• Title/Summary/Keyword: motion transformation

Search Result 345, Processing Time 0.023 seconds

On the Study of Nonlinear Normal Mode Vibration via Poincare Map and Integral of Motion (푸앙카레 사상과 운동적분를 이용한 비선형 정규모드 진동의 연구)

  • Rhee, Huinam
    • Journal of KSNVE
    • /
    • v.9 no.1
    • /
    • pp.196-205
    • /
    • 1999
  • The existence. bifurcation. and the orbital stability of periodic motions, which is called nonlinear normal mode, in a nonlinear dual mass Hamiltonian system. which has 6th order homogeneous polynomial as a nonlinear term. are studied in this paper. By direct integration of the equations of motion. Poincare Map. which is a mapping of a phase trajectory onto 2 dimensional surface in 4 dimensional phase space. is obtained. And via the Birkhoff-Gustavson canonical transformation, the analytic expression of the invariant curves in the Poincare Map is derived for small value of energy. It is found that the nonlinear system. which is considered in this paper. has 2 or 4 nonlinear normal modes depending on the value of nonlinear parameter. The Poincare Map clearly shows that the bifurcation modes are stable while the mode from which they bifurcated out changes from stable to unstable.

  • PDF

The Characteristics of Directing in Digital Animation : Combination of Reality and Exaggeration (디지털 애니메이션의 연출 특성 -사실적 표현과 과장성의 융합-)

  • Kim, Yumi
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.12
    • /
    • pp.27-34
    • /
    • 2016
  • The application of computer graphics, which is characterized by reality, has even reinforced reality of image and motion expression in digital animation. But reality of digital animation succeeds to traditional aesthetic characteristics of animation for overcoming physical limitations of the real world and realizing imagination through transformation, rather than copying actuality as it is. But it does not succeed to drawing animation wholly. Digital animation adds cartoonish transformation, based on three-dimensional realistic expression and those animation situations look as if they get over realistic restrictions, while drawing animation constantly reminds of mediality in drawing motion, based on two-dimensional plane and handwork. n other words, cartoonish exaggeration that is intermittently inserted between these reinforced realities, expresses digital animation's own aesthetic characteristics as a dialectical sum by crashing into contrast coming from a cross between reality and imagination.

Three-Dimensional Wave Control and Dynamic Response of Floating Breakwater Moored by Piers (말뚝계류된 부방파제의 공간파랑제어 및 동적거동에 관한 연구)

  • 김도삼;윤희면
    • Journal of Korean Society of Coastal and Ocean Engineers
    • /
    • v.14 no.3
    • /
    • pp.183-191
    • /
    • 2002
  • In general, the salient features of the floating breakwater have excellent regulation of sea-water keeping the marine always clean, up and down free movement with the incoming and outgoing tides, capable of being installed without considering the geological condition of sea-bed at any water depth. This study discusses the three dimensional wave transformation of the floating breakwater moored by piers, and its dynamic response numerically. Numerical method is based on the boundary integral method and eigenfunction expansion method. It is known that pier mooring system has higher absorption of wave energy than the chain mooring system. Pier mooring system permit only vertical motion (heaving motion) of floating breakwater, other motions restricted. It is assumed in the present study that a resistant force as friction between piers and floating pontoon is not applied far the vertical motion of the floating breakwater. According to the numerical results, draft and width of the floating breakwater affect on the wave transformations greatly, and incident wave of long period is well transmitted to the rear of the floating breakwater, And the vertical motion come to be large for the short wave period.

Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment (가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구)

  • Park, Kyeong-Beom;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
    • /
    • v.21 no.1
    • /
    • pp.20-30
    • /
    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

Wave control fuction and friction damping of a pile-supported floating body (말뚝계류식 부유체의 파랑제어 기능과 마찰감에 관한 연구)

  • 김헌태
    • Journal of Ocean Engineering and Technology
    • /
    • v.11 no.1
    • /
    • pp.65-73
    • /
    • 1997
  • The floating body discussed in this study is a 2-D rectangular floating unit supported by four vertical piles at its corners. Structures of this type are frequently seen as floating piers for the crafts in a small harbour. The movement in some modes of motion of such a flating body is fully or partially restrincted by the piles. The authors(Kim et al. 1994) carried out a series of model tests on its wave control function, its motion and the loads on piles. The experimental results showed that a certain degree of intial constriction force which clamps the floating unit in the horizontal direction can effectively reduce the body motion and wave energy without increasing mooring forces. This may be due to the friction forces occuring between the piles and the rollers installed in the mooring equipments on the floating unit. In this paper, we develop a numerical model for the prediction of wave transformation and floating body motions, where the friction force is idealized as the Coulomb friction and linearized into a damping force using the equivalent damping cofficient. This linearization is verified by comparing the results of motions between the linear and nonlinear analysis of the ezuations of motion. We further compare the caculation results by the linear model with the experimental results and discuss the effect of the friction force or the constriction force on body motions and wave energy dissipation.

