• Title/Summary/Keyword: kick action

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Gait Implementation using a Kick Action for IWR-III Biped Walking Robot (이족보행로봇의 킥엑션을 이용한 보행 구현)

  • Jin, Kwang-Ho;Park, Chun-Ug;Choi, Sang-Ho;Kim, Jin-Geol
    • Proceedings of the KIEE Conference
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    • 1998.11b
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    • pp.552-554
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    • 1998
  • This paper deals with the gait generation of IWR-III using a kick action to have a walking pattern like human. For this, trajectory planning with the consideration of kick action is done in each walking step, and the coordinate transformation is done for simplifying the kinematics. Balancing motion is analyzed by FDM during the walking, By combining 4-types of pre-defined steps, multi-step walking is done. Using numerical simulator, dynamic analysis, ZMP analysis and system stability is confirmed. Walking motion is visualized by 3D- graphic simulator. As a result, trunk ahead motion effect and impactless smooth walking is implemented by experiment. Finally walking with kick action is implemented the IWR-III system.

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Gait Implementation of a Biped Robot with Smooth Walking Pattern (유연한 보행 형태를 갖는 이족보행로봇의 걸음새 구현)

  • No, Gyeong-Gon;Gong, Jeong-Sik;Kim, Jin-Geol;Kim, Gi-Sik
    • Journal of the Korean Society for Precision Engineering
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    • v.19 no.7
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    • pp.43-50
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    • 2002
  • This paper presents the new gait implementation of a biped robot with smooth walking using 3-dimensional continuous trunk motion and kick action of ankle joints. Trajectory generation ova trunk is performed not on a unit gait but on a whole walking interval. In applying kick action such as heel-touch or toe-off, varying coordinate system was employed for the simplification of the kinematic analysis. Desired ZMP (zero moment point) is also changed to implement the efficient kick action. As a result, balancing motion of the proposed gait was much more decreased than that of conventional one. Moreover, robot\\`s walking behavior is very smooth, natural and similar to the pace of a human. The walking experiment system is composed of eight AC servo motors and a DSP controller. The walking simulation and the experimental results are shown using the proposed new walking algorithm.

Factors that Affect Accidents from Riding on Inline Skates and/or Kick Boards among Students in the Elementary Schools (초등학교 저학년 아동의 킥보드/인라인 스케이트 사고에 영향을 미치는 요인)

  • Kim Joo-Hyung;Koh Eun-Hee;Kwun Shin-Hae;Kim Sun-Hong;Nam Young-Hee;Suh Eun-Song;Lim Joo-Hyun;Han Min-Joo;Chung Jung-Hun;Chung Hae-Jin;Cho Won-Jung
    • Child Health Nursing Research
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    • v.8 no.4
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    • pp.381-390
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    • 2002
  • This study examines the factors that are associated with accidents from riding on inline skates and/or kick boards among students in the elementary schools. Data were collected from 902 students in 3 elementary schools in Seoul. Data were analyzed based on descriptive statistics and chi-square test. The results were as follows: 1. Thirty-eight percent of the students investigated were found to have kick boards while sixty-one percent of the students had inline skates. 2. The age of mothers who answered the questionnaires showed a statistically significant association with injuries of their children on inline skates and/or kick boards. Children whose mothers are younger had a lower percentage of injuries on inline skates and/or kick boards. 3. Children with a lower score on K-CBCL had a higher chance of having an accident from riding on inline skates and/or kick boards. That is, children with lack of attention were more likely to be involved in an accident. First-born children were less likely to have an accident. 4. While mothers' attitudes toward the safety of inline skates and kick boards appeared not to be associated with accidents of their children, their preventive actions for the safety related to riding on inline skates and kick boards reduced the chance to be involved in an accident of their children. In conclusion, this study shows that mothers with children going to the elementary schools should be more action-oriented to prevent their children's accidents from riding on inline skates and/or kick boards than merely recognizing the safety of inline skates and/or kick boards on their own. Implication of these findings and major findings of this study were discussed.

