• Title/Summary/Keyword: Space Simulation

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쌍성에 의한 구상성단의 CMD의 변화

  • 이동환;이영욱
    • Bulletin of the Korean Space Science Society
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    • 1993.10a
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    • pp.16-16
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    • 1993
  • Revised Yale Isochrone(Green et al, 1987)과 Lee의 HB simulation data(LEE & Demarque 1990)을 이용하여 Park이 만든 CMD simulation program(Park 1983).에 쌍성을 첨가하면 CMD에 어느 정도의 영향을 나타내게 되는가를 조사하였다. MS, SGB와 RGB는 큰 변화가 없었으나, HB에서는 많은 변화를 나타내었다.

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Distributed and Real-time Integrated Simulation System on Avionics

  • Zhou, Yaoming;Liu, Yaolong;Li, Shaowei;Jia, Yuhong
    • International Journal of Aeronautical and Space Sciences
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    • v.18 no.3
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    • pp.574-578
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    • 2017
  • In order to achieve iterative design in early R&D period, a Distributed and Real-time Integrated Simulation System for avionics based on a Model-Based Systems Engineering (MBSE) method is proposed. The proposed simulation system includes driver, simulation model, monitor, flight visual model and aircraft external model.The effect of this simulation system in iterative design and system verification is testified by several use cases. The result shows that the simulation system, which can play an important role in iterative design and system verification, can reduce project costs and shorten the entire R&D period.

The test bed for teleoperated space robot (우주로봇 원격제어 테스트 베드)

  • 김동구;박종오
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.760-763
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    • 1997
  • Using telesensor programming method, we control the space robot which has two 2-DOF manipulators. To make this control system, we devide total works by elemental operation. And we make a simulation system that can simulate sensors and robot. In the simulation system, we make a sensor data and robot paths by "Teaching by showing" method. And using these data, we control the real space robot. This off-line method can solve long time delay problem in teleoperation.operation.

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A Design of Velocity Type Digital Control Systems for Space Robots Using Transpose of GJM

  • Mahiro, Oya;Graefe, Volker
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.147.3-147
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    • 2001
  • We have proposed a digital control method, where the controlled variable is a joint angular velocity, of space robot manipulators using the transpose of Generalized Jacobian Matrix. The explicit relationship between the control law and the sampling period, however, is unknown because the controller gains include the sampling period implicitly. This paper presents a novel digital control method which explicitly describes the relation between the sampling period and the controller gains. Computer simulation of a 3-DOF planar space robot manipulator is peformed. Simulation result demonstrates the effctiveness of the proposed method.

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Baseline Design and Performance Analysis of Laser Altimeter for Korean Lunar Orbiter

  • Lim, Hyung-Chul;Neumann, Gregory A.;Choi, Myeong-Hwan;Yu, Sung-Yeol;Bang, Seong-Cheol;Ka, Neung-Hyun;Park, Jong-Uk;Choi, Man-Soo;Park, Eunseo
    • Journal of Astronomy and Space Sciences
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    • v.33 no.3
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    • pp.211-219
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    • 2016
  • Korea's lunar exploration project includes the launching of an orbiter, a lander (including a rover), and an experimental orbiter (referred to as a lunar pathfinder). Laser altimeters have played an important scientific role in lunar, planetary, and asteroid exploration missions since their first use in 1971 onboard the Apollo 15 mission to the Moon. In this study, a laser altimeter was proposed as a scientific instrument for the Korean lunar orbiter, which will be launched by 2020, to study the global topography of the surface of the Moon and its gravitational field and to support other payloads such as a terrain mapping camera or spectral imager. This study presents the baseline design and performance model for the proposed laser altimeter. Additionally, the study discusses the expected performance based on numerical simulation results. The simulation results indicate that the design of system parameters satisfies performance requirements with respect to detection probability and range error even under unfavorable conditions.

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.

