• Title/Summary/Keyword: Virtual 시뮬레이션

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Performance Evaluation of App Profile-based Sensor Registry System considering User Mobility and Sensor Density (사용자 이동성과 센서 밀집도를 고려한 앱 프로파일 기반 센서 레지스트리 시스템의 성능 평가)

  • Kim, Jong Hyun;Lee, Sukhoon;Jeong, Dongwon
    • The Journal of Korean Institute of Information Technology
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    • v.17 no.4
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    • pp.87-97
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    • 2019
  • SRS was proposed for immediate processing of the meaning of sensor data on mobile devices independent from specific sensor networks and sensor type. However, each time new sensor data is received, sensor data inspection operations are performed repeatedly, and it cause resulting in low performance. App profile-based SRS has been proposed to resolve the problem. The app profile-based SRS has improved the SRS problem through the profile, but has been tested in a virtual simulation environment. After that the test was experimented in a real-time environment, but has not been tested with a variety of dynamic factors. Therefore, this paper experiment considering such as user mobility and sensor density in real-time environment. And this paper also evaluate performance of the App profile-based through analysis of the results of the experiment. As a result, app profile-based SRS is high influence by density and sensor type, and the number of sensor node is not influence.

Directions for the Development of Digital Twins Applying the Grounded Theory Methods (근거이론을 활용한 디지털 트윈 발전 방향성 제시)

  • Kang, Minshik
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.65-70
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    • 2021
  • This study aims to propose specific directions for developing digital twin contents. This aim is achieved by thorough literature review and applying the grounded theory. Based on customers' need analysis, this study suggests the priorities of contents development of digital twins. As a result, complex workflows and dangerous training contents are adequate to be developed. Moreover, large-scale projects such as nuclear powerplants that are hard to build the mock-ups were considered to be effective. This study provides significant information for not only software developers but also clients who desire to reduce training fees and improve the complex workflows. Since these client companies operate based upon multiple complex workflows, this study encourages stakeholders to make effective decisions. This research needs further analysis of current digital twin technology- possibilities and limitations.

P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

Development of Goldberg device-based Software Convergence Education Tool (골드버그 장치 기반 소프트웨어 융합교육 도구 개발)

  • Lee, Sihoon;Kim, Sunghoon;Son, Jungmyung;Kim, Eungyeong;Cho, Wansub
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.547-555
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    • 2021
  • The purpose of this study is to develop a Goldberg device-based software(SW) convergence Education tool. The 2015 revised curriculum emphasizes convergence with various subjects for effective SW education. In particular, physics is often used as a material for SW convergence education because it is closely related to computational thinking such as sequential movement, quantification of energy and simulation. In this study, we developed an educational program based on the Goldberg device that utilizes physical knowledge, concepts and manipulation. In order to verify the effectiveness of the program, the survey questions were developed through Delphi verification and a basic satisfaction survey was conducted based on this. As a result, the developed program can be effectively used as a program for SW convergence education.

Thread Block Scheduling for GPGPU based on Fine-Grained Resource Utilization (상세 자원 이용률에 기반한 병렬 가속기용 스레드 블록 스케줄링)

  • Bahn, Hyokyung;Cho, Kyungwoon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.49-54
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    • 2022
  • With the recent widespread adoption of general-purpose GPUs (GPGPUs) in cloud systems, maximizing the resource utilization through multitasking in GPGPU has become an important issue. In this article, we show that resource allocation based on the workload classification of computing-bound and memory-bound is not sufficient with respect to resource utilization, and present a new thread block scheduling policy for GPGPU that makes use of fine-grained resource utilizations of each workload. Unlike previous approaches, the proposed policy reduces scheduling overhead by separating profiling and scheduling, and maximizes resource utilizations by co-locating workloads with different bottleneck resources. Through simulations under various virtual machine scenarios, we show that the proposed policy improves the GPGPU throughput by 130.6% on average and up to 161.4%.

Correlation Matrix Generation Technique with High Robustness for Subspace-based DoA Estimation (부공간 기반 도래각 추정을 위한 높은 강건성을 지닌 상관행렬 생성 기법)

  • Byeon, BuKeun
    • Journal of Advanced Navigation Technology
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    • v.26 no.3
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    • pp.166-171
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    • 2022
  • In this paper, we propose an algorithm to improve DoA(direction of arrival) estimation performance of the subspace-based method by generating high robustness correlation matrix of the signals incident on the uniformly linear array antenna. The existing subspace-based DoA estimation method estimates the DoA by obtaining a correlation matrix and dividing it into a signal subspace and a noise subspace. However, the component of the correlation matrix obtained from the low SNR and small number of snapshots inaccurately estimates the signal subspace due to the noise component of the antenna, thereby degrading the DoA estimation performance. Therefore a robust correlation matrix is generated by arranging virtual signal vectors obtained from the existing correlation matrix in a sliding manner. As a result of simulation using MUSIC and ESPRIT, which are representative subspace-based methods,, the computational complexity increased by less than 2.5% compared to the existing correlation matrix, but both MUSIC and ESPRIT based on RMSE 1° showed superior DoA estimation performance with an SNR of 3dB or more.

