• Title/Summary/Keyword: 동적요소

Search Result 1,930, Processing Time 0.033 seconds

Behavior Characteristics of Ballasted Track on Asphalt Roadbed Using Real Scale Test (실대형 실험을 통한 아스팔트 노반상 자갈궤도의 거동 특성)

  • Lee, Seonghyeok;Lee, Jinwook;Lee, Hyunmin
    • Journal of the Korean Society for Railway
    • /
    • v.18 no.3
    • /
    • pp.252-260
    • /
    • 2015
  • Ballasted track on an asphalt roadbed can be beneficial for its various effects such as (i) decreasing of roadbed thickness by dispersing train load; (ii) prevention of both strength reduction and weakening in roadbed system by preventing rainwater penetration; and (iii) reducing maintenance cost by preventing roadbed mud-pumping and frostbite. With these beneficial effects, ballasted track on asphalt roadbed has been widely used in Europe and Japan, and relevant research for applying such ballasted track on asphalt roadbed systems in Korea is ongoing. In this study, full-scale static and dynamic train load tests were performed to compare the performance of ballasted track on asphalt roadbed and ballasted track. The optimum thickness levels of asphalt and reinforced roadbeds, corresponding to the design criteria for reinforced roadbed of high-speed railway, was estimated using the FEM program ABAQUS. Test results show that the earth pressure on reinforced roadbed of ballasted track on the asphalt roadbed was relatively low compared with that of simple ballasted track. The elastic and plastic displacements of simple ballasted track on the asphalt roadbed were also lower than those of ballasted track. These test results may indicate that the use of ballasted track on asphalt roadbed is an advantageous system in view of long-term maintenance.

Modeling Environment for Distributed Simulation with Hierarchical Animation (계층적 애니메이션이 가능한 분산 시뮬레이션 모델링 환경)

  • Yi, Mi-Ra;Kim, Hyung-Jong
    • Journal of the Korea Society for Simulation
    • /
    • v.17 no.1
    • /
    • pp.33-42
    • /
    • 2008
  • In general, simulation is to predict or evaluate some systems that are hard to be executed in real world, and so usually the target systems to be modeled are large and complex. Trying to observe the dynamics of the systems results in similar level of animation complexity, the model and animation has the same complexity as the system. Trying to display all the graphic objects representing the dynamics of the models being simulated, however, causes the distraction of focus, which results in solving the above listed problems difficult. The redundant graphic objects also increase the computer computation overhead. To solve the problem, a research about a hierarchical animation environment has been proposed a few years ago. In the research, the users can have better focus on the dynamics of system components by selectively choosing the hierarchical level and components within a level of the hierarchically structured model. However, the research has not a modeling methodology for modelers to describe systematically animation part corresponding to dynamics of simulation in a model. This research has defined the modeling methodology of DESHA and defined DESHA-C++, improving the previous research output, as an execution environment of DESHA models. In addition, to use hierarchical animation environment in various problems, this research proposed and developed the distributed simulation modeling environment that connects DESHA environment and HLA.

  • PDF

Historical Studies on the Characteristics of Taeaek Pond at Changdeok Palace (창덕궁 태액지의 조영사적 특성)

  • Jung, Woo-Jin;Sim, Woo-Kyung
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.30 no.2
    • /
    • pp.46-63
    • /
    • 2012
  • The object of this study was to analyze the speciality of Korean traditional waterscape and unique landscape formed with reflection of the phases of the time sat the area of Juhabru(宙合樓) in Changdeok Palace as a basic research to find the prototype of Taeaek pond at Changdeok Palace and restoration of the palace. Originally, Taeaek pond at Changdeok Palace was constructed in KingInjo(仁祖) period as a name of Yongji(龍池), later it called Taeaek pond after King Sukjong(肅宗). There is an island as a symbol of the immortal isle, and Chungseojeong(淸署亭), Taiksujae(澤水齋) and Buyongjeong(芙蓉亭) which were built to view the waterscape in Taeaek pond. Buildings were built asymmetrical balance around Taeaek pond because of the morphological character of tetragonal pond. Arrangement of this area has a definite form of axial structure. Yeolgokwan(閱古觀) Gaeyuwa(皆有窩), pavilions, bridges, islands, Osumoon(魚水門) and Juhabru are located on the north and south axis, and island and Osumoon play a role as a intersection and form an east of west axis. In this study, manual of construction for an island and pavilions is provided by analyzing transformational process of island and pavilions at Taeaek pond. Furthermore, kings and officials used to statically enjoy the view around Taeaek pond area, but dynamic fishing and boating activity happened in King Jungjo(正祖) period. These historical backgrounds have an influence on the spatial organization of Taeaek pond. For instance, bridge between Taeaek pond and island was destroyed with the increase of the importance of boating. Symbolic structure around Taeaek pond means 'fish changes to dragon' and 'both of king and officials become one'. Taiksujai, carving fish, Osumoon and Juhabru are provided as a related spatial factors.

