• Title/Summary/Keyword: 자동 요소재생성

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Adaptive Mesh Generation in Large Deformation Analysis of Shell Structures with Advancing Front Method (Advancing Front Method를 이용한 대변형 쉘 구조물의 적응적 유한요소 자동생성법)

  • 장창두;정진우;문성춘
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.12 no.3
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    • pp.447-455
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    • 1999
  • An adaptive mesh generation scheme is developed for effective non-linear analysis of the shell structures under large deformation. In particular, based on a posteriori error estimation, remeshing method on each load step is of primary interest here. An advancing front method, called paving method, is adopted for remeshing. It can be known that the adaptive mesh generation using contours of spacing values obtained from stress errors has an advantage in the adaptive analysis of the shell structures.

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Automatic Generation of Finite Element Meshes by Regenerating NURBS Surfaces (NURBS 곡면 재생성을 통한 유한 요소망의 자동 생성)

  • 박정민;채수원
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2002.10a
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    • pp.784-787
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    • 2002
  • The NURBS surfaces are widely employed for exchanging geometric models between different CAD/CAE systems. However if the input NURBS surfaces are poorly parameterized, most surface meshing algorithms may fail or the constructed meshes can be ill-conditioned. In this paper presents a new method is presented that can generate well conditioned meshes even on poorly parameterized NURBS surfaces by regenerating NURBS surfaces. To begin with, adequate Points are sample on original poorly parameterized surfaces and new surfaces are created by interpolating these points. And then. mesh generation is performed on new surfaces. With this method, models with poorly parameterized NURBS surfaces can be meshed successfully.

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Numerical Simulation for Pressing Process of Hot glass (고온 유리의 프레스 성형 공정 시뮬레이션)

  • Ji Suk Man;Choi Joo Ho;Kim Jun Bum;Ha Duk Sik
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.5 s.170
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    • pp.205-213
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    • 2005
  • This paper addresses a method for numerical simulation in the pressing process of hot glass. Updated Lagrangian finite element formulations are employed for the flow and energy equations to accommodate moving meshes. The model is assumed axi-symmetric and creep flow is assumed due to the high viscosity. Commercial software ANSYS is used to solve the coupled flow and energy equations. Moving contact points as well as free surface during the pressing are effectively calculated and updated by utilizing API functions of CAD software Unigraphics. The mesh distortion problem near the wall is overcome by automatic remeshing, and the temperatures of the new mesh are conveniently interpolated by using a unique function of ANSYS. The developed model is applied to the pressing process of TV glasses. In conclusion, the presented method shows that the pressing process accompanying moving boundary can be simulated by effectively combining general purpose software without resorting to special dedicated codes.

Automatic Virtual Platform Generation for Fast SoC Verification (고속 SoC 검증을 위한 자동 가상 플랫폼 생성)

  • Jung, Jun-Mo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1139-1144
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    • 2008
  • In this paper, we propose an automatic generation method of transaction level(TL) model from algorithmic model to verify system specification fast and effectively using virtual platform. The TL virtual platform including structural properties such as timing, synchronization and real-time is one of the effective verification frameworks. However, whenever change system specification or HW/SW mapping, we must rebuild virtual platform and additional design/verification time is required. And the manual description is very time-consuming and error-prone process. To solve these problems, we build TL library which consists of basic components of virtual platform such as CPU, memory, timer. We developed a set of design/verification tools in order to generate a virtual platform automatically. Our tools generate a virtual platform which consists of embedded real-time operating system (RTOS) and hardware components from an algorithmic modeling. And for communication between HW and SW, memory map and device drivers are generated. The effectiveness of our proposed framework has been successfully verified with a Joint Photographic Expert Group (JPEG) and H.264 algorithm. We claim that our approach enables us to generate an application specific virtual platform $100x{\tims}1000x$ faster than manual designs. Also, we can refine an initial platform incrementally to find a better HW/SW mapping. Furthermore, application software can be concurrently designed and optimized as well as RTOS by the generated virtual platform

Design and Implementation of Context-Aware Middleware for Distributed Ubiquitous Environments (분산 유비쿼터스 환경을 위한 상황 인식 미들웨어의 설계 및 구현)

  • Kim, En-Young;Oh, Dong-Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.5 s.43
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    • pp.105-114
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    • 2006
  • Context-Awareness is a important technology to support optimized services automatically by recognizing various context informations in ubiquitous environments. Previous middlewares which supports ubiquitous environments used a centralized storage and DBMS to store and manage context informations and service contents. Centralized management of context informations and service contents sometimes hinders the autonomy of moving node and interoperability between difference middlewares. In this paper, we design the systems which stores context informations in moving node by distributed form and shares service contents between middlewares in distributed ubiquitous environments. And it provides Context-Aware scripts to supports the definition of context informations reasoning and execution of services. It verifies the usefulness of the designed systems by applying the scenario of music playing service based on context awareness

