• Title/Summary/Keyword: Circle model

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Design of an Autonomous Air Combat Guidance Law using a Virtual Pursuit Point for UCAV (무인전투기를 위한 가상 추적점 기반 자율 공중 교전 유도 법칙 설계)

  • You, Dong-Il;Shim, Hyunchul
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.42 no.3
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    • pp.199-212
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    • 2014
  • This paper describes an autonomous air combat guidance law using a Virtual Pursuit Point (VPP) in one-on-one close engagement for Unmanned Combat Aerial Vehicle (UCAV). The VPPs that consist of virtual lag and lead points are introduced to carry out tactical combat maneuvers. The VPPs are generated based on fighter's aerodynamic performance and Basic Fighter Maneuver (BFM)'s turn circle, total energy and weapon characteristics. The UCAV determines a single VPP and executes pursuit maneuvers based on a smoothing function which evaluates probabilities of the pursuit types for switching maneuvers with given combat states. The proposed law is demonstrated by high-fidelity real-time combat simulation using commercial fighter model and X-Plane simulator.

A Study on the Evaluation and Validity of IMO Manoeuvrability Standards of Vessels (IMO 선박 조종성 기준의 계산 및 타당성에 관한 연구)

  • Lee, Chun-Ki;Yoon, Jeom-Dong
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • v.29 no.1
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    • pp.71-76
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    • 2005
  • Many sea accidents such as collisions and groundings of vessels were occurred due to the lack of sufficient manoeuvring capability of vessels. Therefore IMO adopted 'The interim standards of ship manoeuvrability by Resolution A.751(18) and the standards have been applied to vessels of 100m or more in length and all chemical tankers and gas carriers regardless of the length, which were constructed on or after 1 July 1994. The IMO manoeuvrability standards are divided into three kinds as bellows; (1) Turning capability standards : Estimated values in design stage are to be certified by turning circle test of the actual vessel. (2) Course keeping quality standards : Estimated values in design stage are to be certified by $10^\sqsubset\;and\;20^\sqsubset$ Zig-Zag tests of the actual vessel. (3) Shortest stopping distance standards : Estimated values in design stage are to be certified by the shortest stopping distance tested by the actual vessel. In this paper, the authors computed the values of the manoeuvring standards of several vessels from their original design and compared them with those results from experiments of the model ships and also examined the values and concluded about the validity of IMO Manoeuvrability standards.

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Analysis of Dynamic Stability of Limit-cycle Navigation Method (Limit-cycle 항법의 동역학적 안정성 분석)

  • Kim, Dong-Han;Kang, Soo-Hyeok;Lee, Eun-Jin;Ko, Kuk-Won;Nam, Sang-Yep
    • 전자공학회논문지 IE
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    • v.46 no.3
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    • pp.33-41
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    • 2009
  • Because the stability of obstacle avoidance ability is important for the safe operation of mobile robots, this paper deals with the analysis of dynamic stability of Limit-cycle navigation method that was proposed by authors. Limit-cycle navigation method is fast and easy to implement for fast moving mobile robots using limit-cycle characteristics of the 2nd-order nonlinear function. It can be applied to robots in dynamically changing environment such as the robot soccer. By adjusting the radius of the motion circle and the direction of the obstacle avoidance, the mobile robot can avoid the collision with obstacles and move to the destination point. The stability of Limit-cycle navigation method is analyzed with a linear model. To demonstrate the effectiveness and applicability, it is applied to the robot soccer Simulations and real experiments ascertain the merits of the proposed method.

A P2P-based Management Method for Dynamic AOI (동적 AOI를 위한 P2P 기반 관리기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.211-216
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    • 2011
  • Networked virtual environments (NVEs) are distributed systems where geographically dispersed users interact with each other in virtual worlds by exchanging network messages. Massively Multiplayer Online Game (MMOG) is one of diverse applications where more than hundreds of users enjoy experiencing virtual worlds. A limited area called area of interest (AOI) in MMOG is reduced the load caused by message exchange between users. Voronoi-based Overlay Network (VON) is proposed to reduce the bandwidth consumption in P2P environments and Vorocast also is made using message forwarding in VON. We propose a dynamic AOI management method that solves problems such as a consistency and latency due to forwarding position updates to neighbor nodes from the message originator in forwarding scheme. Our scheme provides the consistency and reduces latency by combining direct connection scheme and Vorocast scheme compared to existing schemes. The communication between a user and users existing in center circle within AOI of the user is directly connected and the communication between the user and users existing outside the center area within AOI is using Vorocast scheme. The proposed model is evaluated through simulations.

Tidal Current Characteristics around the Geomoondo Marine Afforestation (거문도 바다숲 조성해역의 해수유동 특성)

  • Jung, Jong-Ahm;Shin, Chun-Su;Kim, Jong-Kyu
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.18 no.1
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    • pp.25-32
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    • 2012
  • To arrange effectively artificial reefs for marine afforestation, tidal currents were analyzed by numerical experiments. The numerical experiments were carried out by EFDC(Environmental Fluid Dynamics Code), and water column was vertically divided 5 layers. Tidal current patterns showed to be affected by main current at outside of study area, and circle currents of two were observed from analysis of residual currents. The calculated harmonic constants of tide and tidal current agreed well with those of observations at two stations for tide and two stations for tidal current. The model successfully reproduced the tidal current around the Geomoondo marine afforestation. It suggest that artificial reefs for marine afforestation should be installed belt zone at study area.