  • PDF

3D Object Location Identification Using Finger Pointing and a Robot System for Tracking an Identified Object (손가락 Pointing에 의한 물체의 3차원 위치정보 인식 및 인식된 물체 추적 로봇 시스템)

  • Gwak, Dong-Gi;Hwang, Soon-Chul;Ok, Seo-Won;Yim, Jung-Sae;Kim, Dong Hwan
    • Journal of the Korean Society of Manufacturing Technology Engineers
    • /
    • v.24 no.6
    • /
    • pp.703-709
    • /
    • 2015
  • In this work, a robot aimed at grapping and delivering an object by using a simple finger-pointing command from a hand- or arm-handicapped person is introduced. In this robot system, a Leap Motion sensor is utilized to obtain the finger-motion data of the user. In addition, a Kinect sensor is also used to measure the 3D (Three Dimensional)-position information of the desired object. Once the object is pointed at through the finger pointing of the handicapped user, the exact 3D information of the object is determined using an image processing technique and a coordinate transformation between the Leap Motion and Kinect sensors. It was found that the information obtained is transmitted to the robot controller, and that the robot eventually grabs the target and delivers it to the handicapped person successfully.

Image warping using an adaptive partial matching method (적응적 부분 정합 방법을 이용한 영상 비틀림 방법)

  • 임동근;호요성
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.22 no.12
    • /
    • pp.2783-2797
    • /
    • 1997
  • This paper proposes a new motion estimation algorithm that employs matching in a variable search area. Instead of uisg a fixed search range for coarse motion estimation, we examine a varying search range, which is determined adaptively by the peak signal to noise ratio (PSNR) of the frame difference. The hexagonal matching method is one of the refined methods in image warping. It produces improved image quality, but it requires a large amount of computataions. The proposed adaptive partial matching method reduces computational complexity below about 50% of the hexagonal matching method, while maintaining the image quality comparable. The performance of two motion compensation methods, which combine the affine or bilinear transformation with the proposed motion estimation algorithm, is evaluated based on the following criteria:computtational complexity, number of coding bits, and reconstructed image quality. The quality of reconstructed images by the proposed method is substantially improved relative to the conventional BMA method, and is comparable to the full hexagonal matching method;in addition, computational complexity and the number of coding bits are reduced significantly.

  • PDF

A Fast Implementation of JPEG and Its Application to Multimedia Service in Mobile Handset

  • Jeong Gu-Min;Jung Doo-Hee;Na Seung-Won;Lee Yang-Sun
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.12
    • /
    • pp.1649-1657
    • /
    • 2005
  • In this paper, a fast implementation of JPEG is discussed and its application to multimedia service is presented for mobile wireless internet. A fast JPEG player is developed based on several fast algorithms for mobile handset. In the color transformation, RCT is adopted instead of ICT for JPEG source. For the most time-consuming DCT part, the binDCT can reduce the decoding time. In upsampling and RGB conversion, the transformation from YCbCr to RGB 16 bit is made at one time. In some parts, assembly language is applied for high-speed. Also, an implementation of multimedia in mobile handset is described using MJPEG (Motion JPEG) and QCELP(Qualcomm Code Excited Linear Prediction Coding). MJPEG and QCELP are used for video and sound, which are synchronized in handset. For the play of MJPEG, the decoder is implemented as a S/W upon the MSM 5500 baseband chip using the fast JPEG decoder. For the play of QCELP, the embedded QCELP player in handset is used. The implemented multimedia player has a fast speed preserving the image quality.

  • PDF

Semi-analytical vibration analysis of functionally graded size-dependent nanobeams with various boundary conditions

  • Ebrahimi, Farzad;Salari, Erfan
    • Smart Structures and Systems
    • /
    • v.19 no.3
    • /
    • pp.243-257
    • /
    • 2017
  • In this paper, free vibration of functionally graded (FG) size-dependent nanobeams is studied within the framework of nonlocal Timoshenko beam model. It is assumed that material properties of the FG nanobeam, vary continuously through the thickness according to a power-law form. The small scale effect is taken into consideration based on nonlocal elasticity theory of Eringen. The non-classical governing differential equations of motion are derived through Hamilton's principle and they are solved utilizing both Navier-based analytical method and an efficient and semi-analytical technique called differential transformation method (DTM). Various types of boundary conditions such as simply-supported, clamped-clamped, clamped-simply and clamped-free are assumed for edge supports. The good agreement between the presented DTM and analytical results of this article and those available in the literature validated the presented approach. It is demonstrated that the DTM has high precision and computational efficiency in the vibration analysis of FG nanobeams. The obtained results show the significance of the material graduation, nonlocal effect, slenderness ratio and boundary conditions on the vibration characteristics of FG nanobeams.

Dextrous sensor hand for the intelligent assisting system - IAS

  • Hashimoto, Hideki;Buss, Martin
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1992.10b
    • /
    • pp.124-129
    • /
    • 1992
  • The goal of the proposed Intelligent Assisting System - IAS is to assist human operators in an intelligent way, while leaving decision and goal planning instances for the human. To realize the IAS the very important issue of manipulation skill identification and analysis has to be solved, which then is stored in a Skill Data Base. Using this data base the IAS is able to perform complex manipulations on the motion control level and to assist the human operator flexibly. We propose a model for manipulation skill based on the dynamics of the grip transformation matrix, which describes the dynamic transformation between object space and finger joint space. Interaction with a virtual world simulator allows the calculation and feedback of appropriate forces through controlled actuators of the sensor glove with 10 degrees-of-freedom. To solve the sensor glove calibration problem, we learn the nonlinear calibration mapping by an artificial neural network(ANN). In this paper we also describe the experimental system setup of the skill acquisition and transfer system as a first approach to the IAS. Some simple manipulation examples and simulation results show the feasibility of the proposed manipulation skill model.

  • PDF