• Title/Summary/Keyword: Space using behavior

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Plume Behavior Study of Green FLP-106 ADN Thruster Using DSMC Method (직접모사법을 이용한 친환경 FLP-106 ADN 추력기의 배기가스 거동 연구)

  • Kuk, Jung Won;Lee, Kyun Ho
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.47 no.9
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    • pp.649-657
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    • 2019
  • Hydrazine, which is used as a representative monopropellant, is an extremely poisonous substance and has a disadvantage that it is harmful to the human body and is very difficult to handle. In recent years, research on the development of non-toxic and environmentally friendly propellants has attracted much attention. Ammonium dinitramide(ADN) based propellant developed by Swedish Space Corporation has superior performance to hydrazine and has been commercialized through performance verification in space environment. On the other hand, the exhaust gas from a thruster nozzle collides with a satellite while it is spreading in the vacuum space, thermal load and surface contamination may occur and may reduce the performance and lifetime of the satellite. However, a study on the effect of the exhaust gas of the green propellant thruster on the satellite has not been conducted in earnest yet. Therefore, the exhaust gas behavior in space was analyzed in this study for the ADN based green monopropellant using Navier-Stokes equations and the DSMC method. As a result, it can be expected to be used as design validation data in the development of satellite when using the ADN based green monopropellant.

A Study on the Space Use Patterns of Urban Housing (도시주택 평면류형별 공간이용의 행태적 특성에 관한 연구)

  • 정전현
    • Journal of the Korean housing association
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    • v.9 no.1
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    • pp.63-73
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    • 1998
  • This study has a subject for the detached houses and mass housing ( alias dictus, Apartment) on the Dae Gu urban area, and has a process of surveying and analyzing the actual using states of dweller in the residential space and has an object of finding the behavioral pattern of the spatial using corresponded to the living activities. As its result, a cultural searching for urban housing is disciplined with the positive study for surveying the living contents emerged form the residential spaces. Limited into sleeping, eating, hosting, familiarity and family ritual, where and how the living activities is appeared according as the housing types and floor types, and what different and common features of its spatial using is possessed, is focused on this study. As Conclusion, it is found that each living activities are differed in the spatial using behavior according to the housing and floor types, but genetically are inherited by the traditional custom. Thus two behavial directions of dweller in public residential architecture have to be reconsidered in the urban housing culture.

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UAV Swarm Flight Control System Design Using Potential Functions and Sliding Mode Control (포텐셜 함수와 슬라이딩 모드 제어기법을 이용한 무인기 군집비행 제어기 설계)

  • Han, Ki-Hoon;Kim, You-Dan
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.36 no.5
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    • pp.448-454
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    • 2008
  • This paper deals with a behavior based decentralized control strategy for UAV swarming utilizing the artificial potential functions and the sliding mode control technique. Individual interactions for swarming behavior are modeled using the artificial potential functions. The motion of individual UAV is directed toward the negative gradient of the combined potential. For tracking the reference trajectory of UAV swarming, a swarming center is considered as the object of control. The sliding-mode control technique is adopted to make the proposed swarm control strategy robust with respect to the system uncertainties and the varying mission environment. Numerical simulation is performed to verify the performance of the proposed controller.

A Study on Impact of an Adjacent Structure by a Rocket Plume (유도탄 화염이 인접 구조물에 미치는 영향 연구)

  • Yang, Young-Rok
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.42 no.6
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    • pp.488-494
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    • 2014
  • Rocket Plumes can cause serious damage to launch vehicles and adjacent structures. This paper describes the impact of an adjacent structure by a rocket plume. Each parameter related with dynamic behavior of a missile is modeled with probabilistic distributions of variables. Flyout analyses of initial behavior of a vertically launched missile are performed using Monte-Carlo simulation and flow-motion analyses were conducted by using CFD. In this way, when a missile is fired by a ship, the impact of an adjacent structure by a rocket plume was analyzed.

The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.

A Study on the Placement of Game Objects using Space Syntax (3차원 공간 상에서 Space Syntax를 이용한 게임 객체 배치 연구)

  • Choi, Seung-Kwan;Kim, Dong-Hyun;Kim, Young-Ook
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.43-56
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    • 2012
  • The purpose of this research is to provide the rationality of placement of game objects using the space analysis for game map so that the game designers can find out the proper position for each object in the map. The significance of this research is beyond the limitations of the existing research using Space Syntax theory is confined to the analysis of the behavior of players in the map, this research suggest the method of the efficient placement of game objects in level design step. This paper as the worth of the industry is expected to be able to reduce the repetitive tasks that may occur during game level design steps. Through this, it is also expected by reducing game development period and development costs in accordance with the reasonable placement of game objects.

