• Title/Summary/Keyword: 4차원 시뮬레이션

Search Result 354, Processing Time 0.024 seconds

Three-Dimensional Subsurface Resistivity Profile using Electrical Resistance Tomography for Designing Grounding Grid (접지 그리드 설계를 위한 전기 저항 단층촬영법에 기반한 지표의 3차원 저항률 분포 추정)

  • Khambampati, Anil Kumar;Kim, Kyung Youn
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.53 no.4
    • /
    • pp.117-128
    • /
    • 2016
  • Installation of earth grounding system is essential to ensure personnel safety and correct operation of electrical equipment. Earth parameters, especially, soil resistivity has to be determined in designing an efficient earth grounding system. The most common applied technique to measure soil resistance is Wenner four-point method. Implementation of this method is expensive, time consuming and cumbersome as large set of measurements with variable electrode spacing are required to obtain a one dimensional resistivity plot. It is advantageous to have a method which is of low cost and provides fast measurements. In this perspective, electrical resistance tomography (ERT) is applied to estimate subsurface resistivity profile. Electrical resistance tomograms characterize the soil resistivity distribution based on the measurements from electrodes placed in the region of interest. The nonlinear ill-posed inverse problem is solved using iterated Gauss-Newton method with Tikhonov regularization. Through extensive numerical simulations, it is found that ERT offers promising performance in estimating the three-dimensional soil resistivity distribution.

Development of 4D System Linking AR and 3D Printing Objects for Construction Porject (AR과 3D 프린팅 객체를 연계한 건설공사 4D 시스템 구성 연구)

  • Park, Sang Mi;Kim, Hyeon Seung;Moon, Hyoun Seok;Kang, Leen Seok
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.41 no.2
    • /
    • pp.181-189
    • /
    • 2021
  • In order to increase the practical usability of the virtual reality(VR)-based BIM object in the construction site, the difference between the virtual image and the real image should be resolved, and when it is applied to the construction schedule management function, it is necessary to reduce the image gap between the virtual completion and the actual completion. In this study, in order to solve this problem, a prototype of 4D model is developed in which augmented reality (AR) and 3D printing technologies are linked, and the practical usability of a 4D model linked with two technologies is verified. When a schedule simulation is implemented by combining a three-dimensional output and an AR object, it is possible to provide more intuitive information as a tangible image-based schedule information when compared to a simple VR-based 4D model. In this study, a methodology and system development of an AR implementation system in which subsequent activities are simulated in 4D model using markers on 3D printing outputs are attempted.

Modeling of Piston Crevice Hydrocarbon Oxidation in SI Engines (전기점화 기관 간극 체적 내 미연탄화수소의 산화 모델링)

  • Choi, Hoi-Myung;Kim, Se-Jun;Min, Kyung-Doug
    • Proceedings of the KSME Conference
    • /
    • 2001.06d
    • /
    • pp.884-889
    • /
    • 2001
  • Combustion chamber crevices in SI engines are identified as the largest contributor to the engine-out hydrocarbon emissions. The largest of crevice region is the piston ring pack crevice. To predict and understand the oxidation process of piston crevice hydrocarbons, a 3-dimensional numerical simulation method was developed. A engine shaped computational mesh with moving grid for piston and valve motions was constructed. And a 4-step oxidation model involving 7 species was used and the 16 coefficients in the rate expressions were optimized based on the results from a detailed chemical kinetic mechanism for the oxidation condition of engine combustion chamber. Propane was used as a fuel in order to eliminate oil layer absorption and liquid fuel effect.

