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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Kinematic Analysis of a Threaded Fastener Assembly

Wiedmann, Stephen Louis 12 April 2000 (has links)
The demands for an increase in productivity and reduced assembly costs require engineers to automate solutions that replace manual labor. This work concentrated on a common assembly primitive, threaded fastener insertion, in an effort to determine the nature of contact between a bolt and nut during thread mating. The assembly problem was initially simplified as a two-dimensional analysis to gain an understanding about how contacts between the bolt and nut change during counter-clockwise motion. Tessellated solid models were used during three-dimensional collision analysis in such a way that the approximate location of the contact point was enumerated. The advent of a second contact point presented a more constrained contact state since we are interested in maintaining both contacts; thus the bolt rotated about a vector defined by the initial two contact points until a third contact location was found. By analyzing the depth of intersection of the bolt into the nut as well as the vertical movement of the origin of the bolt reference frame, we determined that there are three types of contacts states present: unstable two-point, quasi-stable two-point, stable three point. Though the unstable case remains to be deciphered, the parametric equations derived in this work can be used without modification to create a full spectrum of maps at any point in the history of a threaded assembly problem. We investigated 81 potential orientations, each of which has its own set of contact points. From this exhaustive examination, we are capable of detailing a contact state history and, from this, have the potential to develop a constraint network. / Master of Science
32

Spline-Based Contact: Algorithms and Applications

Bhattacharya, Pulama 13 December 2021 (has links)
Contact is one of the most challenging nonlinearities to solve in solid mechanics. In traditional linear finite element analysis, the contact surface is only C^0 continuous, as a result, the normal to the contact surface is not continuous. The normal contact force is directed along the normal in the direction of the contact surface, and therefore, the contact force is discontinuous. This issue is tackled in linear finite element analysis using various surface smoothing techniques, however, a better solution is to use isogeometric analysis where the solution space is spanned by smooth spline basis functions. Unfortunately, spline-based isogeometric contact analysis still has limited applicability to industrial computer aided design (CAD) representations. Building analysis suitable mesh from the industrial CAD representations has been a major bottleneck of the computer aided engineering workflow. One promising alternative field of study, intended to address this challenge, is called the immersed finite element method. In this method, the original CAD domain is immersed in a rectilinear grid called the background mesh. This cuts down the model preparation and the mesh generation time from the original CAD domain, but the method suffers from limited accuracy issues. In this dissertation, the original CAD domain is immersed in an envelope domain which can be of arbitrary topological and geometric complexity and can approximate none, some or all of the features of the original CAD domain. Therefore, the method, called the flex representation method, is much more flexible than the traditional immersed finite element method. Within the framework of the flex representation method, a robust and accurate contact search algorithm is developed, that efficiently computes the collision points between the contacting surfaces in a discrete setting. With this information at hand, a penalty based formulation is derived to enforce the contact constraint weakly for multibody and self-contact problems. In addition, the contact algorithm is used to solve various proof-of-concept academic problems and some real world industrial problems to demonstrate the validity and robustness of the algorithms.
33

A concept for automated pick-and-place motion planning for industrial robots

Scheer, Johannes, Bodenburg, Sven 12 February 2024 (has links)
Nowadays, more and more flexible and efficient processes are required in modern industrial applications. In this field, robots are a key technoligy. In this paper a application is considered, where a 6-axis-industrial robot has to pick-and-place objects time efficiently in a constantly changing environment. Therefore, a concept for automated motion planning is presented, which is composed of two steps which are path planning and trajectory generation. In this paper suitable and established model-based methods are analyzed and chosen. Eventually, the suitability of the presented concept for the considered task is shown by implementing the concept in Matlab and applying it to a 6-axis articulated robot arm.
34

3-D collision detection and path planning for mobile robots in time varying environment

Sun, Wei January 1989 (has links)
No description available.
35

Modelado, detección de colisiones y planificación de movimientos en sistemas robotizados mediante volúmenes esféricos