A Parametric Study to Estimate the Behavior of a Piled Raft Foundation Influenced by Ground Conditions (지반조건이 Piled Raft 기초의 거동에 미치는 영향 평가를 위한 매개변수 연구)

  • You, Kwang-Ho;Jung, Yeun-Hak
    • Journal of the Korean Geotechnical Society
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    • v.32 no.8
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    • pp.35-46
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    • 2016
  • In this study, a sensitivity analysis was carried out by using numerical analysis under the consideration that it is difficult to analyze the behavior of real piled raft foundations on different ground conditions through a real scale test. The program used for numerical analysis is FLAC 3D based on the finite difference method. Piles were modelled by using pile element that is one of the structure elements of FLAC 3D and the ground and raft were modelled by using continuum element. With a fixed pile arrangement of $3{\times}3$, the diameter, length, space of piles, and ground conditions were selected as sensitivity parameters and their mutual correlation were investigated. As a result, the bigger and longer pile diameter, length and pile space are, the bigger the bearing capacity of the piled raft becomes. When pile space exceeded a specific value, however, the piled raft foundation behaved like a shallow foundation supported by only a raft. Also it can be confirmed that the better ground conditions are, the more total bearing capacity of the piled raft foundation increases.

Spatial Configuration Analysis of the Elderly Care Facilities Based on Visibility - Visibility Analysis and Agent-Based Simulation Using Space Syntax - (가시성에 기반한 노인요양시설의 공간계획에 관한 분석 - 공간구문론을 활용한 가시성 분석과 에이전트 시뮬레이션을 중심으로 -)

  • Lee, Jisun;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
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    • v.27 no.3
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    • pp.14-23
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    • 2018
  • The spatial planning of the elderly care facility plans is analyzed using space syntax in terms of encouraging the social interaction of the residents in this study. First, through the visibility graph analysis, openness and accessibility of space is analysed. Second, the walking behavior of residents through agent analysis model is simulated. Third, the space planning methods for the elderly care facilities are proposed based on the results. The results are as follows. According to the visibility graph analysis, the main corridor has high visual openness and high accessibility. The visual openness and accessibility of the unit living room, where social interaction among residents is possible in each unit, is low. Space planning is needed to increase direct protection and observation of employees to the unit living room. The location of the nurse station that manages the entire floor needs to be located where the openness and accessibility is most high. The nursing station should have a high degree of connectivity to the entire space, so that any accidents can be managed and contact is accessible. Through the agent simulation the flow from the center to each unit space is highest in the corridor space and the inflow to the private rooms and the living room are similar. Therefore, it is necessary to plan the accessibility of the unit living room more for the natural inflow of residents.

3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.996-1000
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    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

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A Study on the Context of Affordance in Smart-phone Interface (스마트폰 인터페이스의 어포던스 맥락에 관한 연구)

  • Kim, Hyung Woo
    • Journal of Korea Multimedia Society
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    • v.18 no.5
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    • pp.663-670
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    • 2015
  • In this study, I have researched the theories about Gibson's real affordance and Norman's perceived affordance which are central fact of affordance, And I have examined the context of affordance in smart-phone interface which was consist of affordance and signifier with viewpoint of amalgamation of Gibson & Norman. The results of this study are as follows; The first, Gibson's real affordance is a physical space in ubiquitous environment that interact through the behavioral space is composed with physical space and electronic space. Norman's perceived affordance is mediated to electronic space and signifier makes a behaviroal space which provide the clue of interaction. The second, signifier can be categorized into visceral, behavioral and reflective signifier based on three brain actions which are visceral, behavior, and reflection. Through the categorization, we can grasp that behavioral and reflective signifies generate visceral signifier. The third, the context of affordance in smart-phone has the structure of circulation. The structure of circulation is as follows: Real affordance makes the perceived affordance, the perceive affordance makes the signifiers and the signifiers make new real affordance. This study could provide the theoretical basis for using signifier in smart-phone interface design.