A Study on the Image and Visual Preference for the Beautiful Forest Scenery types in Korea (아름다운 산림풍경 유형의 선호도 및 이미지 특성에 관한 연구)

  • Lee, Yeon-Hee;Park, Chan-Woo;Ha, Si-Yeon
    • Journal of Korean Society of Forest Science
    • /
    • v.104 no.4
    • /
    • pp.685-696
    • /
    • 2015
  • This study intends to evaluate visual preference and image for 10 types of forest sceneries which have own distinct characteristics without overlapping each other among 22 types of beautiful forest sceneries based on Korea National Parks. Z scale and paired comparison methods were used to analyze visual preference for forest scenery, and SD scale method was also adopted to assess visual image for forest scenery. Experiments were conducted with 3 different university students groups. The results of this study can be summarized as follows. First, the evaluation results of Z scale (N=70) and paired comparison (N=64) methods show similar visual preference for different types of forest scenery. 'Scenery inside forests' and 'valley and rock' sceneries have the highest level of preference, and 'panorama of ridges', 'ridge of curious rock peaks', and 'waterfall and cliff' also have relatively higher preference level than others. However, 'community of dead trees' has the lowest preference in forest sceneries. Second, the factor analysis outputs of the image scores for beautiful forest scenery types by SD scale (N=66) show 3 factors of 'mysterious charm', 'colorful sense', and 'vividness/variety'. Examined the variables of forest scenery types for each factor, the image of 'mysterious charm' is based on the sceneries of mountain ridges, the image of 'colorful sense' is focused on the sceneries of color-expressed sense of the season, and the image of 'vividness/variety' is based on the sceneries of waterscape and curious rock peaks.

A Study of GPS Ship Navigation System Using Precise Coordinate Conversion Algorithms. (정밀 좌표변환 알고리즘을 이용한 인공위성 항로추적시스템에 관한 연구)

  • Chang, Yong-Ku;Mun, Du-Yeoul;Choi, Sung-Jae;Lee, Young-Hee
    • Journal of Navigation and Port Research
    • /
    • v.27 no.1
    • /
    • pp.41-48
    • /
    • 2003
  • The most great GPS is working on CNS(Car navigation System) and Personal terminal, but ocean has not been. First studied GPS is sailing to ship but We have been connivance that The ship is not need detail navigation. Lately, harbor facilities and transportation service in harbors are complication. We have need accurate ship navigation system. In this paper, author developed algorithms of ellipsoid conversion between WGS84 and BESSEL and develope algorithms of map projection between ellipsoid coordinate system, and plane cartesian system. Author used 3-parameter in covering ellipsoids and used TM and UTM projection in converting between ellipsoid and plane cartesian coordinate. And author analyzed errors through static surveying and dynamic surveying of GPS for proving accuracy of GPS sensor, Furthermore author analyzed deflection error of received position. Finally author developed real time ship navigation system using cheep GPS sensor.

A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
    • /
    • v.10B no.5
    • /
    • pp.567-574
    • /
    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.

Finding Frequent Itemsets Over Data Streams in Confined Memory Space (한정된 메모리 공간에서 데이터 스트림의 빈발항목 최적화 방법)

  • Kim, Min-Jung;Shin, Se-Jung;Lee, Won-Suk
    • The KIPS Transactions:PartD
    • /
    • v.15D no.6
    • /
    • pp.741-754
    • /
    • 2008
  • Due to the characteristics of a data stream, it is very important to confine the memory usage of a data mining process regardless of the amount of information generated in the data stream. For this purpose, this paper proposes the Prime pattern tree(PPT) for finding frequent itemsets over data streams with using the confined memory space. Unlike a prefix tree, a node of a PPT can maintain the information necessary to estimate the current supports of several itemsets together. The length of items in a prime pattern can be reduced the total number of nodes and controlled by split_delta $S_{\delta}$. The size and the accuracy of the PPT is determined by $S_{\delta}$. The accuracy is better as the value of $S_{\delta}$ is smaller since the value of $S_{\delta}$ is large, many itemsets are estimated their frequencies. So it is important to consider trade-off between the size of a PPT and the accuracy of the mining result. Based on this characteristic, the size and the accuracy of the PPT can be flexibly controlled by merging or splitting nodes in a mining process. For finding all frequent itemsets over the data stream, this paper proposes a PPT to replace the role of a prefix tree in the estDec method which was proposed as a previous work. It is efficient to optimize the memory usage for finding frequent itemsets over a data stream in confined memory space. Finally, the performance of the proposed method is analyzed by a series of experiments to identify its various characteristics.

