• 제목/요약/키워드: Communication Engine

검색결과 536건 처리시간 0.026초

CAN의 분산 선행대기 열 기법을 이용한 선박 엔진 모니터링 시스템 (Marine Engine State Monitoring System using DPQ in CAN Network)

  • 이현;이준석;이장명
    • 제어로봇시스템학회논문지
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    • 제18권1호
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    • pp.13-20
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    • 2012
  • This paper proposes a marine engine state monitoring system using a DPQ (Distributed Precedence Queue) mechanism which collects the state of bearings, temperature and pressure of engine through the CAN network. The CAN is developed by Bosch Corp. in the early 1980' for automobile network. The data from various sensors attached in the marine engine are converted to digital by the analog to digital converter and formatted to fit the CAN protocol at the CAN module. All the CAN modules are connected to the SPU (Signal Processing Unit) module for the efficient communication and processing. This design reduces the cost for wiring and improves the data transmission reliability by recognizing the sensor errors and data transmission errors. The DPQ mechanism is newly developed for the performance improvement of the marine engine system, which is demonstrated through the experiments.

Cocos2d 엔진을 사용한 아이팟 게임의 개발 (Development of iPod Game Using Cocos2d Engine)

  • 김종운;주복규
    • 한국인터넷방송통신학회논문지
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    • 제10권2호
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    • pp.31-38
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    • 2010
  • 아이폰과 앱 스토어의 성공으로 전 세계의 개발자들은 애플의 시장에 뛰어 들었고, 국내 주요 모바일 기업들은 앱 스토어와 같은 오픈 마켓을 앞 다투어 개설하기에 이르렀다. 이런 환경에서 우리는 아이팟 용 애플리케이션을 상용으로 개발하기로 하였다. 이 논문은 Cocos2d 엔진을 사용하여 개발한 아이팟 용 게임 '헥사 삼국지' 개발에 대하여 기술하였다.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Study of Script Conversion for Data Extraction of Constrained Objects

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권3호
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    • pp.155-160
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    • 2022
  • In recent years, Unreal Engine has been increasingly included in the animation process produced in the studio. In this case, there will be more than one of main software, and it is very important to accurately transfer data between the software and Unreal Engine. In animation data, not only the animation data of the character but also the animation data of objects interacting with the character must be individually produced and transferred. Most of the objects that interact with the character have a condition of constraints with the part of character. In this paper, I tried to stipulate the production process for extracting animation data of constrained objects, and to analyze why users experience difficulties due to the complexity of the regulations in the process of executing them. And based on the flowchart prescribed for user convenience, I created a program using a Python script to prove the user's convenience. Finally, by comparing the results generated according to the manual flowchart with the results generated through the script command, it was found that the data were consistent.

가스터빈엔진 최적 제어시스템 구현을 위한 엔진 시뮬레이터 개발 (Development of an Engine Simulator for Optimal Control System Implementation of a Gas Turbine Engine)

  • 차영범;구본민;송도호;최중경
    • 한국정보통신학회논문지
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    • 제11권1호
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    • pp.75-82
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    • 2007
  • 선진국에서는 가스터빈엔진을 개발하여 항공기, 대형선박, 유도무기용으로 많이 사용한다. 국내에서도 엔진부품 생산단계를 넘어 소형 가스터빈엔진을 개발하고 있으나, 가스터빈엔진에서 가장 중요한 핵심기술인 엔진제어 관련기술은 선진국에서 기술이전을 기피하고 있다. 본 논문은 가스터빈엔진 시뮬레이터 개발에 대한 연구이다. 논문에서 제시하는 시뮬레이터는 가스터빈엔진의 성능데이터를 기반으로 한 엔진 수학적 모델을 통하여 엔진 시뮬레이터를 개발함으로서 가스터빈엔진 제어알고리즘 개발을 쉽게 할 수 있도록 하고, 엔진제어기 의 기능도 검증 할 수 있도록 한다. 본 시뮬레이터에는 엔진센서 신호변환 보드를 설계하여 시뮬레이션 할 때 엔진모델 센서신호가 실제 센서와 같은 신호가 생성되도록 하였다. 가스터빈엔진에 대한 실제 엔진시험 결과와 시뮬레이션 결과를 비교하여 시뮬레이터의 성능을 입증하였다.

