• Title/Summary/Keyword: 공학적 경험모델

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A study on the actual precision shooting training based on virtual reality (가상현실 기반 실전적 정밀사격훈련 구현 연구)

  • Lee, Byounghwak;Kim, Jonghwan;Shin, Kyuyoung;Kim, Dongwook;Lee, Wonwoo;Kim, Namhyuk
    • Convergence Security Journal
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    • v.18 no.4
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    • pp.62-71
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    • 2018
  • The rapid growth of virtual reality technology in the era of the 4th Industrial Revolution has accelerated scientification of combat training systems in addition to ICT(information and communications technology) in military field. Recently, research and development of simulators based on virtual reality have been actively conducted in order to solve sensitive issues such as increase of civil complaints due to the noise of a shooting range, prevention of shooting accident, and reduction of training cost. In this paper, we propose two key solutions: spatial synchronization method and modified point mass trajectory model with small angle approximation to overcome technical limitations of a current training simulator. A trainee who wears a haptic vest in a mixed reality environment built in MARS(medium-range assault rifle shooting simulator) is able to conduct not only precision shooting but also two-way engagement with virtual opponents. It is possible for trainee to receive more reliable evaluations in the MARS than an existing rifle simulator based on laser.

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Visualization of Welded Connections based on Shader for Virtual Welding Training (가상현실 용접 훈련을 위한 쉐이더 기반 특수효과 표현)

  • Oh, Soobin;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.479-481
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    • 2019
  • In recent years, training systems in various industrial fields have been made using virtual reality (VR) technology and widely used in education. Virtual reality based training system is safe, there is no waste of material, and there are many advantages to be able to practice anytime and anywhere. For example, virtual reality welding training simulation system is widely used for field worker because it can perform actual joining of steel plate in immersive environment. At this time, realistic representation of the steel plate joint is important to maximize the effectiveness of the training, but existing techniques have limited the natural expression of the effect. In this study, we propose a method of visualizing joint effect based on shader in order to construct welding training system. The results of this study can be applied to the welding training system to improve the weld training effect to provide the user with high-quality visualization.

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Study on Dowel-Bar Optimum Position of Jointed Concrete Pavement Using 3-D FEM Analysis (3차원 유한요소해석을 이용한 줄눈콘크리트 포장의 다웰바 최적배치에 대한 연구)

  • Chon, Beom Jun;Hong, Seong Jae;Lee, Seung Woo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.30 no.2D
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    • pp.135-141
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    • 2010
  • Dowel bar in the jointed concrete pavement has been designed and constructed by Foreign standard and experience in Korea. The behavior of dowel bar is explored based in analyze of 3-Dimension Finite Element Method. To evaluate behavior of dowel bar compared Timoshenko theory and 3-Dimensional Finite Element Method. Based on the 3-Dimension Finite Element Method analyze the dowel-bar optimum position that can reduce deflections of slabs by considering wheel path distributions was suggest in this study.

Chromatic adaptation model for the variations of the luminance of the same chromaticity illuminants (동일 색도 광원의 휘도 변화에 따른 색 순응 모델)

  • Kim Eun-Su;Jang Soo-Wook;Lee Sung-Hak;Sohng Kyu-lk
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.42 no.4 s.304
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    • pp.31-38
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    • 2005
  • In this paper, we propose the chromatic adaptation models (CAM) for the variations of the luminance levels. A chromatic adaptation model, CAM$\Delta$Y , is proposed according to the change of luminance level under the same illuminants. The proposed model is obtained by the transform the test colors of the high luminance into the corresponding colors of the low luminance. In the proposed model, the optimal coefficients are obtained from the corresponding colors data of the Breneman's experiments. In the experimental results, we confined that the chromaticity errors, $\Delta$u'v', between the predicted colors by the proposed model and the corresponding colors of the Breneman's experiments are 0.004 in u'v' chromaticity coordinates. The prediction performance of the proposed model is excellent because this error is the threshold value that two adjacent color patches can be distinguished. Additionally, we also propose equal-whiteness CCT curves (EWCs) by CAM$\Delta$Y according to the luminance levels of the surround viewing conditions. And the proposed EWCs can be used as the theoretical standard which determines the reference white of the color display devices.

Representation, Management and Sharing of Reuse-related Knowledge for Improving Software Reusability (소프트웨어 재사용성 증대를 위한 재사용 관련 지식의 표현, 관리 및 공유 방법)

  • Koo, Hyung-Min;Ko, In-Y oung
    • Journal of Software Engineering Society
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    • v.24 no.1
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    • pp.9-17
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    • 2011
  • Software reuse the concept of developing software by using existing software assets, rather than developing it from scratch. Developers may face difficulties of reusing existing software assets because existing assets are normally developed by other developers for different purposes. Developers tend to seek appropriate knowledge about effectively reusing software assets from the developers who have faced and solved similar problems in reusing software assets previously. In other words, the reuse-related knowledge of domain experts or other developers usually provides important clues to solve reuse-related problems. Such reuse-relalted knowledge can help developers to reduce the time and effort to identify and solve the difficulties and problems that may arise in reusing software assets and in minimizing the risks of reusing them by allowing them to reuse reliable software assets in an appropriate way and by recognizing similar requirements or constraints of resuing the assets. In this paper, we describe a model to represent reuse-related knowledge in a formal way, and explain the architecture and a prototype implementation of Software Reuse Wiki (SRW) that enables collaborative organization and sharing of software reuse-related knowledge. We have conducted an experiment pertaining to problem solving in reusing assets based on reuse-related knowledge. We also discuss about our evaluation plan for showing the benefits and contributions of reuse knowledge representation model and management methods in SRW. We expect that SRW can contribute to facilitate users' participations and make efficient sharing and growing of reuse-related knowledge. In addition, the representation model of reuse-related knowledge and management methods can make developers acquire more reliable and useful reuse-related knowledge in a straightforward manner without spending additional efforts to find solutions to solve reuse-related problems.

