• Title/Summary/Keyword: Simulator Bridge

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A Study on Construction of Collision Reproducing Simulator and Application to Analysis of Marine Casualty

  • Sohn, Kyoung-ho;Bae, Jun-young
    • Journal of Navigation and Port Research
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    • v.28 no.2
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    • pp.113-119
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    • 2004
  • Ships' collision accident has often occurred in congested waterways or in harbour areas. To examine the cause of collision accident may be necessary to prevention against another similar one. We discuss the construction of ship-manoeuvring-simulator system used for reproducing ships' collision phenomenon The system consists of one simulator bridge for own ship and two control consoles for own ship and target ship. Own ship and target ship are linked each other, and are simultaneously manoeuvred in simulator bridge or at control console respectively. And a simulator experiment for reproducing ships' collision phenomenon and for examining the cause of accident is carried out. Through the present case study, we find out that the constructed simulator system is very useful for reproducing ships' collision phenomenon and for examining the cause of accident.

Occurred Seasick Impression and Analysis of the Observer´s Heart Rate Variability by using Ship´s Bridge Simulator

  • Kim, Kyung-Hwan;Keigo, Watanabe
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.168.3-168
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    • 2001
  • The purpose of this paper is to find the relations between the virtual reality created by the ship´s bridge simulator (simulator) at Radar Navigation Experiment and Research Facility in Kobe University of Mercantile Marine (KUMM) and the observer´s response to it. In short, we analyze the observer´s heart rate variability (R-R interval) in navigational condition seasick impression by simulator occurred, and present the R-R Interval and the stress of observer with SNS and PNS calculated by STFT. In this experiment, rolling of the ship was simulated and presented to the observer. Rolling was simulated only visually not physically or mechanically while the balancing movement and heart beat of the observer were measured and processed to produce the measures for body response to the artificially created visual environment. The results show that even a ...

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Maritime Education and Training(MET) by Ship Handling Simulator (선박조종 시뮬레이터를 이용한 해사교육 및 훈련)

  • Chang-Je Kim
    • Journal of the Korea Society for Simulation
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    • v.11 no.4
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    • pp.81-89
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    • 2002
  • Several full mission simulators have been installed since about 10 years ago in Korea. The newly established Marine Simulation Training and Research Center at Korea Maritime University has played a key role for education and training of both cadets and in-service officers trainees, and for research on Korea ports such as Jeju international cruise port, Ulsan SBM and Kwangyang container port and many others. This study mainly focuses maritime education and training on the ship handling simulation and the bridge resource management conducted by Korea Maritime University.

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A Study on Traffic Safety Assessment at Pyeongtack Port by Ship handling Simulator (선박조종시뮬레이터를 이용한 평택항 통항 안전성 평가)

  • Kim, Se-Won;Gug, Seung-Gi;Kim, Won-Ouk;Park, Yeong-Su;Jo, Keoung-Min
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • v.29 no.1
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    • pp.85-93
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    • 2005
  • In order to effective transportation of goods & smooth traffic in west sea area, it is a plan to build Pyeongtaek bridge. Basically ship-handling operators have a mental difficulty and hazardous for navigation under bridge which is constructed across on the fairway. Therefore this study aims to propose the traffic safety assessment of navigation under the bridge by using full mission ship-handling simulator and also investigate the bridge design regulations of certain countries on the fairway.

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On a Ship Manoeuvring Simulator Newly Developed by Korea Maritime University

  • Sohn, Kyoung-Ho;Kim, Jin-Kook;Yang, Seung-Yeul
    • Proceedings of KOSOMES biannual meeting
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    • 2002.10a
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    • pp.111-124
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    • 2002
  • Ship manoeuvring simulator has been widely utilized for training mariners, for assessing safety, for developing harbour and port, and for designing ships. We discuss a ship manoeuvring simulator which has been newly developed by Korea Maritime University. The simulator consists of simulator bridge and control console. All the computers used in the simulator are connected with one another by UDP or TCP network system. All the instruments are connected with interface computer by signal line which is controlled by RS232 communication protocol, or by voltage controlled A/D board. Next the mathematical model of ship manoeuvring motion in harbour areas, and ship and terrain modeling technique are also briefly discussed. Finally using the simulator an experiment of distance cognition and a simulation example of berthing/deberthing manoeuvre are shown.

