• Title/Summary/Keyword: 4D 시뮬레이션

Search Result 1,050, Processing Time 0.032 seconds

The Simulation Function Analysis for BIM based construction planning (BIM기반 시공계획의 시뮬레이션 기능 분석 연구)

  • Jun, Ki-Hyun;Kim, Chang-Seob;Yun, Seok-Heon
    • Proceedings of the Computational Structural Engineering Institute Conference
    • /
    • 2011.04a
    • /
    • pp.95-98
    • /
    • 2011
  • 건설공사 프로젝트는 사전 기획 단계, 설계, 계약, 시공, 운영 및 유지관리 등 각 단계의 다양한 참여 주체에 의해 프로젝트가 진행되고 각 분야 간의 원활한 의사소통을 통한 협력 작업으로 일을 진행한다. 그러나 각 단계별 참여주체간의 협업이 어렵고 정보교류가 원활하지 못한 문제점들이 있다. 또한 건설공정은 현장여건의 변화와 불확실성으로 인해 예측이 어렵고, 보다 신뢰성이 있는 계획의 부재로 인하여 각종 세부 공정들 간의 간섭을 유발하고 계획된 일정을 준수하기 어려워 불필요한 비용의 낭비와 공사기간의 증가를 야기한다. 이러한 낭비요인을 최소화하고 건축 프로젝트를 진행하는데 있어서 효율성을 높이기 위해서는 시공계획 단계의 신뢰성을 높여야 한다. 따라서 시공전의 계획 단계에서부터 4D 시뮬레이션을 통하여 이러한 문제점들을 파악하고 개선하는 것이 중요하다. 본 연구에서는 BIM기반의 시뮬레이션 프로그램의 기능분석을 통하여 효율적인 적용과 발전과정을 알아보고자 한다.

  • PDF

A Study on the development of 4D based Architectural construction Simulation System (4D 시스템 기반의 건축시공 시뮬레이션 개발 방향 - 공정 프로세스 중심으로 -)

  • Jo, Jin;Kwon, Gi-Bum;Yun, Seok-Heon;Paek, Joon-Hong
    • Proceedings of the Korean Institute of Building Construction Conference
    • /
    • 2007.04a
    • /
    • pp.119-122
    • /
    • 2007
  • The purpose of this study is to propose development of Schedule based Architectural Construction Simulation System. In this study (or paper), It analyzes the simulation system concept and its characteristics, and analyze the main functions simulation system and the range of functions which are already used currently. Therefore, It could find the limit of the present simulation system, and propose more effective solutions to develop Schedule based Architectural Construction Simulation System.

  • PDF

Differences in Driver's Longitudinal Vehicle Control, Subjective Fatigue, and Perceived Fidelity in 2D and 3D Display Driving Simulation (2D와 3D 디스플레이로 구현된 운전 시뮬레이션에서 운전자의 종적 차량통제 수행, 주관적 피로감 및 지각된 현실감의 차이)

  • Park, Dong-Jin;Lee, Jaesik
    • Science of Emotion and Sensibility
    • /
    • v.17 no.4
    • /
    • pp.3-18
    • /
    • 2014
  • In this study, drivers' longitudinal car control, subjective fatigue, and perceived fidelity were compared between 2D and 3D display driving simulation. The results can be summarized as followings. First, in all target speed conditions, the drivers tended to drove faster in 2D display condition than 3D display condition. Second, speed deviation from target speed increased as target speed decreased. Third, distances between the lead vehicle and the driver's vehicle were significantly reduced in the 3D display condition when the speeds of the lead vehicle were relatively fast(i. e., over 80km/h). Fourth, although the perceived fidelity was not significantly different between the two display conditions, subjective fatigue was higher in the 3D display condition than in the 2D display condition.