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Biomechanical Analysis of the Tippelt Motion on the Parallel Bars (평행봉 Tippelt 동작의 운동역학적 분석)

  • Kim, Min-Soo;Back, Jin-Ho;Back, Hun-Sig
    • Korean Journal of Applied Biomechanics
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    • v.21 no.1
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    • pp.57-65
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    • 2011
  • This research was conducted to biomechanically analyze Tippelt motion in parallel bars, and establish technical understanding. To achieve that goal, the performances of the Tippelt acts carried out by five world top-class national gymnasts in the parallel bars 3-dimensional cinematographic analysis and EMG analysis were conducted and following conclusion were obtained. The Tippelt motions of excellent national gymnasts perform tap motion through the down swing of a large circular movements, and perform kick-out motion rapidly extending shoulder joint angle and hip joint angle with the trunk in a position close to perpendicular position at the vertical downwardness of the grasping the bars. At this time, if handstand starting the movement is too delayed or rapidly down swung, it was shown that from the initial falling, unnecessary muscular power was wasted in trapezius, anterior deltoid, erector spinae, latissimus dorsi, upper rectus abdominis, lower rectus abdominis. The muscular parts in tap motion generating muscle action potential were pectoralis major, rectus femoris, upper rectus abdominis, lower rectus abdominis, and those in kick-out motion were upper rectus abdominis, lower rectus abdominis, trapezius and anterior deltoid.

Gait Implementation of Biped Robot for a continuous human-like walking (이족 보행 로봇의 인간과 유사한 지속보행을 위한 걸음새 구현)

  • Jin, Kwang-Ho;Jang, Chung-Ryoul;Koo, Ja-Hyuk;Choi, Sang-Ho;Kim, Jin-Geol
    • Proceedings of the KIEE Conference
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    • 1999.07g
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    • pp.3092-3094
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    • 1999
  • This paper deals with the gait generation of Biped Walking Robot (IWR-III) to have a continuous walking pattern like human. For this, trajectory planning with the consideration of kick action is done in each walking step, and the coordinate transformation is done for simplifying the kinematics. The trunk moves continuously for all walking time and moves toward Z-axis. Balancing motion is acquired by FDM(Finite Difference Method) during the walking. By combining 4-types of pre-defined steps, multi-step walking is done. Using numerical simulator, dynamic analysis and system stability is confirmed. Walking motion is visualized by 3D-Graphic simulator. As a result, the motion of balancing joints can be reduced by the trunk ahead effect during kick action, and impactless smooth walking is implemented by the experiment.

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Analysis of Low-leg Activation and Movement of Soccer Players during Kicking Action by Applying Kinesiotaping (축구선수의 킥 동작시 키네시오 테이핑 적용에 따른 하지근활성화 및 동작분석)

  • Kim, Yong-Jae;Mo, An-Na
    • Korean Journal of Applied Biomechanics
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    • v.17 no.2
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    • pp.131-143
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    • 2007
  • In this study, we are concluded like this : 5 men who are soccer player of P university in B city measure the Electromyography with an angle of motion according to kinesiotaping's application when practicing in-step kick. When exercising in-step kick, the change of realization of muscle load of lower limbs enhence Gastrocnemius Lateralis and Vastus Medialis in the section of backswing, and improve Tibialis Anterior, Vastus Medialis, Rectus Femoris prior to impact after back-swing. Before impact, it mainly impoved Tibialis Anterior, Vastus Medialis, Rectus Femoris. After impact, it generally improved Gastrocnemius Lateralis, Vastus Medialis. Average integral electromyography value, it was such a small difference(; the difference of the value in Tibialis Anterior, Rectus Femoris, Vastus Medialis) that we can't compare case of after taping than before. In Electromyography, in case of after taping was considerably decreased at Gastrocnemius Lateralis, there was statistically significant difference between before and after. It was a little increased, after taping than before at Knee angle. And degree was a little decreased at Ankle angle. But, It's so delicate difference, there was not statistically significant difference between before and after.