An equivalent model for the seismic analysis of high-rise shear wall apartments (고층 벽식 아파트의 지진해석을 위한 등가모델)

  • Kim, Tae-Wan;Park, Yong-Koo;Kim, Hyun-Jung;Lee, Dong-Guen
    • Journal of the Earthquake Engineering Society of Korea
    • /
    • v.11 no.5
    • /
    • pp.11-21
    • /
    • 2007
  • Currently in the country, the necessity of seismic analyses is increasing due to the increase of demand and interest in seismic design. Especially, shear wall apartments are constructed mostly for a residental building so seismic analyses for the apartment are actively executed. For the seismic analysis of the shear wall apartment, it may be not efficient in time and effort to model the entire structure by a finite element mesh. Therefore, an equivalent model is needed to simulate the dynamic behavior of the structure by decreasing the number of degrees of freedom. In this study, a method to form an equivalent model that is simple and easy to use was proposed utilizing effective mass coefficient that is highly correlated to mode shape of the structure. This equivalent model was obtained by replacing a shear wall structure with an equivalent frame structure having beams and columns. This model can be used very effectively when excessive seismic analyses are necessary in a short period because it can be operated in any commercial program and reduce the analysis time. Also, it can model floor slabs so it can represent the actual behavior of shear wall apartments. Furthermore, it is very excellent since it can represent the asymmetry of the structure.

A probabilistic fragility evaluation method of a RC box tunnel subjected to earthquake loadings (지진하중을 받는 RC 박스터널의 확률론적 취약도 평가기법)

  • Huh, Jungwon;Le, Thai Son;Kang, Choonghyun;Kwak, Kiseok;Park, Inn-Joon
    • Journal of Korean Tunnelling and Underground Space Association
    • /
    • v.19 no.2
    • /
    • pp.143-159
    • /
    • 2017
  • A probabilistic fragility assessment procedure is developed in this paper to predict risks of damage arising from seismic loading to the two-cell RC box tunnel. Especially, the paper focuses on establishing a simplified methodology to derive fragility curves which are an indispensable ingredient of seismic fragility assessment. In consideration of soil-structure interaction (SSI) effect, the ground response acceleration method for buried structure (GRAMBS) is used in the proposed approach to estimate the dynamic response behavior of the structures. In addition, the damage states of tunnels are identified by conducting the pushover analyses and Latin Hypercube sampling (LHS) technique is employed to consider the uncertainties associated with design variables. To illustrate the concepts described, a numerical analysis is conducted and fragility curves are developed for a large set of artificially generated ground motions satisfying a design spectrum. The seismic fragility curves are represented by two-parameter lognormal distribution function and its two parameters, namely the median and log-standard deviation, are estimated using the maximum likelihood estimates (MLE) method.

Object-oriented Simulation Modeling for Service Supply Chain (서비스 공급사슬을 위한 객체지향 시뮬레이션 모델링)

  • Moon, Jong-Hyuk;Lee, Young-Hae;Cho, Dong-Won
    • Journal of the Korea Society for Simulation
    • /
    • v.21 no.1
    • /
    • pp.55-68
    • /
    • 2012
  • Recently it is important to understand service supply chain because the economy moves from manufacturing to services. However, most of existing supply chain research focuses exclusively on the manufacturing sector. To overcome this situation, it needs to investigate and analyze service supply chain. Simulation is one of the most frequently used techniques for analysis and design of complex system. Service supply chain is complex and large systems that require an accurate designing phase. Especially, it is important to examine closely the dynamically interactive behavior of the different service supply chain components in order to predict the performance of the servcie supply chain. In this paper, we develop a conceptual model of service supply chain. Then, we present a new procedure to develop simulation model for the developed conceptual model of service supply chain, based on the UML analysis and design tools and on the ARENA simulation language. The two main characteristics of the proposed procedure are the definition of a systematic procedure to design service supply chain and of a set of rules for the conceptual model translation in an ARENA simulation language. The goal is to improve the knowledge on service supply chain management and support the simulation model development efficiency on service supply chain.