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Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

Development of an Automatic Tempo-Regulating Smartphone Application Using MIDI Playback Functions For Musical Instrument Practice (스마트폰 MIDI 재생 기능을 활용한 속도 증가 악기 연습 애플리케이션 개발)

  • Shim, In-Sup
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.143-150
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    • 2019
  • Playing musical instruments has long been a hobby enjoyed by many, whether amateur or professional. However, a lot of long and arduous practice is required if one wants to acquire the skills of musical artist and truly enjoy the pleasure of playing. This repetitive and tedious practice is often a hindrance to the process of learning a musical instrument, and numerous educators have put a lot of research and effort into making the process easier and more fun for students. In addition, various media practice tools are being developed to keep the students engaged and having fun. The core elements of this content primarily include controlling the speed of backing tracks in accordance with the skill level of students and providing a backing ensemble that enables them to enjoy the fun of playing. This paper studies and compares various MIDI playback techniques capable of controlling speed and pitch in smartphone applications. Modern applications of these techniques are seen in music educational contents, as well as entertainment contents. It also discusses the development and launching of Upbeat, a drum-loop metronome that automatically increases speed by applying different techniques to its respective smartphone operating systems, Android OS and iOS.

Visualizing Motion Data as Sequential Images in Comic Book Layout (만화책 형식 동작 데이터 시각화)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.31-40
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    • 2009
  • Captured motion data is widely used today in a variety of areas including film production, game development, sports analysis, and medical rehabilitation. The ability of analyzing and processing motion data has increased rapidly for last decades. However, it is still difficult for users to quickly understand the contents of motion data consisting of a series of time-varying poses. One typical approach is to visualize consecutive poses in sequence while adjusting three-dimensional view, which is often time-consuming and laborious especially when users need to repeatedly control time and view in order to search for desired motions. We present a method of visualizing motion data as a sequence of images in comic book layout so that users can rapidly understand the overall flows of motion data, and easily identify their desired motions. The usefulness of our approach is demonstrated by visualizing various kinds of motion data including locomotion, boxing, and interaction with environments.

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Secure Mutual Authentication Protocol for RFID System without Online Back-End-Database (온라인 백-엔드-데이터베이스가 없는 안전한 RFID 상호 인증 프로토콜)

  • Won, Tae-Youn;Yu, Young-Jun;Chun, Ji-Young;Byun, Jin-Wook;Lee, Dong-Hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.20 no.1
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    • pp.63-72
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    • 2010
  • RFID is one of useful identification technology in ubiquitous environments which can be a replacement of bar code. RFID is basically consisted of tag, reader, which is for perception of the tag, and back-end-database for saving the information of tags. Although the usage of mobile readers in cellular phone or PDA increases, related studies are not enough to be secure for practical environments. There are many factors for using mobile leaders, instead of static leaders. In mobile reader environments, before constructing the secure protocol, we must consider these problems: 1) easy to lose the mobile reader 2) hard to keep the connection with back-end-database because of communication obstacle, the limitation of communication range, and so on. To find the solution against those problems, Han et al. suggest RFID mutual authentication protocol without back-end-database environment. However Han et al.'s protocol is able to be traced tag location by using eavesdropping, spoofing, and replay attack. Passive tag based on low cost is required lots of communication unsuitably. Hence, we analyze some vulnerabilities of Han et al.'s protocol and suggest RFID mutual authentication protocol without online back-end-database in aspect of efficiency and security.

Music Recommendation System in Public Space, DJ Robot, based on Context-awareness and Musical Properties (상황인식 및 음원 속성에 따른 공간 설치형 음악 추천 시스템, DJ로봇)

  • Kim, Byung-O;Han, Dong-Soong
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.286-296
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    • 2010
  • The study of the development of DJ robots is to meet the demands of the music services which are changing very rapidly in the digital and network era. Existing studies, as a whole, develop music services on the premise of personalized environment and equipment, but the DJ robot is on the premise of the open space shared by the public. DJ robot gives priority to traditional space and music. Recently as the hospitality and demand for cultural contents of South Korea expand to worldwide, industrial use of the contents based on traditional or our unique characteristics is getting more and more. Meanwhile, the DJ robot is composed of a combination of two modules. One is to detect changes in the external environment and the other is to set the properties of the music by psychology, emotional engineering, etc. DJ robot detect the footprint of the temperature, humidity, illumination, wind, noise and other environmental factors measured, and will ensure the objectivity of the music source by repeated experiments and verification with human sensibility ergonomics based on Hevner Adjective Circle. DJ robot will change the soundscape of the traditional space being more beautiful and make the revival and prosperity of traditional music with the use of traditional music through BGM.