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Analysis and simulator implementation of Mighty, an advanced imperfect information game

  • Lee, Jeongwon;Kim, Kwihoon;Kim, Seung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.9-21
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    • 2022
  • Mighty is an imperfect information game, similar to the internationally popular four-player card game Bridge, but more complex in terms of game rules and operation. An environment for exploring and analyzing the strategy of the Mighty Game is required, but compared to the development of many simulators for strategy analysis of other card games such as Bridge, there is no analysis tool for the Mighty Game. Even the definition and understanding of the Mighty game at the academic level is lacking. To solve these problems, this paper systematically defined the procedures and rules of the Mighty Game. And based on this definition, we implemented a simulator that can learn Mighty game and analyze various strategies. For the usability and accessibility of the service, the simulator was developed with JavaScript, and various analysis functions are provided in the web environment. Lastly, comparative analysis with other trick-taking games dealt with in the related research domain showed that the Mighty game has its value as an incomplete information game and that there are many characteristics that make it easy to apply AI-based learning methods.

A Study on the Development Trend of Marine Spatial Policy Simulator Technology through Patent Analysis (특허 분석을 통한 해양공간 정책 시뮬레이터 기술개발 동향 연구)

  • Jun-hee Lee;Jeong-eun Lee;Dae-sun Kim;Min-eui Jeong
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.30 no.1
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    • pp.32-42
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    • 2024
  • In this study, 1,474 effective patents were derived for quantitative analysis of five major countries, including Korea, China, Japan, the United States and Europe, for marine space policy simulator technology used as a support for integrated marine space management means, and domestic technology competitiveness and domestic and foreign technology trends were identified through annual and national patent application trends and word cloud analysis. This diagnosed the need for active policy support for research and development of marine space policy simulator technology at the government level and preparation through linkage strategies such as patent application consideration and standardization preoccupation for surrounding technologies to prepare for China-led market monopoly and preoccupation.

A Fuel Cell Generation System with a Fuel Cell Simulator

  • Lee Tae-Won;Jang Su-Jin;Jang Han-Keun;Won Chung-Yuen
    • Journal of Power Electronics
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    • v.5 no.1
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    • pp.55-61
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    • 2005
  • A fuel cell (FC) system includes a fuel processor plus subsystems to manage air, water, and thermal energy, and electric power. The overall system is high-priced and needs peripheral devices. In this paper, a FC simulator is designed and constructed with the electrical characteristics of a fuel cell generation (FCG) system, using uses a simple buck converter to overcome these disadvantages. The characteristic voltage and current (V-I) curve for the FC simulator is controlled by a simplified linear function. In addition, to verify FCG system performance and operation, a full-bridge DC/DC converter and a single-phase DC/AC inverter were designed and constructed for FC applications. Close agreement between the simulation and experimental results confirms the validity and usefulness of the proposed FC simulator.

Vibration Characteristic Analysis of Bridge Simulator by Pulse ESPI System (Pulse ESPI System을 이용한 모형교량의 진동특성해석)

  • Choi JK;Kim K.S.;Jang H.S.;Kang M.G.;Kim S.S.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.1433-1437
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    • 2005
  • Until now, strain gage technique and accelerometer for the diagnosis safety of constructions are used widely. However, the limits of these methods are revealed. But Electronic Speckle Pattern Interferometry(ESPI) that uses Pulse Laser is noncontact, whole-field, real-time measuring method also dull to disturbance and can achieve test result in a very short time. It has various strong point in spot application, swift establishment, and dynamic conduct analysis for the entire field of Laser illuminate. This author analyzed vibration characteristic of using the Pulse ESPI System, the diagnosis safety of bridges, to simplify the analysis of the dynamic conduct of a large construction.

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Design of Next-Generation Ship Simulator System Using Virtual Reality (가상현실을 이용한 차세대 선박 시뮬레이터의 시스템 설계)

  • 임정빈;박계각
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.1-9
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    • 2000
  • The paper describes system design of next-generation Ship Simulator using Virtual Reality (VRSS), well known as human-computer interaction. VRSS system is required to have special condition that comprises multiple user participants such as captain, officer, pilot, and quartermaster. To cope with that condition, core technologies were explored and proposed multi-networking system with broker server. The evaluation of the proposed system was done with PC-based immersion-type VR device, constituted with HMD (Head Mounted Display), Head Tracking Sensor, Puck, Headphone, and Microphone. Using the VR device, assessment test was carried out in a virtual bridge with 3D objects, which are created by VRML (Virtual Reality Model Language) program. As results of tests, it is shown that the cybernetic 3D objects were act as if real things in a real ship's bridge. Therefore, interesting interaction with participants can be obtained in the system, Thus, we found that the proposed system architecture can be applicable to VRSS system construction.

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