• 제목/요약/키워드: Real-flight simulation

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Development of Avionics Hot Bench for Avionics System Integration Test (항공전자 시스템 통합시험장비 개발)

  • Kim, Jin-Hyuk;Lee, Sang-Chul;Ryu, Kwang-Su
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.36 no.5
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    • pp.507-513
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    • 2008
  • In this paper, we present a development of an Avionics Hot Bench(AHB) used for the verification of operational flight programs and fault analysis using various simulation and stimulation software. We propose an application of the open system architecture to develop the AHB which can be used for the development of a real aircraft avionics system. In the design of the AHB, to reduce the development period and cost we use as many as commercial off-the-shelf hardware and software items. The developed AHB is compared with the existing proven AHB which was used for T-50 avionics system development. Thorough comparison between the test results using the developed AHB and those using the existing AHB is performed and the overall comparison results are very satisfactory.

Aerial Video Summarization Approach based on Sensor Operation Mode for Real-time Context Recognition (실시간 상황 인식을 위한 센서 운용 모드 기반 항공 영상 요약 기법)

  • Lee, Jun-Pyo
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.6
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    • pp.87-97
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    • 2015
  • An Aerial video summarization is not only the key to effective browsing video within a limited time, but also an embedded cue to efficiently congregative situation awareness acquired by unmanned aerial vehicle. Different with previous works, we utilize sensor operation mode of unmanned aerial vehicle, which is global, local, and focused surveillance mode in order for accurately summarizing the aerial video considering flight and surveillance/reconnaissance environments. In focused mode, we propose the moving-react tracking method which utilizes the partitioning motion vector and spatiotemporal saliency map to detect and track the interest moving object continuously. In our simulation result, the key frames are correctly detected for aerial video summarization according to the sensor operation mode of aerial vehicle and finally, we verify the efficiency of video summarization using the proposed mothed.

Probabilistic Approach for Fighter Inlet Hammershock Design Pressure (전투기 흡입구 해머쇼크 설계압력에 대한 확률론적 접근법)

  • Bae, Hyo-gil;Lee, Hoon Sik;Kim, Yun-mi;Jeong, In Myon;Lee, SangHyo;Cho, Dae-yeong
    • Journal of Aerospace System Engineering
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    • v.13 no.5
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    • pp.72-78
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    • 2019
  • Inlet hammershock is the critical loads condition for designing the inlet duct structure of a fighter. The sudden flow reduction in engine compressor causes inlet hammershock with high pressure. The traditional method was used to combine extreme conditions (maximum speed, sea level altitude, and cold day) to analyze this compression wave inlet hammershock pressure. However, after the 90s there have been papers that presented the probabilistic approach for the inlet hammershock to achieve the appropriate design pressure. This study shows how to analyze the inlet hammershock pressure by making practical use of the Republic of Korea Air Force real flight usage data under probabilistic approach and then analyze approximately 30% decreased inlet hammershock pressure compared with the traditional valve.

GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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