• Title/Summary/Keyword: 가상 센서

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Development of a pipe burst detection model using large consumer's smart water meter and pressure data (대수용가 스마트미터와 수압 데이터를 이용한 소블록 내 관 파손사고 감지모델 개발)

  • Kyoung Pil Kim;Wan Sik Yu;Shin Uk Kang;Doo Yong Choi
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.521-521
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    • 2023
  • 지방상수도의 관 파손사고 감지 및 누수관리 방법에는 블록시스템 구축을 통한 소블록별 야간최소유량 감시방법이 가장 대표적이다. 야간최소유량은 새벽 2시와 4시 사이의 인구 활동 비율이 가장 낮은 새벽 시간대에 소블록에 공급된 유량을 의미하며, 대부분 유량 성분은 누수량일 것이라는 가정에서 출발한다. 그러나 아파트 중심의 주거 형태를 보이는 도심지의 경우, 새벽 시간대에도 다량의 물수요가 비정기적으로 발생하고 있어 관망의 이상 여부를 감시하기 위한 관리기준으로서 야간최소유량을 이용하기에는 높은 일간 변동성에 따른 한계가 있다고 할 수 있다. 즉, 야간최소유량은 관 파손사고 발생의 감시보다는 관로 연결 또는 급수전 분기 부위에서 발생하는 미량의 누수가 수개월에 걸쳐 누적되는 장기추세를 분석하여 누수탐사반의 투입 시점을 결정하기 위한 근거를 제시하기 위한 목적으로 사용되며, 아직까지 관 파손사고의 발생은 자체적인 감지보다는 민원에 의해 인지되는 경우가 많다. 최근, 스마트관망 구축사업(SWM) 등을 통해 관 파손 및 누수 감지를 위한 청음식 누수감지센서가 소블록 내 도입되고 있으나, 초기 시설투자에 큰 비용이 수반되며 주변 소음과 배터리 전원방식의 한계로 인하여 새벽 시간대에만 분석이 제한적으로 적용되는 경우가 많아 이 역시도 상시적인 관 파손사고의 감시기술이라 보기는 어렵다. 본 연구에서는 소블록 유입점에서의 유량·압력과 소블록 내에 설치된 대수용가 스마트미터, 그리고 사고감지를 위한 수압계 사이의 평상시 수리적 균형을 학습한 DNN(Deep Neural Network) 모델을 이용하여 관 파손사고를 실시간 감지하는 모델 개발연구를 수행하였다. 모델은 관 파손사고 감지를 위한 수압계의 최적 위치와 대수를 결정하기 위한 모듈과 관 파손사고 감지모듈로 구성되며, 1개 소블록 Test-Bed를 구축하여 모델을 생성하고 PDD 관망해석 모델을 통해 생성된 가상의 사고에 대한 감지 여부로서 개발 모델의 감지성능을 평가하였다.

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Data Fusion and Pursuit-Evasion Simulations for Position Evaluation of Tactical Objects (전술객체 위치 모의를 위한 데이터 융합 및 추적 회피 시뮬레이션)

  • Jin, Seung-Ri;Kim, Seok-Kwon;Son, Jae-Won;Park, Dong-Jo
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.209-218
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    • 2010
  • The aim of the study on the tactical object representation techniques in synthetic environment is on acquiring fundamental techniques for detection and tracking of tactical objects, and evaluating the strategic situation in the virtual ground. In order to acquire these techniques, there need the tactical objects' position tracking and evaluation, and an inter-sharing technique between tactical models. In this paper, we study the algorithms on the sensor data fusion and coordinate conversion, proportional navigation guidance(PNG), and pursuit-evasion technique for engineering and higher level models. Additionally, we simulate the position evaluation of tractical objects using the pursuit and evasion maneuvers between a submarine and a torpedo.

Grouping Method Based Query Range Density for Efficient Operation Sharing of Spatial Range Query (공간영역질의의 효율적인 연산 공유를 위한 질의영역 밀집도 기반의 그룹화 기법)

