• 제목/요약/키워드: Motion Simulation

검색결과 3,086건 처리시간 0.039초

수축팽창 운동에 의한 축대칭 마이크로-하이드로-머신의 추진을 위한 수치 시뮬레이션 (A Numerical Simulation for the Propulsion of Axisymmetric Micro-Hydro-Machine by Contractive and Dilative Motion)

  • 김문찬
    • 한국전산유체공학회:학술대회논문집
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    • 한국전산유체공학회 2001년도 춘계 학술대회논문집
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    • pp.30-37
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    • 2001
  • A Numerical simulation for the propulsion of axisymmetric body by contractive and dilative motion is carried out. The present analysis shows that a propulsive force can be obtained in highly viscous fluid by a contractive and dilative motion of axisymmetric body. An axisymmetric analysis code is developed with unstructured grid system for the simulation of complicated motion and geometry. The developed code is validated by comparing with the results of stokes approximation with the problem of uniform flow past a sphere in low Reynolds number($R_n=1$). The validated code is applied to the simulation of contractive and dilative motion of body. The simulation is extended to the analysis of waving surface with projecting part for finding out the difference of hydrodynamic performance according to the variation of waving surface configuration. The present study will be the basic research for the development of the propulsor of an axisymmetric micro-hydro-machine.

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단일 액적의 Zig-Zag 운동 시뮬레이션 (A LIQUID DROPLET SIMULATION ON ZIG-ZAG MOTION)

  • 정노택
    • 한국전산유체공학회지
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    • 제14권3호
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    • pp.63-68
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    • 2009
  • The motion of a rising liquid droplet is different that of a bubble motion. Treatment of liquid drops is more complex because internal motion must be considered. A 3D unstructured CFD code has been developed to solve incompressible N-S equation for the droplet simulation. This front-tracking consideration which the interface is tracked explicitly is very available to apply for not only exact interface topology but also the high schmidt number issue, such as $CO_2$ dissolution. This paper is forced on the zig-zag motion of the liquid droplet. The simulation shows that if the rising droplet is located at the corner of the zig-zag path, the velocity is low and shape of the droplet is more spherical shape, results in the less drag coefficient. Twin horse shoe vortexes behind the rising droplet are presented and the topology of the droplet is compared with an experimental result during one period of the path.

물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성 (Realistic Keyboard Typing Motion Generation Based on Physics Simulation)

  • 장용호;엄해광;노준용
    • 한국컴퓨터그래픽스학회논문지
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    • 제21권5호
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    • pp.29-36
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    • 2015
  • 사람의 손가락은 도구를 다루는 세밀한 동작을 하기 위해 필수적인 부위이며, 캐릭터 애니메이션에 있어 자연스러운 손가락 움직임 표현은 중요한 이슈 중 하나이다. 그 중에서도 키보드 타이핑 모션은 다양한 관절을 자연스럽게 사용하는 고난도 동작이며, 기존 애니메이션 파이프라인을 활용해서는 만들기 쉽지 않다. 본 논문에서는 물리 시뮬레이션을 이용하여 사실적인 키보드 타이핑 모션을 자동으로 생성하는 방법을 제시한다. 물리 기반 시뮬레이션에서 타이핑 모션을 잘 수행하기 위해서는 손과 키보드 모델이 허용된 범위를 벗어나지 않아야 하며, 사용자의 입력에 맞는 키만 정확히 타건해야 한다. 또한 실제 키보드 타건을 관찰한 결과 항상 손의 위치 및 자세는 키보드 위의 특정 기본 자세를 유지하려고 하며, 타건하는 손가락 이외의 움직임을 최소화하려는 경향을 확인할 수 있었고 이를 반영하고자 하였다. 이러한 다양한 제약 조건을 하나의 해결기에서 다루어 실시간으로 자연스러운 키보드 타이핑 시뮬레이션 결과를 얻을 수 있고, 이러한 결과는 애니메이션 및 가상 현실 기반 인터랙션 컨텐츠 등에서 유용하게 사용될 수 있다.

부하를 고려한 직선운동유니트의 정밀도 시뮬레이션 기술 (Simulation of Motion Accuracy Considering Loads in Linear Motion Units)

  • 김경호;박천홍;오정석
    • 한국정밀공학회지
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    • 제32권5호
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    • pp.405-413
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    • 2015
  • This paper presents the motion accuracy simulation considering loads such as workpiece weight, cutting force, cogging force of a linear motor, and force caused by misalignment and runout error of a ballscrew in linear motion units. The transfer function method is basically utilized to estimate 5-DOF motion errors, together with the equilibrium equations of force and moment on the table. The transfer function method is modified in order to consider clearance changed according to the loads in the double sided hydrostatic/aerostatic bearings. Then, the analytic model for predicting the 5-DOF motion errors is proposed with the modified transfer function method. Motion errors were simulated under different loading conditions in the linear motion units using hydrostatic, aerostatic, and linear motion bearings, respectively. And the proposed analytic model was verified by comparing the estimated and measured motion errors.

