• 제목/요약/키워드: Space Navigation

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발사체 추력백터제어 구동장치용 컴퓨터 하드웨어 설계

  • Park, Moon-Su;Lee, Hee-Joong;Min, Byeong-Joo;Choi, Hyung-Don
    • Aerospace Engineering and Technology
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    • v.3 no.2
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    • pp.56-64
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    • 2004
  • In this research, design results of computer hardware which control solid motor movable nozzle thrust vector control(TVC) actuator for Korea Space Launch Vehicle I(KSLV-I) are described. TVC computer hardware is the equipment which has jobs for receiving control commands from Navigation Guidance Unit(NGU) and then actuating TVC actuator. Also, it has ability to communicate with other on board or ground equipments. Computer hardware has a digital signal processor as the main processor which is capable of high speed calculating ability of control algorithm, so it can have more stability, reliability and flexibility than the previous analog controller of KSR-III. Target board was designed for on board program development and then first prototype hardware was developed. Top level system design criteria, hardware configurations and ground support equipment of TVC computer system are described.

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An Evolution of Cellular Automata Neural Systems using DNA Coding Method (DNA 코딩방법을 이용한 셀룰라 오토마타 신경망의 진화)

  • Lee, Dong-Wook;Sim, Kwee-Bo
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.12
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    • pp.10-19
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    • 1999
  • Cellular Automata Neural Systems(CANS) are neural networks based on biological development and evolution. Each neuron of CANS has local connection and acts as a form of pulse according to the dynamics of the chaotic neuron. CANS are generated from initial cells according to the CA rule. In the previous study, to obtain the useful ability of CANS, we make the pattern of initial cells evolve. However, it is impossible to represent all solution space, so we propose an evolving method of CA rule to overcome this defect in this paper. DNA coding has the redundancy and overlapping of gene and is apt for the representation of the rule. In this paper, we show the general expression of CA rule and propose translation method from DNA code to CA rule. The effectiveness of the proposed scheme was verified by applying it to the navigation problem of autonomous mobile robot.

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The research for Bio-Human Signal monitoring smart home system (생체신호 모니터링 스마트 홈 시스템에 관한 연구)

  • Kwon, Young-Sun;Kim, Kuk-Se;Lee, Ho-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.340-347
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    • 2008
  • Ubiquitous services are high quality and differentiated services which are provided for users by recognizing the context of users and environmental conditions actively. In this case, context-aware middleware is one of the most important technologies required to implement the ubiquitous services. In this paper, we propose a method for providing ubiquitous services in a specific user space effectively and monitoring human bio-sensors. That is, the design and implementation of intelligent home service middleware and monitoring bio-sensors based on context awareness is discussed here. Context information from various sensors is gathered, and suitable services are inferred and provided to users by the middleware system. In our approach, user services can be modelled easily by using facts and rules, and the system can be extended easily to support various ubiquitous services other than intelligent home services also. The system can be integrated with external applications and legacy systems effectively by using various protocols such as RMI, socket and HTTP, XML and etc. We have designed and evaluated various facts and rules for intelligent home services in real environments. Functionality evaluation with the system shows that ubiquitous services can be provided to users effectively in a home environment.

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The Analysis of Characteristics of Swell in Korea using the Ubiquitous Measurement System (유비쿼터스 관측시스템을 이용한 국내 너울의 특성규명에 관한 연구)

  • Jang, Bok-Jin;Yeo, Woon-Kwang;Lee, Jong-Kook;Park, Kwang-Soon
    • Journal of Korea Water Resources Association
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    • v.41 no.8
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    • pp.785-795
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    • 2008
  • The swell is a major cause of interruption for the activity in a port and the ship navigation in coastal waters, coastal geographical changes, and the disaster with a loss of lives. However, many researches about the observation and the prediction of swells have not been conducted actively due to the difficulties to collect and synthesize the massive amount of long term field data for waves and meteorological information. In this study, the internet-based realtime monitoring system(Fieldbox) was developed to collect the wave data. The characteristics and main components of swells occurred in Korea were analyzed using wave data observed through the Fieldbox and the meteorological data collected by the KMA(Korea Meteorological Administration) and NASA(National Aeronautics and Space Administration). The characteristics of the swell generation patterns were analyzed using the monthly data of the Kwangan Tower between 2004 and 2006 to estimate the specific features such as sources and locations of swells generated in Korea.

