• 제목/요약/키워드: rigid bodies

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Numerical Analyses on the Formation, Propagation, and Deformation of Landslide Tsunami Using LS-DYNA and NWT

  • Seo, Minjang;Yeom, Gyeong-Seon;Lee, Changmin;Lee, Woo-Dong
    • Journal of Ocean Engineering and Technology
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    • v.36 no.1
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    • pp.11-20
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    • 2022
  • Generally, tsunamis are generated by the rapid crustal movements of the ocean floor. Other factors of tsunami generation include landslides on coastal and ocean floor slopes, glacier collapses, and meteorite collisions. In this study, two numerical analyses were conducted to examine the formation, propagation, and deformation properties of landslide tsunamis. First, LS-DYNA was adopted to simulate the formation and propagation processes of tsunamis generated by dropping rigid bodies. The generated tsunamis had smaller wave heights and wider waveforms during their propagation, and their waveforms and flow velocities resembled those of theoretical solitary waves after a certain distance. Second, after the formation of the landslide tsunami, a tsunami based on the solitary wave approximation theory was generated in a numerical wave tank (NWT) with a computational domain that considered the stability/steady phase. The comparison of two numerical analysis results over a certain distance indicated that the waveform and flow velocity were approximately equal, and the maximum wave pressures acting on the upright wall also exhibited similar distributions. Therefore, an effective numerical model such as LS-DYNA was necessary to analyze the formation and initial deformations of the landslide tsunami, while an NWT with the wave generation method based on the solitary wave approximation theory was sufficient above a certain distance.

Simulation of Vehicle-Structure Dynamic Interaction by Displacement Constraint Equations and Stabilized Penalty Method (변위제한조건식과 안정화된 Penalty방법에 의한 차량 주행에 따른 구조물의 동적상호작용 해석기법)

  • Chung, Keun Young;Lee, Sung Uk;Min, Kyung Ju
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.4D
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    • pp.671-678
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    • 2006
  • In this study, to describe vehicle-structure dynamic interaction phenomena with 1/4 vehicle model, nonlinear Hertzian contact spring and nonlinear contact damper are adopted. The external loads acting on 1/4 vehicle model are selfweight of vehicle and geometry information of running surface. The constraint equation on contact surface is implemented by the Penalty method with stabilization and the reaction from constraint violation. To describe pitching motion of various vehicles two types of the displacement constraint equations are exerted to connect between car bodies and between bogie frames, i.e., the rigid body connection and the rigid body connection with pin, respectively. For the time integration of dynamic equations of vehicles and structure Newmark time integration scheme is adopted. To reduce the error caused by inadequate time step size, adaptive time-stepping technique is also adopted. Thus, it is expected that more versatile dynamic interaction phenomena can be described by this approach and it can be applied to various railway dynamic problems with low computational cost.

A Method for the Reduction of Skin Marker Artifacts During Walking : Application to the Knee

  • Mun, Joung-Hwan
    • Journal of Mechanical Science and Technology
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    • v.17 no.6
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    • pp.825-835
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    • 2003
  • Previous studies have demonstrated the importance of joint angle errors mainly due to skin artifact and measurement errors during gait analysis. Joint angle errors lead to unreliable kinematics and kinetic analyses in the investigation of human motion. The purpose of this paper is to present the Joint Averaging Coordinate System (JACS) method for human gait analysis. The JACS method is based on the concept of statistical data reduction of anatomically referenced marker data. Since markers are not attached to rigid bodies, different marker combinations lead to slightly different predictions of joint angles. These different combinations can be averaged in order to provide a "best" estimate of joint angle. Results of a gait analysis are presented using clinically meaningful terminology to provide better communication with clinical personal. In order to verify the developed JACS method, a simple three-dimensional knee joint contact model was developed, employing an absolute coordinate system without using any kinematics constraint in which thigh and shank segments can be derived independently. In the experimental data recovery, the separation and penetration distance of the knee joint is supposed to be zero during one gait cycle if there are no errors in the experimental data. Using the JACS method, the separation and penetration error was reduced compared to well-developed existing methods such as ACRS and Spoor & Veldpaus method. The separation and penetration distance ranged up to 15 mm and 12 mm using the Spoor & Veldpaus and ACRS method, respectively, compared to 9 mm using JACS method. Statistical methods like the JACS can be applied in conjunction with existing techniques that reduce systematic errors in marker location, leading to an improved assessment of human gait.

