• Title/Summary/Keyword: Shooting Process

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Numerical analysis of the impulsive noise generation and propagation using high order scheme (고차의 수치적 기법을 적용한 충격소음의 생성 및 전파 해석)

  • Kim, Min-Woo;Kim, Sung-Tae;Kim, Kyu-Hong;Lee, Soo-Gab
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.11a
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    • pp.1494-1498
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    • 2007
  • Impulsive shooting noise is basically complex phenomenon which contains the linear and non-linear characteristics. For those reasons, numerical analysis of impulsive shooting noise has the difficulties in control of the numerical stability and accuracy on the simulation. In this research, Wave-number Extended Finite Volume Scheme (WEFVS) is applied to the numerical analysis of impulsive shooting noise. In the muzzle blast flow simulation, the generation of the precursor wave and the induced vortex ring are observed. Consequently, blast wave. vortex ring interaction and vortex ring. bow shock wave interaction are evaluated on the shooting process using the accurate and stable scheme. The sound generation in the interactions can be explained by the vorticity transport theorem. The shear layer is evolved behind the projectiles due to the jet flow. In these computations, the impulsive shooting noise is generated by the complex interaction with shooting process and is propagated to the far-field boundary. The impulsive shooting noise generation can be observed by the applications of WEFVS and analyzed by the physical phenomena.

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Basic Construction of Rule-Base for Grinding Trouble -shooting (연삭가공 트러블슈팅을 위한 룰베이스 구성의 기초)

  • 이재경
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.9 no.4
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    • pp.56-61
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    • 2000
  • Cognition and control of grinding trouble occurring during the grinding process are classified into a quantitative knowledge which depends on experimental data and qualitative knowledge which relies on skilful engineers. Grinding operations include a large number of functional parameters, since there are several ways of coping with grinding trouble. One is the qualitative method which depends on empirical knowledge utilizing the skilful experts from the workship, the other is the quantitative method which utilizes the experimental data obtained by a sensor. But, they are all difficult to accomplish from the grinding trouble-shooting system. The reason is that grinding troubles are now easily controlled in the quantitative method, and therefore, trouble-shooting has mainly relied on the knowledge of skilful engineers. Thus, there is an important issue of how a grinding trouble-shooting system can be designed and what knowledge is utilized among the large amount of grinding trouble information. In this paper, basic strategy to develop the grinding database of rule-based model, which is strongly depended upon experience and intuition , is described.

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Production Rules Based on the Rule-Based Model for Grinding Trouble-shooting (연삭가공 트러블슈팅을 위한 룰베이스 룰의 구성)

  • Lee, Jae-Kyung;Kim, Gun-Hoi;Song, Ji-Bok
    • Journal of the Korean Society for Precision Engineering
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    • v.17 no.8
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    • pp.106-112
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    • 2000
  • Cognition and control of grinding trouble occurring during the grinding process are classified into a quantitative knowledge which depends on experimental data and qualitative knowledge which relies on skiful engineers. grinding operations include a large number of functional parameters since there are several ways of coping with ginding trouble. One is the qualitative method which depends on empirical knowledge utilizing the skilful experts from the workshop the other is the quantitative method which utilizes the experimental data obtained by sensor. But they are all difficult to accomplish from the grinding trouble-shooting system The reason is that grinding troubles are not accomplish from the grinding trouble-shooting system,. The rason is that grinding troubles are not easily controlled in the quantitative method and therefore trouble-shooting has mainly relied on the knoledge of skiful engineers. Thus there is an important issue of how a grinding touble-shooting system can be designed and what knowledge is utilized among the large amount of grinding trouble information. In this paper basic strategy to develop the grinding database by taking rule-based model which is strongly depended upon experience and intuition is described.

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An Efficient Study of Expression with 2D Game Tool -Focused on Production of a Game "Shooting Monster" with Spine Tool (2D 게임 툴을 이용한 효율적인 표현 연구 - 스파인 툴을 이용한 "슈팅몬스터" 게임제작을 중심으로)

  • Lee, Heon-Woo
    • Journal of Korea Multimedia Society
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    • v.19 no.7
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    • pp.1208-1215
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    • 2016
  • This study suggests efficient production of game with spine tool that is 2D game tool. For this, the researcher studies process and efficiency of game development by focusing on production of a game "Shooting Monster" Version 1 in service of Google Store at present. Production tools in a contents field are sharply changed. In addition, these tools are automatized into new version and efficient product. These tools help manufacturers in increasing quality of contents and time efficiency. Therefore, the researcher examines understanding of development process of existing 2D game and problems in development stage of graphic character, and analyzes production stage of character animation using spine tool, so suggests effective process of production in terms of production. The purpose of this study is to suggest the direction about graphic efficiency of tool by accessing production process to train working-level talented people in 2D mobile game field.