Quality of Coverage Analysis on Distributed Stochastic Steady-State Simulations (분산 시뮬레이션에서의 Coverage 분석에 관한 연구)

  • Lee, Jong-Suk-R.;Park, Hyoung-Woo;Jeong, Hae-Duck-J.
    • The KIPS Transactions:PartA
    • /
    • v.9A no.4
    • /
    • pp.519-524
    • /
    • 2002
  • In this paper we study the qualify of sequential coverage analysis under a scenario of distributed stochastic simulation known as MRIP(Multiple Replications In Parallel) in terms of the confidence intervals of coverage and the speedup. The estimator based in the F-distribution was applied to the sequential coverage analysis of steady-state means. in simulations of the $M/M/1/{\infty},\;M/D/I/{\infty}\;and\;M/H_{2}/1/{\infty}$ queueing systems on a single processor and multiple processors. By using multiple processors under the MRIP scenario, the time for collecting many replications needed in sequential coverage analysis is reduced. One can also easily collect more replications by executing it in distributed computers or clusters linked by a local area network.

Simulation Uleung Island By The Statistical Fractals (프랙탈 기법에 의한 울릉도 형상화 사례 연구)

  • 노용덕
    • Journal of the Korea Society for Simulation
    • /
    • v.4 no.1
    • /
    • pp.113-119
    • /
    • 1995
  • In 3D computer graphics, fractal techniques have been applied to terrain models. Even though fractal models have become popular for recreating a wide variety of the shapes found in nature, a specific 3D terrain model such as Uleung Island could not be formulated by statistical fractals easily owing to the random effects. However, by locating the midpoints on the edges and the surface of a specific terrain such as Uleung Island, a similar shape of the terrain model can be simulated. This paper shows the way of simulating 3D Uleung Island terrain model by the statistical fractals wherein the subdivision algorithm is used.

  • PDF

Analysis for Usefulness of Taguchi's Orthogonal Array in Microstrip Patch Antenna Design (마이크로스트립 패치 안테나 설계에서 타구치 직교배열표의 유용성 분석)

  • Kim, Jae-Yeon;Chang, Tae-Soon;Hur, Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.19 no.4
    • /
    • pp.41-46
    • /
    • 2019
  • This paper is analysis on usefulness of Microstrip patch antenna design using Taguchi's Orthogonal array. For comparison, the shape of U-slot and Feed line elements are decided as a parameter in Microstrip patch antenna. And all the possible result of 19,683 times simulation using parameter sweep and the result of Taguchi's orthogonal arrays are compared. The simulation of Parameter sweep and Orthogonal arrays has 3.7% error on 10dB Bandwidth. Finally, It is identified that 19,683 times parameter sweep simulation can be reduced to 27 times with Taguchi's orthogonal arrays but still it represents antenna parameter characters well.

The Performance Analysis of GPU-based Cloth simulation according to the Change of Work Group Configuration (워크 그룹 구성 변화에 따른 GPU 기반 천 시뮬레이션의 성능 분석)

  • Choi, Young-Hwan;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
    • /
    • v.18 no.3
    • /
    • pp.29-36
    • /
    • 2017
  • In these days, 3D dynamic simulation is closely related to many industries. In the past, physically-based 3D simulation was used mainly in the car crash or construction related fields, but it also plays an important role in movies or games today. Many mathematical computations are needed to represent the 3D object realistically, but it is difficult to process a large amount of calculations for simulation of application based on CPU in real-time. Recently, with the advanced graphic hardware and improved architecture, GPU can be utilized for the general purposes of computation function as well as graphic computation. Many approaches using GPU have been applied for various research fields. In this paper, we analyze the performance variation of two cloth simulation algorithms based on GPU according to the change of execution properties of GPU shaders in oder to optimize the performance of GPU-based cloth simulation. Cloth simulation is implemented by the spring centric algorithm and node centric algorithm with GPU parallel computing using compute shader of GLSL 4.3. We compare the performance of between these algorithms according to the change of the size and dimension of work group. The experiment is repeated to 10 times during 5,000 frames for each test and experimental results are provided by averaging of FPS. The experimental result shows that the node centric algorithm is executed in higher speed than the spring centric algorithm.

