• Title/Summary/Keyword: realtime simulation

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Water Quality Simulation in a Dam Regulated River using an Unsteady Model (댐 하류 수질예측을 위한 비정상상태 하천수질모형의 적용)

  • Chung, Se-Woong;Ko, Ick-Hwan
    • Proceedings of the Korean Society of Agricultural Engineers Conference
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    • 2003.10a
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    • pp.515-518
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    • 2003
  • Mathematical models can be used to evaluate the effects of operational alternatives of dam on the downstream aquatic environment. An unsteady, one-dimensional water quality model, CE-QUAL-RIVI was calibrated and validated in Geum river as a sub model for the realtime water management system in the basin. The main usage of the model within the system is to predict the effects of flow regulation by Daecheong Dam on the downstream water quality. The validated model was then used to simulate dynamic water quality changes at several key stations responding to different scenarios of reservoir releases under a hypothetical spill condition. The model showed fairly good performance in the simulation of hydrodynamic and mass transport processes under highly unsteady conditions.

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Subsystem Synthesis Methods with Independent Coordinates for Real-Time Multibody Dynamics

  • Kim Sung-Soo;Wang Ji-Hyeun
    • Journal of Mechanical Science and Technology
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    • v.19 no.spc1
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    • pp.312-319
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    • 2005
  • For real time dynamic simulation, two different subsystem synthesis methods with independent generalized coordinates have been developed and compared. In each formulation, the subsystem equations of motion are generated in terms of independent generalized coordinates. The first formulation is based on the relative Cartesian coordinates with respect to moving subsystem base body. The second formulation is based on the relative joint coordinates using recursive formulation. Computational efficiency of the formulations has been compared theoretically by the arithmetic operational counts. In order to verify real-time capability of the formulations, bump run simulations of a quarter car model with SLA suspension subsystem have been carried out to measure the actual CPU time.

LOD Representation for the Realtime Simulation of Flocking Objects (군집행동개체의 실시간 애니메이션을 위한 단계별 상세화 표현)

  • Cho S.H.;Chai Y.H.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.5
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    • pp.339-348
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    • 2005
  • In this paper, LOD (Level Of Detail) for flocking, which is the real-time simulation on the movement or some groups such as fighting soldiers, moving fishes and flying birds, is presented. And a flocking LOD algorithm that uses factors such as the speed of fish, direction, and shape is proposed. Model data is modified for LOD in advance, so as to reduce strange edge collapse and unwanted holes. The errors of model data were identified by transforming polygonal model into octree-based cubes and revised before rendering. Experimental results show that the proposed algorithm considering flocking characteristics shows fast frame rates as compared with the conventional continuous LOD algorithm.

An Extended AND-OR Graph-based Simulation and Electronic Commerce

  • Lee, Kun-Chang;Cho, Hyung-Rae
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.04a
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    • pp.242-250
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    • 1999
  • The objective of this paper is to propose an Extended AND-OR Graph (EAOG)-driven inferential simulation mechanism with which decision makers engaged in electronic commerce (EC) can effectively deal with complicated decision making problem. In the field of traditional expect systems research, AND-OR Graph approach cannot be effectively used in the EC problems in which real-time problem-solving property should be highly required. In this sense, we propose the EAOG inference mechanism for EC problem-solving in which heurisric knowledge necessary for intelligent EC problem-solving can be represented in a form of matrix. The EAOG method possesses the following three characteristics. 1. Realtime inference: The EAOG inference mechanism is suitable for the real-time inference because its computational mechanism is based on matrix computation.2. Matrix operation: All the subjective knowledge is delineated in a matrix form, so that inference process can proceed based on the matrix operation which is computationally efficient.3. Bi-directional inference: Traditional inference method of expert systems is based on either forward chaining or based on either and computational efficiency. However, the proposed EAOG inference mechanism is generically bi-directional without loss of both speed and efficiency.We have proved the validity of our approach with several propositions and an illustrative EC example.

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A Large-Scale 3D Visualization System for Port Container Terminal Simulation (항만 컨테이너 시뮬레이션을 위한 대규모 3D 가시화 시스템 개발)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.1
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    • pp.119-126
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    • 2015
  • In this paper, we propose a 3D visualization system that expresses the simulation results of port container operation monitoring and planning in terms of the movements of the surrounding environment including static and dynamic objects. It also enables us to objectively evaluate the operation model by way of animating the actual port operations. With XML-based design of object states, the port simulator visualization system (PSVS) that we propose has been implemented so as to maximize the interoperability with the existing port operation simulation (CATOS), and express the realtime animation of large-scale objects. The design method of PSVS system is explained, and its validity is experimentally examined.

