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PL
Narzędzie BTS służy do zapisu ruchu sieciowego, a następnie odzwierciedlenia go w symulacji za pomocą modułu rozszerzającego symulator ns-3. Ta nowa metoda generowania ruchu tła, pozwala na wielokrotne testowanie scenariuszy symulacyjnych w warunkach rzeczywistych. Autorzy opisali różnice między dotychczas dostępnymi metodami, a proponowanym rozwiązaniem. Opisano działanie obu elementów opracowanego rozwiązania. Przedstawiono wpływ ruchu tła na realizację scenariusza symulacyjnego oraz wynik działania opisywanego narzędzia.
EN
The BTS tool is used to capture network traffic and then reproduce it in a simulation using the ns-3 simulator extension module. This new method of generating background traffic allows for repetitive testing of simulation scenarios under real conditions. The authors described the differences between the previously available methods and the proposed solution. The operation of both elements of the solution has been described. The influence of the generated background traffic on the simulation scenario was presented as well as the effects of the developed tool.
EN
Human motion is required in many simulation models. However, generating such a motion is quite complex and in industrial simulation cases represents an overhead that often cannot be accepted. There are several common file formats that are used nowadays for saving motion data that can be used in gaming engines or 3D editing software. Using such motion sets still requires considerable effort in creating logic for motion playing, blending, and associated object manipulation in the scene. Additionally, every action needs to be described with the motion designed for the target scene environment. This is where the Motion Model Units (MMU) concept was created. Motion Model Units represent a new way of transferring human motion data together with logic and scene manipulation capabilities between motion vendors and simulation platforms. The MMU is a compact software bundle packed in a standardized way, provides machine-readable capabilities and interface description that makes it interchangeable, and is adaptable to the scene. Moreover, it is designed to represent common actions in a task-oriented way, which allows simplifying the scenario creation to a definition of tasks and their timing. The underlying Motion Model Interface (MMI) has become an open standard and is currently usable in MOSIM framework, which provides the implementation of the standard for the Unity gaming engine and works on implementation for the Unreal Engine are under way. This paper presents two implementation examples for the MMU using direct C# programming, and using C# for Unity and MOSIM MMU generator as a helping tool. The key points required to build a working MMU are presented accompanied by an open-source code that is available for download and experimenting.
EN
The aim of the research is to analyze the influence of temperature on the characteristics of stepper motor. The research results will be used to assess the suitability of the stepper motor, as generator of motion periodically-variable. The example of the application of generators of motion periodically-variable are mills, crushers, crushing or transporting uniform motion machines. The test results will also be used in the assessment of the applicability of a stepper motor as a generator of motion periodically-variable to create a stand for experimental studies of belt transmission. The tests were conducted with the use of a universal test stand, consisting of sensors, torque and rotational speed. The loads have been applied by a brake with a magnetorheological liquid.
PL
W artykule przedstawiono metodę generowania ruchu robota dwunożnego z wykorzystaniem zarejestrowanego chodu człowieka. Zarejestrowane dane zmodyfikowano uwzględniając możliwą dla napędów robota prędkość ruchu. Ponieważ zawierały one tylko wybrane kąty stawowe, dlatego uzupełniono brakujące wielkości w taki sposób, aby zapewnić balansowanie dynamiczne robota. Zrealizowano to tak, aby otrzymać odpowiednią trajektorię ruchu punktu zerowego momentu. Rozważania teoretyczne zostały poparte symulacją i animacją z zastosowaniem pakietu Matlab/Simulink i przybornika Virtual Reality, które potwierdziły poprawność proponowanej metody.
EN
In this paper the method of generating biped robot motion was presented. This motion was realized based on recorded human motion. Recorded data were modified to the robot servos speed. These data included selected joint angles therefore they were supplemented in order to ensure robot dynamic balance. It was done by designing motion trajectory of zero moment point. Theoretical considerations were supported by the computer simulation and animation using Matlab/Simulink package and Virtual Reality Toolbox. They verified the correctness of proposed method.
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