Mellado Arteche, Martín 28 October 2015 (has links)
[EN] The efficiency of free-collision motion planning results very sensible on robot and obstacle modelling technique selected. In this way, many works have been oriented to define models with proper throughput to speed up the collision detection proccess. This dissertation presents a new approach to the problem, whose complexity is reduced notably by means of using enveloping models of real objects, allowing security regions or distances. This objective is reached by means of the definition of a spherical model, composed of infinite spheres, generated from the application of linear or polynomial equations to a reduced number of control spheres, giving the so-called poly-spheres and spheroids respectively. These models, with evident simplicity, present a high modelling power, adapt easily to the requirements need in collision-detection and path planning applications for robotics systems. In order to represent a complete multi-robot cell, an extended hierarchical structure has been defined, in form of an AND-OR graph, with different degrees of accuracy, according to the different approximation model used. In order to generate automatically this structure, a procedure has been developed to compute the minimum volume enveloping spherical model in an off-line process with two levels based on Downhill Simplex method and Hough transform. This procedure can be greatly speed up by using clustering techniques to obtain appropiate initial conditions, allowing an on-line use. With a hierarchical structure computed in such a way, a fast procedure for collision detection in a multi-robot cell is introduced, based on several algorithms for distance computation including polyspheres and spheroids. This methodology presents a fast and anticipativa response, in the sense that every movement of a system has been validated before its execution, implying that not necessarily must be done in an off-line simulation. The use of spherical models, in addition to their fast distance computation, results suitable for the definition of artificial potential fields allowing a path planning in robotics systems with up to six degrees of freedom, including three for translation and three for rotation. The definition of these new potential fields and the study of new planning techniques based on classical optimisation methods allow their application straight forward in Cartesian space, with all their advantages. Last but not least, with the help of some systems for robot programming, simulation and control, the correctness of these contributions have been validated in a set of prototype applications, covering from robot-obstacle and multi-robot collision detection, to motion planning for a robot-arm or an auto-guided vehicle. / [ES] La eficiencia de la planificación de movimientos libres de colisión resulta muy sensible al modelado de los robots y obstáculos que se consideren, por lo que, frente al modelado tradicional con politopos, muchos trabajos en robótica han estado orientados a la definición de unos modelos que presenten buenas prestaciones de cara a acelerar el proceso de detección de colisiones. En esta Tesis se presenta una nueva perspectiva del problema, cuya complejidad queda reducida notablemente al utilizar envolventes de los objetos reales, lo que permite definir zonas o distancias de seguridad. Para ello se han definido unos modelos esféricos, compuestos de infinitas esferas generadas a partir de la aplicación de unas relaciones lineales o polinómicas a un número reducido de esferas de control, dando lugar a las llamadas poli-esferas y esferoides respectivamente. Estos modelos, de sencillez clara, presentan una potencia de modelado elevada, adaptándose fácilmente a los requisitos necesarios en las aplicaciones de detección de colisiones y planificación de movimientos en sistemas robotizados. Para la representación de una célula multi-robot completa, se ha definido una estructura jerárquica extendida, en forma de grafo AND-OR, con diferentes grados de precisión, mediante diferentes modelos de aproximación. De cara a generar automáticamente esta estructura, se ha desarrollado un procedimiento para generar el modelo esférico envolvente de mínimo volumen en un proceso off-line con dos niveles, basados en el método de minimización Downhill Simplex y en la transformada de Hough. Este procedimiento se acelera enormemente al utilizar técnicas de agrupamiento para obtener condiciones iniciales apropiadas, permitiendo su uso on-line. Con una estructura jerárquica generada de esta forma, se introduce un procedimiento rápido de detección de colisiones aplicable a una célula multi-robot, basado en algoritmos básicos de cálculo de distancias que pueden considerar poli-esferas y esferoides. Esta metodología presenta una respuesta rápida y anticipativa, entendiendo por tal que todo movimiento de cualquier sistema ha sido validado antes de su ejecución, por lo que no necesariamente debe realizarse en una simulación off-line. La utilización de modelos esféricos, así como el rápido cálculo de distancias entre ellos, resulta idónea para la definición de campos potenciales artificiales que permitan una planificación de movimientos en sistemas robotizados con hasta seis grados de libertad, incluyendo tres de traslación y tres de rotación. La definición de estos nuevos campos potenciales y el estudio de nuevas técnicas de planificación basados en métodos clásicos de optimización permiten su aplicación directamente en el espacio cartesiano, con las claras ventajas que esto conlleva. Finalmente, con la ayuda de varios sistemas de programación, simulación y control de robots, se ha demostrado la validez de estas aportaciones en una serie de aplicaciones prototipo que van desde la detección de colisiones de un robot con un obstáculo o entre sistemas multi-robot, a la planificación de movimientos de un brazo-robot o un vehículo autoguiado. / Mellado Arteche, M. (1996). Modelado, detección de colisiones y planificación de movimientos en sistemas robotizados mediante volúmenes esféricos [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/56621
36

