• Title/Summary/Keyword: Graphic Engine

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Development of User-Interfaces for Expert System in Korean on Windows95 using CLIPS (CLIPS를 이용한 Windows 95용 한글 전문가 시스템 인터페이스 개발)

  • Cho. S.I.;Bae, Y.M.;Kim, S.C.;Park, E.W.;Hwang, H.;Yun, J.I.
    • Journal of Biosystems Engineering
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    • v.22 no.3
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    • pp.363-370
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    • 1997
  • Utilizing the tools such as CLIPS can reduce the time that it takes to develop expert systems. CLIPS is a development tool for expert system and has public inference engine and utilities. However, skilled programming is needed to run CLIPS on Windows 95, and proper interfaces for knowledge engineers or end-users who do not have good programming ability should be developed. Therefore, the user-friendly interfaces including htitle, hmenu, hyesno, htextdisplay, and hrun were developed and added to CLIPS. The intefaces were excuted in command-line mode of CLIPS on Windows 95. Also, htitle and hmenu can display graphic files for expert system users comprehension. An expert system was constructed using the interfaces and examples were displayed.

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Dynamic characteristics indentification of automobile exhaust system and determination of hanger optimal position (자동차 배기계의 동특성 규명 및 행거 최적위치의 결정)

  • 오재응;임동규;조준호;김만복
    • Journal of the korean Society of Automotive Engineers
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    • v.14 no.3
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    • pp.57-70
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    • 1992
  • As automobile industry develope, design techniques to satisfy light weight and high efficiency in automobile parts is demanded. In this study modal analysis is performed using transfer matrix method to identify dynamic characteristics of exhaust system. It is estimated the theoretical transfer function by Pestel-Leckey method and the mode shapes in 3-D graphic. the validity of developed program is verified by comparing with the experimental results of exhaust system. Estimated modal parameters(natural frequency, vibrational mode, transfer function) are in accord with the experimental results. From the developed program, we can predict a location of the hanger which is determined by the lowest RMS value point, when displacement is given as an input at the engine side. We can find that attachment of spring modelled hanger at the hanger location bring vibration level down.

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Practice for Visualization of Tug-Barge Transporation using Graphic Rendering Engine (가시화용 그래픽 엔진을 활용한 예부선 전용 시뮬레이션 응용)

  • Hwang, Ho-Jin;Lee, Hyo-Kwang
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2011.11a
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    • pp.49-50
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    • 2011
  • 예부선 운항 시뮬레이션은, 선박 운항 시뮬레이션의 자선의 동적 거동의 모사 뿐만 아니라 예인줄 및 예인줄에 의해 영향을 받는 부선의 거동을 표현해야 하는 다른 특성을 가지고 있다. 이러한 특성들을 시뮬레이션 가시화에 반영하기 위해 그래픽 렌더링 엔진과 같은 소프트웨어 뿐만 아니라 부선의 상태를 모니터링하기 위한 후방 가시화와 같은 하드웨어 구성을 제안하여 적용하였다. 본 논문에서는 이와 같은 기존의 연구들을 확장하여 예부선 전용의 시뮬레이션 가시화로의 응용에 대해 초점을 맞추고 있으며, 이를 통해 예부선 운항에 적합한 가시화의 구현 내용을 다루고자 한다. 이와 같은 하드웨어와 예부선 전용의 소프트웨어를 통해서 예부선 운항과 관련된 시뮬레이션이 시뮬레이터 사용자에게 직관적인 시뮬레이션 내용을 전달할 수 있을 것으로 기대된다.

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Implementation of Khronos OpenVG 1.0 Standard for Vector Graphics (Khronos OpenVG 1.0 벡터 그래픽 표준 API 구현)

  • Lee, Hwan-Yong;Lee, Jun-Young;Oh, Ae-Kyung;Sung, Hyun-Chan;Park, Ki-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.3
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    • pp.7-11
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    • 2006
  • 최근 임베디드 환경에서 2차인 Vector Graphics에 대한 요구는 크게 증가하고 있으며, Flash Lite, SVG등의 응용이 이미 널리 사용되고 있다. 반면 이러한 응용을 지원하기 위한 API의 표준은 전무한 실정이었다. OpenVG 1.0은 임베디드 시스템을 위한 미디어 표준 제정 기관인 Khronos Group에서 제정한 2차원 벡터 그래픽스를 위한 API (Application Programming Interface)로 2005년 8월 발표되었다. 본 논문에서는 OpenVG 표준에 대해 간략히 소개하고 (주)휴원에서 세계최초로 상용화 개발에 성공한 AlexVG Engine의 개발과정과 결과에 대하여 설명한다.