CFD simulation of vortex-induced vibration of free-standing hybrid riser

  • Cao, Yi;Chen, Hamn-Ching
    • Ocean Systems Engineering
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    • 제7권3호
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    • pp.195-223
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    • 2017
  • This paper presents 3D numerical simulations of a Free Standing Hybrid Riser under Vortex Induced Vibration, with prescribed motion on the top to replace the motion of the buoyancy can. The model is calculated using a fully implicit discretization scheme. The flow field around the riser is computed by solving the Navier-Stokes equations numerically. The fluid domain is discretized using the overset grid approach. Grid points in near-wall regions of riser are of high resolution, while far field flow is in relatively coarse grid. Fluid-structure interaction is accomplished by communication between fluid solver and riser motion solver. Simulation is based on previous experimental data. Two cases are studied with different current speeds, where the motion of the buoyancy can is approximated to a 'banana' shape. A fully three-dimensional CFD approach for VIV simulation for a top side moving Riser has been presented. This paper also presents a simulation of a riser connected to a platform under harmonic regular waves.

군중 시뮬레이션을 위한 그래프기반 모션합성에서의 충돌감지 (Detecting Collisions in Graph-Driven Motion Synthesis for Crowd Simulation)

  • 성만규
    • 한국정보과학회논문지:시스템및이론
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    • 제35권1호
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    • pp.44-52
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    • 2008
  • 본 논문에서는 모션켑쳐데이타를 이용한 두 캐릭터간의 빠른 충돌감지에 대한 연구를 논의한다. 본 연구의 목적이 군중 시뮬레이션이기 때문에, 제안한 알고리즘은 캐릭터를 실린더 형태로 모델링 한 후에 Rough한 충돌감지를 목표로 한다. 이를 위해 계층적인 바운딩 박스 데이타 구조인 MOBB를 제안한다. MOBB는 모션클립에 대한 시공간 바운딩 박스이며, 제안된 알고리즘에 대한 테스트 결과 2배 이상의 속도 향상이 있음을 밝힌다.

Realistic Visual Simulation of Water Effects in Response to Human Motion using a Depth Camera

  • Kim, Jong-Hyun;Lee, Jung;Kim, Chang-Hun;Kim, Sun-Jeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권2호
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    • pp.1019-1031
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    • 2017
  • In this study, we propose a new method for simulating water responding to human motion. Motion data obtained from motion-capture devices are represented as a jointed skeleton, which interacts with the velocity field in the water simulation. To integrate the motion data into the water simulation space, it is necessary to establish a mapping relationship between two fields with different properties. However, there can be severe numerical instability if the mapping breaks down, with the realism of the human-water interaction being adversely affected. To address this problem, our method extends the joint velocity mapped to each grid point to neighboring nodes. We refine these extended velocities to enable increased robustness in the water solver. Our experimental results demonstrate that water animation can be made to respond to human motions such as walking and jumping.

모션 텍스처를 이용한 차량 시뮬레이터의 통합 (A Data Driven Motion Generation for Driving Simulators Using Motion Texture)

  • 차무현;한순흥
    • 대한기계학회논문집A
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    • 제31권7호
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.

중첩 격자계를 이용한 물체운동의 수치 시뮬레이션 (Numerical Simulation of Body Motion Using a Composite Grid System)

  • 박종천;전호환;송기종
    • 대한조선학회논문집
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    • 제40권5호
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    • pp.36-42
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    • 2003
  • A CFD simulation technique has been developed to handle the unsteady body motion with large amplitude by use of overlapping multi-block grid system. The three-dimensional, viscous and incompressible flow around body is investigated by solving the Navier-Stokes equations, and the motion of body is represented by moving effect of the grid system. Composite grid system is employed in order to deal with both the body motion with large amplitude and the condition of numerical wave maker in convenience at the same time. The governing equations, Navier-Stokes (N-S) and continuity equations, are discretized by a finite volume method, in the framework of an O-H type boundary-fitted grid system (inner grid system including test model) and a rectangular grid system (outer grid system including simulation equipments for generation of wave environments). If this study, several flow configurations, such as an oscillating cylinder with large KC number, are studied in order to predict and evaluate the hydrodynamic forces. Furthermore, the motion simulation of a Series 60 model advancing in a uniform flow under the condition of enforced roll motion of angle 20$^{\circ}$ is performed in the developed numerical wave tank.