  • PDF

An Ocean Wave Simulation Method Using TMA Model (TMA 모델을 이용한 해양파 시뮬레이션 방법)

  • Lee Nam-Kyung;Baek Nakhoon;Kim Ku Jin;Ryu Kwan Woo
    • The KIPS Transactions:PartA
    • /
    • v.12A no.4 s.94
    • /
    • pp.327-332
    • /
    • 2005
  • In the field of computer graphics, we have several research results to display the ocean waves on the screen, while we still not have a complete solution yet. Though ocean waves are constructed from a variety of sources, the dominant one is the surface gravity wave, which is generated by the gravity and the wind. In this Paper, we Present a real-time surface gravity wave simulation method, derived from a precise ocean wave model in the oceanography. There are research results based on the Pierson-Moskowitz(PM) model[1], which assumes infinite depth of water and thus shows some mismatches in the case of shallow seas. In this paper, we started from the Texel, Marsen and Arsloe(TMA) model[2], which is a more precise wave model and thus can be used to display more realistic ocean waves. We derived its implementation model for the graphics applications and our prototype implementation shows about 30 frames per second on the Intel Pentium 4 1.6GHz-based personal computer. Our major contributions to the computer graphics area ill be (1) providing more user-controllable parameters to finally generate various wave shapes and (2) the improvement on the expression power of waves even in the shallow seas.

Study on Combat Efficiency According to Change in Quantity of Small Reconnaissance Drones in the Infantry Company Responsibility Area (중대급 작전지역에서 소형 감시정찰 드론의 수량 변화에 따른 전투 효율 연구)

  • Kyongsoo, Kim;Yongchan, Bae
    • Journal of the Korea Society for Simulation
    • /
    • v.31 no.4
    • /
    • pp.23-31
    • /
    • 2022
  • The development of innovative technology through the 4th Industrial Revolution is actively used in the defense field. In particular, surveillance and reconnaissance capabilities using drones will be of great help to the development of military combat capabilities, such as preparing for future military personnel reductions and reinforcing alert capabilities. In this study, we analyze the combat efficiency of drones how helpful drones can be to the military operations through simulations. Drones and enemy move in the efficient shortest path within a two-dimensional space in which operational areas are mapped into number such as detection probability. Based on the detection probability of an enemy infiltrating along the path with the lowest detection probability, the detection probability change that occurs whenever a drone is additionally deployed is presented, and we analyze the combat efficiency according to the additional drone input. Simulation proves that the increase in combat efficiency decreases as more drones are added in small operational areas such as company-level operational areas. This study is expected to contribute to the efficient operation of a limited number of drones in company-level units and to help determine the most desirable quantity of drones for additional combat power improvement.

Laser Welding Analysis for 3D Printed Thermoplastic and Poly-acetate Polymers (3차원 광경화성 수지와 폴리아세테이트 수지의 레이저 접합해석)

  • Choi, Hae Woon;Yoon, Sung Chul
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.39 no.7
    • /
    • pp.701-706
    • /
    • 2015
  • In this study, experimental and computer simulation results are compared and analyzed. Three-dimensional (3D) fabricated matrices from an MJM 3D printer were joined with poly-acetate thermoplastic polymers using a diode laser. A power range of 5-7 W was used to irradiate the boundary of two polymers. The heated polymers flowed into the matrices of the 3D fabricated structure, and reliable mechanical joining was achieved. Computer simulation showed the temperature distribution in the polymers, and flow direction was estimated based on the flux and temperature information. It was found that the more than the minimum energy threshold was required to effectively join the polymers and that two scans at low-speed were more effective than four scans at high speed.

Comparison of Elderly Male's Bodice Pattern -focused on 70's and 80's

  • Cha, Su-Joung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.6
    • /
    • pp.143-154
    • /
    • 2020
  • In this study, four types of bodice patterns of elderly males in their 70s and 80s were made, and appearance evaluation was conducted through 3D simulation. For objective evaluation, airgap, cross section, color distribution, etc. were analyzed to compare differences between patterns. The pattern shape of bodice for elderly males was a pattern without darts except for the L pattern. As a result of appearance evaluation for 3D simulation, the elderly males' pattern was found to have a significant difference among the patterns on the front, side, and back items, and the H pattern was analyzed as the best pattern in all items except the armhole shape on the side. As a result of evaluating the airgap, color distribution, and cross-section, the most suitable pattern for the elderly male's body type was analyzed as the H pattern. Based on the H pattern, it is thought that the development of a pattern suitable for the upper body shape of elderly male should be made.

