• Title/Summary/Keyword: 폭발 시뮬레이션

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Estimation of the Terminal Velocity of the Worst-Case Fragment in an Underwater Torpedo Explosion Using an MM-ALE Finite Element Simulation (MM-ALE 유한요소 시뮬레이션을 이용한 수중 어뢰폭발에서의 최악파편의 종단속도 추정)

  • Choi, Byung-Hee;Ryu, Chang-Ha
    • Explosives and Blasting
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    • v.37 no.3
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    • pp.13-24
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    • 2019
  • This paper was prepared to investigate the behavior of fragments in underwater torpedo explosion beneath a frigate or surface ship by using an explicit finite element analysis. In this study, a fluid-structure interaction (FSI) methodology, called the multi-material arbitrary Lagrangian-Eulerian (MM-ALE) approach in LS-DYNA, was employed to obtain the responses of the torpedo fragments and frigate hull to the explosion. The Euler models for the analysis were comprised of air, water, and explosive, while the Lagrange models consisted of the fragment and the hull. The focus of this modeling was to examine whether a worst-case fragment could penetrate the frigate hull located close (4.5 m) to the exploding torpedo. The simulation was performed in two separate steps. At first, with the assumption that the expanding skin of the torpedo had been torn apart by consuming 30% of the explosive energy, the initial velocity of the worst-case fragment was sought based on a well-known experimental result concerning the fragment velocity in underwater bomb explosion. Then, the terminal velocity of the worst-case fragment that is expected to occur before the fragment hit the frigate hull was sought in the second step. Under the given conditions, the possible initial velocities of the worst-case fragment were found to be very fast (400 and 1000 m/s). But, the velocity difference between the fragment and the hull was merely 4 m/s at the instant of collision. This result was likely to be due to both the tremendous drag force exerted by the water and the non-failure condition given to the frigate hull. Anyway, at least under the given conditions, it is thought that the worst-case fragment seldom penetrate the frigate hull because there is no significant velocity difference between them.

Implement simulator for supporting Diffserv over MPLS (MPLS망에서 DiffServ 시뮬레이터 구현)

  • 김지은;손남례;최덕재;김영철;이귀상
    • Proceedings of the IEEK Conference
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    • 2000.06a
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    • pp.97-100
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    • 2000
  • IP(Internet Protocol)를 기반으로 하는 인터넷은 트래픽의 폭발적인 증가로 인해 인터넷 전송 속도 저하와 확장성의 한계에 직면하고 있다. 현재 IETF와 ATM 포럼 등을 중심으로 다양한 초고속 전송기술과 QoS 서비스 기술이 제안되고 있다. 본 논문은 종단간 QoS서비스 지원을 위해 필수적으로 요구되고있는 MPLS망에서 DiffServ 연동에 관한 시뮬레이터를 제안하여 실제적인 DiffServ/MPLS 망을 구축하지 않아도 다양한 어플리케이션을 시뮬레이션 하도록 제안한다. 따라서 MPLS의 고속 전송과 DiffServ의 차별화 서비스를 제공함으로써 발전된 QoS 보장이 가능하다.

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Trends in Modeling & Simulation Technologies for High-Confidence Software Development (고신뢰 SW 개발을 위한 M&S 기술 동향)

  • Lee, H.Y.;Jeon, J.H.;Chun, I.G.;Kim, W.T.
    • Electronics and Telecommunications Trends
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    • v.28 no.2
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    • pp.29-37
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    • 2013
  • 최근 임베디드 제어 시스템의 규모와 복잡도가 폭발적으로 증가함에 따라, 단일 시스템을 대상으로 하는 기존 M&S(Modeling & Simulation) 기반의 SW 개발 기술은 한계에 부딪히게 되었다. 이에 본고에서는 네트워크 기반 복합 임베디드 제어 시스템의 고신뢰 SW 개발을 위한 M&S 기술 동향을 소개한다. 먼저 모델링 단계에서 복합 시스템의 이종성을 다루기 위한 모델링 기술과 대표적인 도구를 소개하고, 다음으로 대규모 하이브리드 시스템 모델의 검증을 위한 시뮬레이션 및 정형 검증 기술과 관련 도구를 소개한다.

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Performance Analysis on The Reactive Repeater Jamming Techniques Against an RCIED Using Mobile Devices (모바일 단말을 이용한 RCIED에 대한 repeater 방식의 반응 재밍 기법 성능 분석)

  • Kim, Yo-Han;Kim, Dong-Gyu;Kim, Hyoung-Nam
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.12
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    • pp.55-63
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    • 2015
  • Recently, terroristic threats using a radio controlled improvised explosive device (RCIED) that is remotely controlled and exploded have been increased around the world. In order to prevent the explosion of an RCIED, jamming techniques that interrupt an RCIED receiver can be used, so that the receiver can not demodulate the trigger code. Conventional jamming technique is a type of active barrage jamming that always emits the noise jamming signal for all the frequency band. However, it needs large power consumption and thus is limited in operation time for a vehicle. In order to overcome the shortage of the active barrage jamming, reactive jamming technique has drawn attention. In reactive jamming, all the frequency band is firstly scanned, and then if any trigger signal exists, one emits the jamming signal to the corresponding frequency band. Therefore, the reactive jamming is superior to the active barrage jamming in terms of power efficiency. However, a reactive jammer emits a jamming signal only after the trigger signal is intercepted, which means that the jamming signal may be late for interrupting an RCIED receiver. In this sense, it is needed to evaluate a delay in an RCIED receiver. To achieve this, we analyze the reaction time and present the simulation result for jamming performance of reactive jamming against an RCIED using mobile devices.

