• Title/Summary/Keyword: motion synchronization

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Design and Implementation of Flying-object Tracking Management System by using Radar Data (레이더 자료를 이용한 항적추적관리시스템 설계 및 구현)

  • Lee Moo-Eun;Ryu Keun-Ho
    • The KIPS Transactions:PartD
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    • v.13D no.2 s.105
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    • pp.175-182
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    • 2006
  • Radars are used to detect the motion of the low flying enemy planes in the military. Radar-detected raw data are first processed and then inserted into the ground tactical C4I system. Next, these data we analyzed and broadcasted to the Shooter system in real time. But the accuracy of information and time spent on the displaying and graphical computation are dependent on the operator's capability. In this paper, we propose the Flying Object Tracking Management System that allows the displaying of the objects' trails in real time by using data received from the radars. We apply the coordinate system translation algorithm, existing communication protocol improvements with communication equipment, and signal and information computation process. Especially, radar signal duplication computation and synchronization algorithm is developed to display the objects' coordinates and thus we can improve the Tactical Air control system's reliability, efficiency, and easy-of-usage.

Visualization of Virtual Slave Manipulator Using the Master Input Device (주 입력장치를 이용한 가상 슬레이브 매니퓰레이터의 시각화)

  • 김성현;송태길;이종열;윤지섭
    • Proceedings of the Korean Radioactive Waste Society Conference
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    • 2003.11a
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    • pp.388-394
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    • 2003
  • To handle the high level radioactive materials such a spent fuel, the master-slave manipulators (MSM) are widely used as a remote handling device in nuclear facilities such as the hot cell with sealed and shielded space. In this paper, the Digital Mockup which simulates the remote operation of the Advanced Conditioning Process(ACP) is developed. Also, the workspace and the motion of the slave manipulator, as well as, the remote operation task should be analyzed. The process equipment of ACP and Maintenance/Handling Device are drawn in 3D CAD models using IGRIP. Modeling device of manipulator is assigned with various mobile attributes such as a relative position, kinematics constraints, and a range of mobility, The 3D graphic simulator using the external input device of space ball displays the movement of manipulator. To connect the external input device to the graphic simulator, the interface program of external input device with 6 DOF is deigned using the Low Level Tele-operation Interface(LLTI). The experimental result shows that the developed simulation system gives much-improved human interface characteristics and shows satisfactory response characteristics in terms of synchronization speed. This should be useful for the development of work's education system in the virtual environment.

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Visualization and Workspace Analysis of Manipulator using the Input Device in Virtual Environment (가상 환경에서 입력장치를 이용한 매니퓰레이터의 작업영역 분석 및 시각화)

  • Kim Sung Hyun;Song Tae Gil;Yoon Ji Sup;Lee Geuk
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.22-27
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    • 2004
  • To handle the high level radioactive materials such a spent fuel, the master-slave manipulaters (MSM) are wide1y used as a remote handling device in nuclear facilities such as the hot cell with sealed and shielded space. In this paper, the Digital Mockup which simulates the remote operation of the Advanced Conditioning Process(ACP) is developed. Also, the workspace and the motion of the slave manipulator, as well as, the remote operation task should be analyzed. The process equipment of ACP and Maintenance/Handling Device are drawn in 3D CAD model using IGRIP. Modeling device of manipulator is assigned with various mobile attributes such as a relative position, kinematics constraints, and a range of mobility. The 3D graphic simulator using the extermal input device of spare ball displays the movement of manipulator. To connect the exterral input device to the graphic simulator, the interface program of external input device with 6 DOF is deigned using the Low Level Tele-operation Interface(LLTI). The experimental result show that the developed simulation system gives much-improved human interface characteristics and shows satisfactory reponse characteristics in terms of synchronization speed. This should be useful for the development of work`s education system in the environment.

