• Title/Summary/Keyword: Computer Simulation

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Bandwidth Adjustment Techniques for MMOG in a Cloud-P2P Hybrid Architecture (클라우드와 P2P 하이브리드 구조의 MMOG를 위한 대역폭 조정 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.55-61
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    • 2024
  • In a hybrid architecture that combines the technological advantages of P2P(peer-to-peer) and cloud computing, it is possible to efficiently supply resources and allocate loads. In other words, by appropriately utilizing the processing power of the players constituting P2P as well as the server in the cloud computing environment, MMOG(Massively Multiplayer Online Game) can be configured that considers the scale of economic cost and service quality. In fact, the computing power and communication bandwidth of servers in the cloud are important demand-based resources. The more it is used when renting, the higher the cost, while the quality of service improves. On the other hand, if the player's processing power is utilized a lot, the quality of service deteriorates relatively while the economic cost decreases. In this paper, a bandwidth adjustment technique between servers and players for MMOG based on this hybrid structure is described. When the number of players running at the same time increases, the players' actions are appropriately distributed to servers and players to effectively utilize the server's computing power and communication volume. Simulation results show that in the MMOG based on cloud and P2P hybrid architecture, the bandwidth of the server is proportionally decreased as the bandwidth directly handled by players is increased.

Numerical Simulation of Dynamic Response of Seabed and Structure due to the Interaction among Seabed, Composite Breakwater and Irregular Waves (II) (불규칙파-해저지반-혼성방파제의 상호작용에 의한 지반과 구조물의 동적응답에 관한 수치시뮬레이션 (II))

  • Lee, Kwang-Ho;Baek, Dong-Jin;Kim, Do-Sam;Kim, Tae-Hyung;Bae, Ki-Seong
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.26 no.3
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    • pp.174-183
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    • 2014
  • Seabed beneath and near coastal structures may undergo large excess pore water pressure composed of oscillatory and residual components in the case of long durations of high wave loading. This excess pore water pressure may reduce effective stress and, consequently, the seabed may liquefy. If liquefaction occurs in the seabed, the structure may sink, overturn, and eventually increase the failure potential. In this study, to evaluate the liquefaction potential on the seabed, numerical analysis was conducted using the expanded 2-dimensional numerical wave tank to account for an irregular wave field. In the condition of an irregular wave field, the dynamic wave pressure and water flow velocity acting on the seabed and the surface boundary of the composite breakwater structure were estimated. Simulation results were used as input data in a finite element computer program for elastoplastic seabed response. Simulations evaluated the time and spatial variations in excess pore water pressure, effective stress, and liquefaction potential in the seabed. Additionally, the deformation of the seabed and the displacement of the structure as a function of time were quantitatively evaluated. From the results of the analysis, the liquefaction potential at the seabed in front and rear of the composite breakwater was identified. Since the liquefied seabed particles have no resistance to force, scour potential could increase on the seabed. In addition, the strength decrease of the seabed due to the liquefaction can increase the structural motion and significantly influence the stability of the composite breakwater. Due to limitations of allowable paper length, the studied results were divided into two portions; (I) focusing on the dynamic response of structure, acceleration, deformation of seabed, and (II) focusing on the time variation in excess pore water pressure, liquefaction, effective stress path in the seabed. This paper corresponds to (II).

Numerical Simulation of Dynamic Response of Seabed and Structure due to the Interaction among Seabed, Composite Breakwater and Irregular Waves (I) (불규칙파-해저지반-혼성방파제의 상호작용에 의한 지반과 구조물의 동적응답에 관한 수치시뮬레이션 (I))

