• Title/Summary/Keyword: Virtual Simulation Test

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VEHICLE DYNAMIC SIMULATION USING A NONLINEAR FINITE ELEMENT ANALYSIS CODE

  • Yu, Y.S.;Cho, K.Z.;Chyun, I.B.
    • International Journal of Automotive Technology
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    • v.6 no.1
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    • pp.29-35
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    • 2005
  • The structural integrity of either a passenger car or a light truck is one of the basic requirements for a full vehicle engineering and development program. The results of the vehicle product performance are measured in terms of ride and handling, durability, Noise/Vibration/Harshness (NVH), crashworthiness, and occupant safety. The level of performance of a vehicle directly affects the marketability, profitability and, most importantly, the future of the automobile manufacturer. In this study, the Virtual Proving Ground (VPG) approach has been developed to simulate dynamic nonlinear events as applied to automotive ride & handling. The finite element analysis technique provides a unique method to create and analyze vehicle system models, capable of including vehicle suspensions, powertrains, and body structures in a single simulation. Through the development of this methodology, event-based simulations of vehicle performance over a given three-dimensional road surface can be performed. To verify the predicted dynamic results, a single lane change test was performed. The predicted results were compared with the experimental test results, and the feasibility of the integrated CAE analysis methodology was verified.

The Visibility Evaluation of the Wheel Loader by Comparing Prototype and Computer Simulation (휠로더의 시계성 평가: 프로토타입과 컴퓨터 시뮬레이션을 이용한 방법)

  • Jung, Doo-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.2
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    • pp.249-255
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    • 2010
  • The visibility evaluation is significant for the development of construction equipment. The visibility evaluation follows the standards of ISO 5006, ISO 14401-1, and ISO 14401-2. The evaluation contains the operator's visibility and the visibility of rear-view mirrors. The operator's visibility includes the visibility test which requires the recognition of the rectangular line surrounding the machine by one meter and the circle with a 12 meter radius. This study describes the two evaluation processes for the development of the wheel loader. The first process is the light bulb shadow test by using a prototype wheel loader. The second process is based on computer simulation in virtual space. The advantages and disadvantages of computer simulation process are investigated.

Comparative Pattern Analysis and the Fitness Evaluation of Brassieres using 3D virtual clothing simulation - Focusing on Cross Section of Human Body Shape & Changing of Silhouette - (3D virtual clothing simulation을 활용한 국가별 브래지어 패턴 비교 - 인체 형상 단면도와 실루엣 변화 분석을 중심으로 -)

  • Shin, Ju-Young Annie;Nam, Yun-Ja;Kim, Kyoung Sun
    • Journal of the Korean Society of Costume
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    • v.66 no.8
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    • pp.46-60
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    • 2016
  • Countries have different brassiere patterns, and this study produced and compared 3/4 brassiere patterns from different countries to determine the difference in patterns, and to investigate the stress distribution and shape of cross section while wearing brassieres using 3D virtual fitting system. Despite the growing interest in underwear, there is a lack of related books and research on brassiere patterns, which causes the difference in sizes and pattern drafting methods by countries. Thus, research on this is needed. 3D virtual fitting system has been introduced to compare patterns, thereby improving visible effects and reducing the loss in cost caused by underwear pattern fitting test. According to the result of pattern analysis, The Secoli type exhibited the least breast cover rate (14.9 cm), while the largest cover rate was shown in Christina and ESMOD types (17.7 cm). It is believed that the difference in pattern drafting causes the difference in the total length of a brassiere. Furthermore, the Secoli, Moda Burgo, and ESMOD brassieres drafted from basic bodice pattern were found to be longer than the Christina and Han Sunmi brassieres attained from direct pattern drafting. Moreover, the darts' volume of upper and lower cups in Christina and Han Sunmi types was similar in shape. The shapes of cradle drafted from basic bodice pattern were a straight line, while those from direct drafting formed a curved shape. In fitting multiple cross sections, the Secoli, Moda Burgo, and ESMOD brassieres had gaps between the brassieres and the body. Among these, the largest number of gaps was observed in the ESMOD type pattern. This study aimed at performing comparative analysis of various brassieres' pattern drafting types as a basic research for developing a brassiere pattern drafting type.

SOC Bus Transaction Verification Using AMBA Protocol Checker

  • Lee, Kab-Joo;Kim, Si-Hyun;Hwang, Hyo-Seon
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.2 no.2
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    • pp.132-140
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    • 2002
  • This paper presents an ARM-based SOC bus transaction verification IP and the usage experiences in SOC designs. The verification IP is an AMBA AHB protocol checker, which captures legal AHB transactions in FSM-style signal sequence checking routines. This checker can be considered as a reusable verification IP since it does not change unless the bus protocol changes. Our AHB protocol checker is designed to be scalable to any number of AHB masters and reusable for various AMBA-based SOC designs. The keys to the scalability and the reusability are Object-Oriented Programming (OOP), virtual port, and bind operation. This paper describes how OOP, virtual port, and bind features are used to implement AHB protocol checker. Using the AHB protocol checker, an AHB simulation monitor is constructed. The monitor checks the legal bus arbitration and detects the first cycle of an AHB transaction. Then it calls AHB protocol checker to check the expected AHB signal sequences. We integrate the AHB bus monitor into Verilog simulation environment to replace time-consuming visual waveform inspection, and it allows us to find design bugs quickly. This paper also discusses AMBA AHB bus transaction coverage metrics and AHB transaction coverage analysis. Test programs for five AHB masters of an SOC, four channel DMAs and a host interface unit are executed and transaction coverage for DMA verification is collected during simulation. These coverage results can be used to determine the weak point of test programs in terms of the number of bus transactions occurred and guide to improve the quality of the test programs. Also, the coverage results can be used to obtain bus utilization statistics since the bus cycles occupied by each AHB master can be obtained.

