• Title/Summary/Keyword: 충돌 위치

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A revised Query Tree Protocol for Tag Identification in RFID Systems (RFID 시스템에서 태그 식별을 위한 개선된 쿼리 트리 프로토콜)

  • Lim, In-Taek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.491-494
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    • 2005
  • In this paper, a QT_rev protocol is proposed for identifying all the tags within the identification range. The proposed QT_rev protocol revises the QT protocol, which has a memoryless property. In the QT_rev protocol, the tag will send the remaining bits of their identification codes when the query string matches the first bits of their identification codes. After the reader receives all the responses of the tags, it knows which bit is collided. If the collision occurs in the last bit, the reader can identify two tags simultaneously without further query.

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iBeacon Sinals Utilizing Techniques for the Moving Object and Collision Detection in VR Environment (VR 환경에서의 객체의 이동 및 충돌 감지를 위한 iBeacon 신호의 활용 기법)

  • Yoon, Chang-Pyo;Hwang, Chi-Gon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.333-334
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    • 2016
  • Recently, with the development of technology for the virtual reality services, the virtual reality technology has been to use various application services. However, because it is difficult to secure a non-Augmented Reality Virtual Reality in this case it has a vision problem that can be fixed in a service only, not removable. In this paper, we propose a technique of application iBeacon signal by applying the technology of the indoor location-based service using a virtual reality system described in iBeacon ensure the mobility in a virtual space, and can detect the collisions with other moving objects.

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SRDMAC Protocol Using Directional Antennas in Wireless Sensor Networks (무선 센서 네트워크에서 지향성 안테나를 이용한 SRDMAC 프로토콜)

  • Kim, Hae-Jung;Kim, Sang-Kyung;Kim, Chang-Hwa;Park, Chan-Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.893-896
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    • 2008
  • 기존의 무선 센서 네트워크에서는 센서 노드는 하나의 전방향성 안테나와 하나의 무선 채널을 공유하여 데이터를 전송하므로 과다한 채널 경쟁과 센서 노드간의 데이터 충돌로 데이터 재전송이 자주 발생하여 불필요한 에너지의 소비가 많고, 소스 노드와 목적지 노드의 데이터 전송시 RTS(Request To Send)와 CTS(Clear To Send) 패킷을 사용하여 전파 전송 범위 전체에 대해 채널 예약을 하므로 공간의 활용도가 낮은 편이다. 본 논문에서는 전방향성 안테나의 문제점 및 단점을 보완하기 위한 방법으로 지향성 안테나를 사용하기 위한 SRDMAC(Spatial Reuse Directional MAC) 프로토콜을 제안한다. 제안된 프로토콜은 센서 노드 간의 데이터 전송시 충돌을 방지하여 데이터 재전송에 소모되는 에너지와 목적지 노드가 위치한 영역 일부분에만 데이터를 전송함으로 에너지 소모량을 줄일 수 있으며, 목적지 노드가 위치한 영역을 제외한 다른 영역의 이웃 노드와의 데이터 전송이 가능하므로 공간 재 사용율을 최대한 증가시킬 수 있다.

Analysis of Precise Orbit Determination of the KARISMA Using Optical Tracking Data of a Geostationary Satellite (정지궤도위성의 광학 관측데이터를 이용한 KARISMA의 정밀궤도결정 결과 분석)

  • Cho, Dong-Hyun;Kim, Hae-Dong;Lee, Sang-Cherl
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.42 no.8
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    • pp.661-673
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    • 2014
  • In this paper, a precise orbit determination process was carried out based on KARISMA(KARI Collision Risk Management System) developed by KARI(Korea Aerospace Research Institute), in which optical tracking data of a geostationary satellite was used. The real optical tracking data provided by ESA(European Space Agency) for the ARTEMIS geostationary satellite was used. And orbit determination error was approximately 420 m compared to that of the ESA's orbit determination result from the same optical tracking data. In addition, orbit prediction was conducted based on the orbit determination result with optical tracking data for 4 days, and the position error for the orbit prediction during 3 days was approximately 500~600 m compared to that of ESA's result. These results imply that the performance of the KARISMA's orbit determination function is suitable to apply to the collision risk assessment for the space debris.

Evaluation of Ballistic Performance of Ceramic-Tile-Inserted Metal Block (세라믹 타일이 삽입된 금속 블록의 최적 방호구조 연구)

  • Lee, Seunghwan;Lee, Minhyung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.40 no.3
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    • pp.297-304
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    • 2016
  • A numerical simulation has been performed for the penetration of a long-rod penetrator into a metal block (ceramic-tile-inserted 4340-steel plate). The impact velocity is 1.5km/s at a normal incidence angle. The first two validations are conducted for a semi-infinite block measuring the depth of penetration (DOP). The material model of ceramic is the JH-2 (Johnson-Holmquist) model. The predicted DOP values are in close agreement with the experimental data. Then, the primary simulation is performed by varying the position of the confined ceramic tile for three types of thickness of ceramic tile. The residual velocity, residual mass and residual kinetic energy of the long-rod are obtained from the simulation. Based on these predicted values, the trend of the ballistic performance of the protective structure is estimated. In addition, the mass efficiency is calculated in order to determine the performance of the ceramic-tile-inserted metal block. Finally, the optimum protective structure is identified.