A Comparative Review on Building Height Regulations Using GIS Simulation (GIS Simulation을 이용한 건축높이 규제 방안의 비교검토)

  • Kim, Ho-Yong;Yun, Jeong-Mi
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.16 no.2
    • /
    • pp.129-140
    • /
    • 2013
  • This study reviewed different results according to the selection of viewpoints and considerations of the neighborhood in the analysis of view to regulate the height of buildings. To do this, 4 cases were set according to the analytical methodology and a GIS simulation was performed. Characteristics of each methodology were compared and analyzed by simulated values with ANOVA(analysis of variance) and post-hoc analysis. First, the method using moving viewpoints was found to be appropriate for the regulation of building height as it could reflect basic characteristics of landscape which was sequential and it did not show big difference in analysis result according to situational setting. Second, the method using grid viewpoints showed a problem that viewpoints at left and right sides viewed ridges of other mountains than the background mountains of the target land. Additionally, the simulation method that induces three-dimensional cross-sections between multiple sight-surface and virtual construction points created at viewpoints used in this study was found to be useful in the simulation review with various settings as it induced the marginal height of the spot quantitatively.

Outdoor Noise Propagation: Geometry Based Algorithm (옥외 소음의 전파: 음 추적 알고리즘)

  • 박지헌;김정태
    • The Journal of the Acoustical Society of Korea
    • /
    • v.21 no.4
    • /
    • pp.339-438
    • /
    • 2002
  • This paper presents a method to simulate noise propagation by a computer for outdoor environment. Sound propagated in 3 dimensional space generates reflected waves whenever it hits boundary surfaces. If a receiver is away from a sound source, it receives multiple sound waves which are reflected from various boundary surfaces in space. The algorithm being developed in this paper is based on a ray sound theory. If we get 3 dimensional geometry input as well as sound sources, we can compute sound effects all over the boundary surfaces. In this paper, we present two approaches to compute sound: the first approach, called forward tracing, traces sounds forwards from sound sources. while the second approach, called geometry based computation, computes possible propagation routes between sources and receivers. We compare two approaches and suggest the geometry based sound computation for outdoor simulation. Also this approach is very efficient in the sense we can save computational time compared to the forward sound tracing. Sound due to impulse-response is governed by physical environments. When a sound source waveform and numerically computed impulse in time is convoluted, the result generates a synthetic sound. This technique can be easily generalized to synthesize realistic stereo sounds for virtual reality, while the simulation result is visualized using VRML.

Evaluation of Streetscape by Street Planting Types using Dynamic Simulation - In the case of Ginkgo planted on the Dongdaegu-ro in Daegu - (동적 시뮬레이션을 활용한 가로수 식재유형별 가로경관 평가 - 대구광역시 동대구로 은행나무를 대상으로 -)

  • Shin, Jae-Yun;Jung, Sung-Gwan
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.42 no.1
    • /
    • pp.89-103
    • /
    • 2014
  • This study analyzed the preference depending on street planting types and visual characteristics on Dongdaegu-ro located in Suseong-gu, Daegu Metropolitan City. The Single Row Roadside, Central Sidewalk Plantings, Double Row Parallel and Alternate Plantings were selected as the planting types. The plantings were divided at intervals of 4, 7 and 10 meters. A survey was conducted by dynamic simulation produced from pedestrian perspective. As a result, in single planting, the single central sidewalk planting with 4 meter-interval showed a high landscape preference 4.64. In addition, in double planting, the double alternate planting with 7 meter-interval showed the highest landscape preference 5.01. The factors that had the greatest effect on the landscape preference were 'comfortable' and 'beautiful'. It was considered that they should be preferentially taken into account in producing landscapes by planting. It was considered that they should be preferentially taken into account. It is also considered that this study will be used for objective data and planting plan for establishing the comfortable and high quality streetscape by quantitative evaluation of the visual characteristics and preference according to the street planting types.