Reinforcement Learning based Autonomous Emergency Steering Control in Virtual Environments (가상 환경에서의 강화학습 기반 긴급 회피 조향 제어)

  • Lee, Hunki;Kim, Taeyun;Kim, Hyobin;Hwang, Sung-Ho
    • Journal of Drive and Control
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    • v.19 no.4
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    • pp.110-116
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    • 2022
  • Recently, various studies have been conducted to apply deep learning and AI to various fields of autonomous driving, such as recognition, sensor processing, decision-making, and control. This paper proposes a controller applicable to path following, static obstacle avoidance, and pedestrian avoidance situations by utilizing reinforcement learning in autonomous vehicles. For repetitive driving simulation, a reinforcement learning environment was constructed using virtual environments. After learning path following scenarios, we compared control performance with Pure-Pursuit controllers and Stanley controllers, which are widely used due to their good performance and simplicity. Based on the test case of the KNCAP test and assessment protocol, autonomous emergency steering scenarios and autonomous emergency braking scenarios were created and used for learning. Experimental results from zero collisions demonstrated that the reinforcement learning controller was successful in the stationary obstacle avoidance scenario and pedestrian collision scenario under a given condition.

Development and Validation of A Finite Optimal Preview Control-based Human Driver Steering Model (최적예견 제어 기법을 이용한 운전자 조향 모델의 개발 및 검증)

  • Kang, Ju-Yong;Yi, Kyong-Su;Noh, Ki-Han
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.855-860
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    • 2007
  • This paper describes a human driver model developed based on finite preview optimal control method. The human driver steering model is constructed to minimize a performance index which is a quadratic form of lateral position error, yaw angle error and steering input. Simulation studies are conducted using a vehicle simulation software, Carsim. The Carsim vehicle model is validated using vehicle test data. In order to validate the human driving steering model, the human driver steering model is compared to the driving data on a virtual test track(VTT) and the actual vehicle test data. It is shown that human driver steering behaviors can be well represented by the human driver steering model presented in this paper

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Moving particle simulation for a simplified permeability model of pervious concrete

  • Kamalova, Zilola;Hatanaka, Shigemitsu
    • Computers and Concrete
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    • v.24 no.6
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    • pp.571-578
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    • 2019
  • This study aimed to investigate the permeable nature of pervious concretes (PC) through the moving particle simulation (MPS) method. In the simulation, the complex structure of a pervious concrete was virtually demonstrated as a lattice model (LM) of spherical beads, where the test of permeability was conducted. Results of the simulation were compared with the experimental ones for validation. As a result, MPS results showed the permeability index of the LM as almost twice as big as the actual PCs. A proposed virtual model was created to prevent the stuck of water flow in the MPS simulation of PC or LM. Successful simulation results were demonstrated with the model.

< VR Simulation for TV Production Using Digital Storytelling > (< 디지털 스토리텔링 기법을 활용한 TV 영상 제작 시뮬레이션에 관한 연구 >)

  • Kim, Mi-Yun;Choi, Jin-Won;Jang, Yong-Jun
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.518-523
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    • 2006
  • As digital broadcasting process and information compressing technologies developed, digital technologies have been used extensively in many visual media such as movies and TV programs, and it is required to develop a new process for 3 dimensional digital programs. The study attempts to develop a new digital video-producing process through pre-simulation using a digital storytelling method, in order to increase the quality of broadcasting, reducing the producing time and improve efficiency. This system, supposed to be used to produce actual broadcasting, includes all tools needed for broadcasting in the program, so users can select an appropriate set among the pre-made library, which saves time for making sets. Also, it offers a storyboard making function by perfectly representing the functions of a virtual camera, and enables users to make the better storyboard, checking the real time movies. In addition, it recognizes objects though avatars, organizes the appropriate set for these avatars to act, and embodies a variety of avatar movements through which it reaffirms the camera's position and organization, minimizing errors and saving time and budget.

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Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

A Study on the Creating Metaverse Service Platform for Web-based Vehicle Dynamics Simulation (웹 기반 차량동역학 시뮬레이션을 위한 메타버스 서비스 플랫폼 구축에 관한 연구)

  • Kwon, Seong-Jin
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.5
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    • pp.757-764
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    • 2022
  • Recently the car tuning has become a trailblazing and creative culture that expresses the personality of the owner. In this paper, the "Car-Vatar", which is the compound word formed from the words "Car" and "Avatar", has been developed to investigate car tuning on the metaverse engineering platform. The Car-Vatar has been developed as a web-based vehicle dynamic simulation service for providing information about car tuning. That has been focused on investigating diverse vehicular performances, such as acceleration, braking, handling and fuel efficiency, according to the tuning vehicles and tuning parts on the virtual engineering platform. The Car-Vatar platform has provided two major services; one is real-time 3D tuning information system for the dress-up and performance-up tuning parts, the other is diverse vehicle dynamics system for the performance-up tuning parts. To check the validation of the Car-Vatar platform, the comparison between virtual simulation results and driving test results has been discussed on various driving environments.