  • Lim, Jung-Hyeun;Shin, Soong-Sun;Baek, Sung-Ha;Lee, Dong-Wook;Kim, Kyung-Bae;Bae, Hae-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.348-351
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    • 2009
  • 유비쿼터스 사회를 실현하는 핵심기술인 u-GIS 공간정보 기술은 데이터 스트림 처리 시스템(Data Stream Management System)과 지리정보 시스템(Geography Information System)이 결합된 플랫폼인 u-GIS DSMS를 요구한다. u-GIS DSMS는 GeoSeonsor에서 수집되는 센서 테이터와 GIS의 공간정보 데이터를 결합하여 처리하는 공간영역질의가 다수 요구된다. 이런 공간영역질의들은 특정 지역에 밀집하게 등록되는 경향이 있으며, 유사한 프리디킷을 가질 가능성이 높다. 이러한 특징은 공간영역질의가 특정 지역에 밀집되면 다수의 비슷한 연산들이 반복적으로 처리하기 때문에 시스템 성능이 저하 될 것이다. 이를 해결하기 위해 영역질의 색인기법 연구가 활발히 진행되고 있다. 그러나 기존의 VCR-Index와 CQI-Index 기법은 질의영역을 셀 구조나 가상구조로 분할하여 처리하기 때문에 자원 및 연산을 공유 할 수 없어 질의 처리 속도가 현저히 저하되기 때문에 대량의 공간영역질의 처리에는 부적합하다. 그래서 본 논문에서는 공간영역질의의 효율적인 연산 공유를 위한 질의영역 밀집도 기반의 그룹화 기법을 제안한다. 이 기법은 질의영역의 밀집도를 이용하여 공간영역질의들을 그룹화 후 색인을 구성한다. 색인된 영역들의 데이터는 단일 큐로 구성 후 질의들의 프리디킷을 분석하여 자원 및 연산 공유기법을 통해 기존의 기법보다 처리 속도 향상 및 메모리 사용을 감소시켰다.

Reminder module design to prevent collision accidents while wearing HMD (HMD 착용 중의 충돌 사고 방지를 위한 알리미 모듈 설계)

  • Lee, Min-Hye;Cho, Seung-Pyo;Shin, Seung-Yoon;Lee, Hongro
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.11
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    • pp.1653-1659
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    • 2022
  • Virtual reality content provides users with a high sense of immersion by using HMD devices. However, while wearing the HMD device, it is difficult to determine the user's location or distance from obstacles, resulting in injuries due to physical collisions. In this paper, we propose a reminder module to prevent accidents by notifying the risk of collision with obstacles while wearing the HMD device. The proposed module receives the user's state from the acceleration and gyro sensor and determines the motion that is likely to cause a collision. If there is an obstacle in the expected collision range, a buzzer sounds to the wearer. As a result of the experiment, the accuracy of obstacle detection in the state of wearing the HMD was 86.6% in the 1st stage and 83.3% in the 2nd stage, confirming the performance of the accident prevention reminder.

A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

Development of a prototype simulator for dental education (치의학 교육을 위한 프로토타입 시뮬레이터의 개발)

  • Mi-El Kim;Jaehoon Sim;Aein Mon;Myung-Joo Kim;Young-Seok Park;Ho-Beom Kwon;Jaeheung Park
    • The Journal of Korean Academy of Prosthodontics
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    • v.61 no.4
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    • pp.257-267
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    • 2023
  • Purpose. The purpose of the study was to fabricate a prototype robotic simulator for dental education, to test whether it could simulate mandibular movements, and to assess the possibility of the stimulator responding to stimuli during dental practice. Materials and methods. A virtual simulator model was developed based on segmentation of the hard tissues using cone-beam computed tomography (CBCT) data. The simulator frame was 3D printed using polylactic acid (PLA) material, and dentiforms and silicone face skin were also inserted. Servo actuators were used to control the movements of the simulator, and the simulator's response to dental stimuli was created by pressure and water level sensors. A water level test was performed to determine the specific threshold of the water level sensor. The mandibular movements and mandibular range of motion of the simulator were tested through computer simulation and the actual model. Results. The prototype robotic simulator consisted of an operational unit, an upper body with an electric device, a head with a temporomandibular joint (TMJ) and dentiforms. The TMJ of the simulator was capable of driving two degrees of freedom, implementing rotational and translational movements. In the water level test, the specific threshold of the water level sensor was 10.35 ml. The mandibular range of motion of the simulator was 50 mm in both computer simulation and the actual model. Conclusion. Although further advancements are still required to improve its efficiency and stability, the upper-body prototype simulator has the potential to be useful in dental practice education.

