• Title/Summary/Keyword: 가상공간 시뮬레이션

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The case study for Implementation and verification of Dynamic NAT and PAT (동적 NAT과 PAT의 구현과 검증 사례연구)

  • Kim, No-Whan
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.10
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    • pp.1131-1138
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    • 2015
  • As the size of the internet market grows rapidly, the number of IPv4 addresses available is being exhausted, while transition to IPv6 is being delayed. As the best alternative solution, Network Address Translation(NAT) scheme is being used. It connects the public internet network with the private internet network in order to reduce the waste of IPv4 addresses space. The purpose of this paper is to study the effective example of network based on common virtual network using Packet Tracer with topology designed rather than usual theoretical approach in Dynamic NAT and PAT, which allows more efficient use of address space.

Covariance Matrix Estimation with Small STAP Data through Conversion into Spatial Frequency-Doppler Plane (적은 STAP 데이터의 공간주파수-도플러 평면 변환을 이용한 공분산행렬 추정)

  • Hoon-Gee Yang
    • Journal of IKEEE
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    • v.27 no.1
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    • pp.38-44
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    • 2023
  • Performance of a STAP(space-time adaptive processing) algorithm highly depends on how closely the estimated covariance matrix(CM) resembles the actual CM by the interference in CUT(cell under test). A STAP has 2 dimensional data structure determined by the number of array elements and the number of transmitting pulses and both numbers are generally not small. Thus, to meet the degree of freedom(DOF) of the CM, a huge amount of training data is required. This paper presents an algorithm to generate virtual training data from small received data, via converting them into the data in spatial frequency-Doppler plane. We theoretically derive where the clutter exist in the plane and present the procedure to implement the proposed algorithm. Finally, with the simulated scenario of small received data, we show the proposed algorithm can improve STAP performance.

Utilization of Database in 3D Visualization of Remotely Sensed Data (원격탐사 영상의 3D 시각화와 데이터베이스의 활용)

  • Jung, Myung-Hee;Yun, Eui-Jung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.3
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    • pp.40-46
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    • 2008
  • 3D visualization of geological environments using remotely sensed data and the various sources of data provides new methodology to interpret geological observation data and analyze geo-information in earth science applications. It enables to understand spatio-temporal relationships and causal processes in the three-dimension, which would be difficult to identify without 3D representation. To build more realistic geological environments, which are useful to recognize spatial characteristics and relationships of geological objects, 3D modeling, topological analysis, and database should be coupled and taken into consideration for an integrated configuration of the system. In this study, a method for 3D visualization, extraction of geological data, storage and data management using remotely sensed data is proposed with the goal of providing a methodology to utilize dynamic spatio-temporal modeling and simulation in the three-dimension for geoscience and earth science applications.

A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오영진;박노국
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.3
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    • pp.21-27
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would by cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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A Study On The Virtual Space Simulation Expression Using Graphic Process Unit (GPU를 활용한 공간 가상 시뮬레이션 표현에 관한 연구)

  • Kim, Jong-Hyun;Kim, Suk-Tae
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.80-83
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    • 2004
  • It is impossible to do real verification on design spaces before their completions due to the characteristics of building and interior space designs. So, in designing spaces, designers should reflect their real experiences in their lives into their design works. 3D games where GPU and other kinds of advanced technologies have bee applied first show their leads in technologies have bee applied first show their leads in technologies about 5 years than VRML. Those games which are produced reflecting real environment as it is could be regarded as the most excellent tool in their completeness level of physical environment due to their characteristics. This means that if 3D game engines employing GPU are used effectively they could be used as a presentation tool for virtual spaces. This study studies the expressions of virtual constructions through 3D game engines employing GPU, not in VRML-based virtual spaces on Webs but in immersion-type virtual spaces.

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A Study on the Crime Mapping and Monitoring System Development (범죄공간정보 위치추적에 관한 연구)

  • Lee, Jun-Seok;Hwang, Chul-Sue;Kim, Tae-Hoon
    • Journal of Cadastre & Land InformatiX
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    • v.44 no.1
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    • pp.139-150
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    • 2014
  • Recently the violent crimes is the emerging social issue and the crime prevention is important policy both for maintenance of public order and the national welfare. To prevent these crimes with the geospatial data, we study the geospatial crime DB features, analytical method and linking method of current National Police Agency's crime system data. In this study, the Geospatial Information Open Platform(Vworld) was used to map the test site crime DB on the thematic map. We also researched the mesh-up thematic map and optimal location model of petrol car and CCTV.

