• Title/Summary/Keyword: simulation architecture

Search Result 3,033, Processing Time 0.036 seconds

A Comparison of Guided Missile Simulations Between EADSIM and SADM in Composite Combat Mission Planning Simulation Environments

  • Kim, Jingyu
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.8
    • /
    • pp.1066-1074
    • /
    • 2020
  • High Level Architecture/Run-Time Infrastructure (HLA/RTI) is used to connect individual simulators on networks in order to interoperate heterogeneous simulators. In defense domain, Ship Air Defense Model (SADM) and Extended Air Defense Simulation (EADSIM) are two of most advanced simulation tools. To interoperate these SADM and EADSIM, this paper attempts to use HLA/RTI that helps to support a Composite Combat Mission Planning Simulation Environment (CCMPSE). The CCMPSE allows us to analyze a group of simulations for comprehensive and accurate experiments. For the first time, this paper analyzes guided missile simulations in EADSIM and SADM by comparing related simulation models in their parameters and considerations. It presents characteristics of these models in view of guided missile simulation perspectives. For the contributions of this paper, it provides insights to select guided missiles between SADM and EADSIM on the CCMPSE according to specific simulation purposes.

Development of a Distributed Road Traffic Simulation System

  • Keawmanee, T.;Seubpradit, K.;Tandayya, P.
    • Proceedings of the IEEK Conference
    • /
    • 2002.07b
    • /
    • pp.1324-1326
    • /
    • 2002
  • This paper concerns the development of distributed interactive simulation of a road traffic system. The simulation involved models of multiple and distributed road vehicles running on different locations. The simulation system represented a traffic system as if the distributed simulation models were in the same environment. The development of the distributed road traffic simulation was based on High Level Architecture (HLA), a state-of-the-art IEEE standard for the distributed and real-time simulation. Other work concerned modeling and simulating the road vehicles and building the map database for the virtual distributed shared environment. The information used in the simulation system was only in X-axis and Y-axis as the insignificant data in the Z-axis was omitted to simplify the simulation. However, the traffic system has visualized a 3-D coordinate system. The road vehicle models were able to avoid collision. The next direction of a vehicle can be chosen from the provided choices of further paths.

  • PDF

An Integrated Simulation Method to Support Virtual Factory Engineering

  • Zhai, Wenbin;Fan, Xiumin;Yan, Juanqi;Zhu, Pengsheng
    • International Journal of CAD/CAM
    • /
    • v.2 no.1
    • /
    • pp.39-44
    • /
    • 2002
  • This paper presents a structure and architecture of an integrated simulation method (ISM) to meet the requirements of virtual factory engineering (VFE). Combining CAD, VR and discrete event simulation techniques, the ISM provides static and dynamic simulation functions for implementation of VFE throughout the lifecycle. The static simulation can be used to evaluate the factory layout. The dynamic simulation enables us to evaluate ergonomics of factory, process performance of production system, feasibility of production plan and operation of factory, and to train operators safely, which cover the whole VFE lifecycle. The principles of the key techniques of VFE, including virtual factory data management system (VFDMS), static and dynamic simulation, are also discussed. To demonstrate and validate the ISM, a case study has been carried out in an assembly factory.

A novel architecture of CCN for better security and applicability (향상된 보안 및 적용 가능성을 위한 컨텐츠 중심 네트워킹(CCN)의 새로운 아키텍처 연구)

  • Sharma, Aashis;Kim, Yun Seon
    • Journal of the Korea Society for Simulation
    • /
    • v.26 no.1
    • /
    • pp.21-38
    • /
    • 2017
  • Information Centric Networking is changing the way how content is being transmitted. The shift from IP and host based networking towards content based networking scenario is growing day by day. Many researches have been done about different frameworks of ICN. Caching is an important part of ICN and many researchers have also proposed different ways for caching the data. With caching of data in intermediate devices like the network devices as well the user devices in some cases, the issue of content security as well as the role of the content producer becomes a major concern. A modified ICN architecture based on the current Content Centric Networking (CCN) model is presented in the paper. The architecture mainly focuses on involving the content producer in content delivery in the real time. The proposed architecture provides better security aspects for the CCN architecture. Apart from security the paper will also consider the issue of applicability of CCN architecture to replace the TCP/IP based architecture. The efficiency of the proposed architecture is compared with the previous CCN architecture based on the response time for a content delivery which shows very comparable level of efficiency. The paper than analyzes different beneficial aspects of the proposed architecture over the current architecture.