Implementation of vehicle state monitoring system using WCDMA (WCDMA를 이용한 자동차 상태 모니터링 시스템 구현)

  • Song, Min-Seob;Baek, Sung-Hyun;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.343-346
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    • 2012
  • Today, According to it widely used that third generation mobile networks service, WCDMA module development technology and its utilization is expanding increasingly and thus to IT Convergence industries is a trend that a lot of appears. This paper, OBD-II communications to bring a vehicle information use and data to an external server transfer and it was developed that vehicle status monitoring from other external devices can be system. From the various sensors inside a vehicle using the OBD-II connector read the information, after converting the user easier to see, WCDMA module using the car status monitoring system to transfer to an external data server was implemented. Developed to test the performance of the system using virtual's state vehicle simulator, which occurs in the real car that will generate the data. It was sent to the OBD-II connector to be occurred data, vehicle status monitoring system was confirmed that Data was received without error. In addition, When this data using WCDMA transmit data to an external server the same data was confirmed that it was received without error. In the future, this technology using the OBD-II vehicle IT convergence technology can be used in a wide range.

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A Study on the Improvement Scheme of University's Software Education

  • Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.243-250
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    • 2020
  • In this paper, we propose an effective software education scheme for universities. The key idea of this software education scheme is to analyze software curriculum of QS world university rankings Top 10, SW-oriented university, and regional main national university. And based on the results, we propose five improvements for the effective SW education method of universities. The first is to enhance the adaptability of the industry by developing courses based on the SW developer's job analysis in the curriculum development process. Second, it is necessary to strengthen the curriculum of the 4th industrial revolution core technologies(cloud computing, big data, virtual/augmented reality, Internet of things, etc.) and integrate them with various fields such as medical, bio, sensor, human, and cognitive science. Third, programming language education should be included in software convergence course after basic syntax education to implement projects in various fields. In addition, the curriculum for developing system programming developers and back-end developers should be strengthened rather than application program developers. Fourth, it offers opportunities to participate in industrial projects by reinforcing courses such as capstone design and comprehensive design, which enables product-based self-directed learning. Fifth, it is necessary to develop university-specific curriculum based on local industry by reinforcing internship or industry-academic program that can acquire skills in local industry field.

Augmented Reality Authoring Tool with Marker & Gesture Interactive Features (마커 및 제스처 상호작용이 가능한 증강현실 저작도구)

  • Shim, Jinwook;Kong, Minje;Kim, Hayoung;Chae, Seungho;Jeong, Kyungho;Seo, Jonghoon;Han, Tack-Don
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.720-734
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    • 2013
  • In this paper, we suggest an augmented reality authoring tool system that users can easily make augmented reality contents using hand gesture and marker-based interaction methods. The previous augmented reality authoring tools are focused on augmenting a virtual object and to interact with this kind of augmented reality contents, user used the method utilizing marker or sensor. We want to solve this limited interaction method problem by applying marker based interaction method and gesture interaction method using depth sensing camera, Kinect. In this suggested system, user can easily develop simple form of marker based augmented reality contents through interface. Also, not just providing fragmentary contents, this system provides methods that user can actively interact with augmented reality contents. This research provides two interaction methods, one is marker based method using two markers and the other is utilizing marker occlusion. In addition, by recognizing and tracking user's bare hand, this system provides gesture interaction method which can zoom-in, zoom-out, move and rotate object. From heuristic evaluation about authoring tool and compared usability about marker and gesture interaction, this study confirmed a positive result.

A Task Group-based Real-Time Scheduling Technique m the Non-Preemptive TinyOS (비선점 환경의 TinyOS에서 실시간성을 고려한 태스크 그룹 기반의 스케줄링 기법)

  • Son, Chi-Won;Tak, Sung-Woo
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1285-1298
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    • 2010
  • Since the TinyOS incorporating a non-preemptive task scheduling policy uses a FIFO (First-In First-Out) queue, a task with the highest priority cannot preempt a task with lower priority before the task with lower priority must run to completion. Therefore, the non-preemptive TinyOS cannot guarantee the completion of real-time user tasks within their deadlines. Additionally, the non-preemptive TinyOS needs to meet the deadlines of user tasks as well as those of TinyOS platform tasks called by user tasks in order to guarantee the deadlines of the real-time services requested by user tasks. In this paper, we present a group-based real-time scheduling technique that makes it possible to guarantee the deadlines of real-time user tasks in the TinyOS incorporating a non-preemptive task scheduling policy. The proposed technique groups together a given user task and TinyOS platform tasks called and activated by the user task, and then schedule them as a virtual big task. A case study shows that the proposed technique yields efficient performance in terms of guaranteeing the completion of user tasks within their deadlines and aiming to provide them with good average response time, while maintaining the compatibility of the existing non-preemptive TinyOS platform.