Chloroplast Genetic Transformation in Higher Plants: An Encounter Between Prokaryote and Eukaryote (고등식물의 엽록체 형질전환: 원핵생물과 진맥생물의 조우)

  • Chung, Hwa-Jee;Suh, Young-Bae;Jeong, Won-Joong;Min, Sung-Ran;Liu, Jang-R.
    • Journal of Plant Biotechnology
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    • v.33 no.3
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    • pp.185-194
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    • 2006
  • Chloroplasts are believed to be descended from certain cyanobacteria, which were taken up by phagocytosis into a host cell and lived there in a symbiotic relationship. In contrast to the current static concept on the chloroplast genome, its dynamism has been recently demonstrated: the chloroplast genome is active in intramolecular homolgous recombination, producing subgenomic circles when it obtains homolgous sequences via genetic transformation. Chloroplast tranformation in higher plants provides many advantages over nuclear transformation that include higher expression levels of transgenes, polycistronic expression of transgenes, and maternal transmission of transgenes. Tobacco has been used as a model for chloroplast genetic transformation. However, it is recently possible to transform the chloroplasts of other major food and economic crops including rice, soybean, and cotton. Chloroplast-transformed crops will be able to replace bioreactors using microorganisms for production of value-added proteins in future.

Localization and Navigation of a Mobile Robot using Single Ultrasonic Sensor Module (단일 초음파 센서모듈을 이용한 이동로봇의 위치추정 및 주행)

  • Jin Taeseok;Lee JangMyung
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.42 no.2 s.302
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    • pp.1-10
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    • 2005
  • This paper presents a technique for localization of a mobile robot using a single ultrasonic sensor. The mobile robot is designed for operating in a well-structured environment that can be represented by planes, edges, corners and cylinders in the view of structural features. In the case of ultrasonic sensors, these features have the range information in the form of the arc of a circle that is generally named as RCD (Region of Constant Depth). Localization is the continual provision of a knowledge of position which is deduced from it's a priori position estimation. The environment of a robot is modeled into a two dimensional grid map. we defines a physically-based sonar sensor model and employs an extended Kalman filter to estimate position of the robot. The performance and simplicity of the approach is demonstrated with the results produced by sets of experiments using a mobile robot.

A redistribution model for spatially dependent Parrondo games (공간의존 파론도 게임의 재분배 모형)

  • Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.1
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    • pp.121-130
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    • 2016
  • An ansemble of N players arranged in a circle play a spatially dependent Parrondo game B. One player is randomly selected to play game B, which is based on the toss of a biased coin, with the amount of the bias depending on states of the selected player's two nearest neighbors. The player wins one unit with heads and loses one unit with tails. In game A' the randomly chosen player transfers one unit of capital to another player who is randomly chosen among N - 1 players. Game A' is fair with respect to the ensemble's total profit. The games are said to exhibit the Parrondo effect if game B is losing and the random mixture game C is winning and the reverse-Parrondo effect if game B is winning and the random mixture game C is losing. We compute the exact mean profits for games B and C by applying a state space reduction method with lumped Markov chains and we sketch the Parrondo and reverse-Parrondo regions for $3{\leq}N{\leq}6$.

Creative Place-making for Regional Development in the Era of Glocalization (글로컬라이제이션과 지역발전을 위한 창조적 장소만들기)

  • Lee, Byung Min;Nahm, Kee Bom
    • Journal of the Korean Geographical Society
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    • v.51 no.3
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    • pp.421-439
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    • 2016
  • Global society is shifting and now evolving towards glocalization, meaning the increasing role of region and multi scalar interactions between region and global social world. In this glocalization era, there has been mushrooming literature and much discussions on the impacts of place-branding and place-marketing on regional development both in academia and practical researches. The inclusive and participatory creative place-making process, however, is more quintessential than the resultant place marketing strategy. This paper tries to reassess the creative place-making based on culture-led regional development perspectives. Specifically it compares Korea and Japan's strategies and suggests a hybrid model of place-making-branding-marketing, utilizing cultural content industries. It then stresses the importance of building a virtuous circle of sustainable regional cultural industrial ecosystem including culture-based interpretation of places and improvement of community quality of life.

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Vision and Depth Information based Real-time Hand Interface Method Using Finger Joint Estimation (손가락 마디 추정을 이용한 비전 및 깊이 정보 기반 손 인터페이스 방법)

  • Park, Kiseo;Lee, Daeho;Park, Youngtae
    • Journal of Digital Convergence
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    • v.11 no.7
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    • pp.157-163
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    • 2013
  • In this paper, we propose a vision and depth information based real-time hand gesture interface method using finger joint estimation. For this, the areas of left and right hands are segmented after mapping of the visual image and depth information image, and labeling and boundary noise removal is performed. Then, the centroid point and rotation angle of each hand area are calculated. Afterwards, a circle is expanded at following pattern from a centroid point of the hand to detect joint points and end points of the finger by obtaining the midway points of the hand boundary crossing and the hand model is recognized. Experimental results that our method enabled fingertip distinction and recognized various hand gestures fast and accurately. As a result of the experiment on various hand poses with the hidden fingers using both hands, the accuracy showed over 90% and the performance indicated over 25 fps. The proposed method can be used as a without contacts input interface in HCI control, education, and game applications.