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Equivalent Design Parameter Determination for Effective Numerical Modeling of Pre-reinforced Zones in Tunnel (터널 사전보강 영역의 효과적 수치해석을 위한 등가 물성치 결정 기법)

  • Song, Ki-Il;Cho, Gye-Chun
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.8 no.2
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    • pp.151-163
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    • 2006
  • Although various methods for effective modeling of pre-reinforced zones have been suggested for numerical analysis of large section tunnels, tunnel designers refer to empirical cases and literature reviews rather than engineering methods because ones who use commercial programs are unfamiliar with a macro-scale approach in general. Therefore, this paper suggests a simple micro-scale approach combined with the macro-scale approach to determine equivalent design parameters for effective numerical modeling of pre-reinforced zones in tunnel. This new approach is to determine the equivalent stiffness of pre-reinforced zones with combination of ground, bulb, and steel in series or/and parallel. For verification, 3-D numerical results from the suggested approach are compared with those of a realistic model. The comparison suggests that two cases make best approximation to a realistic solution: One is related to the series-parallel stiffness system (hereafter SPSS) in which bulb and steel are coupled in parallel and then connected to the ground in series, and the other is the series stiffness system (hereafter SSS) in which only bulb and steel are coupled in series. The SPSS is recommended for stiffness calculation of pre-reinforced zones because the SSS is inconvenient and time-consuming. The SPSS provides slightly bigger vertical displacement at tunnel crown in weathered rock than other cases and give almost identical results to a realistic model for horizontal displacement at tunnel spring line and ground surface settlement. Displacement trends on weathered rock and weathered soil are similar. The SPSS which is suggested in this paper represents the behavior mechanism of pre-reinforced area effectively.

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Analysis of the Effect of Soil Depth on Landslide Risk Assessment (산사태 조사를 통한 토층심도가 산사태 발생 위험성에 미치는 영향 분석)

  • Kim, Man-Il;Kim, Namgyun;Kwak, Jaehwan;Lee, Seung-Jae
    • The Journal of Engineering Geology
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    • v.32 no.3
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    • pp.327-338
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    • 2022
  • This study aims to empirically and statistically predict soil depths across areas affected by landslides. Using soil depth measurements from a landslide area in Korea, two sets of soil depths are calculated using a Z-model based on terrain elevation and a probabilistic statistical model. Both sets of calculation results are applied to derive landslide risk using the saturated infiltration depth ratio of the soil layer. This facilitates analysis of the infiltration of rainfall into soil layers for a rainfall event. In comparison with the probabilistic statistical model, the Z-model yields soil depths that are closer to measured values in the study area. Landslide risk assessment in the study area based on soil depth predictions from the two models shows that the percentage of first-grade landslide risk assessed using soil depths from the probabilistic statistical model is 2.5 times that calculated using soil depths from the Z-model. This shows that soil depths directly affect landslide risk assessment; therefore, the acquisition and application of local soil depth data are crucial to landslide risk analysis.

A Study on the One-Way Distance in the Longitudinal Section Using Probabilistic Theory (확률론적 이론을 이용한 종단면에서의 단방향 이동거리에 관한 연구)

  • Kim, Seong-Ryul;Moon, Ji-Hyun;Jeon, Hae-Sung;Sue, Jong-Chal;Choo, Yeon-Moon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.87-96
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    • 2020
  • To use a hydraulic structure effectively, the velocity of a river should be known in detail. In reality, velocity measurements are not conducted sufficiently because of their high cost. The formulae to yield the flux and velocity of the river are commonly called the Manning and Chezy formulae, which are empirical equations applied to uniform flow. This study is based on Chiu (1987)'s paper using entropy theory to solve the limits of the existing velocity formula and distribution and suggests the velocity and distance formula derived from information entropy. The data of a channel having records of a spot's velocity was used to verify the derived formula's utility and showed R2 values of distance and velocity of 0.9993 and 0.8051~0.9483, respectively. The travel distance and velocity of a moving spot following the streamflow were calculated using some flow information, which solves the difficulty in frequent flood measurements when it is needed. This can be used to make a longitudinal section of a river composed of a horizontal distance and elevation. Moreover, GIS makes it possible to obtain accurate information, such as the characteristics of a river. The connection with flow information and GIS model can be used as alarming and expecting flood systems.

Application of Flipped Learning in Database Course (데이터베이스 교과목에서 플립러닝 적용 사례)

  • Kim, Eun-Gyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.847-856
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    • 2016
  • Flipped learning is a pedagogic model in which the typical lecture and homework elements of a course are reversed. Short video lectures or e-learning contents or other learning materials are viewed by students at home before the in-class session, while students are mainly carried out diverse active learning activities such as the discussions, exercises, team projects and so on in class time. Recently flipped learning has been emerging as an effective teaching-learning method that can train the 21st century talents who can create creative values based on fusion competencies. Based on the experience in applying the flipped learning to the database class that is an elective course of the school of computer engineering through three semesters, this paper proposes a flipped learning model consists of 7 steps in detail. Also, this paper analyzes the effects and weak points of the flipped learning and proposes several things for the successful flipped learning application.

A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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