• Title/Summary/Keyword: Simulation design

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

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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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.

A Study for Design Optimization of an Automated Distribution Center using the Simulation and Metamodel (시뮬레이션과 메타모델을 이용한 자동물류센터 설계 최적화)

  • Kang, Jeong-Yun;Lee, Hong-Chul;Um, In-Sup
    • Journal of the Korea Society for Simulation
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    • v.15 no.3
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    • pp.103-114
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    • 2006
  • Now distribution centers include an ASRS (Automated Storage and Retrieving System) and automated transfer systems such as conveyors and AGV (Automated Guided Vehicle). These automated distribution centers have lots of parameters to be considered fur operating performance. The general basic parameters in the distribution centers are specifications of storage equipment, system operating rules, configuration of storage area and unit load features. In this paper, an approach using simulation and metamodeling with response Surface method to optimize the design parameters of an automated distribution center model is presented. The simulation based metamodel will constitute an efficient approximation of the system function, and the approximate function will be used to design rapid optimal parameters of the distribution center model. This paper provides a comprehensive framework for economical material flow system design using the simulation and metamodeling.

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Modeling and Simulation of HMI Behaviors of 3D Virtual Products using XML (XML을 이용한 3D 가상 제품의 HMI 행동양태 모델링과 시뮬레이션 방안)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • In the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the visualization and interaction of the products, and the simulation of their human machine interaction (HMI) behaviors in interactive 3D virtual environments. Especially, for the HMI behavior simulation, it is necessary to represent them properly and to play them back effectively according to user interaction in the virtual environments. In a conventional approach to HMI behavior simulation, user interface (UI) designers use UI design software tools to generate the HMI behavior of a digital product of interest. Due to lack of reusability of the HMI behavior, VP developers need to analyze and integrate it into a VP system for its simulation in a 3D virtual environment. As this approach hinders the effective communication between the UI designers and the VP developers, it is easy to create errors and thereby it takes significant time and effort especially when it is required to represent the HMI behavior to the finest level of detail. In order to overcome the shortcomings of the conventional approach, we propose an approach for representing the HMI behavior of a digital product using XML (eXtensible Markup Language) and for reusing it to perform the HMI behavior simulation in 3D virtual environments. Based on the approach, a VP system has been developed and applied for the design evaluation of various products. A case study about the design evaluation is given to show the usefulness of the proposed approach.

Optimal Design and Development of a Rice Mill Pilot Plant by Computer Simulation (II) -Development and Performance Evaluation of a Rice Mill Pilot Plant- (컴퓨터 시뮬레이션에 의한 미곡 도정공장의 적정설계 및 개발(II) -미곡 도정시스템의 개발 및 성능평가-)

  • 정종훈;김보곤;최영수
    • Journal of Biosystems Engineering
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    • v.20 no.3
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    • pp.262-274
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    • 1995
  • A rice mill pilot plant was designed and developed in the basis of the simulation results on the mill plants. The performance of the developed rice mill plant was evaluated, and the simulation model on the mill system was validated with the experimental data in the mill plant. The results of this study were as followings : 1. A rice mill pilot plant with the capacity of 0.5 t/h was designed and developed. 2. The hulled ratio of the mill plant was 87.3%, and the milled rice recovery and the head rice recovery of the cleaned rice were 74% and 87% , respectively. The degree of milling of the cleaned rice was 10.6% with a high polish. The intensity of the cleaned rice appeared high compared with that of the milled rice in the analysis of whiteness test using an image processing system. 3. The bottleneck, processing time, and production amount of the developed mill system almost coincided with those of the simulation of the rice mill plant. The developed simulation model of the rice mill plant was proven to be applicable to the design of a rice mill plant through experiments.

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Simulation Based Production Using 3-D CAD in Shipbuilding

  • Okumoto, Yasuhisa;Hiyoku, Kentaro;Uesugi, Noritaka
    • International Journal of CAD/CAM
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    • v.6 no.1
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    • pp.3-8
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    • 2006
  • The application of three-dimensional (3-D) CAD has been popularized for design and production and digital manufacturing has been spreading in many industrial fields. By simulation of the production process using 3-D digital models, which are the core of CIM (Computer Integrated Manufacturing) system, the efficiency and safety of production are improved at each stage of work, and optimization of manufacturing can be achieved. This paper firstly describes the concept of "simulation based production" in shipbuilding and also digital manufacturing; the 3-D CAD system is indispensable for effective simulation because ship structure is three dimensionally complex. By simulation, "computer optimized manufacturing" can be possible. The most effective fields of simulation in shipbuilding are in jobs where many parties have to cooperate, while existing two-dimensional drawings are hardly observed the whole structures due to interference between structures or equipment of complex shape. In this paper some examples of the successful application in IHIMU (IHI Marine United Inc.) are shown: assembly of a pipe unit, erection of a complex hull block, carriage of equipment, installation of a propeller, and access in an engine room.

