• Title/Summary/Keyword: 요소 기반 시뮬레이션

Search Result 645, Processing Time 0.027 seconds

Stress Patterns in the Reconstructed Double Bundles of the Anterior Cruciate Ligament in Response to an Anterior Tibial Load and Rotatory Load: an Analysis using a 3-Dimensional Finite Element Model (삼차원 유한 요소 모델을 이용한 전방십자인대 이중다발 재건술 후 전방 전위 및 회전 부하에 따른 이식건 응력 양상 분석)

  • Seo, Young-Jin;Song, Si Young;Ahn, Jung Tae;Kim, Yoon-Sang;Ko, Jun Ho;Jang, Seong-Wook;Yoo, Yon-Sik
    • Journal of the Korean Arthroscopy Society
    • /
    • v.16 no.2
    • /
    • pp.160-166
    • /
    • 2012
  • Purpose: The aim of this study was to determine the patterns of the stress distribution within the reconstructed anterior cruciate ligament (ACL) double bundles in response to an anterior tibial load and rotatory load at $45^{\circ}$ flexed knee model by use of a 3-dimensional finite element analysis (FEM). Materials and Methods: The $0^{\circ}$ and $45^{\circ}$ flexed 3-D knee model were reconstructed based on the high resolution computed tomography (CT) images from the right knee of a healthy male subject. To simulate double bundle ACL reconstruction, in $0^{\circ}$ analytic model, four 7 mm diameter tunnels were created at the center of each anteromedial (AM) and posterolateral (PL) footprints on the femur and tibia. The grafts were inserted into the corresponding bone tunnels and then reconstructed knee model was flexed to $45^{\circ}$. As a next step, the 5 mm anterior tibial load and internal rotational load of $10^{\circ}$ were applied on the final Computer aided design (CAD) model. And then stress patterns of each bundle were assessed using a finite element analysis. Results: In response to the 5 mm of anterior tibial load, the AM bundle showed increased stresses around the tibial and femoral attachment sites; especially in the anterior aspect of the bundle. In the PL bundle, the highest stress concentration was also noticed on the anterior aspect of the bundle. Under $10^{\circ}$ internal rotational load, the stress concentration was predominant around the anterior aspect of the tibial attachment site within the AM bundle. The PL bundle also showed highest stress concentration on the anterior aspect of the bundle. Conclusion: Although the stress patterns were not identical among the AM and PL bundle, there were common trends in the stress distribution. The stress concentration was predominant on the anterior aspect of both bundles in response to the anterior tibial load and rotatory load.

  • PDF

An contention-aware ordered sequential collaborative spectrum sensing scheme for CRAHN (무선인지 애드 혹 네트워크를 위한 순차적 협력 스펙트럼 센싱 기법)

  • Nguyen-Thanh, Nhan;Koo, In-Soo
    • Journal of Internet Computing and Services
    • /
    • v.12 no.4
    • /
    • pp.35-43
    • /
    • 2011
  • Cognitive Radio (CR) ad hoc network is highly considered as one of promising future ad hoc networks, which enables opportunistic access to under-utilized licensed spectrum. Similarly to other CR networks, the spectrum sensing is a prerequisite in CR ad hoc network. Collaborative spectrum sensing can help increasing sensing performance. For such an infrastructureless network, however the coordination for the sensing collaboration is really complicated due to the lack of a central controller. In this paper, we propose a novel collaborative spectrum sensing scheme in which the final decision is made by the node with the highest data reliability based on a sequential Dempster Shafer theory. The collaboration of sensing data is also executed by the proposed contention-aware reporting mechanism which utilizes the sensing data reliability order for broadcasting spectrum sensing result. The proposed method reduces the collecting time and the overhead of the control channel due to the efficiency of the ordered sequential combination while keeping the same sensing performance in comparison with the conventional cooperative centralized spectrum sensing scheme.

Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
    • /
    • v.13 no.1
    • /
    • pp.125-134
    • /
    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.

