• 제목/요약/키워드: simulation architecture

검색결과 3,024건 처리시간 0.028초

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

  • Kim, Jingyu
    • 한국멀티미디어학회논문지
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    • 제23권8호
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    • pp.1066-1074
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    • 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.
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -2
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    • pp.1324-1326
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    • 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.

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An Integrated Simulation Method to Support Virtual Factory Engineering

  • Zhai, Wenbin;Fan, Xiumin;Yan, Juanqi;Zhu, Pengsheng
    • International Journal of CAD/CAM
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    • 제2권1호
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    • pp.39-44
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    • 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.

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

  • 아쉬스 샤르마;김윤선
    • 한국시뮬레이션학회논문지
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    • 제26권1호
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    • pp.21-38
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    • 2017
  • 정보 중심 네트워킹 (Information Centric Networking)은 콘텐츠 전송 방식을 바꾸고 있다. IP 및 호스트 기반 네트워킹에서 콘텐츠 기반 네트워킹 시나리오로의 전환이 날로 증가하고 있고 ICN의 다른 프레임워크에 대한 많은 연구가 수행되었다. 캐싱은 ICN의 중요한 부분이며 많은 연구자들은 데이터 캐싱을 위한 다양한 방법을 제안했다. 네트워크 장치와 같은 중간 장치에 데이터를 캐싱하고 사용자 장치를 경우에 따라 사용하면 콘텐츠 제작자의 역할뿐 아니라 콘텐츠 보안 문제가 큰 관심사가 된다. 현재 CCN (Content Centric Networking) 모델을 기반으로 하는 수정된 ICN의 새로운 아키텍처가 이 연구에서 제시되었다. 이 아키텍처는 주로 실시간으로 콘텐츠 제공에 콘텐츠 제작자를 참여시키는데 중점을 둔다. 제안된 새 아키텍처는 CCN 아키텍처에 대한 보다 나은 보안 측면을 제공하고 보안 외에도 TCP / IP 기반 아키텍처를 대체하기 위해 CCN 아키텍처의 적용 가능성 문제를 고려하고 있다. 제안된 새 아키텍처의 효율성은 기존의 아키텍처와 매우 유사한 수준의 효율성을 보여주고 컨텐트 전달에 대한 응답 시간을 기반으로 이전 CCN 아키텍처와 비교하였다. 이 논문에서 현재 아키텍처에 비해 제안된 새로운 아키텍처의 다양한 이점을 제시한다.

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

  • 원경찬;구자환;이호준;김용필
    • 한국산학기술학회논문지
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    • 제22권5호
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    • pp.334-342
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    • 2021
  • 현재 국내에서는 L(실기동)-V(시뮬레이터)-C(워게임모델) 체계 간 연동 없이 독립된 환경에서 훈련을 수행하고 있다. L 체계는 훈련장 민원과 도로 제한 등으로 대부대 훈련이 제한되고, V 체계는 전술훈련과 연계한 훈련이 미흡하며, C 체계는 전투마찰 요소가 부족하여 실전성이 부족하다. 상하 제대 간 동시성 및 통합성 훈련 효과를 달성하기 위해 현재 운용 중인 L, V, C 체계를 상호 연동하여 제대별 통합연습훈련을 보장하기 위한 체계 구축이 필요하다. 현재 한미연합연습 간 C-C 체계 간 연동을 통해 모의지원을 하고 있지만, 실질적인 L, V, C 연동을 통한 훈련체계 개발은 연구단계에서 이루어지고 있는 실정이다. 육군을 중심으로 L, V, C 체계 연동 구축을 위해 많은 노력을 하였으나, 연동체계의 핵심인 LVC통합아키텍쳐 기술은 아직 확보하지 못한 상태이다. 따라서 본 논문에서는 L-V-C연동훈련체계를 구축할 수 있는 핵심기술인 LVC통합아키텍쳐 기술을 설계하고 구현하여 미래 훈련체계의 새로운 방안을 제시하고자 한다. 결론적으로 LVC통합아키텍쳐 기술의 확보를 통해 향후 사단급 L-V-C 연동훈련체계 구축이 가능할 것으로 판단된다.

Implementation of a Simulation Model for a Local Area Network Design

  • Chung, Koo-Don
    • 한국국방경영분석학회지
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    • 제11권1호
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    • pp.55-78
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    • 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.

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

  • 송상훈;노용덕
    • 한국시뮬레이션학회논문지
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    • 제10권1호
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    • pp.73-82
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    • 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.

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

  • 김용재;김탁곤
    • 한국시뮬레이션학회논문지
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    • 제8권4호
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    • pp.9-24
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    • 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.

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

  • Jin, Ki-Sung;Lee, Sang-Min;Kim, Young-Chul
    • ETRI Journal
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    • 제44권2호
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    • pp.313-326
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    • 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.

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

  • 김종현;전한종;김석태
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.306-313
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    • 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.