• Title/Summary/Keyword: 충돌 속도

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Reconstruction Analysis of Pedestrian Collision Accidents Using Fuzzy Methods (퍼지수법을 활용한 보행자 충돌사고 재구성 해석)

  • Park, Tae-Yeong;Han, In-Hwan
    • Journal of Korean Society of Transportation
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    • v.29 no.1
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    • pp.125-134
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    • 2011
  • In order to reconstruct vehicle-pedestrian collision accidents, this paper presents a fuzzy tool to estimate accurately the impact velocity of the vehicle using parameters which could be easily collectable at the accident scene. The fuzzy rules and membership functions were set up using number of over 200 domestic and foreign data from accidents and empirical tests and 700 data from multibody simulation experiments. The developed fuzzy tool deduces the category of pedestrian trajectory and impact speed of the vehicle using 4 membership functions and 2 logic rules. The membership function of throw distance was differently set according to the deduced category of trajectories. The implemented fuzzy program was validated through comparing with the domestic and foreign empirical data. The output results agree very well in impact velocities of vehicle resulting the accuracy and usefulness of the developed tool in the reconstruction analysis of vehicle-pedestrian collision accidents.

Ship Collision Avoidance Support Model in Close Quarters Situation (II) (근접상황 선박충돌회피지원모델에 관한 연구(II))

  • Yang Hyoung-Seon;Yea Byeong-Deok
    • Journal of Navigation and Port Research
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    • v.29 no.10 s.106
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    • pp.827-832
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    • 2005
  • In this paper, as a fundamental study of ship collision avoidance supporting system in close quarters situation, we propose ship collision avoidance support model for decreasing ship collision accidents those have occurred due to navigator's unsuitable maneuvering in close encounter. This model will effectively support maneuvering for collision avoidance through displaying the feasible area and the method of collision avoidance using own ship's turning characteristic about action of target ship's keeping course and velocity.

Auditory Interaction Design By Impact Sound Synthesis for Virtual Environment (충돌음 합성에 의한 가상환경의 청각적 인터랙션 디자인)

  • Nam, Yang-Hee
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.1-8
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    • 2013
  • Focused on the fact that sound is one of the important sensory cues delivering situations such as impact, this paper proposes an auditory interaction design approach for virtual environment. Based on a few sampling of basic material sound for various materials such as steel, rubber, and glass, the proposed method enables design transformations of the basic sound by allowing modification of mode gains that characterize natural sound for the material. In real-time virtual environment, it also provides simulation of modified sound according to the change of impact situation's perceptual properties such as colliding objects' size, hardness, contacting area, and speed. The test results on cognition experiment for discriminating objects' materials and impact situation by sound showed the feasibility of proposed auditory interaction design method.

Ship Collision Avoidance Support Model in Close Quarters Situation(II) (근접상황 선박충돌회피지원모델에 관한 연구(II))

  • Yang, Hyoung-Seon;Yea, Byeong-Deok
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • v.29 no.1
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    • pp.119-124
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    • 2005
  • In this paper, as a fundamental study of ship collision avoidance supporting system in close quarters situation, we propose ship collision avoidance support model for decreasing ship collision accidents those have occurred due to navigator's unsuitable maneuvering in close encounter. This model will effectively support maneuvering for collision avoidance through displaying the feasible area and the method of collision avoidance using own ship's turning characteristic about target ship's keeping course and velocity maneuvering actions.

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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
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    • v.10B no.5
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    • pp.567-574
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    • 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.

A Study on Impact Testing of a Rolling-stock Windscreen (철도차량 전면창유리 충격시험에 관한 연구)

  • Jeon, Hong Kyu;Park, Chan Kyoung;Seo, Jung Won;Jeon, Chang Sung
    • Journal of the Korean Society for Railway
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    • v.16 no.5
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    • pp.365-371
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    • 2013
  • This study describes impact test methods for a rolling-stock windscreen executed in Korea and Europe. Air-pressurized impact test equipment for the front windscreens of high speed trains was designed and manufactured. The equipment is capable of launching a projectile at 500km/h, in accordance with EN 15152's impact test method. Calibration of the test equipment was conducted to find an equation relating air pressure and projectile velocity. Specimens ($1000mm{\times}700mm$) having similar specifications with the front windscreens in metro and conventional trains were used to conduct impact tests with this equipment to research the impact characteristics of the screens according to the impact velocity.

