• Title/Summary/Keyword: Moving Train Forces

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A model for investigating vehicle-bridge interaction under high moving speed

  • Liu, Hanyun;Yu, Zhiwu;Guo, Wei;Han, Yan
    • Structural Engineering and Mechanics
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    • v.77 no.5
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    • pp.627-635
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    • 2021
  • The speed of rail vehicles become higher and higher over two decades, and China has unveiled a prototype high-speed train in October 2020 that has been able to reach 400 km/h. At such high speeds, wheel-rail force items that had previously been ignored in common computational model should be reevaluated and reconsidered. Aiming at this problem, a new model for investigating the vehicle-bridge interaction at high moving speed is proposed. Comparing with the common model, the new model was more accurate and applicable, because it additionally considers the second-order pseudo-inertia forces effect and its modeling equilibrium position was based on the initial deformed curve of bridge, which could include the influences of temperature, pre-camber, shrinkage and creep deformation, and pier uneven settlement, etc. Taking 5 km/h as the speed interval, the dynamic responses of the classical vehicle-bridge system in the speed range of 5 km/h to 400 km/h are studied. The results show that ignoring the second-order pseudo-inertia force will underestimate the dynamic response of vehicle-bridge system and make the high-speed railway bridge structure design unsafe.

Nonlinear Dynamic Analysis of Vehicle-Bridge Interaction considering the Hertzian Contact Spring and Rail Irregularities (헤르쯔 접촉스프링과 레일 요철을 고려한 차량-교량 동적상호작용 비선형 해석)

  • Kang, Young-Jong;Neuyen, Van-Ban;Kim, Jung-Hun;Kang, Yoon-Suk
    • Proceedings of the KSR Conference
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    • 2010.06a
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    • pp.1478-1485
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    • 2010
  • In this paper, the nonlinear dynamic response of Vehicle-Bridge interaction with the coupled equations of motion including nonlinear Hertzian contact is presented. The moving train model is chosen to have 10 degrees of freedom (DOF). The bridge is modeled as 2D Euler-Bernoulli beam element with 4 DOF for each element, two for rotations and another two for translations. The nonlinear Hertzian contact is used to simulate the interaction between vehicle and bridge. Base on the relationship of wheel displacement of the vehicle and the vertical displacement of the bridge in Hertzian contact, the coupled equations of motion of the whole system is derived. The convenient formulation was encoded into a computer program. The contact forces, contact area and stress of the rail surface were also computed. The accuracy and efficiency of the proposed program are verified and compared with exact analytical solution and other previous studies. Various numerical examples and parametric studies have demonstrated the versatility and applicability of the proposed program.

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The Effects of Bearings and Damping on the Dynamic Behavior of bridge for KHSR (고속전철교량의 동적 거동에 미치는 감쇠와 교좌장치의 영향)

  • 곽종원;김병석;김영진;강재윤
    • Proceedings of the KSR Conference
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    • 1998.11a
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    • pp.17-23
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    • 1998
  • The objective of this study is to investigate the dynamic behaviors of KHSR(Korea High-Speed Railway) bridge supported by elastomeric bearings subjected to high-speed vehicles. The effects of damping on the dynamic behaviors are also studied. The train composed of two power cars, two motor cars and eighteen passenger cars are simulated using constant moving forces for simplicity and effectiveness in the analysis. Direct integration method are used to solve the dynamic equation of motion. The bridge analyzed is real bridge with 2@40m span and concrete continuos box girder. The bridge is model led using frame element in three dimensional space. From the results of this study, the effects of elastomeric bearing on the dynamic responses of bridge(especially vertical accelerations) may cause undesirable behaviors. Damping are very important in the dynamic behaviors of the bridge subjected to high-speed railways. And so, dynamic analysis of steel bridge for high-speed railway supported by elastomeric bearings should be performed carefully.

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A Study on a Diagnosis System for HSR Turnout Systems (II) (고속철도 분기기 시스템 진단 시스템에 관한 연구(II))

  • Kim, Youngseok;Yoon, Yeonjoo;Back, Inchul;Ryu, Youngtae;Han, Hyunsu;Hwang, Ankyu;Kang, Hyungseok;Lee, Jongwoo
    • Journal of the Korean Society for Railway
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    • v.20 no.2
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    • pp.223-233
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    • 2017
  • The railway turnout system is one of the most important systems that set train routes. Turnout system integrity should be guaranteed for robust train operation. To diagnose the turnout system status, LVDT and accelerometers are installed on a turnout system in a high speed line. The LVDT and accelerometers produce signals containing physical meaning of the turnout systems. The LVDT produces the displacement of the rail gauge and vibration when point moving or a train passes on turnout systems and the accelerometer produces impact forces induced by wheel sets. We performed data extraction from the measured signals and parameterized the extracted signals into meaningful quantities. The parameters are used for classifying whether the turnout status is normal. We proposed two methods for the classification, one uses probabilistic distribution and the other artificial neuron networks. The probabilistic distribution is used for the parameter being classified by the quantities and the artificial neuron networks for the form classification. Finally, we show how to learn the normal status of a turnout system.

A Study on Expressing 3D Animation by Visual Direction : focused on 〈 How to train your dragon 〉 (시각적 연출에 의한 3D 입체 애니메이션 표현 연구: 〈드래곤 길들이기〉를 중심으로)

  • Kim, Jung-Hyun
    • Cartoon and Animation Studies
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    • s.26
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    • pp.1-30
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    • 2012
  • The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.