Airborne Collision Detection and Avoidance for Small UAS Sense and Avoid Systems

Sahawneh, Laith Rasmi 01 January 2016 (has links)
The increasing demand to integrate unmanned aircraft systems (UAS) into the national airspace is motivated by the rapid growth of the UAS industry, especially small UAS weighing less than 55 pounds. Their use however has been limited by the Federal Aviation Administration regulations due to collision risk they pose, safety and regulatory concerns. Therefore, before civil aviation authorities can approve routine UAS flight operations, UAS must be equipped with sense-and-avoid technology comparable to the see-and-avoid requirements for manned aircraft. The sense-and-avoid problem includes several important aspects including regulatory and system-level requirements, design specifications and performance standards, intruder detecting and tracking, collision risk assessment, and finally path planning and collision avoidance. In this dissertation, our primary focus is on developing an collision detection, risk assessment and avoidance framework that is computationally affordable and suitable to run on-board small UAS. To begin with, we address the minimum sensing range for the sense-and-avoid (SAA) system. We present an approximate close form analytical solution to compute the minimum sensing range to safely avoid an imminent collision. The approach is then demonstrated using a radar sensor prototype that achieves the required minimum sensing range. In the area of collision risk assessment and collision prediction, we present two approaches to estimate the collision risk of an encounter scenario. The first is a deterministic approach similar to those been developed for Traffic Alert and Collision Avoidance (TCAS) in manned aviation. We extend the approach to account for uncertainties of state estimates by deriving an analytic expression to propagate the error variance using Taylor series approximation. To address unanticipated intruders maneuvers, we propose an innovative probabilistic approach to quantify likely intruder trajectories and estimate the probability of collision risk using the uncorrelated encounter model (UEM) developed by MIT Lincoln Laboratory. We evaluate the proposed approach using Monte Carlo simulations and compare the performance with linearly extrapolated collision detection logic. For the path planning and collision avoidance part, we present multiple reactive path planning algorithms. We first propose a collision avoidance algorithm based on a simulated chain that responds to a virtual force field produced by encountering intruders. The key feature of the proposed approach is to model the future motion of both the intruder and the ownship using a chain of waypoints that are equally spaced in time. This timing information is used to continuously re-plan paths that minimize the probability of collision. Second, we present an innovative collision avoidance logic using an ownship centered coordinate system. The technique builds a graph in the local-level frame and uses the Dijkstra's algorithm to find the least cost path. An advantage of this approach is that collision avoidance is inherently a local phenomenon and can be more naturally represented in the local coordinates than the global coordinates. Finally, we propose a two step path planner for ground-based SAA systems. In the first step, an initial suboptimal path is generated using A* search. In the second step, using the A* solution as an initial condition, a chain of unit masses connected by springs and dampers evolves in a simulated force field. The chain is described by a set of ordinary differential equations that is driven by virtual forces to find the steady-state equilibrium. The simulation results show that the proposed approach produces collision-free plans while minimizing the path length. To move towards a deployable system, we apply collision detection and avoidance techniques to a variety of simulation and sensor modalities including camera, radar and ADS-B along with suitable tracking schemes.
37

Bucket-soil interaction for wheel loaders : An application of the Discrete Element Method