무선 이동 통신 기기용 휴먼인터페이스 소프트웨어 (Human Interface Software for Wireless and Mobile Devices)

  • 김세호;이찬근
    • 한국정보과학회논문지:정보통신
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    • 제37권1호
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    • pp.57-65
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    • 2010
  • 최근 카메라가 장착된 이동통신기기 환경에서 사용자로부터 정보의 입력을 위한 문자 인식 기술이 많이 요구되고 있다. 일반적으로 임베디드 환경에서 개발된 광학 문자 인식기(Optical Character Recognizer) 모듈은 특정 플랫폼에 대한 의존성 때문에 재사용하기 어렵다. 본 논문은 다양한 이동통신기기 환경에 쉽게 적용될 수 있는 광학 문자 인식기를 위한 소프트웨어 아키텍처를 제안한다. 제안된 아키텍처는 플랫폼 의존 지원계층, 인터페이스 계층, 엔진 지원계층 그리고 엔진 계층으로 나뉜다. 엔진 지원 계층에서는 다양한 하드웨어 엔디안 정책에 대응하기 위해 플러그인 데이터 구조를 지원한다. 제안된 아키텍쳐의 실제적인 적용을 통해 제안된 방법의 실효성을 보인다.

열전도성 플라스틱을 이용한 21 W급 LED Light Engine의 방열설계 (Thermal Design of 21 W LED Light Engine Using Thermal Conductive Plastic)

  • 최원호;최두호;이진열;박대희
    • 한국전기전자재료학회논문지
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    • 제28권3호
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    • pp.208-212
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    • 2015
  • This study will design the structural optimization of 21 W LED heat sink using the thermal conductive plastic materials. The thermal conductive plastic heat sink is inferior to aluminum heat sinks in thermal properties. This study will solve this problem using formability of thermal conductive plastic heat sink. A heat sink was optimized in terms of the number, and the thickness of fins and the base thickness of the heat sink, using the Heatsinkdesigner software. Also by using SolidWorks Flow simulation and thermal analysis software, the thermal characteristics of the heat sink were analyzed. As the result, the optimized heat sink has 17 fins, which are 1.5 mm thick and a 3.7 mm-thick base. The highest and the lowest temperature were $51.65^{\circ}C$ and $46.24^{\circ}C$ respectively. Based on these results, The thermal conductive plastic heat sink is considered possible to overcome heating problem when designing in complex structure.

21 W LED 엔진을 이용한 150 W급 가로등의 최적설계 (150 W LED Streetlight Optimal Design Using 21 W LED Engine)

  • 신왕수;이승민;김범수;박대희
    • 한국전기전자재료학회논문지
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    • 제29권1호
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    • pp.62-67
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    • 2016
  • In this paper, the IES file was measured by applying a secondary optical lens to a 21 W LED engine, and the lighting calculation software RELUX was used to perform simulations with the data file of this measurement. For two-lane (two way) concrete paved roads, six LED engine are applied to each streetlight and simulation results show that Uo (uniformity) 0.56, UI (longitudinal uniformity) 0.86 and TI (threshold iIncrement) 9% which satisfies the required standards. RELUX was also used to LED streetlights by designing them in three dimensions, that is ${\pm}25%$ of the arm length of 2.8 m standardized by the road lighting standards of the Korea Expressway Corporation. Comparative analysis was carried out on adjustments were made in increments of 0.1 m that Uo, UI, and TI values in the range of arm lengths from 2.1 m~3.5 m. For the arm length range of 2.1 m~2.4 m, Uo was high, whereas UI was low. Therefore, we present the optimal light distribution values designed for an arm length of 2.5 m.

Realistic Visualization of Car Configurator Based On Unreal Engine 4(UE4)

  • Zhong, Yiming;Yun, Tae Soo;Lee, Byung Chun
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권1호
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    • pp.105-115
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    • 2022
  • The platform for displaying cars has been changing with the times. From the popularity of paper media to the rise of computer graphics, the improvement of technology has brought more space and possibilities to the automotive industry. Yiming Zhong proposed the workflow of car configurator through Unreal Engine 4 to implement the basic functions of configuration in 2021, according to Yiming Zhong's final presentation, there is still room to improve the realism of graphics and functionality of the car configurator. Therefore, in this paper we propose to upgrade the car shaders and lighting environments according to the real-world physics and add multi-scenes switching function to car configurator. However the multi-scenes switching function also brings a large amount of data, which leads to the problem of display lag. At the end of the paper, we use the level of details(LOD) process to reduce the amount of data for real-time computing in Unreal Engine 4 and the increase of frames per second(FPS) values verifies the feasibility of our optimization solution.

A study on Optimizing Mobile 3D Game Engine using JSR-184

  • Cho, Jong-Keun;Lee, Shin-Jun;Choo, Moon-Won
    • International Journal of Contents
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    • 제3권4호
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    • pp.8-14
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    • 2007
  • This study focuses on modeling mobile 3D game engine and suggesting modified skinned-mesh schema based on JSR-184 in order to improve the performance in terms of memory consumption and time complexity. Most of the 3D games have used OpenGL-ES low-level APls, which may limit portability and fast developing time. Hence, the 3D mobile game engine providing high-level APls which works on GSM (Global System for Mobile Communication) phones on J2ME, is proposed here in order to optimize the performance for Java environment abiding JSR-184 standard. To prove performance enhancement, skinned-mesh schema on JSR-184 engine is modified and tested. The experimental results are shown.