• 제목/요약/키워드: Racing line

검색결과 12건 처리시간 0.017초

직각 코너에서의 레이싱라인에 따른 주행 소요시간 예측 프로그램 개발에 관한 연구 (A Study on the Program Development of Estimating the Elapsed Time Considering the Various Racing Lines on the 90 Degree Corner)

  • 장성국
    • 한국자동차공학회논문집
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    • 제11권4호
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    • pp.220-225
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    • 2003
  • In this paper, various types of racing line are analyzed for the best time to go through a 90 degree comer. 'Best' means the least time, at the greatest average speed. The comer concerned here has the long straights before and after the corner so that the vehicle is able to n with its maximum speed along the straights. It is shown that both inside and outside driving lines including the modified outside driving lines never beat classical racing line. It is also found that outside driving line is better than inside driving inside driving line as long as there are straight lines before and after the comer.

코너 출구속도가 직선주로 주행 소요시간에 미치는 영향 (Effect of Corner Exit Speed on the Time to Go Down a Straight)

  • 장성국
    • 한국자동차공학회논문집
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    • 제11권6호
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    • pp.141-146
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    • 2003
  • This paper calculates the elapsed time to go down a straight as a function of the corner exit speed and considers air resistance, rolling resistance, and slope resistance to figure out the force for forward acceleration. In a car racing, the most critical comer in a course is the one before the longest straight. A driver can lose a quite amount of time by taking a bad line in a corner. Taking a bad line also causes poor comer exit speed which in turn costs more elapsed time to go down a straight. The results are not so dramatic as in the case of cornering but are showing why one should take the correct corner racing line to get the maximum exit speed. Also, for the case of drag race, the elapsed time to go 1/4 mile is calculated.

운전자 주행 특성 모사를 위한 트랙 한계 자율 주행 차량의 거동 계획 알고리즘 (Motion Planning of Autonomous Racing Vehicles for Mimicking Human Driver Characteristics)

  • 김창희;이경수
    • 자동차안전학회지
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    • 제16권1호
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    • pp.6-11
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    • 2024
  • This paper presents a motion planning algorithm of autonomous racing vehicles for mimicking the characteristics of a human driver. Time optimal maneuver of a race car has been actively studied as a major research area over the past decades. Although the time optimization problem yields a single time series solution of minimum time maneuver inputs for the vehicle, human drivers achieve similar lap times while taking various racing lines and velocity profiles. In order to model the characteristics of a specific driver and reproduce the motion, a stochastic motion planning framework based on kernelized motion primitive is introduced. The proposed framework imitates the behavior of the generated reference motion, which is based on a small number of human demonstration laps along the racetrack using Gaussian mixture model and Gaussian mixture regression. The mean and covariance of the racing line and velocity profile mimicking the driver are obtained by accumulating the outputs tested at equidistantly sampled input points. The results confirmed that the obtained lateral and longitudinal motion simulates the driver's driving characteristics, which are feasible for actual vehicle test environments.

라인 트레이스 차량을 위한 퍼지 제어기의 설계 (Design of a Fuzzy Controller for a Line Trace Vehicle)

  • 김광백;우영운
    • 한국정보통신학회논문지
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    • 제13권11호
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    • pp.2289-2294
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    • 2009
  • 이 논문에서는 라인 트레이스 차량의 주행 제어를 위한 퍼지 제어기를 설계하였다. 라인을 감지하는 센서들의 감지 상태에 따라 센서값을 산출하고 이 센서값은 조향각 제어 퍼지 추론 규칙의 입력으로 사용되어 조향각을 제어값으로 산출한다. 또한 산출된 조향각은 다시 모터속력 제어 추론 퍼지 규칙의 입력으로 사용되어 주행 속도 결정을 위한 모터속력을 제어값으로 산출하게 된다. 제안한 퍼지 제어 기법을 이용하여 조향각만을 제어한 경우와 조향각과 모터속력을 함께 제어한 경우를 각각 실험한 결과, 모터속력을 함께 제어한 경우가 트랙을 이탈하지 않으면서 더욱 빠르게 주행하여 제안한 기법에 더욱 효과적임을 알 수 있었다.