Evaluation of Attention and Relaxation Levels of Archers in Shooting Process using Brain Wave Signal Analysis Algorithms (뇌파 신호 분석 알고리즘을 이용한 양궁 슈팅 과정에 대한 집중력 및 긴장이완 수준 평가)

  • Lee, Koo-Hyoung
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.341-350
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    • 2009
  • Archer's capability of attention and relaxation control during shooting process was evaluated using EEG technology. Attention and meditation algorithms were used to represent the levels of mental concentration and relaxation levels. Elite, mid-level, and novice archers were tested for short and long distance shootings in the archery field. Single channel EEG was recorded on the forehead (Fp1) during the shooting process, and attention and meditation levels were computed by real time. Four types of variations were defined based on the increasing and decreasing patterns of attention and meditation levels during shooting process. Elite archers showed increases in both attention and relaxation while mid-level archers showed increased attention but decreased relaxation. Elite archers also showed higher levels of attention at the release than mid-level and novice archers. Levels of attention and relaxation and their variation patterns were useful to categorize archers and to provide feedback in training.

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Basic Construction of Rule-Base for Grinding Trouble-shooting (연삭가공 트러블슈팅을 위한 룰베이스 구성의 기초)

  • 이재경
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 1999.10a
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    • pp.492-497
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    • 1999
  • Cognition and control of grinding trouble occurring during the grinding process are classified into a quantitative knowledge which depends on experimental data and qualitative knowledge which relies on skillful engineers. Grinding operations include a large number of functional parameters, since there are several ways of coping with grinding trouble. One is the qualitative method which depends on empirical knowledge utilizing the skilful experts from the workshop, the other is the quantitative method which utilizes the experimental data obtained by sensor. But, they are all difficult to accomplish from the grinding trouble-shooting system. The reason is that grinding troubles are not easily controlled in the quantitative method, and therefore, trouble-shooting has mainly relied on the knowledge of skilful engineers. Thus, there is an important issue of how a grinding trouble-shooting system can be designed and what knowledge is utilized among the large amount of grinding trouble information. In this paper, basic strategy to develop the grinding database of rule-based rule, which is strongly depended upon experience and intuition, is described.

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Development of Intelligent Trouble-Shooting System for Grinding Operation (인공지능형 연삭가공 트러블 인식.처리 시스템 개발)

  • Ha, M.K.;Kwak, J.S.;Park, J.W.;Yoon, M.C.;Koo, Y.
    • Journal of Power System Engineering
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    • v.4 no.2
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    • pp.25-30
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    • 2000
  • The grinding process is very complex and relates many parameters to control the process. As this reason, a theoretical analysis and a quantitative estimation of the grinding process has not been well established. In this study, the in-process monitoring system was suggested by applying the neural network for monitoring and shooting the malfunction of cylindrical plunge grinding process. This system used the power signals from the electric power meter. This neural network was composed of processing elements [4-(5-5)-3] with 4 identified power parameters. Because sensitivity is blunted some minute vibration components, the simulation result of this system has appeared about 10% erroneous recognition in the uncertain pattern and the average success rate of the trouble recognition was about 90%. Consequently, the developed system, which applied to the power signals, can be recognize enough to monitor the grinding process as in-process.

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Extracting the Point of Impact from Simulated Shooting Target based on Image Processing (영상처리 기반 모의 사격 표적지 탄착점 추출)

  • Lee, Tae-Guk;Lim, Chang-Gyoon;Kim, Kang-Chul;Kim, Young-Min
    • Journal of Internet Computing and Services
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    • v.11 no.1
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    • pp.117-128
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    • 2010
  • There are many researches related to a simulated shooting training system for replacing the real military and police shooting training. In this paper, we propose the point of impact from a simulated shooting target based on image processing instead of using a sensor based approach. The point of impact is extracted by analyzing the image extracted from the camera on the muzzle of a gun. The final shooting result is calculated by mapping the target and the coordinates of the point of impact. The recognition system is divided into recognizing the projection zone, extracting the point of impact on the projection zone, and calculating the shooting result from the point of impact. We find the vertices of the projection zone after converting the captured image to the binary image and extract the point of impact in it. We present the extracting process step by step and provide experiments to validate the results. The experiments show that exact vertices of the projection area and the point of impact are found and a conversion result for the final result is shown on the interface.

A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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Detection of Grinding Troubles Utilizing a Neural Network (Neural Network을 이용한 연삭가공의 트러블 검지)

  • 곽재섭;송지복;김건희;하만경;김희술;이재경
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1994.10a
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    • pp.131-137
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    • 1994
  • Detection of grinding trouble occuring during the grinding process is classified into two types, i.e, based on the quantitative and qualitative knowledge. But, since the grinding operation is especially related with a large amount of functional parameters, it is actually defficult to cope with the grinding troubles occuring during process. Therefore, grinding trouble-shooting has difficulty in satisfying the requirement from the user. To cope with the grinding troubles occuring during the process, the application of neural network is on effective way. In this study, we identify the four parameters derived from the AE(Acoustic Emission) signals and present the grinding trouble-shooting system utilizing a back-propagation model of the neural network.

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