  • Lee, Kwang-Ho;Baek, Dong-Jin;Kim, Do-Sam;Kim, Tae-Hyung;Bae, Ki-Seong
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.26 no.3
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    • pp.160-173
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    • 2014
  • Seabed beneath and near coastal structures may undergo large excess pore water pressure composed of oscillatory and residual components in the case of long durations of high wave loading. This excess pore water pressure may reduce effective stress and, consequently, the seabed may liquefy. If liquefaction occurs in the seabed, the structure may sink, overturn, and eventually increase the failure potential. In this study, to evaluate the liquefaction potential on the seabed, numerical analysis was conducted using the expanded 2-dimensional numerical wave tank to account for an irregular wave field. In the condition of an irregular wave field, the dynamic wave pressure and water flow velocity acting on the seabed and the surface boundary of the composite breakwater structure were estimated. Simulation results were used as input data in a finite element computer program for elastoplastic seabed response. Simulations evaluated the time and spatial variations in excess pore water pressure, effective stress, and liquefaction potential in the seabed. Additionally, the deformation of the seabed and the displacement of the structure as a function of time were quantitatively evaluated. From the results of the analysis, the liquefaction potential at the seabed in front and rear of the composite breakwater was identified. Since the liquefied seabed particles have no resistance to force, scour potential could increase on the seabed. In addition, the strength decrease of the seabed due to the liquefaction can increase the structural motion and significantly influence the stability of the composite breakwater. Due to limitations of allowable paper length, the studied results were divided into two portions; (I) focusing on the dynamic response of structure, acceleration, deformation of seabed, and (II) focusing on the time variation in excess pore water pressure, liquefaction, effective stress path in the seabed. This paper corresponds to (I).

Performance Analysis of Slave-Side Arbitration Schemes for the Multi-Layer AHB BusMatrix (ML-AHB 버스 매트릭스를 위한 슬레이브 중심 중재 방식의 성능 분석)

  • Hwang, Soo-Yun;Park, Hyeong-Jun;Jhang, Kyoung-Son
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.257-266
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    • 2007
  • In On-Chip bus, the arbitration scheme is one of the critical factors that decide the overall system performance. The arbitration scheme used in traditional shared bus is the master-side arbitration based on the request and grant signals between multiple masters and single arbiter. In the case of the master-side arbitration, only one master and one slave can transfer the data at a time. Therefore the throughput of total bus system and the utilization of resources are decreased in the master-side arbitration. However in the slave-side arbitration, there is an arbiter at each slave port and the master just starts a transaction and waits for the slave response to proceed to the next transfer. Thus, the unit of arbitration can be a transaction or a transfer. Besides the throughput of total bus system and the utilization of resources are increased since the multiple masters can simultaneously perform transfers with independent slaves. In this paper, we implement and analyze the arbitration schemes for the Multi-Layer AHB BusMatrix based on the slave-side arbitration. We implement the slave-side arbitration schemes based on fixed priority, round robin and dynamic priority and accomplish the performance simulation to compare and analyze the performance of each arbitration scheme according to the characteristics of the master and slave. With the performance simulation, we observed that when there are few masters on critical path in a bus system, the arbitration scheme based on dynamic priority shows the maximum performance and in other cases, the arbitration scheme based on round robin shows the highest performance. In addition, the arbitration scheme with transaction based multiplexing shows higher performance than the same arbitration scheme with single transfer based switching in an application with frequent accesses to the long latency devices or memories such as SDRAM. The improvements of the arbitration scheme with transaction based multiplexing are 26%, 42% and 51%, respectively when the latency times of SDRAM are 1, 2 and 3 clock cycles.

SysML-Based System Modeling for Design of BIPV Electric Power Generation (건물일체형 태양광 시스템의 전력발전부 설계를 위한 SysML기반 시스템 모델링)

  • Lee, Seung-Joon;Lee, Jae-Chon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.578-589
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    • 2018
  • Building Integrated Photovoltaic (BIPV) system is a typical integrated system that simultaneously performs both building function and solar power generation function. To maximize its potential advantage, however, the solar photovoltaic power generation function must be integrated from the early conceptual design stage, and maximum power generation must be designed. To cope with such requirements, preliminary research on BIPV design process based on architectural design model and computer simulation results for improving solar power generation performance have been published. However, the requirements of the BIPV system have not been clearly identified and systematically reflected in the subsequent design. Moreover, no model has verified the power generation design. To solve these problems, we systematically model the requirements of BIPV system and study power generation design based on the system requirements model. Through the study, we consistently use the standard system modeling language, SysML. Specifically, stakeholder requirements were first identified from stakeholders and related BIPV standards. Then, based on the domain model, the design requirements of the BIPV system were derived at the system level, and the functional and physical architectures of the target system were created based on the system requirements. Finally, the power generation performance of the BIPV system was evaluated through a simulated SysML model (Parametric diagram). If the SysML system model developed herein can be reinforced by reflecting the conditions resulting from building design, it will open an opportunity to study and optimize the power generation in the BIPV system in an integrated fashion.