장제요법에 의한 말의 백선병 치료 1례 (Treatment of White Line Disease by Therapeutic Shoeing in Horse)

  • 양영진;신상경;윤성욱;조길재
    • 한국임상수의학회지
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    • 제30권5호
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    • pp.394-398
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    • 2013
  • 중간정도의 파행과 열감을 가진 3세된 더러브렛 암말에서 방사선 및 발굽 검사를 통해 우전지 발굽이 백선병으로 진단되었다. 장제요법 (제벽 절제, 변형 히트바 편자 장착)을 적용한 결과 4개월 후 파행이나 열감이 없었으며 8개월 후에는 조교와 경주에 출주하였다. 국내에서 사육중인 말에서 발생되고 있는 백선병 치료에 장제요법이 좋은 치료법임을 확인하였다.

Estimation of Genetic Parameters for Finished and Furlong Times in Thoroughbred Racehorses

  • Cho, Byung-Wook;Ha, Tae-Yong;Cho, Kwang-Hyun;Kim, Si-Dong;Lee, Hak-Kyo;Kong, Hong-Sik;Park, Kyung-Do
    • Asian-Australasian Journal of Animal Sciences
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    • 제22권12호
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    • pp.1609-1613
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    • 2009
  • The objective of this study was to estimate genetic parameters for racing performance traits of thoroughbredracehorses, using a total of 58,124 racing records of 4,200 horses at Gwacheon Racing Park collected from January 2002 to December 2006. This study measured start one furlong time, last three and last one furlong times, and the resulting furlong time averages were 14.2 seconds, 39.9 seconds and 13.9 seconds, respectively. Furlong time means a split time measured based on a 1/8-mile (or approximately 201 m) distance and finished time means total racing time measured from start position to finish line. In the shortest distance races of 1,000 m, the average last three and last one furlong time was fastest at 38.7 seconds and 13.6 seconds, respectively. The correlation between finished time and start one furlong time decreased as the race distance increased, and the same trend was recognized from the correlation between finished time and last three furlong time. In short distance races of 1,400 m or less, the starting ability was found to be an important trait. The average speed was highest at 56 km/h for a 1,000 m race and lowest at 53.2 km/h for a 1,700 m race. Heritabilities of the start one furlong time, the last three and last one furlong time were estimated to be 0.337, 0.245 and 0.210, respectively; and repeatabilities for them were 0.452, 0.353 and 0.309, respectively. Phenotypic and genetic correlations between the start and the last one furlong time were negative at -0.141 and -0.155, respectively.

컴퓨터게임과 공간인지능력의 상관관계에 대한 연구 (The Effects of Computer Game Use on Spatial-temporal Capability)

  • 유승호;김보영
    • 한국게임학회 논문지
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    • 제7권2호
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    • pp.73-82
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    • 2007
  • 이 연구는 "모차르트 이펙트"를 통해 밝혀진 모차르트 음악이 지능향상에 효과가 있다는 연구결과와 비교하여 온라인 게임 이용자의 게임 후 시 공간 능력에 어떤 영향이 나타나는지 알아보고자 한다. 10대 후반에서 20대 초반의 대학생을 대상으로 한 이번 연구에서 게임 이용 시 시공간 인지 능력의 차이는 공간 인지 능력의 차이에서 두드러지는 것으로 나타났다. 음악, 애니메이션, 온라인 게임(카트라이더)을 이용한 세 집단의 공간인지 능력의 차이를 분석한 결과, 온라인게임을 선호하는 집단이 '모양맞추기' 점수가 높아 온라인게임 이용이 이용자의 시 공간 능력 향상에 도움이 된다는 연구결과를 도출하였다.