Test and Numerical Analysis for Penetration Residual Velocity of Bullet Considering Failure Strain Uncertainty of Composite Plates (복합판재의 파단 변형률 불확실성을 고려한 탄 관통 잔류속도에 대한 시험 및 수치해석)

  • Cha, Myungseok;Lee, Minhyung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.40 no.3
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    • pp.281-288
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    • 2016
  • The ballistic performance data of composite materials is distributed due to material inhomogeneity. In this paper, the uncertainty in residual velocity is obtained experimentally, and a method of predicting it is established numerically for the high-speed impact of a bullet into laminated composites. First, the failure strain distribution was obtained by conducting a tensile test using 10 specimens. Next, a ballistic impact test was carried out for the impact of a fragment-simulating projectile (FSP) bullet with 4ply ([0/90]s) and 8ply ([0/90/0/90]s) glass fiber reinforced plastic (GFRP) plates. Eighteen shots were made at the same impact velocity and the residual velocities were obtained. Finally, simulations were conducted to predict the residual velocities by using the failure strain distributions that were obtained from the tensile test. For this simulation, two impact velocities were chosen at 411.7m/s (4ply) and 592.5m/s (8ply). The simulation results show that the predicted residual velocities are in close agreement with test results. Additionally, the modeling of a composite plate with layered solid elements requires less calculation time than modeling with solid elements.

Improvement of Ray-Tacing Performance by Using Object Pre-Proessing (오브젝트 전처리에 의한 광선추적법 속도 개선)

  • 김범수;황선태
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.565-567
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    • 1999
  • 3D 그래픽의 실사 이미지를 표현하기 위해 사용되는 광선추적법은 알고리즘상 빛과 물체의 충돌을 검사하는데 대부분의 시간이 소모된다. 보다 빠른 광선추적법을 수행하기 위해 빛과 물체의 충돌 검사시간을 줄이는 것이 요구된다. 이를 위해 본 논문에서는 디자인 시 설정된 오브젝트를 바로 랜더링 하는 방법보다 오브젝트와 카메라의 거리, 오브젝트와 월드의 상대적 크기를 고려한 바운딩 볼륨을 설정하도록 전처리해 빛과 물체의 충돌 검사 시간을 줄임으로서 광선추적법 알고리즘을 빨리 수행하는 방법을 제시한다.

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A study on collision detection of industrial robots using the mechanical inertia observer (관성 관측기를 이용한 산업용 로봇의 충돌감지에 관한 연구)

  • Choi, Chi-Hwan;Shin, Soo-Cheol;Lee, Hee-Jun;Kim, Young-Real;Won, Chung-Yuen
    • Proceedings of the KIPE Conference
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    • 2012.11a
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    • pp.65-66
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    • 2012
  • 최근 많은 산업분야에서 로봇이 사용되고 있으며, 로봇을 산업 공정에 적용시키기 위해서는 인간의 협업이 반드시 필요하다. 또한 사람의 안전은 무엇보다 중요하기 때문에, 사람과 로봇이 충돌시 로봇이 정지되는 기능은 반드시 필요하다. 그러므로, 본 논문에서는 추정된 관성과 속도 변화량에 의해 계산된 기계적 토크와, q축 전류에 의해 계산된 전기적 토크를 비교하여 로봇이 사람이나 물체에 충돌시 이를 감지하고, 속도 지령을 감소 시킴으로써 로봇이 정지 하는 기능을 시뮬레이션과 실험을 통하여 검증 하였다.

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High-Tag anti-collision algorithm to improve the efficiency of tag Identification in Active RFID System (능동형 RFID시스템에서 태그 인식 속도 향상을 위한 고속 태그 충돌 방지 알고리즘)

  • Lee, Han-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.235-242
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    • 2012
  • In RFID System, one of the problem that we must slove is to devise a good anti-collision algorithms to improve the efficiency of tag identification which is usually low because of tag collision. Among of the existing RFID anti-collision algorithm, BS (Binary Search) algorithm, though simple, has a disadvantage that the stage of times used to identify the tags increase exponentially as the number of tags does. In this paper, I propose a new anti-collision algorithm called Multi-collision reflected frame which restricts the number of stages and decided bit. Since the proposal algorithm keep the length size of UID and density of total tag when have 100%. The simulation results showed that the proposed algorithm improves the efficiency by 30~50% compared to the existing algorithm.