THE BEAM POINTING OF COMMUNICATIN SATELLITE IN GEOSYNCHRONOUS INCLINED ORBIT (궤도경사각을 가진 통신위성의 빔 포인팅에 대한 연구)

  • 김방엽;최규홍
    • Journal of Astronomy and Space Sciences
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    • v.12 no.1
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    • pp.112-122
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    • 1995
  • We assume that the KOREASAT fails the entry of the geostationary orbit due to the error at the apogee kick motor firing. A simulation is done for the satellite that has a geosynochronous orbit with a non-zero degree inclination angle due to the failure at the apogee kick motor firing caused by the unbalance of the fuel storage and the spin of the thrust vector, etc. We analyzed the evolution of the orbit using the perturbation theory and calculated the changes of the eccentricity and the inclination. WHen a communication satellite has the figure eight trajectory, the beam point also traces the satellite. In this paper, We develope an algorithm to attack the above problem by stabilizing the beam point using the adjustment of the roll angle of the satellite. The spin action on the polarization plane that occurs when a satellite passes the ascending node and descending node affects the efficiency of the communication a lot, so we did another simulation for the better yaw angle adjustment for the KOREASAT to reduce the spin actino on the polarization plane.

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A Smoothed Gait Trajectory Planning of a 9-link Biped Robot (9 링크 이족로봇의 부드러운 걸음새 경로 계획)

  • Kim, Chul-Ha;Yoo, Sung-Jin;Choi, Yoon-Ho;Park, Jin-Bae;Seok, Kwak-Ki
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.424-426
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    • 2005
  • We propose an analytic trajectory planning method using a wavelet neural network (WNN) for a natural and stable locomotion of the 9-link biped robot. We design a appropriate locomotion, which have a kick-action, by means of a ballastic walking model condition. In this paper, a WNN is used to interpolate the trajectory planed by the analytic method. Finally, we show the proposed trajectories through the computer simulation.

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Creating Stick Figure Animations Based on Captured Motion Data (모션 캡쳐 데이터에 기초한 스틱 피규어애니메이션 제작)

  • Choi, Myung Geol;Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.23-31
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    • 2015
  • We present a method for creating realistic 2D stick figure animations easily and rapidly using captured motion data. Stick figure animations are typically created by drawing a single pose for each frame manually for the entire time interval. In contrast, our method allows the user to summarize an action (e.g. kick, jump) for an extended period of time into a single image in which one or more action lines are drawn over a stick figure to represent the moving directions of body parts. In order to synthesize a series of time-varying poses automatically from the given image, our system first builds a deformable character model that can make arbitrary deformations of the user's stick figure drawing in 2D plane. Then, the system searches for an optimal motion segment that best fits the given pose and action lines from pre-recorded motion database. Deforming the character model to imitate the retrieved motion segment produces the final stick figure animation. We demonstrate the usefulness of our method in creating interesting stick figure animations with little effort through experiments using a variety of stick figure styles and captured motion data.

Farm Damage Prevention System Using Thermal imaging Camera and Deep Learning (열화상 카메라와 딥러닝을 이용한 농가피해방지 시스템)

  • Shin, Seung-min;Lee, Sang-hoon;Choi, Hyo-sun;Kim, Seung-hoo;Lee, Cherl-hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.306-309
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    • 2019
  • The damage to farms due to wild animals such as wild boars and elks increases every year, but, in the current system, the catchers from government hunt animals by using guns at night as making an effort to detect wild animals personally by using flashlights. This is very time-inefficient and immediate follow-up action on being damaged is not possible. In this paper, we introduce a system which can detect and recognize the wild animals or the people with high accuracy using thermal imaging camera and infrared camera in company with deep learning technology, so that could kick out or catch the wild animals more quickly than current system.

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