A Study on the Health Insurance Management System; With Emphasis on the Management Operating Cost (의료보험 관리체계에 대한 연구 - 관리비용을 중심으로 -)

  • 남광성
    • Korean Journal of Health Education and Promotion
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    • v.6 no.2
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    • pp.23-39
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    • 1989
  • There have been a lot of considerable. discussion and debate surrounding the management model in the health insurance management system and opinions regarding the management operating cost. It is a well known fact that there have always been dissenting opinions and debates surrounding the issue. The management operating cost varies according to the scale of the management organization and component members characteristics of the insurance carrier. Therefore, it is necessary to examine and compare the management operating cost to the simulated management models developed to cover those eligible for the health insurance scheme in this country. Since the management operating cost can vary according to the different models of management, four alternative management models have been established based on the critical evaluation of existing theories concerned, as well as on the basis of the survey results and simulation attempts. The first alternative model is the Unique Insurance Carrier Model(Ⅰ) ; desigened to cover all of the people with no classification of insurance qualifications and finances from the source of contribution of the insured, nationwide. The second is the Management Model of Large-scale District Insurance Carrier(Ⅱ) ; this means the Korean society would be divided into 21 large districts; each having its own insurance carrier that would cover the people in that particular district with no classification of insurance qualifications arid finances as in Model I. The third is the Management Model of Insurance Carrier Divided by Area and Classified with Occupation if Largescale (Ⅲ) ; to serve the self-employed in the 21 districts divided as in Model Ⅱ. It would serve the employees and their dependents by separate insurance carriers in large-scale similar to the area of the district-scale for the self-employed, so that the insurance qualifications and finances would be classified with each of the insurance carriers: The last is the Management Model of the Multi - insurance Carrier (Ⅳ) based on the Si. Gun. Gu area which will cover their own self- employed people in the area with more than 150 additional insurance carriers covering the employees and their dependents. The manpower necessary to provide services to all of the people according to the four models is calculated through simulation trials. It indicates that the Management Model of Large-scale District Insurance Carrier requires the most manpower among the four alternative models. The unit management operating costs per the insured individuals and covered persons are leveled with several intervals based on the insurance recipients. in their characteristics. The interval levels derived from the regression analysis reveal that the larger the scale of the insurance carriers is in the number of those insured and covered. the more the unit management operating cost decreases. significantly. Moreover. the result of the quadratic functional formula also shows the U-shape significantly. The management operating costs derived from the simulated calculation. on the basis of the average salary and related cost per staff- member of the Health Insurance Societies for Occupational Labours and Korean Medical Insurance Corporation for the Official Servants and Private School Teachers in 1987 fiscal year. show that the Model of Multi-insurance Carrier warrants the highest management operating cost. Meanwhile the least expensive management operating cost is the Management Model of Unique Insurance Carrier. Insurance Carrier Divided by Area and Classified with Occupation in Large-scale. and Large-scale District Insurance Carrier. in order. Therefore. it is feasible to select the Unique Insurance Carrier Model among the four alternatives from the viewpoint of the management operating cost and in the sense of the flexibility in promoting the productivity of manpower in the human services field. However. the choice of the management model for health insurance systems and its application should be examined further utilizing the operation research analysis for such areas as the administrative efficiency and factors related to computer cost etc.