Quad Tree Based 2D Smoke Super-resolution with CNN (CNN을 이용한 Quad Tree 기반 2D Smoke Super-resolution)

  • Hong, Byeongsun;Park, Jihyeok;Choi, Myungjin;Kim, Changhun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.105-113
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    • 2019
  • Physically-based fluid simulation takes a lot of time for high resolution. To solve this problem, there are studies that make up the limitation of low resolution fluid simulation by using deep running. Among them, Super-resolution, which converts low-resolution simulation data to high resolution is under way. However, traditional techniques require to the entire space where there are no density data, so there are problems that are inefficient in terms of the full simulation speed and that cannot be computed with the lack of GPU memory as input resolution increases. In this paper, we propose a new method that divides and classifies 2D smoke simulation data into the space using the quad tree, one of the spatial partitioning methods, and performs Super-resolution only required space. This technique accelerates the simulation speed by computing only necessary space. It also processes the divided input data, which can solve GPU memory problems.

Simulation on Silhouette Variations According to Vacant Space Quantity between Body and Clothing -Focused on Men's Upper Body- (인체와 의복과의 공간적 감각에 따른 실루엣 변화에 관한 연구 - 남성복 상의원형을 대상으로 -)

  • Choi, Mee-Sung
    • Fashion & Textile Research Journal
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    • v.7 no.2
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    • pp.225-230
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    • 2005
  • This research was undertaken to compare basic bodice prototypes for Internet shopping customer, and to select a profitable fit vacant space quantity between clothing and body. A total one hundred of eighteen outfits (4 types of pattern ${\times}$ 9 subjects ${\times}$5 body areas) were constructed with basic bodice drafting method of Japan Bunka Women's University according to nine male body types. Fifty-two experts analysis of the different prototypes as five body area and evaluate the most appropriate ease amount and stabilization of the simulation images on the computer. The experiments with automated methods using simulation image are based on AZ program of TORAY, Japan. Data was analyzed using percentiles, frequency and $X^2$. Taken together, the present result of vacant space quantity and stability evaluation through images shows that there is a significant difference in the size variation of the chest circumference, shoulder slope and waist circumference. In case of ease amount, chest area, shoulder slope, waist area and armhole except neckline area were shown more appropriate on the basic bodice pattern without size change. In case of stabilization, the chest area, shoulder slope and armhole except waist area and neckline area was shown the best on the basic bodice pattern without size change. However the waist area was shown on the basic bodice pattern plus 2 cm, neckline was shown more appropriate on the basic bodice pattern plus 1cm.

A study on applicability of mirror reflector system in tunnel using simulation (시뮬레이션 분석을 통한 반사거울 시스템의 터널 적용성 연구)

  • Lee, Beom-Seok;Lee, Kun-Il;Jeong, In-Young
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.13 no.5
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    • pp.371-383
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    • 2011
  • It is important to secure illumination for the driver's safety because the tunnel is a space for changing brightness quickly, and lighting fixtures of the tunnel have consumed a lot of electric lighting energy for operating in both the daytime and at night. This study aims to evaluate daylighting performance of Mirror Reflector System for luminous environment improvement of tunnel space by using RADIANCE simulation program. The results of simulation show that illuminance of bar type is higher than illuminance of pole type at 20 m from the tunnel entrance.

A Study on the Application of 3D Digital Technology to Producing Cyber Fashion Gallery (3D 디지털 기술을 활용한 패션 갤러리 제작에 관한 연구)

  • Kim, Ji-Eon
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.446-460
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    • 2007
  • This study shows that digital technology is adapted practical method in fashion design process and virtual simulation and cyber fashion gallery based on virtual reality are researched. This study is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing color and texture used on 3D simulation. The results of this study are as follows: 1. This study produced Cyber Fashion Gallery in virtual space to the form of CD Rom title and web title by Macromedia Director 8.5, Macromedia Flash, Sound Forge. And it is enlarged the field of expression in aspect of Fashion Exhibition, beyond restriction of time and space. 2. Clothes modelling tools is able to easily adapt to various textiles and patterns in 3D dynamic virtual mannequin before making clothes. Digital technology is able to express image changed color and texture, especially new material, multi-finishing material and brilliant material and so on. So this study is able to develop tools for study of fashion coordination. 3. Cyber Fashion Gallery consists of gallery, story, painting, symbolism, example, image, quit. This study is enlarged the range of clothing expression by digital technology and open to possibility customized-manufacture.

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