• Title/Summary/Keyword: Collision Speed

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Reliable Study on the Collision Analysis of Traffic Accidents Using PC-Crash Program (PC-Crash 프로그램을 이용한 교통사고 충돌해석에 관한 신뢰성 연구)

  • Kim, Jong-Duck;Yoon, Jun-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.5
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    • pp.115-122
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    • 2012
  • Automobile collision analysis is composed of various shapes, and the speed variation working to the vehicle during collision are utilized as a very important factor in evaluating the degree of vehicle collision or passenger safety. So, the method of analyzing result values on the speed variation utilizing collision analysis program become necessary. This study utilized PC-Crash program in order to compare actual values and analyzed values of braking distance with the friction coefficient of road surface according to vehicle velocity. As a result, the smaller friction coefficient found to be larger error, and the maximum error range of collision velocity in case of each different vehicles (MATIZ, SONATA, or BUS) at the intersection showed 1.2%, 1.8%, 3.1% according to the difference of vehicle weight. Moreover, an accidental fall at IN-CHEON large bridge in order to reappear was verified with practicing simulation which has a slight error.

A Study on Minimum Speed of Vehicle in Collision between Pedestrian Head and Windshield (보행자의 두부(頭部)가 승용차의 전면유리에 닿는 최저속도에 관한 연구)

  • Shim, Jae-kwi;Lee, Sangsoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.5
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    • pp.54-61
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    • 2016
  • This paper try to identify the minimum speed of vehicles in collision between pedestrian head and windshield at vehicle-pedestrian accidents. The MADYMO program was used with NF Sonata vehicle and pedestrian in height of 160cm, 170cm, and 180cm. From the simulation results, it was found that the minimum speed of vehicle was different for each pedestrian height : 49km/h for 160cm, 41km/h for 170cm, and 29km/h for 180cm. The results could be used in speed estimating process when there is a collision trace between pedestrian head and windshield at vehicle- pedestrian accident investigation.

Safe Navigation of a Mobile Robot Considering the Occluded Obstacles (가려진 동적 장애물을 고려한 이동로봇의 안전한 주행기술개발)

  • Kim, Seok-Gyu;Chung, Woo-Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.14 no.2
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    • pp.141-147
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    • 2008
  • In this paper, we present one approach to achieve safe navigation in indoor dynamic environment. So far, there have been various useful collision avoidance algorithms and path planning schemes. However, those algorithms have a fundamental limitation that the robot can avoid only "visible" obstacles. In real environment, it is not possible to detect all the dynamic obstacles around the robot. There exist a lot of "occluded" regions due to the limitation of field of view. In order to avoid possible collisions, it is desirable to consider visibility information. Then, a robot can reduce the speed or modify a path. This paper proposes a safe navigation scheme to reduce the risk of collision due to unexpected dynamic obstacles. The robot's motion is controlled according to a hybrid control scheme. The possibility of collision is dually reflected to a path planning and a speed control. The proposed scheme clearly indicates the structural procedure on how to model and to exploit the risk of navigation. The proposed scheme is experimentally tested in a real office building. The presented result shows that the robot moves along the safe path to obtain sufficient field of view, while appropriate speed control is carried out.

An Evaluation of Critical Speed for Draft Gear using Variable Formation EMU (도시철도차량의 가변편성을 고려한 고무완충기의 임계속도 평가)

  • Cho, Jeong Gil;Kim, Y.W.;Han, J.H.;Choi, J.K.;Seo, K.S.;Koo, J.S.
    • Journal of the Korean Society of Safety
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    • v.34 no.5
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    • pp.139-143
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    • 2019
  • In this study, we tried to derive the most severe scenario and its critical speed by 1-D collision simulation with a variable formation vehicle in order to prepare for the change of demand in Seoul Metropolitan Subway Line 3, which is operated by fixed arrangement. After establishing various collision scenario conditions, the friction coefficient between the wheel and the rail was evaluated as 0.3, which is considered to be severe. As a result of analysis according to all scenarios, the most severe scenario conditions were confirmed by comparing rubber shock absorber performance and vehicle collision deceleration. In addition, a typical wheel-rail friction coefficient was derived through accident cases, and the analysis was performed again and compared. Finally, the criterion of the critical speed in the condition of the friction coefficient of the normal wheel - rail condition was confirmed.