CAD-CAM technique based digital diagnosis and fixed partial denture treatment on maxillary congenital missing teeth with skeletal class III tendency patient: A case report (상악 선천성 결손과 하악 골격성 제3급 부정교합 경향성을 보이는 환자에게서 CAD-CAM 기법을 이용한 진단과 고정성 보철 수복 증례 보고)

  • Oh, SaeEun;Park, YoungBum;Park, JaeHan
    • The Journal of Korean Academy of Prosthodontics
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    • v.60 no.4
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    • pp.354-361
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    • 2022
  • The development of digital technology is causing great changes in dentistry. This digital workflow combines various 3D data in the prosthetic treatment area for diagnosis and prosthetic manufacturing. The planned diagnosis and the fabrication of prosthesis in a virtual patient formed by synthesizing digital data can simulate the results of prosthetic treatment more intuitively than conventional methods, thereby increasing the predictability of aesthetic prosthetic treatment. In this case report, functionally and aesthetically satisfied clinical results were obtained by fabricating a fixed partial dentures through a digital workflow on congenital missing teeth in the maxillary anterior region.

Simulation of the Stiffness of HTPE Fabric according to the Application of Reactive Pigment DTP Process and Dyeability (반응성 안료의 DTP공정 적용에 따른 HTPE원단의 태 시뮬레이션 및 염색성 연구)

  • Sim, Jee-hyun;Lee, Jong-hyuk;Yu, Seong-Hun;Gwon, Gi-Hwan;Bae, Jin-Seok
    • Textile Coloration and Finishing
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    • v.33 no.4
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    • pp.210-219
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    • 2021
  • It was intended to conduct basic research to reduce development lead time and cost consumed in DTP process technology development. For the simulation of HTPE fabric, virtual engineering software was used to generate fiber model, yarn model, fabric model, and finite element model of HTPE fiber. The purpose of this study is to analyze the correlation and error rate between the stiffness numerical analysis results according to the direct DTP process parameters using reactive dyes in the generated finite element model and the stiffness measurements of the actual sample ac- cording to ASTM D1388. And, after dyeing the HTPE plain fabric according to the direct DTP process parameters, we want to analyze the dyeability of the HTPE fabric fabrics according to the direct DTP process parameters through the color fastness analysis. When looking at the results of the analysis of the finite element model, a higher value was shown when the distance between the nozzle and the fabric was 3mm than when the distance was 10mm. When the distance between the nozzle and the fabric was 10mm and 7mm, the reactive dye did not penetrate sufficiently, resulting in poor clarity when viewed with the naked eye.

Digital Twin Model Design And Implementation Using UBS Process Data (UBS공정 데이터를 활용한 디지털트윈 모델 설계 및 구현)

  • Park, Seon-Hui;Bae, Jong-Hwan;Ko, Ho-Jeong
    • Journal of Internet of Things and Convergence
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    • v.8 no.3
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    • pp.63-68
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    • 2022
  • Due to COVID-19, many paradigm shifts in existing manufacturing facilities and the expansion of non-face-to-face services are accelerating worldwide. A representative technology is digital twin technology. Such digital twin technology, which existed only conceptually in the past, has recently become feasible with the construction of a 5G-based network. Accordingly, this paper designed and implemented a part of the USB process to enable digital twins based on OPC UA communication, which is a standard interlocking structure, between real object objects and virtual reality-based USB process in accordance with this paradigm change. By reflecting the physical characteristics of real objects together, it is possible to simulate real-time synchronization of these with real objects. In the future, this can be applied to various industrial fields, and it is expected that it will be possible to reduce costs for decision-making and prevent dangerous accidents.

Implementation of Joystick for Flight Simulator using WiFi Communication

  • Myeong-Chul Park;Sung-Ho Lee;Cha-Hun Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.111-118
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    • 2023
  • In this paper, we propose a WiFi-based joystick with an acceleration sensor and a vibration sensor that can be used in flight simulators and VR fields. The flight simulator is a technology belonging to the ICT and SW application field and provides a simulation environment that reproduces the aircraft environment. Existing flight simulator control devices are fixed to a specific device and the user's activity area is limited. In this paper, a 3D space manipulation device was implemented for the user's free use of space. In addition, the proposed control device is designed as a WiFi communication board and display that displays information and performs 3-axis sensing for accurate and sophisticated control compared to existing VR equipment controllers. And the applicability was confirmed by implementing a Unity-based virtual environment. As a result of the implementation device verification, it was confirmed that the control device operates normally through the communication interface, It was confirmed that the sensing values in the game and the sensing values measured on the implemented board matched each other. The results of this study can be used for VR and various metaverse related contents in addition to flight simulators.