A Case Study on the Verification of the Initial Layout of Engine Block Machining Line Using Simulation (엔진블럭 가공라인 초기설계안 검증을 위한 시뮬레이션 사례연구)

  • 문덕희;성재헌;조현일
    • Journal of the Korea Society for Simulation
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    • v.12 no.3
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    • pp.41-53
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    • 2003
  • The major components of an engine are engine block (or cylinder block), cylinder head, crank shaft, connecting rod and cam shaft. Thus the engine shop usually consists of six sub-lines, five machining lines and one assembly line. Flow line is the typical concept of layout for machining these parts, especially for engine block. In order to design an engine block machining line, several factors should be considered such as yearly production target, working hours, machines, tools, material handling equipments and so on. If the designers of manufacturing line were unaware of some factors those would be influenced on the system performance, it would make greater problems in the phase of mass production. Therefore the initial design of engine block machining line should be verified carefully. Simulation is the most powerful tool for analyzing the initial layout. This paper introduces the major factors those should be considered for designing the machining line and their effects on the system performance. 3D simulation models are developed with QUEST. Using the simulation model developed the initial layout is analyzed, and we suggest some ideas for improvement.

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A Study of Efficient Method of 3D JIG Kinematic Modeling for Automobile Process Simulation (자동차 공정 시뮬레이션의 3D 지그 키네마틱 정보 모델링을 위한 효율적 방법 연구)

  • Ko, Min-Suk;Kwak, Jong-Geun;Jo, Hee-Won;Park, Chang-Mok;Wang, Gi-Nam;Park, Sang-Cheul
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.6
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    • pp.415-423
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    • 2009
  • Because of the fast changing car design and increasing facilities, manufacturing process of cars is getting more complex now a days. Particularly, car manufacturing system that consist of automated devices, applies various simulation techniques to validate device motion and detect collision. To cope with this problem, traditional manufacturing system deployed test-run with the real devices. However, increased computing power in a contemporary manufacturing system changes it into realistic 3D simulation environment. Similarly, managed device data that was generated using 2D traditionally, can be converted to 3D realistic simulation. The existing problem with 3D simulation is disjoint data interaction between different work stations. Consequently, JIGs, fixing the car part accurately, are changed according to fixing position on the part or a part shape properties. In practice, the 3D JIG data has to be managed according to kinematic information, but not of its features. However, generating kinematic information to the 3D model repeatedly according to frequent change in part is not explained in current literatures. To fill this knowledge gap, this paper suggests an improving method of rendering 3D JIG kinematics information to simulation model. Thereafter, it shows the result of implementation.

Design & Implementation of Receiver RF Block for PCS Mobile Station (PCS 단말기의 수신단 고주파부 설계 및 구현)

  • 안상면;양운근
    • Proceedings of the IEEK Conference
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    • 2000.06a
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    • pp.65-68
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    • 2000
  • In this paper, design parameters are investigated and design procedure is established for PCS mobile station, especially for receiver RF block. And simulation environment to analyze parameters of the receiver RF block to determine whether it satisfies the receiver standard, IS-98C, is calculated. Design parameters are simulated and optimized. With simulated results, PCS mobile station is implemented and tested. Measured results show good agreement with simulation Design procedure can be used to get optimum characteristics for each of receiver block. By using optimum characteristics, mobile station can be designed more efficiently.

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Submarine Diving Simulation Using a DEVS-HLA Interface based on the Combined Discrete Event and Discrete Time Simulation Model Architecture (이산 사건/이산 시간 혼합형 시뮬레이션 모델 구조 기반 DEVS-HLA 인터페이스를 이용한 잠수함의 잠항 시뮬레이션)

  • Cha, Ju-Hwan;Ha, Sol;Roh, Myung-Il;Lee, Kyu-Yeul
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.4
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    • pp.279-288
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    • 2010
  • In this paper, a DEVS(Discrete EVent Systems Specification)-HLA(High Level Architecture) interface was developed in order to perform the simulation using the combined discrete event and discrete time simulation model architecture in a distributed environment. The developed interface connects the combined simulation model with the HLA/RTI(Run-Time Infrastructure) which is an international standard middleware for distributed simulation. The interface consists of an interface model, a model interpreter, and a distributed environment interpreter. The interface model was defined by using the combined simulation architecture in order to easily connect the existing combined simulation model without modification with the HLA/RTI. The model interpreter takes charge of data transmission between the interface model and the combined simulation model. The distributed environment interpreter takes charge of data transmission between the interface model and the HLA/RTI. To evaluate the applicability of the developed interface, it was applied to the diving simulation of a submarine in a distributed environment. The result shows that a simulation result in a distributed environment using the interface is the same to the result in a single computing environment.