The Design and implementation of LVC Integrated Architecture Technology building division-level L-V-C Interoperability Training System (사단급 L-V-C연동훈련체계 구축을 위한 LVC통합아키텍쳐기술 설계 및 구현)

  • Won, Kyoungchan;Koo, JaHwan;Lee, Hojun;Kim, Yong-Pil
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.5
    • /
    • pp.334-342
    • /
    • 2021
  • In Korea, the training is performed through independent environments without interoperability among L-V-C systems. In the L system, training for large units is limited due to civil complaints at the training grounds and road restrictions. The V system is insufficient in training related to tactical training, and the C system lacks practicality due to a lack of combat friction elements. To achieve synchronicity and integration training between upper and lower units, it is necessary to establish a system to ensure integrated training for each unit by interoperating the currently operating L, V, and C systems. The interoperability between the C-C system supports Korea-US Combined Exercise. On the other hand, the actual development of the training system through the interoperability of L, V, and C has not been made. Although efforts are being made to establish the L, V, and C system centering on the Army, the joint composite battlefield and LVC integrated architecture technology are not yet secured. Therefore, this paper proposes a new plan for the future training system by designing and implementing the LVC integrated architecture technology, which is the core technology that can build the L-V-C interoperability training system. In conclusion, a division-level L-V-C interoperability training system can be established in the future by securing the LVC integrated architecture technology.

Implementation of a Simulation Model for a Local Area Network Design

  • Chung, Koo-Don
    • Journal of the military operations research society of Korea
    • /
    • v.11 no.1
    • /
    • pp.55-78
    • /
    • 1985
  • This thesis provides the implementation of a simulation model for a particular Local Area Network (LAN), employs carrier sense multiple access (CSMA) bus architecture, which implements functions of the Stock Point Logistics Integrated Communication Environment (SPLICE). First, specifications of the model are identified based on the given functional specification and operating system design. Then the approach taken for modeling and programming in GPSS is discussed. Finally, the program and results of the simulation run are provided.

  • PDF

Analysis For (N+1) Type M System Upgrade Plan (시뮬레이션을 이용한 (N+1) 지능망에서의 시스템 확장방안 분석)

  • 송상훈;노용덕
    • Journal of the Korea Society for Simulation
    • /
    • v.10 no.1
    • /
    • pp.73-82
    • /
    • 2001
  • The main idea behind the Intelligent Networks (IN) concept is the separation of switching functionality from the service control, in order to meet various service requirements of subscribers and development of new services in time. On the increase of subscriber and for high quality of service, the IN upgrades its service systems, and there are a number of ways depending on the system architecture and the characteristics of services. This paper compares two alternatives, traces the performance of them by means of the simulation technique, and finally puts a rule to select one of them.

  • PDF

DEVS-HLA: Distributed Heterogeneous Simulation Framework (DEVS-HLA: 이 기종 분산 시뮬레이션 틀)

  • 김용재;김탁곤
    • Journal of the Korea Society for Simulation
    • /
    • v.8 no.4
    • /
    • pp.9-24
    • /
    • 1999
  • We describe a heterogeneous simulation framework, so called DEVS-HLA, in which conventional simulation models and the DEVS (Discrete Event System Specification) models are interoperable. DEVS-HLA conceptually consists of three layers: model layer, DEVS BUS layer, and HLA (High Level Architecture) layer. The model layer has a collection of heterogeneous simulation models, such as DEVS, CSIM, SLAM, and so on, to represent various aspects of a complex system. The DEVS BUS layer provides a virtual software bus, DEVS BUS, so that such simulation models can communicate with each other. Finally, the HLA layer is employed as a communication infrastructure, which supports several good features for distributed simulation. The DEVS BUS has been implemented on the HLA/RTI (Run-Time Infrastructure) and a simple example of a flexible manufacturing system has been developed to validate the DEVS-HLA.

  • PDF

Adaptive and optimized agent placement scheme for parallel agent-based simulation

  • Jin, Ki-Sung;Lee, Sang-Min;Kim, Young-Chul
    • ETRI Journal
    • /
    • v.44 no.2
    • /
    • pp.313-326
    • /
    • 2022
  • This study presents a noble scheme for distributed and parallel simulations with optimized agent placement for simulation instances. The traditional parallel simulation has some limitations in that it does not provide sufficient performance even though using multiple resources. The main reason for this discrepancy is that supporting parallelism inevitably requires additional costs in addition to the base simulation cost. We present a comprehensive study of parallel simulation architectures, execution flows, and characteristics. Then, we identify critical challenges for optimizing large simulations for parallel instances. Based on our cost-benefit analysis, we propose a novel approach to overcome the performance constraints of agent-based parallel simulations. We also propose a solution for eliminating the synchronizing cost among local instances. Our method ensures balanced performance through optimal deployment of agents to local instances and an adaptive agent placement scheme according to the simulation load. Additionally, our empirical evaluation reveals that the proposed model achieves better performance than conventional methods under several conditions.

A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
    • /
    • v.15 no.5 s.58
    • /
    • pp.306-313
    • /
    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.