Study for Transient Pulse Radiation on pMOSFET (pMOSFET의 과도펄스 방사선 영향 연구)

  • Lee, Hyun-Jin;Oh, Seung-Chan;Lee, Nam-Ho;Lee, Min-Su;Lee, Yong-Soo
    • Proceedings of the KIEE Conference
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    • 2009.07a
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    • pp.1698_1699
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    • 2009
  • 핵폭발 등에서 방출되는 과도펄스(Transient pulse) 형태의 방사선이 반도체 소자에 조사되면 소자 내부에서는 짧은 시간에 다량의 전하가 생성된다. 이 전하들이 일정방향으로 증폭된 광전류가 소자의 고장과 오동작을 유발하거나 극단적으로 소진(Burn out)되는 원인이 된다. 본 연구에서는 과도방사선 펄스가 입사하였을 때 pMOSFET 소자 내에 생성되는 전자 정공 쌍(EHP)으로 인해 형성되는 광전류가 소자의 방사선 피해로 나타나는 과정 및 영향을 연구하기 위해 반도체 공정 시뮬레이터를 이용해 전하들의 거동과 광전류 크기를 시뮬레이션하고, 전자가속기에서 실측시험을 병행하였다. 가속기 주변의 전자장을 인한 큰 잡음으로부터 가속기 펄스신호에 의해 pMOSFET에서 발생된 소신호의 광전류를 측정하기 위해서 정밀 신호처리 회로를 구성하였다. 시뮬레이션과 실측시험에서의 결과 비교/분석에서 두 광전류 파형은 유사한 형태를 확인할 수 있었다.

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Efficient Fluid Simulation through Various User Design-type Emission Control Solutions (사용자 설계형의 방출 제어 솔루션을 통한 효율적인 유체 시뮬레이션 구현)

  • Hwang, Min-Sik;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.197-204
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    • 2018
  • The realistic Visual Effects using fluid simulation in 3D computer graphics are operated as important factors to improve the quality of images. The process of creating realistic motions of water, fire, explosion by controlling each property of fluid is called fluid simulation. In general, the creation of a fluid simulation concentrates on the main simulation work phase, however an effective method for initial set up is important for the main simulation work. The purpose of this study is to analyze the factors involved in the initial emission motion and shape of fluid and propose methods that can efficiently apply this into the initial set up. For the process of the research, first, problems are raised based on related researches, and second, two experiments, 'Dynamic Fluid Emitter Creation' and 'User Design Type Emission Velocity Solution', are conducted for more effective fluid simulation. Through this research, the effective fluid simulation of initial set up phase will be suggested through the user design-type emission control solutions.

The Implementation of Drilling Simulation for Offshore Rig Education (교육용 해양플랜트 Rig 굴착 시뮬레이션 구현)

  • Park, Ju-Yong;Jo, Hyo-Jae;Lee, Jee-Hoon;Lim, Young-Jin
    • Journal of the Korea Society for Simulation
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    • v.20 no.2
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    • pp.11-17
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    • 2011
  • The purpose of this study is 3 dimensional modeling of lower part of drilling system in offshore rig and simulation of drilling process. Recently, shipbuilding companies have been focusing on offshore rigs due to their high added-value and the reduced demand of new shipbuilding. In most cases, however, the basic design, installation and management of offshore rig are carried out by foreign companies. Therefore, it is difficult to obtain the knowledge and information of drilling system. In this study drilling devices, BOP(Blowout Preventor) and cementing job and mud circulation related components are included as the main components of offshore rig. The structure and function of them were analyzed from a viewpoint of object-oriented technique. On the basis of this analysis they were modeled in the 3 dimensional structure with 3D software tool such as CATIA and 3DVIA Composer. The drilling process was simulated according to the scenario of drilling operation. This simulation system can be effectively used for an educational tool for students and engineers in ocean plant industries.

Development and Usability Analysis of a Serious Simulation Game on the Smart Phone (스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석)

  • An, Sang-Ha;Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.139-148
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    • 2011
  • Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.

Simulation of Storage Capacity Analysis with Queuing Network Models (큐잉 네트워크 모델을 적용한 저장용량 분석 시뮬레이션)

  • Kim, Yong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.221-228
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    • 2005
  • Data storage was thought to be inside of or next to server cases but advances in networking technology make the storage system to be located far away from the main computer. In Internet era with explosive data increases, balanced development of storage and transmission systems is required. SAN(Storage Area Network) and NAS(Network Attached Storage) reflect these requirements. It is important to know the capacity and limit of the complex storage network system to got the optimal performance from it. The capacity data is used for performance tuning and making purchasing decision of storage. This paper suggests an analytic model of storage network system as queuing network and proves the model though simulation model.

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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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