• 제목/요약/키워드: Possible running time simulation

검색결과 17건 처리시간 0.079초

경부선 틸팅열차의 가능 운전시간 추정 연구 (A Study on the Possible Running Time Estimation of Tilting Train on the Gyeongbu line)

  • 노학래;한성호
    • 전기학회논문지P
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    • 제64권4호
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    • pp.199-206
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    • 2015
  • A rising attention is paid to the railway system in many countries. KOREA is also of the opinion that the railway has to play a more important role in the near future to face up to the problems that increase gradually in the transport sector. To attract more traffic to the rail networks, it is important for rail modes to have running time competitiveness. Tilting trains, where it is possible to tilt the car-body towards the center of the curve, are a less expensive alternative to shorten travelling times on existing lines. Running time for tilting train is one of the most important factors, with which passenger demand forecasting or economic feasibility analysis will be done. This paper evaluates the speed limitation of tilting train around curves and also presents calculation process of its simulated possible running time. Then the adequacy of estimated time is verified with running time for Korean protype tilting train TTX (Tilting Train eXpress) by actual test run. As a case study, the estimated running time for the production version of tilting train and its time saving are presented compared with 2012's conventional Saemaul trains and non-tilting trains on the Gyeongbu line in the Korean rail network.

분산 시뮬레이션을 위한 HLA DEVS-Obj-C 환경 구축 (Devlopment HLA DEVS-Obj-C Environment for Distributed Simulation)

  • 최두진;조대호
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2002년도 추계학술대회 논문집
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    • pp.85-89
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    • 2002
  • Development of distributed simulation environment must be required in order to simulate the distributed models regionally and inter-operate with running simulations individually, Simulation based on DEVS formalism is difficult to simulate the distributed models. DEVS formalism is modeling methodology. To specify model, this formalism separates behavior and structure, therefore it is able to design complex model easily. HLA is standard framework of distribute simulation environment, It is defined to facilitate the interoperability and the reusability. RTI (Run Time Infrastructure) is software that provides common service to simulation systems and implementation of the HLA Interface Specification. Method of implementation is that modules cooperating with RTI are added to simulator on DEVS simulation environment. On the DEVS simulation environment (DEVS-Obj -C) that already developed, Highest class of abstract simulator uses service that RTI provide, then This environment is able to change DEVS model into Federate and run distribute simulation that inter-operates with the RTI. Because this distributed simulation environment includes convenience of modeling that obtains through the DEVS formalism and accompanies HLA standard, this environment make it possible to simulate with_ complex systems and heterogeneous simulations

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기후변화가 반영된 도시 열환경 시뮬레이션 모델의 연구 (A Study on the Urban Heat Simulation Model Incorporating the Climate Changes)

  • 강종화;김완수;윤정임;이주성;김석철
    • 한국대기환경학회지
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    • 제34권5호
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    • pp.697-707
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    • 2018
  • A fast running model comprising the climate change effects is proposed for urban heat environment simulations so as to be used in urban heat island studies and/or the urban planning practices. By combining Hot City Model, a high resolution urban temperature prediction model utilizing the Lagrangian particle tracing technique, and the numerical weather simulation data which are constructed up to year of 2100 under the climate change scenarios, an efficient model is constructed for simulating the future urban heat environments. It is applicable to whole city as well as to a small block area of an urban region, with the computation time being relatively short, requiring the practically manageable amount of the computational resources. The heat environments of the entire metropolitan Seoul area in South Korea are investigated with the aid of the model for the present time and for the future. The results showed that the urban temperature gradually increase up to a significant level in the future. The possible effects of green roofs on the buildings are also studied, and we observe that green roofs don't lower the urban temperature efficiently while making the temperature fields become more homogeneous.