A Design of Software Receiver for GNSS Signal Processing

  • Choi, Seung-Hyun;Kim, Jae-Hyun;Shin, Cheon-Sig;Lee, Sang-Uk;Kim, Jae-Hoon
    • Journal of Satellite, Information and Communications
    • /
    • v.2 no.2
    • /
    • pp.48-52
    • /
    • 2007
  • Recently, the research of GPS receiver which uses the Software-Defined Radio(SDR) technique is being actively proceeded instead of traditional hardware-based receiver. The software-based GPS receiver indicates that the signal acquisition and tracking treated by the hardware-based platform are processed as the software technique through a microprocessor. In this paper, GPS software receiver is designed by using SDR technique and then the signal acquisition, tracking, and the navigation message decoding parts are verified through the PC-based simulation. Moreover, the efficient algorithms are developed about the signal acquisition and tracking parts in order to obtain the accurate pseudorange. Finally, the pseudorange is calculated through the relative channel delay received through the different satellite of L1 frequency band. GPS software receiver proposed in this paper will be included in the element of GPS/Galileo complex system of development target and will provide not only the method that verifies the performance for Galileo Sensor Station standard but also usability by providing various debugging environments.

  • PDF

Train interval control and train-centric distributed interlocking algorithm for autonomous train driving control system (열차자율주행제어시스템을 위한 간격제어와 차상중심 분산형 연동 알고리즘)

  • Oh, Sehchan;Kim, Kyunghee;Choi, Hyeonyeong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.11
    • /
    • pp.1-9
    • /
    • 2016
  • Train control systems have changed from wayside electricity-centric to onboard communications-centric. The latest train control system, the CBTC system, has high efficiency for interval control based on two-way radio communications between the onboard and wayside systems. However, since the wayside system is the center of control, the number of input trains to allow a wayside system is limited, and due to the cyclic-path control flows between onboard and wayside systems, headway improvement is limited. In this paper, we propose a train interval-control and train-centric distributed interlocking algorithm for an autonomous train-driving control system. Because an autonomous train-driving control system performs interval and branch control onboard, both tracks and switches are shared resources as well as semaphore elements. The proposed autonomous train-driving control performs train interval control via direct communication between trains or between trains and track-side apparatus, instead of relying on control commands from ground control systems. The proposed interlocking algorithm newly defines the semaphore scheme using a unique key for the shared resource, and a switch that is not accessed at the same time by the interlocking system within each train. The simulated results show the proposed autonomous train-driving control system improves interval control performance, and safe train control is possible with a simplified interlocking algorithm by comparing the proposed train-centric distributed interlocking algorithm and various types of interlock logic performed in existing interlocking systems.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.25-41
    • /
    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

  • PDF

Adaptive Collision Resolution Algorithm for Improving Delay of Services in B-WLL System (B-WLL 시스템에서 서비스 지연 향상을 위한 충돌 해소 알고리즘)

  • Ahn, Kye-Hyun;Park, Byoung-Joo;Baek, Seung-Kwon;Kim, Eung-Bae;Kim, Young-Chon
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.27 no.1B
    • /
    • pp.42-48
    • /
    • 2002
  • In broadband wireless networks, the effective meeting of the QoS guarantees may strongly depend on the Contention Resolution Algorithm used in the uplink contention period. The time it takes a station to transmit a successful request to the base station, or request delay, must be kept low even during periods of high contention. If a request suffers many collisions, it cannot rely on the preemptive scheduler to receive low access delays. However, the conventional collision resolution algorithm has a problem that all collided stations are treated equally regardless of their delay from previous contention periods. Some requests may have very long request delay caused by continuous collisions. In this paper, we propose an adaptive collision resolution algorithm for fast random access in broadband wireless networks. The design goal is to provide quick access to the request with a high number of collisions. To do this, the proposed algorithm separates the whole contention region into multiple sub regions and permits access through each sub region only to the requests with equal number of collisions. The sub region is adaptively created according to the feedback information of previous random access. By simulation, the proposed algorithm can improve the performance in terms of throughput, random delay and complementary distribution of random delay by its ability to isolate higher priorities from lower ones. We can notice the algorithm provides efficiency and random access delay in random access environment.