Henriksson, Felix, Minta, Joanna January 2016 (has links)
Wheel loaders are fundamental construction equipment to assist handling of bulk material e.g. gravel and stones. During digging operations, it withstands forces that are both large and very complicated to predict. Moreover, it is very expensive to develop prototypes of wheel loader for verification. Consequently, the Discrete Element Method (DEM) was introduced for gravel modeling a couple of years ago to enable prediction of these forces. The gravel model is connected with a Multibody System (MBS) model of the wheel loader, in this thesis a Volvo L180G. The co-simulation of these two systems is a very computer intensive operation and hence, it is important to investigate which parameters that have the largest influence on the simulation results. The aim of this thesis is to investigate the simulation sensitivity with respect to co-simulation communication interval, collision detection interval and gravel normal stiffness.The simulation results are verified by comparison with measurement data from previous tests performed by Volvo CE. The simulations are compared to investigate the relevant parameters. The conclusion of this thesis is that DEM is a method that in a very good way can predict the draft forces during digging operations.
38

Toward a Sustainable Human-Robot Collaborative Production Environment

Alhusin Alkhdur, Abdullah January 2017 (has links)
This PhD study aimed to address the sustainability issues of the robotic systems from the environmental and social aspects. During the research, three approaches were developed: the first one an online programming-free model-driven system that utilises web-based distributed human-robot collaboration architecture to perform distant assembly operations. It uses a robot-mounted camera to capture the silhouettes of the components from different angles. Then the system analyses those silhouettes and constructs the corresponding 3D models.Using the 3D models together with the model of a robotic assembly cell, the system guides a distant human operator to assemble the real components in the actual robotic cell. To satisfy the safety aspect of the human-robot collaboration, a second approach has been developed for effective online collision avoidance in an augmented environment, where virtual three-dimensional (3D) models of robots and real images of human operators from depth cameras are used for monitoring and collision detection. A prototype system is developed and linked to industrial robot controllers for adaptive robot control, without the need of programming by the operators. The result of collision detection reveals four safety strategies: the system can alert an operator, stop a robot, move away the robot, or modify the robot’s trajectory away from an approaching operator. These strategies can be activated based on the operator’s location with respect to the robot. The case study of the research further discusses the possibility of implementing the developed method in realistic applications, for example, collaboration between robots and humans in an assembly line.To tackle the energy aspect of the sustainability for the human-robot production environment, a third approach has been developed which aims to minimise the robot energy consumption during assembly. Given a trajectory and based on the inverse kinematics and dynamics of a robot, a set of attainable configurations for the robot can be determined, perused by calculating the suitable forces and torques on the joints and links of the robot. The energy consumption is then calculated for each configuration and based on the assigned trajectory. The ones with the lowest energy consumption are selected. / <p>QC 20170223</p>
39

Desenvolvimento de um ambiente para visualização tridimensional da dinâmica de risers. / Development of an environment for tridimensional visualization of riser dynamics.