Performance of an Efficient Backoff Retransmission Algorithm with a Proactive Jamming Scheme for Realtime transmission in Wireless LAN (재밍 기반의 재전송 방식을 사용한 무선 LAN에서의 효율적인 실시간 트래픽 전송 방안의 성능 분석)

  • Koo Do-Jung;Yoon Chong-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.2B
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    • pp.98-106
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    • 2006
  • In order to provide a realtime transmission over a wireless LAM, we here present a new jamming based retransmission mechanism. In a legacy wireless LAN system, all stations use the binary exponential backoff algorithm to avoid collisions among frames. It is well known that the backoff algorithm causes more collisions as the numbers of active stations increases. This makes transmission of real time traffic hard. In the proposed scheme, when each station senses collisions, it promptly allows to send a jamming signal during a unique jamming window period which is determined by its own channel access count database(CACDB). This jamming windows is chosen not to be overlapped each other by using of CACDB, and thus channel access of another station is prevented. Hereafter the station gets the ownership of the medium when the wireless medium becomes idle after sending the jamming signal and sensing carrier, and then sends frame in medium. In our proposal, repeating collisions is never happened. We here assume that real time traffic use a frame of fixed length in order to make the time for receiving its ACK frame same. Comparing the proposed jamming-based retransmission scheme with the the 802.11 and 802.11e MAC by simulation. one can find that the proposed scheme have advantages in terms of delay, average backoff time, and average number of collisions per frame. One can find that the proposed scheme might be practically applicable to several applications of realtime traffic transmission in wireless LAN systems.

Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.21-27
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    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.

3D Model Builder and Realtime Simulation Environment Development (3차원 모델빌더와 실시간 시뮬레이션 환경 개발)

  • Lee, Ji-Woo;Lee, Chang-Hoon;Lee, Duck-Jae;Lee, Myeong-Soo
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.514-516
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    • 2004
  • 국내 및 국외에서 많은 시뮬레이션 환경이 개발되어 다양한 시뮬레이터 개발에 활용되고 있다. 이러한 시뮬레이션 환경은 다양한 기능을 갖추고 있어 시뮬레이터 개발편의를 도모하고 있다. 이러한 시뮬레이션 환경에서는 시뮬레이션 스케줄링(Scheduling), 데이터베이스(Database), 모델 컴파일 그리고 디버거(모니터링 및 제어기능 툴)등을 제공한다. 이미 국내 및 국외 업체에서 시뮬레이션 환경이 개발되어 왔지만, 3차원적인 시뮬레이션을 필요로 하는 시뮬레이션 환경은 미비한 상태로 로봇공학이나 3차원 시뮬레이션이 필요한 산업에 앞으로 더욱더 개발이 필요한 실점이다. 본 논문에서는 3차원 시뮬레이션을 하기 위한 방안으로 개발된 3D 모델빌더와 시뮬레이션 환경인 3DSIM(3D Simulation Environment)을 소개한다. 3DSIM은 현재 사용되고 있는 시뮬레이션 환경과는 다른 형식의 구조를 갖추고 있어 일반 시뮬레이션 환경과의 차이점에 대해 알아본다. 일반적인 시뮬레이션 환경은 서버와 클라이언트로 나뉘어 서버에서는 특정 모델에 대한 연산을 수행하기 위한 환경을 제공하며, 클라이언트에서는 서버에서 수행된 연산을 효율적으로 분석하기 쉽도록 보여주는 환경으로 나된다. 하지만, 3차원 시뮬레이션 환경인 3DSIM은 3차원 객체를 디자인하는 과정이 필요하며, 3차원 객체를 디자인하였을 경우, 각각의 파라미터를 통하여 시뮬레이션 되어야 한다는 점에서 일반적인 시뮬레이션 환경과의 구조가 다르게 된다. 3DSIM개발을 통하여 3차원 시뮬레이터 개발을 보다 편하게 개발할 수 있도록 하였으며, 시뮬레이션 모니터링 및 제어가 용이하도록 개발하였다.

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Development of Integrated Planning Simulation Model for Supporting Rural Village Planning (농촌마을계획 지원을 위한 통합계획모의모형의 개발)

  • Kim, Dae-Sik;Chung, Ha-Woo
    • Journal of Korean Society of Rural Planning
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    • v.9 no.4 s.21
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    • pp.43-51
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    • 2003
  • This study aims to integrate the simulation models for rural settlement planning (SimRusep) in the district level (Myon) area of rural counties. The SimRusep, which has two modules of key villages selection and spatial planning for the selected villages, consists of four sub-models such as the spatial location-allocation model of center villages (SLAMCV), the potential centrality evaluation model (PCEM), the land use planning model (LUPM), and the 3-dimensional spatial planning modeller (3DSPLAM). Basically, map data of the integrated system which can be operated on the UNIX environment is inputted and treated using GIS (ARC/INFO) and then its village planning results is graphically presented on the AutoCAD. In order to verify the practical applicabilities of the SimRusep, an administrative area, Ucheon-myun, HoengSung-gun, KangWon-do, was selected as a case study area. It was well operated in the strategic application trials considering application of each sub-model in the study area. The operation results of the SimRusep showed the possibilities of realtime simulation from the selection of key village to its final stereoscopic presentation of planned results. Alternative village plan proposals can be swiftly drafted, which means very practical support for decision making process and public participation.

Simulation-based Worm Damage Assessment on ATCIS (시뮬레이션 기반 육군전술지휘정보체계에 대한 웜 피해평가)

  • Kim, Gi-Hwan;Kim, Wan-Joo;Lee, Soo-Jin
    • Journal of the military operations research society of Korea
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    • v.33 no.2
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    • pp.115-127
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    • 2007
  • The army developed the ATCIS(Army Tactical Command Information System) for the battlefield information system with share the command control information through the realtime. The using the public key and the encryption equipment in the ATCIS is enough to the confidentiality, integrity. but, it is vulnerable about the availability with the zero day attack. In this paper, we implement the worm propagation simulation on the ATCIS infrastructure through the modelling on the ATCIS operation environment. We propose the countermeasures based on the results from the simulation.