• Title/Summary/Keyword: Flying graphics

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Dynamics Parameter' Graphs of Passenger Planes

  • Aksoz, Ahmet;Dursun, Mahir;Saygin, Ali
    • International Journal of Aerospace System Engineering
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    • v.2 no.1
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    • pp.31-37
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    • 2015
  • Passenger plane flying motion graphics is very important for route, control of the flight altitude and passenger safety. For all that, it is quite useful for route away from the disruptive influences such as vibrations caused by storms or turbulence during the flight and in processes such as re-arrest of the specified route. Therefore, the response time against the adverse effects of the shape and the system is so necessary for both safety and comfort. In this study motion and route graphics were obtained under the control of an airliner C # interface with the program. In this way, graphics were obtained in solving the equations of motion in short time and design time was shortened.

Generating Flying Creatures using Body-Brain Co-Evolution (Body-Brain 공진화를 이용한 날개 생명체의 생성)

  • Shim, Yoon-Sik;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.2
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    • pp.19-26
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    • 2003
  • 본 논문은 두개의 날개를 가진 다양한 생명체들의 형상과 움직임을 복잡한 공기역학 없이 body-brain 공진화를 사용하여 생성하는 시스템을 기술한다. 인공생명 기술이 다양한 가상생명체들을 생성하는데 이용되었지만 제한된 기하학적 요소들을 사용한 날개 생성의 어려움과 매우 복잡한 공기역학으로 인하여 하늘의 생명체들을 탐색한 연구들은 매우 드물다. 본 논문의 진화된 생명체들은 시스템의 단순함에도 불구하고 심미적인 모습과 유기적인 날개침 동작을 보여준다. 진화 알고리즘을 위한 유전형 인코딩에 쓰인 자료구조는 제한된 리스트 구조로서 이는 방향그래프와 유사하나 더욱 쉽게 다루어질 수 있다. 본 시스템으로 진화된 생명체는 연속적인 삼각형 패치로 이루어진 두개의 대칭형 날개를 가지며, 새, 나비, 박쥐 혹은 상상적인 용이나 익룡 등을 연상시키는 다양한 모습과 기동을 보여준다.

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TOLAPS - A PROGRAM FOR TAKEOFF AND LANDING PROFILE SIMULATIN

  • Kare H. Liasjo;Herold Olsen;Idar L.N. Granoien;Hans E. Bohn
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1994.06a
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    • pp.710-715
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    • 1994
  • The program name TOLAPS is an acronym for Take-Off LAnding Profile Simulation. Some of the interesting features of this program is the ability to detect flight performance effects of airport altitude, ambient temperature, air pressure and wind. TOLAPS can also handle effects of TOW and LW. The program user can also calculate profiles by user difined flaps and thrust settings deviating from recommended standard settings for each aircraft. Wind effects on straight out flying as well as turns can also be demonstrated. Output form TOLAPS are either screen graphics of profiles (altitude, speed or thrust versus flight distance) or flight track. Profiles can also be made in a tabular form, ready for use in most airport noise calculation programs. In this way, TOLAPS is a valuable tool to evaluate effects of noise abatement procedures.

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Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

Physics-based Simulation of a VTVL Vehicle for 2D Games (2D 게임을 위한 수직 이착륙 비행체의 물리 기반 시뮬레이션)

  • Moon, Sukjin;Choi, Min Gyu
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.1
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    • pp.21-25
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    • 2013
  • In this paper, we consider a physics-based 2D flight simulation game where users can easily control realistic flight of a vehicle equipped with two thrusters that allow vertical takeoff and vertical landing. The flight vehicle can be manipulated by directly controlling the thrusting force at each thruster using a pair of analog input devices such as joysticks. However, it might require too much practice to make aerobatic flying solely with this kind of control. We propose a set of fly-by-wire methods that provide easy-to-use, intuitive control of a VTVL vehicle. Based on PD controllers, the proposed methods allow users to specify the velocity or position of the vehicle directly. Furthermore, they are easy to understand and simple to implement. We expect that the proposed vehicle model and control mechanism could be used in various 2D games.