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Treatment of Nasal Bone Fracture using Wire Fixation in a Horse

  • Seo, Jeeyoon;Cho, Young-Jae;Seo, Jong-pil
    • 한국임상수의학회지
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    • 제35권1호
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    • pp.22-25
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    • 2018
  • A 7-year-old, 453 kg, thoroughbred-cross mare showed depression, severe nasal bleeding, diffuse swelling, and distortion of the facial contour. Physical and radiographic examinations revealed an open nasal bone fracture. Surgery was conducted under sedation with the horse in a standing position. Two holes were drilled directly above and below the fracture line. The nasal bone was raised to the normal position by inserting a periosteal elevator through the holes. Orthopedic wire was used to secure the fractured nasal bones through the holes. The horse recovered from sedation without complication. Sutures were removed three weeks after surgery. The nasal bone fracture appeared well-recovered morphologically and the recovery was confirmed by radiography. A wire fixation method is recommended to treat nasal bone fracture in a horse.

운전연습생을 위한 3D 그래픽을 적용한 운전면허 시뮬레이터의 설계 (Design of Driver License Simulation Model using 3D Graphics for beginner)

  • 원지운;서희석
    • 디지털산업정보학회논문지
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    • 제5권2호
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    • pp.29-37
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    • 2009
  • Recently, the structure of simulation environment is important issue in all fields. In case of the training for operating the machines which are costly such as airplanes or spaceships, simulators could be helpful for decreasing the costs and training effects by simulating real situation. When we get the driving license, too many peoples are waiting for their turns because of limited cars and testing spaces in Korea. To solve this problem, we've designed and developed the basic design for the simulators. We suggested the Computer 3D Simulation Model for practice of a drives's license. The concept of this simulator was from a 3D Racing-game which suit for driving exercise. We provide users with handle-controlled simulation setting in order that users feel reality as if they drive really through this simulator. We also use 'force-feedback' system which give handle vibration in case users collide against obstacles or exceed the line since users can absorb the simulation program and feel the sense for the real. This paper is the study about modeling the driving exercise model made use of 'computer 3D simulation', and producing and utilizing the simulator through this modeling.

서울경마장에서 경주마 운동기인성 폐출혈(EIPH)이 경주능력에 미치는 영향 (The Effect of Exercise Induced Pulmonary Hemorrhage(EIPH) on Performance of Thoroughbred racehorses in Seoul Racecourse)

  • 김병선;김재훈;유승호;양영진
    • 한국임상수의학회지
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    • 제15권2호
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    • pp.427-431
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    • 1998
  • This study was undertaken to investigate the effect of exercise induced pulmonary hemorrhage(EIPH) on the finishing position of racehorses, 400 bleeders(305: 1 time, 76: 2 times, 19: 3 times, total: 514 cases) which had bled(EIPH) from their nostrils after their races at the Seoul racecourse during the 5 years period('93-'97) were analyzed for this study. The ratio of bleeders to total racehorses in finishing position 1-3,4-6, 7-9 or above 10 was 0.55, 0.84, 0.90 or 1.13%, respectively. There is tendency to higher incidence of bleeding in the later positioned racehorses group. To analyze the correlation between EIPH and finishing position, finishing potion of each EIPHed horses' was checked at 7 successive races(3 races each before/after EIPH. The average final position at the -3rd race, -2nd racer -lst racer EIPHed race, 1st race,2nd race and 3rd race of each bleeder was 5.85. 5.94, 6.21, 7.32, 7.20, 6.51 and 6.53, respectively. Raring times were adjusted to 1,000 m equivalent. Average racing times of the -3rd race,-2nd racer -lst raced EIPHed race, 1st race, 2nd race and 3rd race of each bleeder was 67.1, 67.1, 67.2, 67.6, 67.5, 67.4 and 67.3 second, respectively. Bleeders which finished the race within 1 second following the winners were 25. 3% of total bleeders. The rest 74.7% reached at the finish line 1 second later than the winners. Particularly 46.3% of bleeders were above 2 second later. Therefore this study suggested that bleeding has effect on performance of the racehorse, consequently it make bleeders be placed later positions.

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