The evaluation of affected visual landscape of Taereung National Training Center to Taereung and Gangneung UNESCO World Heritage (세계문화유산 태릉·강릉에 대한 태릉선수촌의 시각적 경관영향률 분석)

  • Park, Jae-Min;Hong, Youn-Soon
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.33 no.4
    • /
    • pp.65-76
    • /
    • 2015
  • The purpose of this study is to determine the evaluation of affected visual landscape of Taereung National Training Center to Taereung and Gangneung UNESCO World heritages, South Korea. For this research, it used to offer the affected visual landscape rate and 3D simulation with Sketch up 8.0. This study conducted over 4 steps. Step 1, view points are selected with literature review and interview. Step 2, with Sketch up created 3D modelling and calculated the affected rate on the landscape. Step 3 individual buildings were mapped with the affected rate. Lastly, step 4 were identified the results through field research. From this results, the visual landscape of Taereung and Gangneung that are damaged by the Taereung National Training Center did not appear higher than initially expected. The entrance area on Gangneung, however, where is affected from Oryungwan, Korea Sports Institute, Philseung Gym needs to establish a way to improve that landscape impact. In case of Taereung, it did not appear damaged due to the hiding effect of the forest. By field survey to confirm those results, it shows seasonal differences. In the case of the summer and autumn derive similar results with 3D simulation but were exposed buildings in the winter and spring. It means when the simulation based on the summer and fall operates, it may not reflect the affected landscape of certain times such as winter and spring. This study has significance as a basic research to co-exist between the traditional heritage and modern heritage.

Simulation based Target Geometry Determination Method for Extrinsic Calibration of Multiple 2D Laser Scanning System (다중 2D 레이저 스캐너 시스템의 외부 표정요소 캘리브레이션을 위한 시뮬레이션 기반 표적 배치 결정 기법)

  • Ju, Sungha;Yoon, Sanghyun;Park, Sangyoon;Heo, Joon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.36 no.6
    • /
    • pp.443-449
    • /
    • 2018
  • Acquiring indoor point cloud, using SLAM (Simultaneous Localization and Mapping) based mobile mapping system, is an element progress for development of as-build BIM (Building Information Model) for the maintenance of the building. In this research we proposed a simulation-based target geometry determination for extrinsic calibration of multiple 2D laser scanning mobile system. Four different types of calibration sites were designed: (1) circle type; (2) rectangle type; (3) double circle type; and (4) double rectangle type. Based on the measurement values obtained from each simulated calibration site geometry, least squares solution based extrinsic calibration was derived. As a result, the rectangle type geometry is most suitable for extrinsic calibration of this system. Also, correlation values between extrinsic calibration parameters were high, and calibration results were distinct according to the calibration sites.

A Study on algorithm for autonomous navigation of unmanned ground vehicle and its 3D graphical simulation (무인자동차의 안정성 기반 자율주행 알고리즘 및 3차원 그래픽 시뮬레이션 연구)

  • Cho, Young-Wan
    • Journal of IKEEE
    • /
    • v.14 no.4
    • /
    • pp.324-331
    • /
    • 2010
  • 본 논문에서는 무인자동차의 자율주행을 위한 알고리즘을 제시하고 3차원 그래픽 시뮬레이션을 통하여 안정성 기반 자율주행 알고리즘의 성능을 검증하고자 한다. 제안된 자율주행 알고리즘은 주변 인접 차량의 위치, 속도, 가속도, 주행 차로 정보를 바탕으로 자율주행 차량과의 충돌가능성 및 충돌예측시간을 계산하여 최적의 안정 주로를 선택하고 이러한 주행 차로에 대한 주행 궤적을 생성하여 추종토록 함으로써 자율주행이 이루어지도록 한다. 본 논문에서는 제안된 자율주행 알고리즘을 검증하기 위하여 3차원 그래픽 시뮬레이션 환경을 구축하였으며 다차로, 다차량 주행 환경에서 몇 가지 가상 도로 환경을 구축하여 시뮬레이션 하였고 자율주행 차량의주행 궤적을 인접 주행차량의 주행 궤적과 비교 확인함으로써 알고리즘의 타당성을 검증하였다. 시뮬레이션 결과 제시된 안정성 기반 자율주행 알고리즘은 다차로, 다차량 주행 환경에서 주변 차량과 충돌 없이 안정적인주행 성능을 보여주는 것을 확인할 수 있었다.