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Transition-based Data Decoding for Optical Camera Communications Using a Rolling Shutter Camera

  • Kim, Byung Wook;Lee, Ji-Hwan;Jung, Sung-Yoon
    • Current Optics and Photonics
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    • v.2 no.5
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    • pp.422-430
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    • 2018
  • Rolling shutter operation of CMOS cameras can be utilized in optical camera communications in order to transmit data from an LED to mobile devices such as smart-phones. From temporally modulated light, a spatial flicker pattern is obtained in the captured image, and this is used for signal recovery. Due to the degradation of rolling shutter images caused by light smear, motion blur, and focus blur, the conventional decoding schemes for rolling shutter cameras based on the pattern width for 'OFF' and 'ON' cannot guarantee robust communications performance for practical uses. Aside from conventional techniques, such as polynomial fitting, histogram equalization can be used for blurry light mitigation, but it requires additional computation abilities resulting in burdens on mobile devices. This paper proposes a transition-based decoding scheme for rolling shutter cameras in order to offer simple and robust data decoding in the presence of image degradation. Based on the designed synchronization pulse and modulated data symbols according to the LED dimming level, the decoding process is conducted by observing the transition patterns of two sequential symbol pulses. For this, the extended symbol pulse caused by consecutive symbol pulses with the same level determines whether the second pulse should be included for the next bit decoding or not. The proposed method simply identifies the transition patterns of sequential symbol pulses other than the pattern width of 'OFF' and 'ON' for data decoding, and thus, it is simpler and more accurate. Experimental results ensured that the transition-based decoding scheme is robust even in the presence of blurry lights in the captured image at various dimming levels

Design and Implementation of IoT Platform-based Digital Twin Prototype (IoT 플랫폼 기반 디지털 트윈 프로토타입 설계 및 구현)

  • Kim, Jeehyeong;Choi, Wongi;Song, Minhwan;Lee, Sangshin
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.356-367
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    • 2021
  • With the recent development of IoT and artificial intelligence technology, research and applications for optimization of real-world problems by collecting and analyzing data in real-time have increased in various fields such as manufacturing and smart city. Representatively, the digital twin platform that supports real-time synchronization in both directions with the virtual world digitized from the real world has been drawing attention. In this paper, we define a digital twin concept and propose a digital twin platform prototype that links real objects and predicted results from the virtual world in real-time by utilizing the oneM2M-based IoT platform. In addition, we implement an application that can predict accidents from object collisions in advance with the prototype. By performing predefined test cases, we present that the proposed digital twin platform could predict the crane's motion in advance, detect the collision risk, perform optimal controls, and that it can be applied in the real environment.

Adaptive Packet Transmission Interval for Massively Multiplayer Online First-Person Shooter Games

  • Seungmuk, Oh;Yoonsik, Shim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.39-46
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    • 2023
  • We present an efficient packet transmission strategy for massively multiplayer online first-person shooter (MMOFPS) games using movement-adaptive packet transmission interval. The player motion in FPS games shows a wide spectrum of movement variability both in speed and orientation, where there is room for reducing the number of packets to be transmitted to the server depending on the predictability of the character's movement. In this work, the degree of variability (nonlinearity) of the player movements is measured at every packet transmission to calculate the next transmission time, which implements the adaptive transmission frequency according to the amount of movement change. Server-side prediction with a few auxiliary heuristics is performed in concert with the incoming packets to ensure reliability for synchronizing the connected clients. The comparison of our method with the previous fixed-interval transmission scheme is presented by demonstrating them using a test game environment.

The DEVS-based Detailed Implementation Method of the Command and Fire Control System for the Underwater Vehicle DEVS-HLA Simulation in the Engagement Level (교전급 수중운동체 DEVS-HLA 시뮬레이션을 위한 전술통제체계의 DEVS 기반 상세 구현 방법)