Two-Stage Evolutionary Algorithm for Path-Controllable Virtual Creatures (경로 제어가 가능한 가상생명체를 위한 2단계 진화 알고리즘)

  • Shim Yoon-Sik;Kim Chang-Hun
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.32 no.11_12
    • /
    • pp.682-691
    • /
    • 2005
  • We present a two-step evolution system that produces controllable virtual creatures in physically simulated 3D environment. Previous evolutionary methods for virtual creatures did not allow any user intervention during evolution process, because they generated a creature's shape, locomotion, and high-level behaviors such as target-following and obstacle avoidance simultaneously by one-time evolution process. In this work, we divide a single system into manageable two sub-systems, and this more likely allowsuser interaction. In the first stage, a body structure and low-level motor controllers of a creature for straight movement are generated by an evolutionary algorithm. Next, a high-level control to follow a given path is achieved by a neural network. The connection weights of the neural network are optimized by a genetic algorithm. The evolved controller could follow any given path fairly well. Moreover, users can choose or abort creatures according to their taste before the entire evolution process is finished. This paper also presents a new sinusoidal controller and a simplified hydrodynamics model for a capped-cylinder, which is the basic body primitive of a creature.

Design and Performance Evaluation of a Scheduling Algorithm for Edge Node supporting Assured Service in High-speed Internet Access Networks (초고속 인터넷 접속망에서 보장형 서비스 제공을 위한 경계 노드의 스케줄링 알고리즘 설계 및 성능 분석)

  • 노대철;이재용;김병철
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.29 no.4C
    • /
    • pp.461-471
    • /
    • 2004
  • Recently, subscribers have strong desire to get QoS based personalized services in high-speed Internet access. Service providers have been rapidly replacing ADSL, cable broadband access networks with Metro-Ethernet based VDSL. But, it is difficult for Motto-Ethernet based broadband access networks to provide QoS based personalized services, because already deployed network elements cannot distinguish subscribers by specific traffic characteristics. In this paper, when the access network has tree topology, we show that it is possible to provide QoS for each downstream flow with only per flow traffic shaping at the edge node without QoS functions in access networks. In order to show that our suggested scheduling algorithm at the edge node can support the assured service in tree topology access networks, we evaluated its performance by simulation. The suggested scheduling algorithm can shape per-flow traffic based on the maximum bandwidth, and guarantees minimum bandwidth per flow by modifying the DRR scheduler. Simulation results show that congestion and loss in the access network elements are greatly reduced, TCP performance is highly enhanced and loss for assured CBR service flows is reduced by only shaping per-flow traffic at the edge node using our proposed scheduling algorithm.

Design and Implementation of Co-Verification Environments based-on SystemVerilog & SystemC (SystemVerilog와 SystemC 기반의 통합검증환경 설계 및 구현)

  • You, Myoung-Keun;Song, Gi-Yong
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.10 no.4
    • /
    • pp.274-279
    • /
    • 2009
  • The flow of a universal system-level design methodology consists of system specification, system-level hardware/software partitioning, co-design, co-verification using virtual or physical prototype, and system integration. In this paper, verification environments based-on SystemVerilog and SystemC, one is native-code co-verification environment which makes prompt functional verification possible and another is SystemVerilog layered testbench which makes clock-level verification possible, are implemented. In native-code co-verification, HW and SW parts of SoC are respectively designed with SystemVerilog and SystemC after HW/SW partitioning using SystemC, then the functional interaction between HW and SW parts is carried out as one simulation process. SystemVerilog layered testbench is a verification environment including corner case test of DUT through the randomly generated test-vector. We adopt SystemC to design a component of verification environment which has multiple inheritance, and we combine SystemC design unit with the SystemVerilog layered testbench using SystemVerilog DPI and ModelSim macro. As multiple inheritance is useful for creating class types that combine the properties of two or more class types, the design of verification environment adopting SystemC in this paper can increase the code reusability.

  • PDF