작업 파이프라이닝을 위한 그리드 워크플로우 스케줄러 설계 (Design of Grid Workflow System Scheduler for Task Pipelining)

  • 이인선
    • 한국컴퓨터정보학회논문지
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    • 제15권7호
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    • pp.1-10
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    • 2010
  • 워크플로우 관리자는 대량의 계산용 그리드 자원을 데스크탑 컴퓨터에서 개인이 편리하게 워크플로우를 만들고 수행할 수 있게 해주는 유용한 도구이다. 보통 데이터는 스테이지-인, 프로세스, 스테이지-아웃의 순서로 순차적으로 진행되며 워크플로우 시스템은 이 과정을 자동화해준다. 그러나 최근의 e-science에서는 사용되는 데이터 량이 급속하게 증가하고 있고 원하는 출력물을 얻기 위해 여러 번의 과정을 수행하면서 데이터 이동 시간이 전체 수행시간의 많은 부분을 차지하게 되어 스테이징 과정의 개선이 중요한 이슈가 되고 있다. 본 논문에서는 스테이징 과정을 개선하고, 이를 이용하여 가능한 한 많은 작업들을 동시 수행시키는 스케줄러를 설계하였다. 또한 모의실험을 통해 제안한 스케줄러의 성능이 10~40%까지 향상됨을 보였다.

Low Power Time Synchronization for Wireless Sensor Networks Using Density-Driven Scheduling

  • Lim, HoChul;Kim, HyungWon
    • Journal of information and communication convergence engineering
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    • 제16권2호
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    • pp.84-92
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    • 2018
  • For large wireless sensor networks running on battery power, the time synchronization of all sensor nodes is becoming a crucial task for waking up sensor nodes with exact timing and controlling transmission and reception timing. However, as network size increases, this synchronization process tends to require long processing time consume significant power. Furthermore, a naïve synchronization scheduler may leave some nodes unsynchronized. This paper proposes a power-efficient scheduling algorithm for time synchronization utilizing the notion of density, which is defined by the number of neighboring nodes within wireless range. The proposed scheduling algorithm elects a sequence of minimal reference nodes that can complete the synchronization with the smallest possible number of hops and lowest possible power consumption. Additionally, it ensures coverage of all sensor nodes utilizing a two-pass synchronization scheduling process. We implemented the proposed synchronization algorithm in a network simulator. Extensive simulation results demonstrate that the proposed algorithm can reduce the power consumption required for the periodic synchronization process by up to 40% for large sensor networks compared to a simplistic multi-hop synchronization method.

Ship information system: overview and research trends

  • Liu, Sheng;Xing, Bowen;Li, Bing;Gu, Mingming
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제6권3호
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    • pp.670-684
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    • 2014
  • Ship Information Systems (SISs) have been one of the main research focuses in ship design and become a multidisciplinary area. With these growing research trends, it is important to consolidate the latest knowledge and information to keep up with the research needs. In this paper, the SIS and its different forms are introduced and discussed. The beginning of this paper discusses the history and evolution of SIS. The next part of this paper focuses on different fields and research areas such as networking technology, information fusion, information decision, message display, ship control in real-time SISs. A Semi-Physical Simulation Platform (SPSIM) designed for SIS research and its running effect through a new Fuzzy-PID fusion algorithm are introduced in this paper then. A brief literature survey and possible future direction concerning each topic is included.

OpenGL과 Unity간의 GPU를 이용한 Particle Simulation의 성능 비교 (Performance Comparison of Particle Simulation Using GPU Between OpenGL and Unity)