Bernardes Júnior, João Luiz 21 December 2004 (has links)
A importância da exploração marítima de petróleo, em especial para o Brasil, é indiscutível e risers são estruturas essenciais para essa atividade. Uma melhor compreensão da dinâmica dessas estruturas e dos esforços a que estão submetidas vem resultando de pesquisa constante na área, pesquisa que gera um grande volume de dados, freqüentemente descrevendo fenômenos de difícil compreensão. Este trabalho descreve o desenvolvimento de um ambiente que combina técnicas de realidade virtual (como ambientes 3D, navegação e estereoscopia) e visualização científica (como mapeamento de cores, deformações e glifos) para facilitar a visualização desses dados. O ambiente, batizado como RiserView, permite a montagem de cenas tridimensionais compostas por risers, relevo do solo, superfície marítima, embarcações, bóias e outras estruturas, cada um com sua dinâmica própria. Permite ainda a visualização do escoamento para que a formação de vórtices na vizinhança dos risers e a interação fluido-mecânica resultante possam ser estudadas. O usuário pode controlar parâmetros da visualização de cada elemento e da animação da cena, bem como navegar livremente por ela. Foi desenvolvido também um algoritmo de baixo custo computacional (graças a simplificações possíveis devido à natureza do problema) para detecção e exibição em tempo real de colisões entre risers. O Processo Unificado foi adaptado para servir como metodologia para o projeto e implementação do aplicativo. O uso do VTK (API gráfica e de visualização científica) e do IUP (API para desenvolvimento de interfaces com o usuário) simplificou o desenvolvimento, principalmente para produzir um aplicativo portável para MS-Windows e Linux. Como opções de projeto, a visualização científica e a velocidade na renderização das cenas são privilegiadas, ao invés do realismo e da agilidade na interação com o usuário. As conseqüências dessas escolhas, bem como alternativas, são discutidas no trabalho. O uso do VTK e, através dele, do OpenGL permite que o aplicativo faça uso dos recursos disponíveis em placas gráficas comerciais para aumentar sua performance. Em sua versão atual a tarefa mais custosa para o RiserView é a atualização das posições de risers, principalmente descritos no domínio da freqüência, mas o trabalho discute aprimoramentos relativamente simples para minimizar esse problema. Apesar desses (e de outros) aprimoramentos possíveis, discutidos no trabalho, o ambiente mostra-se bastante adequado à visualização dos risers e de sua dinâmica bem como de fenômenos e elementos a eles associados. / The importance of offshore oil exploration, especially to Brazil, cannot be argued and risers are crucial structures for this activity. A better understanding of the dynamics of these structures and of the efforts to which they are subject has been resulting from constant research in the field, research that generates a large volume of data, often describing phenomena of difficult comprehension. This work describes the development of a software environment that combines elements of virtual reality (3D environments, navigation, stereoscopy) and scientific visualization techniques (such as color mapping, deformations and glyphs) to improve the understanding and visualization of these data. The environment, christened RiserView, allows the composition of tridimensional scenes including risers, the floor and surface of the ocean and ships, buoys and other structures, each with its own dynamics. It also allows the visualization of the flow in the neighborhood of the risers so that vortex shedding and the resulting fluid-mechanic interactions may be studied. The user may control parameters of the scene animation and of the visualization for each of its elements, as well as navigate freely within the scene. An algorithm of low computational cost (thanks to simplifications possible due to the nature of the problem), for the detection and exhibition of collisions between risers in real time, was also developed. The Unified Process was adapted to guide the software's project and implementation. The use of VTK (a scientific visualization and graphics API) and IUP (a user interface development API) simplified the development, especially the effort required to build an application portable to MS-Windows and Linux. As project choices, scientific visualization and the speed in rendering scenes in real time were given higher priority than realism and the agility in the user interaction, respectively. The consequences of these choices, as well as some alternatives, are discussed. The use of VTK and, through it, OpenGL, allows the application to access features available in most commercial graphics cards to increase performance. In its current version, the most costly task for RiserView are the calculations required to update riser positions during animation, especially for risers described in the frequency domain, but the work discusses relatively simple improvements to minimize this problem. Despite these (and other) possible improvements discussed in the work, the application proves quite adequate to the visualization of risers and their dynamics, as well as of associate elements and phenomena.
40

Animação e tratamento de colisões de corpos rígidos utilizando análise dinâmica / Animation and treatment of collisions of rigid bodies using dynamic analysis