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Development of a Simulation Tool for the Cornering Performance Analysis of 4WD/4WS Vehicles (4륜구동.조향 차량의 선회 성능 해석을 위한 Simulation Tool 개발)

  • 계경태;김준영;허건수
    • Transactions of the Korean Society of Automotive Engineers
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    • v.5 no.1
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    • pp.195-206
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    • 1997
  • In this study, a simulation tool is developed in order to investigate non steadystate cornering performance of 4WD/4WS vehicles. The 4WD/4WS vehicles are modeled as a 8-th order dynamic system which includes complex non-linear vehicle dynamics and tire models. The vehicle models are constructed into a modulated simulation tool and are utilized for analyzing cornering performance such as combined braking and steering, cornering on the icy read and $\mu$-split braking, The whole analysis is done with the simulation tool which consists of a number of subsystems and offers graphic environment. Simulation results show that this tool is useful and cost-effective in the dynamic analysis of the combustion-engine vehicles as well as electrically driven vehicles.

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An Implementation Control Stick and Flying Attitude in Flight Simulator (Flight Simulator에서의 조종간 조작에 따른 비행자세 구현 방법)

  • 한용식
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.10a
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    • pp.150-155
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    • 1999
  • 비행 Simulator는 조종사가 실제 비행할 때와 같은 느낌을 받도록 구성되어야 하는데 조종사가 비행을 느끼게 되는 것은 여러 가지 감각기관을 통한 종합적인 느낌이다. 시각을 위하여 계기가 현재 비행 상태를 표시해야되고 외부 경치에서 고도, 속도, 자세 및 상승률을 감지하여야 한다. 이런 외부상태를 표시하기 위해서는 조종사의 Stick조작에 의한 비행기의 위치 변화와 속도 등을 실시간으로 계산하여 Graphic Engine과 Actuator로 데이터를 전송하여야 한다. 이러한 Parameter를 결정하기 위해서는 조정사의 조작에 의한 stick의 위치와 그로 인한 항공기의 자세 그리고 상태와 비행 속도 등에 따라 결정되며, 대상 항공기에 대한 제원으로 부터 조종사가 조종간의 이동크기와 조종면의 각 변위와의 관계를 계산하여 위치, 방향과 높이에 관한 Parameter를 계산해 줄 수 있는 방법 구현하였다.

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Pet Robot Simulator Coordinated over Network (네트워크를 통해 동작하는 애완 로봇 시뮬레이터)

  • Lee, Sung-Hun;Yi, Soo-Yeong;Choi, Byoung-Wook
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.5
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    • pp.530-537
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    • 2009
  • A graphic simulator can be a useful tool for planning gaits or dynamic behaviors to a walking pet robot. Microsoft describes robotics developer studio (MSRDS) as an end-to-end robotics development platform including simulation engine based on dynamics. In this paper, we propose a pet robot simulator (PRS), based on MSRDS, which supports interactively controlled two walking robots connected over network. To be pet robot simulator, modeling a commercial pet robot is performed and gait planning is also implemented. By using concurrency and coordination runtime (CCR) and decentralized software services (DSS) of MSRDS software platform, we connect two robots which are displayed together but controlled separately over network. The two walking pet robots can be simulated interactively by joysticks. It seems to be an internet game for pet robots.

Development of Control Algorithm and Real Time Numerical Simulation Program for Adaptive Cruise Control Vehicles (적응순향 제어(ACC) 차량의 제어 알고리즘 및 실시간 수치실험 프로그램 개발)

  • 원문철;강연준;강병배
    • Transactions of the Korean Society of Automotive Engineers
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    • v.7 no.7
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    • pp.202-213
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    • 1999
  • Adaptive Cruise Control (ACC) is one of key features on intelligent Transportation System(ITS). In ACC, the steering is done by a driver, but the engine throttle valve and the brake are controlled electronically. The relative velocity and distance from the preceeding vehicle are measured by radars or image processing units and relevant vehicular spacing is maintained in ACC control systems. In this study, vehicle longitudinal dynamics are modeled to simulate vehicle longitudinal maneuver and to design longtitudinal controllers for ACC vehicles. The control algorithm is designed based on the modeled vehicle longitudinal dynamics using a non-linear sliding mode control method. To verity the performance of the control algorithm, a real time numerical simulation program is developed on a Silicon Graphics workstation using C-language . A real time graphic program is alos develpe and integrated with the numerical simulation program.

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A study and development of a VR·PC-based adventure game applying low-poly graphics. (Low-Poly 그래픽을 적용한 VR·PC 기반 어드벤처 게임 연구 및 개발)

  • Kwon, Hye-Young;Kim, Soo-Ah;Kim, Ji-Soo;Kim, Hyun-Ji
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1079-1081
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    • 2021
  • Low-Poly는 비교적 적은 수의 Polygon을 가진 3D Computer Graphics의 Polygon Mesh이다. 본 논문의 VR·PC 기반 어드벤처 게임 '하늘섬의 비밀'에 이러한 Low-Poly 그래픽이 적용되어 비현실적이고 감성적인 스토리의 신비로운 분위기를 극대화 하는 효과를 발생시킨다. 또한 Low-Poly 그래픽은 VR 게임에서 현실과 가상세계를 구분하지 못해 생기는 괴리감과 이로 인해 오는 어지러움을 줄이고 사용자의 몰입도를 높여준다.

A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.