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
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    • v.14 no.3
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    • pp.117-125
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    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

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Place Modeling and Recognition using Distribution of Scale Invariant Features (스케일 불변 특징들의 분포를 이용한 장소의 모델링 및 인식)

  • Hu, Yi;Shin, Bum-Joo;Lee, Chang-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.51-58
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    • 2008
  • In this paper, we propose a place modeling based on the distribution of scale-invariant features, and a place recognition method that recognizes places by comparing the place model in a database with the extracted features from input data. The proposed method is based on the assumption that every place can be represented by unique feature distributions that are distinguishable from others. The proposed method uses global information of each place where one place is represented by one distribution model. Therefore, the main contribution of the proposed method is that the time cost corresponding to the increase of the number of places grows linearly without increasing exponentially. For the performance evaluation of the proposed method, the different number of frames and the different number of features are used, respectively. Empirical results illustrate that our approach achieves better performance in space and time cost comparing to other approaches. We expect that the Proposed method is applicable to many ubiquitous systems such as robot navigation, vision system for blind people, wearable computing, and so on.

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A case study on Metaphor forms of User Interface in HMD based Virtual reality FPS games (HMD기반 가상현실 FPS게임 인터페이스의 메타포 유형 분석 연구)

  • Kim, Bo-Yeon;Suk, Hae-Jung
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.27-38
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    • 2018
  • Today, the field that actively utilizes HMD, which is a representative implementation device of virtual reality, is game. We have frequently used interface design using metaphor to user interface of HMD based virtual reality game. The purpose of this study is to find out the metaphor types that appear in the game interface of the virtual reality FPS genre of HMD devices, which is a new medium. As a result of research, the metaphor types appearing on multiple interfaces have navigation, predictability-based, familiarizing, and physical world metaphor in terms of information perception and predictability-based and familiarizing metaphor in term of control action. It is considered possible to construct a correct mental model. It is expected that the stability-based metaphor to prevent user mistakes and the presentation metaphor to identify the identity of information space will be needed in the future.

Gesture based Input Device: An All Inertial Approach

  • Chang Wook;Bang Won-Chul;Choi Eun-Seok;Yang Jing;Cho Sung-Jung;Cho Joon-Kee;Oh Jong-Koo;Kim Dong-Yoon
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.5 no.3
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    • pp.230-245
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    • 2005
  • In this paper, we develop a gesture-based input device equipped with accelerometers and gyroscopes. The sensors measure the inertial measurements, i.e., accelerations and angular velocities produced by the movement of the system when a user is inputting gestures on a plane surface or in a 3D space. The gyroscope measurements are integrated to give orientation of the device and consequently used to compensate the accelerations. The compensated accelerations are doubly integrated to yield the position of the device. With this approach, a user's gesture input trajectories can be recovered without any external sensors. Three versions of motion tracking algorithms are provided to cope with wide spectrum of applications. Then, a Bayesian network based recognition system processes the recovered trajectories to identify the gesture class. Experimental results convincingly show the feasibility and effectiveness of the proposed gesture input device. In order to show practical use of the proposed input method, we implemented a prototype system, which is a gesture-based remote controller (Magic Wand).

Recommendation Method for 3D Visualization Technology-based Automobile Parts (3D 가시화기술 기반 자동차 부품 추천 방법)

  • Kim, Gui-Jung;Han, Jung-Soo
    • Journal of Digital Convergence
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    • v.11 no.7
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    • pp.185-192
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    • 2013
  • The purpose of this study is to set the relationship between each parts that forms the engine of an automobile based on the 3D visualization technology which is able to be learned according to the skill of the operator in the industry field and to recommend the auto parts using a task ontology. A visualization method was proposed by structuring the complex knowledge by signifying the link and the node in forms of a network and using SOM which can be shown in the form of 3 dimension. In addition, by using is-a Relationship-based hierarchical Taxonomy setting the relationship between each of the parts that forms the engine of an automobile, to allow a recommendation using a weighted value possible. By providing and placing the complex knowledge in the 3D space to the user for an opportunity of more realistic and intuitive navigation, when randomly selecting the automobile parts, it allows the recommendation of the parts having a close relationship with the corresponding parts for easy assembly and to know the importance of usage for the automobile parts without any special expertise.

Construction of Three Dimensional Virtual City Information Using the Web 3D (Web 3D를 이용한 3차원 가상도시공간정보 구축)

  • 유환희;조정운;이학균
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.20 no.2
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    • pp.119-126
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    • 2002
  • Recently, as advancing the technologies for Web 3D and Virtual Reality, the studies have been progressed actively to provide three dimensional information on the web. Especially, the various applications for providing urban information in 3D space have been developed using EAI(External Authoring Interface) that serves an interface between VRML(Virtual Reality Modeling Language), standard language for embodying virtual reality, and JAVA applet in HTML. In this study, as constructing 3D virtual city information using Digital Map, IKONOS satellite image, VRML and so on, we could provide users which need several information with building location and various urban living information. In addition, applying 3D skills such as texturing, panorama and navigation, users were enabled to perform various route searching and scenery analysis. Finally, to serve urban living information in real time, we designed to search information faster through interfacing database and to update data using ASP(Active Server Page) on web.