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Quantitative Conductivity Estimation Error due to Statistical Noise in Complex $B_1{^+}$ Map (정량적 도전율측정의 오차와 $B_1{^+}$ map의 노이즈에 관한 분석)

  • Shin, Jaewook;Lee, Joonsung;Kim, Min-Oh;Choi, Narae;Seo, Jin Keun;Kim, Dong-Hyun
    • Investigative Magnetic Resonance Imaging
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    • v.18 no.4
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    • pp.303-313
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    • 2014
  • Purpose : In-vivo conductivity reconstruction using transmit field ($B_1{^+}$) information of MRI was proposed. We assessed the accuracy of conductivity reconstruction in the presence of statistical noise in complex $B_1{^+}$ map and provided a parametric model of the conductivity-to-noise ratio value. Materials and Methods: The $B_1{^+}$ distribution was simulated for a cylindrical phantom model. By adding complex Gaussian noise to the simulated $B_1{^+}$ map, quantitative conductivity estimation error was evaluated. The quantitative evaluation process was repeated over several different parameters such as Larmor frequency, object radius and SNR of $B_1{^+}$ map. A parametric model for the conductivity-to-noise ratio was developed according to these various parameters. Results: According to the simulation results, conductivity estimation is more sensitive to statistical noise in $B_1{^+}$ phase than to noise in $B_1{^+}$ magnitude. The conductivity estimate of the object of interest does not depend on the external object surrounding it. The conductivity-to-noise ratio is proportional to the signal-to-noise ratio of the $B_1{^+}$ map, Larmor frequency, the conductivity value itself and the number of averaged pixels. To estimate accurate conductivity value of the targeted tissue, SNR of $B_1{^+}$ map and adequate filtering size have to be taken into account for conductivity reconstruction process. In addition, the simulation result was verified at 3T conventional MRI scanner. Conclusion: Through all these relationships, quantitative conductivity estimation error due to statistical noise in $B_1{^+}$ map is modeled. By using this model, further issues regarding filtering and reconstruction algorithms can be investigated for MREPT.

Multi-Component Relaxation Study of Human Brain Using Relaxographic Analysis (Relaxographic 분석법을 이용한 뇌의 다중 자기이완특성에 관한 연구)

  • Yongmin Chang;Bong Soo Han;Bong Seok Kang;Kyungnyeo Jeon;Kyungsoo Bae;Yong-Sun Kim;Duk-Sik Kang
    • Investigative Magnetic Resonance Imaging
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    • v.6 no.2
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    • pp.120-128
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    • 2002
  • Purpose : To demonstrate that the relaxographic method provides additional information such as the distribution of relaxation times and water content which are poentially applicable to clinical medicine. Materials and Methods : First, the computer simulation was performed with the generated relaxation data to verify the accuracy and reliabilility of the relaxographic method (CONTINI). Secondly, in or der to see how well the CONTIN quantifies and resolves the two different ${T_1}$ environments, we calculated the oil to water peak area ratios and identified peak positions of ${T_1}-distribution$ curve of the phantom solutions, which consist of four centrifugal tubes (10 ml) filled with the compounds of 0, 10, 20, 30% of corn oil and distilled water, using CONTIN. Finally, inversion recovery MR images for a volunteer are acquired for each TI ranged from 40 to 1160 msec with TR/TE=2200/20 msec. From the 3 different ROIs (GM, WM, CSF), CONTIN analysis was performed to obtain the ${T_1}$-distribution curves, which gave peak positions and peak area of each ROI location. Results : The simulation result shows that the errors of peak positions were less in the higher peak (centered ${T_1}=600$ msec) than in the lower peak (centered ${T_1}=150$ msec) for all SNR but the errors of peak areas were larger in the higher peak than in the lower peak. The CONTIN analysis of the measured relaxation data of phantoms revealed two peaks between 20 and 60 msec and between 500 and 700 msec. The analysis gives the peak area ratio as oil 10%: oil 20%: oil 30% = 1:1.3:1.9, which is different from the exact ratio, 1:2:3. For human brain, in ROI 3 (CSF), only one component of -distributions was observed whereas in ROI 1(GM) and in ROI 2 (WM) we observed two components of ${T_1}-distribution$. For the WM and CSF there was great agreement between the observed ${T_1}-relaxation$ times and the reported values. Conclusion : we demonstrated that the relaxographic method provided additional information such as the distribution of relaxation times and water content, which were not available in the routine relaxometry and ${T_1}/{T_2}$ mapping techniques. In addition, these additional information provided by relaxographic analysis may have clinical importance.

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Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.