The Implementation of Visualization for Ski Jump Using OpenGL (OpenGL를 이용한 스키점프 시각화 도구의 구현)

  • Park, Myeong-Chul;Park, Seok-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.137-143
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    • 2011
  • In this paper, we implement the ski jump visualization tool using the OpenGL graphics library. Among the evaluation elements of jump, the distance of jump is most important. Also, the distance of jump depends on Lift-to-Drag Ratio. In the previous studies, the visualization too according to the consequential changing of variety factors is insufficient. This study provides an easy style flying posture visualization tool to the user who using Lift-to-Drag Ratio. Furthermore, there is to implement an international standard jumping hill by virtue of entered five main data. The results of this study can be applied with reference data for better ski jump.

Feasibility Study of Communication Access via Iridium Constellation for Small-Scale Magnetospheric Ionospheric Plasma Experiment Mission

  • Song, Hosub;Lee, Jaejin;Yi, Yu
    • Journal of Astronomy and Space Sciences
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    • v.39 no.3
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    • pp.109-116
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    • 2022
  • The small-scale magnetospheric and ionospheric plasma experiment (SNIPE) is a mission initiated by the Korea Astronomy and Space Science Institute (KASI) in 2017 and comprises four 6U-sized nano-satellites (Korea Astronomy and Space Science Institute Satellite-1, KASISat-1) flying in formations. The main goal of the SNIPE mission is to investigate the space environment in low Earth orbit at 500-km. Because Iridium & GPS Board (IGB) is installed on the KASISat-1, a communication simulation is required to analyze the contact number and the duration. In this study, communication simulations between the Iridium satellite network and KASISat-1 are performed using STK Pro (System Tool Kit Pro Ver 11.2) from the AGI (Analytical Graphics, Inc.). The contact number and durations were analyzed by each orbit and date. The analysis shows that the average access number per day is 38.714 times, with an average of 2.533 times per orbit for a week. Furthermore, on average, the Iridium satellite communication is linked for 70.597 min daily. Moreover, 4.625 min is the average duration of an individual orbit.

Helicopter Pilot Metaphor for 3D Space Navigation and its implementation using a Joystick (3차원 공간 탐색을 위한 헬리콥터 조종사 메타포어와 그 구현)

  • Kim, Young-Kyoung;Jung, Moon-Ryul;Paik, Doowon;Kim, Dong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.57-67
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    • 1997
  • The navigation of virtual space comes down to the manipulation of the virtual camera. The movement of the virtual cameras has 6 degrees of freedom. However, input devices such as mouses and joysticks are 2D. So, the movement of the camera that corresponds to the input device is 2D movement at the given moment. Therefore, the 3D movement of the camera can be implemented by means of the combination of 2D and 1D movements of the camera. Many of the virtual space navigation browser use several navigation modes to solve this problem. But, the criteria for distinguishing different modes are not clear, somed of the manipulations in each mode are repeated in other modes, and the kinesthetic correspondence of the input devices is often confusing. Hence the user has difficulty in making correct decisions when navigating the virtual space. To solve this problem, we use a single navigation metaphore in which different modes are organically integrated. In this paper we propose a helicopter pilot metaphor. Using the helicopter pilot metaphore means that the user navigates the virtual space like a pilot of a helicopter flying in space. In this paper, we distinguished six 2D movement spaces of the helicopter: (1) the movement on the horizontal plane, (2) the movement on the vertical plane,k (3) the pitch and yaw rotations about the current position, (4) the roll and pitch rotations about the current position, (5) the horizontal and vertical turning, and (6) the rotation about the target object. The six 3D movement spaces are visualized and displayed as a sequence of auxiliary windows. The user can select the desired movement space simply by jumping from one window to another. The user can select the desired movement by looking at the displaced 2D movement spaces. The movement of the camera in each movement space is controlled by the usual movements of the joystick.

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