Time GIS platform that can deal with dynamic status of moving objects and a location index which can deal with the characteristics of location data. Location data can use the same data type(e.g., point) of GIS, but the management of location data is very different. Therefore, in this paper, we studied the Real-Time Mobile GIS using the HBR-tree to manage mass of location data efficiently. The Real-Time Mobile GIS which is developed in this paper consists of the HBR-tree and the Real-Time GIS Platform HBR-tree. we proposed in this paper, is a combined index type of the R-tree and the spatial hash Although location data are updated frequently, update operations are done within the same hash table in the HBR-tree, so it costs less than other tree-based indexes Since the HBR-tree uses the same search mechanism of the R-tree, it is possible to search location data quickly. The Real-Time GIS platform consists of a Real-Time GIS engine that is extended from a main memory database system. a middleware which can transfer spatial, aspatial data to clients and receive location data from clients, and a mobile client which operates on the mobile devices. Especially, this paper described the performance evaluation conducted with practical tests if the HBR-tree and the Real-Time GIS engine respectively.

  • PDF

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.147-165
    • /
    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.