A Study on the Effects of a Virtual-Users Model Computing the Semantics of Spaces for the Operation and Understanding of Human Behavior Simulation of Architecture-Major Students (공간의 의미를 연산하는 가상 사용자 모델이 건축설계 전공학생들의 인간행동 시뮬레이션 운용과 이해도에 미치는 효과에 관한 연구)

  • Hong, Seung-Wan
    • Journal of KIBIM
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    • v.6 no.3
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    • pp.34-41
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    • 2016
  • The previous studies argue that using the semantic properties of BIM objects is efficient for simulating the behaviors of autonomous, computer agents, called virtual-users, but such assumption is not proven via evidence-based research approaches. Hence, this present study aims to investigate the empirical effects of a human behavior simulation model equipped the semantics of spaces on the architecture-major students' operation and understanding of the simulation system, compared to a typical path-finding model. To achieve the aim, this study analyzed the survey and interview data, collected in the authentic design projects. The analysis indicates that (1) using a simulation model equipped the semantics of spaces helps the students' operation of the simulation, and (2) it also aids understanding the relationship between the variables of spaces and virtual-users (${\alpha}=0.74$). In addition, the qualitative data inform that the advantages of the simulation model that computes the semantics of spaces stem in the automatic behavioral changes of massive numbers of virtual-users, and efficient detection and activation on the what-if situations. The analysis also reveals that the simulation model has shortcomings in orchestrating the complex data structure between the semantics properties of spaces and virtual-users under multi-sequential scenarios. The results of this study contribute to develop a future design system combining BIM with human behavior simulation.

A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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Simulation of arm motion using a Korean dummy (한국인 인체 모델의 팔 동작 시뮬레이션)

  • Jeong, Yun-Seok;Son, Kwon;Choi, Kyung-Hyun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.240-243
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    • 2002
  • 본 연구에서는 인간공학적 평가를 위한 한국인 인체모델을 개발하고, 인체 모델의 평가를 위해 팔 동작의 시뮬레이션 및 리치 평가를 수행하였다. 한국인의 인체측정자료를 이용하여 통계학적 분석을 실시하고, 인체 자료생성 프로그램을 통해 인체 각 지체들의 특성치와 상관관계를 얻었다. 이를 바탕으로 인체 모델을 구성하고 가상 공간에서의 용이한 적용을 위해 인체 모델은 3차원 그래픽 기술을 통해 가시화되었다. 차량모델과 인체모델을 통합하고 차량 내에서 운전자의 팔 동작 표현 및 리치 평가기능을 구현하였다.

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Particle-Based Sound Matching and Synthesis for Efficient and Realistic Foam Sound Generation (효율적이고 사실적인 거품 사운드 생성을 위한 입자 기반 사운드 매칭과 합성)

  • YoungChan Shin;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.357-360
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    • 2023
  • 본 논문에서는 거품 입자의 물리적 속성을 활용하여 가상 시뮬레이션 장면에 맞는 거품 사운드를 합성하고 사운드의 물리적 현상을 기반으로 사운드의 크기를 효율적으로 제어할 수 있는 기법을 제안한다. 현실에서는 사운드의 근원지와 청중의 위치 관계에 따라 사운드 크기의 차이가 나타타는 것을 쉽게 관찰할 수 있다. 본 논문에서는 이 문제를 효율적으로 풀어내기 위해 복잡한 3차원 유체의 움직임을 분석하는 게 아닌, 2차원으로 투영된 입자의 유동을 분석하여 사운드를 합성하고 제어하는 방식을 소개한다. 우리의 방법은 거품 사운드의 크기를 효율적으로 조절할 수 있도록 스크린 공간에서 계산된 거품 입자의 속도와 위치를 활용하여 청중의 위치 관계 및 사운드의 방향성을 확인하고, 이를 통해 거품 사운드를 사실적으로 합성하였다.

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