• Title/Summary/Keyword: Interactive Simulations

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Development of Distributed Interactive Stochastic Combat Simulation (DISCSIM) Model (확률적 전투모형과 분산 네트워크 적용)

  • Hong, Yoon-Gee;Kwon, Soon-Jong
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.10a
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    • pp.210-216
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    • 1999
  • Todays computer communication technology let people to do many unrealistic things possible and the use of those technologies is becoming increasingly prevalent throughout the military operation. Both DIS and ADS are welled defined computer aided military simulations. This study discusses a simulation of stochastic combat network modeling through Internet. We have developed two separate simulation models, one for clients and another for server, and validated for conducting studies with these two models. The object-oriented design was necessary to define the system entities and their relationship, to partition functionality into system entities, and to transform functional metrics into realizations derived from system component behaviors. Heterogeneous forces for each side are assumed at any battle node. The time trajectories for mean number of survivors at each node, some important combat measures, and relative difference computations between models were made. We observe and may conclude that the differences exist and some fo these are significant based on a limited number of experiments.

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Scaling predictions in seawater reverse osmosis desalination

  • Hchaichi, Houda;Siwar, Saanoun;Elfil, Hamza;Hannachi, Ahmed
    • Membrane and Water Treatment
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    • v.5 no.3
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    • pp.221-233
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    • 2014
  • Simulations were conducted to predict supersaturation along Reverse Osmosis (RO) modules for seawater desalination. The modeling approach is based on the use of conservation principles and chemical equilibria equations along RO modules. Full Pitzer ion interactive forces model for concentrated solutions was implement to calculate activity coefficients. An average rejection rate for all ionic species was considered. Supersaturation has been used to assess scaling. Supersaturations with respect to all calcium carbonate forms and calcium sulfate were calculated up to 50% recovery rate in seawater RO desalination. The results for four different seawater qualities are shown. The predictions were in a good agreement with the experimental results.

Enhanced FFD-AABB Collision Algorithm for Deformable Objects

  • Jeon, JaeHong;Choi, Min-Hyung;Hong, Min
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.713-720
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    • 2012
  • Unlike FEM (Finite Element Method), which provides an accurate deformation of soft objects, FFD (Free Form Deformation) based methods have been widely used for a quick and responsive representation of deformable objects in real-time applications such as computer games, animations, or simulations. The FFD-AABB (Free Form Deformation Axis Aligned Bounding Box) algorithm was also suggested to address the collision handling problems between deformable objects at an interactive rate. This paper proposes an enhanced FFD-AABB algorithm to improve the frame rate of simulation by adding the bounding sphere based collision test between 3D deformable objects. We provide a comparative analysis with previous methods and the result of proposed method shows about an 85% performance improvement.

Power Electronics Open-Source Educational Platform

  • Pozo-Ruz, Ana;Aguilera, F. David Trujillo;Moron, M. Jose;Rivas, Ernesto
    • Journal of Power Electronics
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    • v.12 no.5
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    • pp.842-850
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    • 2012
  • Learning Power Electronics is essential in both electrical and electronic engineering fields and the introductory courses are similar in many universities. Taking this premise into account, an educational computer-aided platform for power electronics will be presented in this paper. This educational platform includes an e-book, a set of power electronics animations, Java simulations, as well as several hands-on training sessions. The main advantages of this platform are twofold. First, all necessary teaching tools are combined on a single platform. And secondly, access to this platform is available free of charge and with no complicated registration requirements. In addition to traditional teaching techniques, the use of this platform has demonstrated an increase in student participation and has consistently improved their academic performance. Data consist of surveys, which guarantee both reliability and validity through psychometric techniques.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Unity: A Powerful Tool for 3D Computer Animation Production

  • Ecole Luthermilla;Kim Won-Tae;Yoon Jeong-Shick
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.45-57
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    • 2023
  • Unity is a powerful game engine that can be used to create 2D or 3D content. The current study focuses on the use of Unity for 3D computer animations, covering the strengths, basic concepts and tools for creating and integrating 3D animations in Unity, including the use of keyframe animation, animation controllers, and blend trees. Also covering advanced topics such as skeletal animation, procedural animation and their applications in games, simulations, and other interactive media. Case studies that showcase the potential of Unity for 3D animation will be analyzed and discussed taking in the quality of visuals and the receptance by the public in general.