Fluid Simulations in Academy Awarded Movies (아카데미상 영화에서 유체 시뮬레이션 기술)

  • Kim, Myung-Gyu;Oh, Seung-Taik;Choi, Byoung-Tae
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.19-30
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    • 2008
  • Fluid simulation for computer graphics is a field of generating the realistic movements of water, smoke, fire, explosion, sand and related phenomena to be used in motion pictures and video games. In this paper we review the fluid simulation technologies and present a trend analysis for the simulation methods used in the recent movies. First of all, for this purpose, the two methods that are most widely used for fluid simulation are explained as well as their technical issues. These two methods are classified into Eulerian grid-based and Lagrangian particle-based approaches. Next, focusing on the achievements of the scientists and engineers that the 2008 Sci-Tech Oscar Awards are given to, the features of their fluid simulation technologies are analyzed. Finally, we anticipate that there are and will be the needs for visualizing fluid interaction with rigid and soft bodies and topological change among solid, fluid and gas, creating digital creatures based on fluid simulation and presenting interaction between creature and fluid.

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Pose Calibration of Inertial Measurement Units on Joint-Constrained Rigid Bodies (관절체에 고정된 관성 센서의 위치 및 자세 보정 기법)

  • Kim, Sinyoung;Kim, Hyejin;Lee, Sung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.4
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    • pp.13-22
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    • 2013
  • A motion capture system is widely used in movies, computer game, and computer animation industries because it allows for creating realistic human motions efficiently. The inertial motion capture system has several advantages over more popular vision-based systems in terms of the required space and cost. However, it suffers from low accuracy due to the relatively high noise levels of the inertial sensors. In particular, the accelerometer used for measuring gravity direction loses the accuracy when the sensor is moving with non-zero linear acceleration. In this paper, we propose a method to remove the linear acceleration component from the accelerometer data in order to improve the accuracy of measuring gravity direction. In addition, we develop a simple method to calibrate the joint axis of a link to which an inertial sensor belongs as well as the position of a sensor with respect to the link. The calibration enables attaching inertial sensors in an arbitrary position and orientation with respect to a link.

An Optimum Design of a Steering Column to Minimize the Injury of a Passenger (승객 상해의 감소를 위한 승용차 조향주의 최적설계)

  • Park, Y.S;Lee, J.Y.;Park, G.J.
    • Transactions of the Korean Society of Automotive Engineers
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    • v.3 no.1
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    • pp.33-44
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    • 1995
  • As the occupant safety receives more attention from automobile industries. protection systems have been developed quite well. Developed protection systems must be evaluated through real tests in crash environment Since the real tests are extremely expensive. computer simulations are replaced for some prediction of the real test In the computer simulation. it is very crucial to express the real environment precisely in the modeling precess. The energy absorbing(EA) steering system has a very important rote in vehicle crashes because the occupant can hit the system directly. In this study. the EA steering system is modeled precisely. analyzed for the safely and designed by an optimization technology. First. the EA steering system is disassembled by parts and modeled by segments and joints. The segments are modeled by rigid bodies in motion and they have resistances in contact. Spring-damper elements and force-deflection curves are utilized to represent the joints. The body block test is cal lied out to validate. the modeling. When the test results are not enough for the detailed modeling. the differences between tests and simulations are minimized to calculate unknown parameters using optimization. The established model is applied to a crash simulation of a full-car model and tuned again. After the modeling is finished. components of the steering system are designed by an optimization algorithm. In the optimization process. the compound injury of a driver is defined and minimized to determine the chracteristics of the components. The second. order approximation algorithm has been adopted for the optimization.

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A Study of Flexible Protein Structure Alignment Using Three Dimensional Local Similarities (단백질 3차원 구조의 지역적 유사성을 이용한 Flexible 단백질 구조 정렬에 관한 연구)

  • Park, Chan-Yong;Hwang, Chi-Jung
    • The KIPS Transactions:PartB
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    • v.16B no.5
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    • pp.359-366
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    • 2009
  • Analysis of 3-dimensional (3D) protein structure plays an important role of structural bioinformatics. The protein structure alignment is the main subjects of the structural bioinformatics and the most fundamental problem. Protein Structures are flexible and undergo structural changes as part of their function, and most existing protein structure comparison methods treat them as rigid bodies, which may lead to incorrect alignment. We present a new method that carries out the flexible structure alignment by means of finding SSPs(Similar Substructure Pairs) and flexible points of the protein. In order to find SSPs, we encode the coordinates of atoms in the backbone of protein into RDA(Relative Direction Angle) using local similarity of protein structure. We connect the SSPs with Floyd-Warshall algorithm and make compatible SSPs. We compare the two compatible SSPs and find optimal flexible point in the protein. On our well defined performance experiment, 68 benchmark data set is used and our method is better than three widely used methods (DALI, CE, FATCAT) in terms of alignment accuracy.