  • Son, Myeong-Jo;Cha, Ju-Hwan;Kim, Tae-Wan;Lee, Kyu-Yeul;Nah, Young-In
    • Journal of the Society of Naval Architects of Korea
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    • v.47 no.4
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    • pp.628-645
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    • 2010
  • To perform the engagement level simulation between the underwater vehicle model and the surface model those are constituted with various systems/ sub-systems, we implemented four different federates as a federation according to the IEEE 1516 HLA (High Level Architecture) protocol that is the international standard in the distributed simulation. Those are CFCS (Command and Fire Control System) federate, motion federate, external entities (torpedos, countermeasure and surfaceship) federate, and visualization federate that interacts with OSG (Open Scene Graph)-based visualization rendering module. In this paper, we present the detailed method about the model constitution for discrete event simulation in the distributed environment. For the sake of this purpose, we introduce the DEVS (Discrete Event System Specification)-HLA-based modeling method of the CFCS federate that reflects not only the interations between models, but also commands from user and tactics manager that is separated from the model. The CFCS federate makes decisions in various missions such as the normal diving, the barrier misision, the target motion analysis, the torpedo launch, and the torpedo evasion. In the perspective of DEVS modeling, the CFCS federate is the coupled model that has the tactical data process model, command model and fire control model as an atomic model. The message passing and time synchronization with other three federates are settled by the $m\ddot{a}k$ RTI (Runtime Infrastructure) that supports IEEE 1516. In this paper, we provides the detailed modeling method of the complicated model that has hierarchical relationship such as the CFCS system in the submarine and that satisfies both of DEVS modeling method for the discrete event simulation and HLA modeling method for the distributed simulation.

Development of a Real-time OS Based Control System for Laparoscopic Surgery Robot (복강경 수술로봇을 위한 실시간 운영체제 기반 제어 시스템의 개발)

  • Song, Seung-Joon;Park, Jun-Woo;Shin, Jung-Wook;Kim, Yun-Ho;Lee, Duk-Hee;Jo, Yung-Ho;Choi, Jae-Seoon;Sun, Kyung
    • Journal of Biomedical Engineering Research
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    • v.29 no.1
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    • pp.32-39
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    • 2008
  • This paper reports on a realtime OS based master-slave configuration robot control system for laparoscopic surgery robot which enables telesurgery and overcomes shortcomings with conventional laparoscopic surgery. Surgery robot system requires control system that can process large volume information such as medical image data and video signal from endoscope in real-time manner, as well as precisely control the robot with high reliability. To meet the complex requirements, the use of high-level real-time OS (Operating System) in surgery robot controller is a must, which is as common as in many of modem robot controllers that adopt real-time OS as a base system software on which specific functional modules are implemened for more reliable and stable system. The control system consists of joint controllers, host controllers, and user interface units. The robot features a compact slave robot with 5 DOF (Degree-Of-Freedom) expanding the workspace of each tool and increasing the number of tools operating simultaneously. Each master, slave and Gill (Graphical User Interface) host runs a dedicated RTOS (Real-time OS), RTLinux-Pro (FSMLabs Inc., U.S.A.) on which functional modules such as motion control, communication, video signal integration and etc, are implemented, and all the hosts are in a gigabit Ethernet network for inter-host communication. Each master and slave controller set has a dedicated CAN (Controller Area Network) channel for control and monitoring signal communication with the joint controllers. Total 4 pairs of the master/slave manipulators as current are controlled by one host controller. The system showed satisfactory performance in both position control precision and master-slave motion synchronization in both bench test and animal experiment, and is now under further development for better safety and control fidelity for clinically applicable prototype.

A study on visuomotor and visuotactile synchronization in full body ownership illusion with virtual avatars (가상 아바타와의 전신 몸 소유감에서 시각-운동 및 시각-촉각 동기화에 관한 연구)

  • Oh, Jintaek;Kim, Jihwan;Kim, Kwanguk
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.1-11
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    • 2022
  • Body ownership illusion (BOI), which means 'the illusion that a non-bodily object feels like my body', has been actively studied since the Rubber-hand Illusion showed that a person can feel a rubber hand like one's own hand. It has been proven that BOI can be elicited for virtual bodies in virtual reality. Although many studies have been examined the effect of visuomotor (VM) and visuotactile (VT) stimuli, which are mainly used for the elicitation of BOI, there were very limited studies that delivered both stimuli to the whole body at the same time. In this paper, we investigated how each stimulus affects BOI when delivering VM and VT stimulisimultaneously to the virtual avatar, and examined user experience that appears as presence, emotion, and virtual motion sickness. The results showed that BOI was high when VM is synchronous, but there was no significant difference according to VT levels. In the case of presence, it was confirmed that VT affects only when VM is synchronous, and in the case of emotion, both VM and VT affect valence, and in the case of virtual motion sickness, a statistical difference is not found.These results suggest that overall synchrony of VM is important factor in BOI with virtual avatars, but that the matching VT affects subjective experience such as presence when VM is synchronous.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.