A Study on the Technique of Efficient TDOA Technique Direction Finding Using Drones (드론을 이용한 효율적인 TDOA 방향탐지 기법 연구)

  • Choi, Hong-Rak;Hah, Tae-Yeong;Kim, Young Won;Kim, Kyung-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.97-104
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    • 2018
  • In the conventional direction finding, the antenna is installed at a high position on the ground to detect the position of the target with the environment of the LOS(Line of Sight) as much as the signal receiving environment. However, in order to configure such environment, high cost and installation time were required. In this paper, we use TDOA(Time Difference of Arrival) technique to utilize drones in direction finding, so that four drones can be used for directions finding simulation. Simulations based on drone and TDOA direction finding were constructed using additional signal processing Taylor series and Exact Interactive Algorithm. In the simulation, the receiving power is defined by using the 800MHz path-loss model using the GPS information of the ground direction detection, and the position estimation performance is analyzed when the TDOA technique, the Taylor series, and the Exact Interactive Alogrithm are applied.

Real-time 3D Visualization Method of Landslide disaster prediction Simulation using GPU (GPU을 이용한 토사재해 예측 시뮬레이션의 3D 실시간 가시화 방법)

  • Song, Sang-Min;Cho, Kwang-Joon;Ok, Soo-yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.7
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    • pp.1630-1638
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    • 2015
  • In this paper, we propose a GPU-based interactive and plausible visualization method for the silt and landslide simulation results computed with SPH. By empirical experiments, we verify that our GPU-accelerated screen space mesh method can be effectively used for visualizing the landslide disaster simulation. The method proposed in this paper make it possible to overcome the limitation of previous simulations where the experience obtained by trials and errors plays the most important roles. Because the realtime visualization enables interactive observation of simulation results and efficient data assimilation, the accuracy of the simulation can be significantly improved in an efficient way.

Dynamic Remeshing for Real-Time Representation of Thin-Shell Tearing Simulations on the GPU

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.89-96
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    • 2023
  • In this paper, we propose a GPU-based method for real-time processing of dynamic re-meshing required for tearing cloth. Thin shell materials are used in various fields such as physics-based simulation/animation, games, and virtual reality. Tearing the fabric requires dynamically updating the geometry and connectivity, making the process complex and computationally intensive. This process needs to be fast, especially when dealing with interactive content. Most methods perform re-meshing through low-resolution simulations to maintain real-time, or rely on an already segmented pattern, which is not considered dynamic re-meshing, and the quality of the torn pattern is low. In this paper, we propose a new GPU-optimized dynamic re-meshing algorithm that enables real-time processing of high-resolution fabric tears. The method proposed in this paper can be used for virtual surgical simulation and physics-based modeling in games and virtual environments that require real-time, as it allows dynamic re-meshing rather than pre-split meshes.

Linear Quadratic Servo Design for Magnetic Levitation Systems Considering Disturbance Forces from Linear Synchronous Motor

  • Kim, Chang-Hyun;Ahn, Hanwoong;Lee, Ju;Lee, Hyungwoo
    • Journal of Electrical Engineering and Technology
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    • v.12 no.2
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    • pp.944-949
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    • 2017
  • Recently, the demand of maglev systems in the manufacturing industry for LCD and OLED display panels, which are required to be very clean and possess vacuum systems, has been increasing due to their characteristics such as being non-contact, noise free and eco-friendly. However, it is still a challenge to simultaneously control both the propulsion and levitation for their interactive effect difficult to be exactly measured. In this paper, we proposed a new tuning method for controlling the magnetic levitation force robustly against the levitation disturbance caused by a propulsion system, based on LQ servo optimal control. The disturbance torque of the LSM propulsion system is calculated through FEM analysis in such a way that the LQ servo controller is determined in order to minimize the effect of the disturbance. The robust performance of the proposed LQ servo control method for the in-track type magnetic levitation systems is demonstrated via simulations and experiments.