Statistical Model of Effective Impact Speed based on Vehicle Damages in Case of Rear-End Collisions

  • Kang, Sung-Mo;Kim, Joo-Hwan
    • Journal of the Korean Data and Information Science Society
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    • v.19 no.2
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    • pp.463-473
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    • 2008
  • In this study, we measure damage depth and calculate effective impact speed in case of rear-end collision using real car insurance data. We study the relationship between demage depth and effective impact speed, and present statistical model for these two variables. In our real data study, 3-degree polynomial equation model is better fit to effective impact speed and demage depth than the simple linear model that are estimated in previous other studies. Damage depth is a major factor to see the extent of impact in a car collision, and by using this equation, it is possible to evaluate the severity of driver's injury.

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Folding Analysis of Paper Structure and Estimation of Optimal Collision Conditions for Reversal (종이구조물의 접기해석과 반전을 위한 최적충돌조건의 산정)

  • Gye-Hee Lee
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.36 no.4
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    • pp.213-220
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    • 2023
  • This paper presents a model simulating the folding process and collision dynamics of "ddakji", a traditional Korean game played using paper tiles (which are also referred to as ddakji). The model uses two A4 sheets as the base materials for ddakji. The folding process involves a series of boundary conditions that transform the wing part of the paper structure into a twisted configuration. A rigid plate boundary condition is also adopted for squeezing, establishing the shape and stress state of the game-ready ddakji through dynamic relaxation analysis. The gaming process analysis involves a forced displacement of the striking ddakji to a predetermined collision position. Collision analysis then follows at a given speed, with the objective of overturning the struck ddakji--a winning condition. A genetic algorithm-based optimization analysis identifies the optimal collision conditions that result in the overturning of the struck ddakji. For efficiency, the collision analysis is divided into two stages, with the second stage carried out only if the first stage predicts a possible overturn. The fitness function for the genetic algorithm during the first stage is the direction cosine of the struck ddakji, whereas in the second stage, it is the inverse of the speed, thus targeting the lowest overall collision speed. Consequently, this analysis provides optimal collision conditions for various compression thicknesses.

Development of Simplified Collision and Grounding Strength Assessment System of Oil Tankers (유조선의 간이 충돌/좌초강도 평가시스템 개발)

  • Lee T.K.;Kim J.D.;Chun T.B.
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.2 no.2
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    • pp.86-94
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    • 1999
  • This paper describes a development of Collision/grounding Strength Assessment System (COSAS) using simplified method. This method is formulated in closed-form equation by taking into account crushing caused by bulbous bow collision and cutting caused by forward speed grounding. To verify the accuracy of the developed system, some examples for test models of double side/bottom structure in collision/grounding situation are considered. This system might be useful for analysis of structural damage of oil tankers in collision/grounding.

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Collision Test between Ice Floe and Ship Transiting the Pack Ice

  • Kim, Hyo-Il;Sawamura, Junji;Jun, Seung-Hwan
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2015.10a
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    • pp.37-39
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    • 2015
  • The ships transiting the Northern Sea Route (NSR) have been gradually increased so that the number of ship-ice collision accidents would be increased. The collision between ship and ice floe can lead to serious damage of hulls and decline of ship's maneuverability. In this study, collision tests that a model ship is forced to collide with disk-shaped synthetic ice floes are conducted in a towing tank. The synthetic ice floes made of polypropylene which has similar density with real ice are used. The ice load is measured by a load cell installed on the carriage rod. The ice floe's motion is measured by a motion sensor installed on the synthetic ice floe. The influences of contact conditions such as hull form and ship speed on the ship-ice collision response are investigated and discussed by measured peak force and ice floe's motion.

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Fast Anti-collision Algorithm for Improving Tag Identification Speed in EPC Class 1 RFID System (EPC Class 1 RFID 시스템에서 태그 인식 속도 향상을 위한 고속 태그 충돌 방지 알고리즘)

  • Lee, Choong-Hee;Kim, Jae-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.6B
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    • pp.450-455
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    • 2008
  • We analyze the tag identification procedure of conventional EPC Class 1 RFID system and propose the fast anti-collision algorithm for the performance improvement of the system. In the proposed algorithm, the reader uses information of tag collisions and reduces unnecessary procedures of the conventional algorithm. We evaluate the performance of the proposed anti-collision algorithm and the conventional algorithm using mathematical analysis and simulation. According to the results, the fast anti-collision algorithm shows greatly better performance than conventional algorithm.

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.