  • 김민상;성낙준;최유주;홍민
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제6권10호
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    • pp.479-486
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    • 2017
  • 최근 GPGPU를 이용하여 저하된 컴퓨터 성능 향상폭을 높일 수 있게 되었고, 이로 인하여 높은 연산을 요구로 하는 물리 기반의 실시간 시뮬레이션을 PC에서 구동할 수 있게 되었다. 물리 시뮬레이션에서 적용되는 물리 계산은 병렬 처리로 수행되어질 수 있으며, 최근 OpenGL 4.3 및 Unity4.0에서 지원되는 Compute shader를 통한 병렬 연산을 이용하면 효율적으로 구동할 수 있다. 본 논문에서는 다양한 플랫폼을 지원하는 디지털 콘텐츠 제작 툴인 Unity와 다양한 플랫폼에서 구동되어지는 OpenGL에서의 실시간 물리 시뮬레이션에서의 성능을 측정 및 비교한다. 본 논문에서 particle 시뮬레이션의 실험 결과 Unity를 이용한 particle 시뮬레이션이 OpenGL을 이용한 particle 시뮬레이션에 비해 최대 136.04% 빠른 성능을 보인다. 이를 통하여 추후 멀티 플랫폼을 지원하는 디지털 콘텐츠를 제작함에 있어 더 나은 개발 도구를 선정할 수 있을 것으로 기대된다.

Resource Allocation for Device-to-Device Communications Reusing Uplink in Cellular Networks

  • Radwan, Amr
    • 한국멀티미디어학회논문지
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    • 제18권12호
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    • pp.1468-1474
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    • 2015
  • Efficient spectrum sharing is an important issue in Device-to-Device (D2D) communications underlaying cellular networks as it can mitigate the interference to cellular users and improve the performance of the systems. In this paper, we formulate the radio resource allocation in D2D communications as a mixed nonlinear integer programing. We show the formulated problem is NP-hard and thus a polynomial time algorithm to solve is not possible. Since such a problem is very hard to obtain the optimal solution within a short running time, we instead propose a fast heuristic suboptimal algorithm to mitigate the interference caused to cellular users and improve the performance of the systems. Simulation results are provided to evaluate the performance of the proposed algorithm.

신설 광역철도 운전속도 향상방안 연구 (A Study on the Improvement of the Train Operation Speed for the New Metropolitan Railway)

  • 구본로;장성용
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2008년도 추계학술대회 논문집
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    • pp.1-9
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    • 2008
  • A wide metropolitan railway and a metropolitan railway in metropolitan area are transportation systems to cope with possible large demand and are under construction continually. A wide metropolitan railway and a metropolitan railway in metropolitan area are running with low speed because it is difficult to improve train speed according to short distances between stations and topography. There is a few study on improving commercial speed on the existing wide metropolitan railway and metropolitan railway in metropolitan area, but there is no study on a new wide metropolitan railway. This study present speed-up scheme of the Sosa-Wonsi line by enlarging the curve radius, reducing the horizontal steep gradient, reducing the stopping time, speeding up at underground section, and installing the PSD, etc. This scheme is evaluated using the simulation technique.

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기존 도시철도 구간에서 CBTC를 위한 제한속도 향상에 관한 연구 (A Study on Improvement of Limit Speed for CBTC within Exsiting Urban Railroad Sectors)

  • 하관용;박종헌;이종계;성창기;김기춘
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2011년도 춘계학술대회 논문집
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    • pp.356-362
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    • 2011
  • Usually urban railways are built under ground thus the necessary condition of urban railroad, a linear-shaped track, causes a difficulty in enhancement of speed limits of urban rail. Also the underground construction of city railroad produces speed limit values reduced according to a speed code array, in case of speed decision according to the conventional block section division, thus onventionally it could not but apply speed limit values lower than actual safety speeds. In this study, The above two facts induced the author to study on a method to enhance speed limit values for CBTC within existing urban railroad sectors. Since it is possible to exchange data continuously and to control speeds in case of railroads based on CBTC, the author applied result values of speed limits, which were gained based on a railroad condition, a linear track, to the CBTC system without correction of the result values and then the author compared and analyzed, through simulation, the running times and the efficiencies of running energies between railway stations, between the existing fixed-block system and the CBTC system. As a result simulation, the improvement of speed and the deceleration distance of reduction confirmed that it was effective to reduce the time to travel between stations. A fixed block the set of constraints on the speed limit, he way the operation is optimized based CBTC speed limit by suggesting ways to reset the scheduled speed measures to improve were extracted.

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