Lemos, Robson Rodrigues January 1993 (has links)
Os métodos de controle de movimento em animação baseados em Física, e utilizados em Computação Gráfica, tem como objetivo simular o comportamento de objetos de acordo com as leis físicas que governam o mundo virtual adotado. Este trabalho utiliza a dinâmica de corpos rígidos como método de controle de movimento em animação por computador aplicada a movimentos e colisões de corpos rígidos não-articulados. O trabalho também apresenta uma metodologia para projeto e implementação de simulações gráficas com o objetivo de estabelecer relações entre modos de interação e os mecanismos de abstração necessários em ambientes de simulação. A principal vantagem da utilização da Mecânica newtoniana esta no fato de que ela garante o realismo dos movimentos e colisões. Associados a cada objeto devem estar os seguintes atributos físicos: centro de massa, massa total, momento de inércia e, eventualmente, a elasticidade do material. A partir de um estado inicial (velocidade linear, posição, velocidade angular e orientação) e de estímulos iniciais sobre os objetos (forças e torques), o sistema determina a evolução do estado dinâmico inicial ao longo de um dado intervalo de tempo. Para produzir o movimento dos corpos, são resolvidos sistemas de equações diferenciais de primeira ordem utilizando métodos numéricos. O tratamento de colisões de corpos rígidos envolve a detecção da colisão e contato entre objetos e a determinação das forças de contato entre os mesmos. A estratégia utilizada para a colisão considera que num determinado instante de tempo existe apenas um ponto de contato entre dois objetos. As superfícies dos objetos são representadas por uma grade de pontos conectados para formar polígonos. Existem dois tipos de estratégias para se detectar o ponto de contato entre dois objetos: o ponto de contato resultante da intersecção do vértice das arestas de um objeto com a face poligonal de outro objeto e o resultante da intersecção da aresta de um objeto com a face poligonal de um outro objeto. A análise de impacto, para resolver a dinâmica, utiliza um método analítico que preserva os momentos linear e angular durante a colisão e resulta em novas velocidades linear e angular para cada corpo rígido. Este tratamento de colisões permite ao sistema de animação realizar, em tempo de simulação, um controle automático da restrição de que dois corpos rígidos, ao colidirem, não podem se interpenetrar. Tal tratamento automático, em geral, não realizado pelos sistemas de animação por computador atualmente existentes. O trabalho apresenta o protótipo desenvolvido para validar as soluções dadas aos problemas de determinação do movimento e detecção de colisões, assim como sua aplicação na produção de suas seqüência animadas. São comentadas, também, as extensões do presente trabalho, decorrentes da abordagem dada ao problema da simulação do comportamento fundamental de corpos rígidos num dado mundo virtual a qual permite a incorporação de outras características aos objetos: elasticidade, para modelagem de deformações, e articulações, para produção de movimentos articulados com diferentes graus de liberdade. / The goal of the motion control methods used in Computer Graphics for physically based animation is to simulate the behavior of objects according to physical laws that govern a certain virtual world. This work uses rigid body dynamics as a motion control method for animation applied to motions and collisions of non-articulated rigid bodies. In addition, the work presents a methodology for the design and implementation of graphical simulation systems with the aim of providing relationships among interaction modes and abstraction mechanisms for a variety of applications. The principal advantage in using Newtonian Mechanics is that it keeps the realism of motions and collisions. Physical attributes must be associated with objects: center of mass, mass, moment of inertia, and sometimes, elasticity of the materials. Given an initial state (linear velocity, position, angular velocity, and orientation) and initial stimuli applied to the objects (forces and torques), the system determines the evolution of the dynamic state along a determinate time interval. The motion description is obtained using numerical solutions of sets of first order differential equations. The treatment of collisions of rigid bodies involves detecting collision and contact between objects and determining the contact forces present between contacting objects. The strategy used to treat collisions takes into account that there is just one contact point between two objects. The surfaces of objects are represented by a grid of connecting points forming polygons. There are two kinds of strategies to detect the contact point between two objects: the contact point resulting of intersecting the vertices of the edges of an object with the polygonal face of another one and that resulting of intersecting the edges of an object with the polygonal face of another one. The analysis of impact, to resolve the dynamic, uses an analytical method that preserves the linear and angular moments during the collision, finding a new linear and angular velocity for each rigid body. This treatment of collision allows the animation system to provide, at simulation time, an automatic control of the restriction that there is no interpenetration between two rigid bodies when they colide. This automatic treatment in general is not provided by existing computer animation systems. The work presents the prototype developed for validating the solutions given to the problems of motion control and collisions treatment, as well as its application in the production of animated sequences. The text ends with comments on extension of the present work from the approach given to the problem of simulating the behavior of objects in a certain virtual world allowing the incorporation of other characteristics to the objects: elasticity, to model deformations, and articulations, for the production of articulated movements with different degrees of freedom.

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