Motion Based Serious Game Using Spatial Information of Game and Web-cam (웹캠과 공간정보를 이용한 체감형 기능성게임)

  • Lee, Young-Jae;Lee, Dae-Ho;Yi, Sang-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1795-1802
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    • 2009
  • Motion based serious game is a new style of game and exercise using hands, arms, head and whole body. At that time gamer's reachable movement space is an important game space and interaction happening place. We propose efficient game spatial division and analysis algorithm that gives special information for collision avoidance of game objects. We devide into 9 parts of game space and check the enemy position and upper, down, left and right side movement information of gamer and calculate optimal path for collide avoidance of the enemy. To evaluate the method, we implemented a motion base serious game that consists of a web cam, a player, an enemy, and we obtained some valid results of our method for the collision avoidance. The resole demonstrated that the proposed approach is robust. If movement information is in front of enemy, then the enemy waits and finds the place and runs to avoid collision. This algorithm can be used basic development of level control and effective interaction method for motion based serious game.

An Animation Speed-independent Collision Detection Algorithm (애니메이션 속도에 무관한 충돌 탐지 알고리즘)

  • 김형석
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.3_4
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    • pp.247-256
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    • 2004
  • This paper presents an efficient collision detection algorithm the performance of which is independent of animation speed. Most of the previous collision detection algorithms are incremental and discrete methods, which find out the neighborhood of the extreme vertex at the previous time instance in order to get an extreme vertex at each time instance. However, if an object collides with another one with a high torque, then the angular speed becomes faster. Hence, the candidate by the incremental algorithms may be farther from the real extreme vertex at this time instance. Therefore, the worst time complexity nay be $O(n^2)$, where n is the number of faces. Moreover, the total time complexity of incremental algorithms is dependent on the time step size of animation because a smaller time step yields more frequent evaluation of Euclidean distance. In this paper, we propose a new method to overcome these drawbacks. We construct a spherical extreme vertex diagram on Gauss Sphere, which has geometric properties, and then generate the distance function of a polyhedron and a plane by using this diagram. In order to efficiently compute the exact collision time, we apply the interval Newton method to the distance function.

The Collision Processing Design of an Online Distributed Game Server (온라인 분산게임 서버의 충돌처리 설계)

  • Lee Sung-Ug
    • The Journal of the Korea Contents Association
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    • v.6 no.1
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    • pp.72-79
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    • 2006
  • Recently, a MMORPG(Massively Multi-play Online Role Playing Game) has built distribute server by Seamless world. This paper proposes an efficient collision detection method. DLS is used to dynamically adjust spatial subdivisions in each the boundary regions of distribute server We use an index table to effectively utilize the relationships between in the nodes and can perform the collision detection efficiently by reconstructing nodes of the tree. Also, we maintain the information for the boundary region to efficiently detect the collections and adjust the boundary regions between distributed servers by using DLS. As the DLS uses pointers, the information for each server is not needed and the boundary regions between the distributed servers are efficiently searched. Using node index points, the construction table can be made to find between ray and neighborhood node, In addition, processes for Network traffic reduce because a copy of the boundary regions is not needed when a object moves with realtime.

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Theoretical Estimation of the Impact Velocity during the PWR Spent Fuel Drop in Water Condition (경수로 사용후핵연료 수중 낙하 충돌 속도의 이론적 평가)

  • Kwon, Oh Joon;Park, Nam Gyu;Lee, Seong Ki;Kim, Jae Ik
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.14 no.2
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    • pp.149-156
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    • 2016
  • The spent fuel stored in the pool is vulnerable to external impacts, since the severe reactor conditions degrade the structural integrity of the fuel. Therefore an accident during shipping and handling should be considered. In an extreme case, the fuel assembly drop can be happened accidentally during handling the nuclear fuel in the spent fuel pool. The rod failure during such drop accident can be evaluated by calculating the impact force acting on the fuel assembly at the bottom of the spent fuel pool. The impact force can be evaluated with the impact velocity at the bottom of the spent fuel pool. Since fuel rods occupies most of weight and volume of a nuclear fuel assembly, the information of the rods are important to estimate the hydraulic resistance force. In this study, the hydraulic force acting on the $3{\times}3$ short rod bundle model during the drop accident is calculated, and the result is verified by comparing the numerical simulations. The methodology suggested by this study is expected to be useful for evaluating the integrity of the spent fuel.

Empirical Prediction of Acoustic Load of Launch Vehicle Including Jet Impingement (충돌제트 현상을 고려한 발사체 음향하중의 경험적 예측)

  • Park, Seoryong;Lee, Kyuho;Kong, Byunghak;Kang, Kyung Tai;Jang, Seokjong;Lee, Soogab
    • The Journal of the Acoustical Society of Korea
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    • v.33 no.3
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    • pp.153-162
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    • 2014
  • Empirical prediction method of the acoustic load on the fairing is based on jet experimental data on the basis of similarity principle. Representative empirical prediction method, DSM-II(Distributed Source Method-II), is a distributing source method along the jet plume. But the empirical prediction model is limited to reflect the impingement source in real environment because it is based on the free jet data. So, we propose a empirical prediction method considering the impinging jet effect by adding a impingement source in the existing prediction method. Considering the additional source's displacement, spectrum, strength and directivity, we calculate the acoustic load on the KSR-III(Korean Sounding Rocket-III) rocket and compare the results with the existing method and experiment data.