Research on Intelligent Game Character through Performance Enhancements of Physics Engine in Computer Games (컴퓨터 게임을 위한 물리 엔진의 성능 향상 및 이를 적용한 지능적인 게임 캐릭터에 관한 연구)

  • Choi Jong-Hwa;Shin Dong-Kyoo;Shin Dong-Il
    • The KIPS Transactions:PartB
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    • v.13B no.1 s.104
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    • pp.15-20
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    • 2006
  • This paper describes research on intelligent game character through performance enhancements of physics engine in computer games. The algorithm that recognizes the physics situation uses momentum back-propagation neural networks. Also, we present an experiment and its results, integration methods that display optimum performance based on the physics situation. In this experiment on integration methods, the Euler method was shown to produce the best results in terms of fps in a simulation environment with collision detection. Simulation with collision detection was shown similar fps for all three methods and the Runge-kutta method was shown the greatest accuracy. In the experiment on physics situation recognition, a physics situation recognition algorithm where the number of input layers (number of physical parameters) and output layers (destruction value for the master car) is fixed has shown the best performance when the number of hidden layers is 3 and the learning count number is 30,000. Since we tested with rigid bodies only, we are currently studying efficient physics situation recognition for soft body objects.

Flexible Multibody Dynamic Analysis of the Wiper System for Automotives (자동차 와이퍼 시스템의 유연 다물체 동역학 해석)

  • Jung, Sung-Pil;Park, Tae-Won;Cheong, Won-Sun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.2
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    • pp.175-181
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    • 2010
  • This paper presents the dynamic analysis method for estimating the performance of flat-type blades in wiper systems. The blade has nonlinear characteristics since the rubber is a hyper-elastic material. Thus, modal coordinate and absolute nodal coordinate formulations were used to describe the dynamic characteristic of the blade. The blade was structurally analyzed to find the bending characteristics of the cross section of the blade. According to the analysis results, the blade section is divided into three deformation bodies: rigid, small, and large. For the small deformation body, the modal coordinate formulation is used, while the absolute nodal coordinate formulation is used for the large deformation body. To verify the dynamic analysis result, an experiment was performed. The simulation and experiment results were compared to verify the flexible multi-body dynamic model.

Factors Associated with Removal of Impactted Fishbone in Children, Suspected Ingestion

  • Lim, Chun Woo;Park, Min Hwan;Do, Hyun Jeong;Yeom, Jung-Sook;Park, Ji Sook;Park, Eun Sil;Seo, Ji Hyun;Park, Jung Je;Lim, Jae Young;Park, Chan Hoo;Woo, Hyang-Ok;Youn, Hee-Shang
    • Pediatric Gastroenterology, Hepatology & Nutrition
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    • v.19 no.3
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    • pp.168-174
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    • 2016
  • Purpose: The management and clinical course in pediatric patients who had ingested foreign body were investigated retrospectively to evaluate the frequency and factor associated with successful removal of fishbone foreign body. Methods: Based on the medical records of patients younger than 15 years old who visited emergency room because of foreign body ingestion from January 1999 to December 2012, the authors reviewed clinical characteristics including type of ingested foreign bodies, time to visits, managements and complications. Results: Fishbone (50.1%) was the most common ingested foreign body in children. Among 416 patients with ingested fishbone, 245 (58.9%) were identified and removed using laryngoscope, rigid or flexible endoscope from pharynx or upper esophagus by otolaryngologists and pediatric gastroenterologists. The kind of ingested fish bone in children was diverse. The mean age of identified and removed fishbone group was 7.39 years old, and higher than that of unidentified fishbone group (5.81 years old, p<0.001). Identified and removed fishbone group had shorter time until hospital visit than the unidentified fishbone group (2.03 vs. 6.47 hours, p<0.001). No complication due to ingested fishbone or procedure occurred. Conclusion: Older age and shorter time from accident to hospital visit were the different factors between success and failure on removal of ingested fish bone in children.