• Title/Summary/Keyword: 허용충돌속도

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A Protection Capacity Evaluation of Vessel Protective Structures by Quasi-Static Collision Analysis (준정적 충돌해석을 통한 선박충돌방공호의 방호능력평가)

  • Lee, Gye-Hee
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.24 no.6
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    • pp.691-697
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    • 2011
  • In this study, the vessel collision protective structure and the vessel were modeled numerically and the quasi-static collision analysis was performed to evaluate the maximum protection capacity. In the modeling process of protective structure, the nonlinear behaviors of structure and the supporting conditions of ground including pull-out action were considered. In that of collision vessel, the bow of vessel was modeled precisely, because of the nonlinear behaviors were concentrated on it. For the efficient analysis, the mass scaling scheme was applied, also. To evaluate the differences and efficiency, the dynamic analyses were performed for the same model, additionally. Based on the obtained energy dissipation curves of the structure and the vessel, the moment that the collision force affected to the bridge substructures was determined and the maximum allowable collision velocity was evaluated. Because of the energy dissipation bound can be recognized clearly, this scheme can be used efficient in engineering work.

Application for Tilting Authorization and Speed Supervision (틸팅감시시스템 적용방안 연구)

  • Shin, Seung-Kwon;Kim, Yong-Kyu;Eum, Ki-Young;Em, Ju-Hwan
    • Proceedings of the KIEE Conference
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    • 2006.07b
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    • pp.1119-1120
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    • 2006
  • 고속철도 운행 및 급증하는 철도교통 수요에 대처하기 위해 기존선 속도향상이 요구됨에 따라 180km/h급 틸팅차량을 개발 중에 있다. 일반적으로 곡선부에서 승객들의 승차감을 위해 열차의 통과속도를 제한하지만 틸팅차량은 대차에 틸팅장치를 장착하여 차량의 곡선 통과속도를 향상시킬 수 있다. 곡선부에서 증가된 속도로 이 열차를 주행할 수 있도록 허용할 뿐만 아니라, 운전자의 실수, 고속주행으로 인한 탈선을 예방하기 위해 연속적으로 열차속도를 감시하는 것이 필요하다. 게다가, 기존선의 어떤 구간에서는 엄격한 틸팅의 승인이 있어야 하는 구간이 존재할지도 모른다. 틸팅열차가 열차간 충돌, 터널, 다리, 반대편의 열차와 충돌을 피해만 한다. 이러한 문제점의 해결은 TASS장치의 개발과 설치로 해결될 수 있다. 본 논문은 EMU 타입 틸팅열차에 적합한 TASS 장치의 적용방안을 제시한다.

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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.

A Study on the Development of High Sensitivity Collision Simulation with Digital Twin (디지털 트윈을 적용한 고감도 충돌 시뮬레이션 개발을 위한 연구)

  • Ki, Jae-Sug;Hwang, Kyo-Chan;Choi, Ju-Ho
    • Journal of the Society of Disaster Information
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    • v.16 no.4
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    • pp.813-823
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    • 2020
  • Purpose: In order to maximize the stability and productivity of the work through simulation prior to high-risk facilities and high-cost work such as dismantling the facilities inside the reactor, we intend to use digital twin technology that can be closely controlled by simulating the specifications of the actual control equipment. Motion control errors, which can be caused by the time gap between precision control equipment and simulation in applying digital twin technology, can cause hazards such as collisions between hazardous facilities and control equipment. In order to eliminate and control these situations, prior research is needed. Method: Unity 3D is currently the most popular engine used to develop simulations. However, there are control errors that can be caused by time correction within Unity 3D engines. The error is expected in many environments and may vary depending on the development environment, such as system specifications. To demonstrate this, we develop crash simulations using Unity 3D engines, which conduct collision experiments under various conditions, organize and analyze the resulting results, and derive tolerances for precision control equipment based on them. Result: In experiments with collision experiment simulation, the time correction in 1/1000 seconds of an engine internal function call results in a unit-hour distance error in the movement control of the collision objects and the distance error is proportional to the velocity of the collision. Conclusion: Remote decomposition simulators using digital twin technology are considered to require limitations of the speed of movement according to the required precision of the precision control devices in the hardware and software environment and manual control. In addition, the size of modeling data such as system development environment, hardware specifications and simulations imitated control equipment and facilities must also be taken into account, available and acceptable errors of operational control equipment and the speed required of work.

A Study on The New Level of Service for Rural Two-Lane Highways (지방부 2차로도로의 새로운 서비스수준 산정에 관한 연구)

  • Park, Je-Jin;Ha, Tae-Jun
    • Journal of Korean Society of Transportation
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    • v.26 no.2
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    • pp.47-56
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    • 2008
  • Two-Lane Highway of Korea is important, Because it has the largeest portion of all roads of Korea. But it has only one lane for one direction. So, If Delays are happened by low-speed vehicles, high-speed vehicles should over-take through the other side of the road. This over-takings can generate the high possibility of traffic accidents and the severity of traffic accidents by over-takings is very high. Because it generates a head-on collision. But the level of Service that indicates the operation states of Two-Lane Highway is defined as a conception that explains the operation conditions of traffic safety etc. Whencalculating the Level of service. It is considered by only delays. So, in this paper, first, this author wants to present the calculation of delay-time by Total-Delay Rate. Second, by multiplying this delay-time by the costs of delays wants to present the method of calulates the total delay costs. Third, to consider the traffic accidents, After predicting the number of traffic accidents, As multipling this by the average of costs of traffic accidents. want to present the method to calculate Total traffic accidents costs. Forth, present the operation costs.

Design of ATM Switch-based on a Priority Control Algorithm (우선순위 알고리즘을 적용한 상호연결 망 구조의 ATM 스위치 설계)

  • Cho Tae-Kyung;Cho Dong-Uook;Park Byoung-Soo
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.189-196
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    • 2004
  • Most of the recent researches for ATM switches have been based on multistage interconnection network known as regularity and self-routing property. These networks can switch packets simultaneously and in parallel. However, they are blocking networks in the sense that packet is capable of collision with each other Mainly Banyan network have been used for structure. There are several ways to reduce the blocking or to increase the throughput of banyan-type switches: increasing the internal link speeds, placing buffers in each switching node, using multiple path, distributing the load evenly in front of the banyan network and so on. Therefore, this paper proposes the use of recirculating shuffle-exchange network to reduce the blocking and to improve hardware complexity. This structures are recirculating shuffle-exchange network as simplified in hardware complexity and Rank network with tree structure which send only a packet with highest priority to the next network, and recirculate the others to the previous network. after it decides priority number on the Packets transferred to the same destination, The transferred Packets into banyan network use the function of self routing through decomposition and composition algorithm and all they arrive at final destinations. To analyze throughput, waiting time and packet loss ratio according to the size of buffer, the probabilities are modeled by a binomial distribution of packet arrival. If it is 50 percentage of load, the size of buffer is more than 15. It means the acceptable packet loss ratio. Therefore, this paper simplify the hardware complexity as use of recirculating shuffle-exchange network instead of bitonic sorter.

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