• Title/Summary/Keyword: Velocity-based training

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A Study on the Maneuverabilities of the Training ship M.S. A-RA (실습선 아라호(M.S. A-RA)의 조종성능에 관한 연구)

  • 안영화;박명호;최환문;정용진
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.37 no.4
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    • pp.275-284
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    • 2001
  • The for this study, turning circle tests and maneuvering indices were conducted to study and evaluate the maneuverabilities of the fishery training ship M.S. A-RA(G/T : 990tons). The results obtained were summarized as follows : 1. The advances of the starboard and port of the turning circle were measured based on the dumb card test method were 198m, 192m, the size of tactical diameters of them were 194m, 188m, respectively. 2. The advances at the starboard and port of the turning circles were measured according to the DGPS positioning obtained 196m, 194m, the size of tactical diameters of them were 194m, 190m, respectively. 3. The results were compared which came from the sizes of turning circle measured up with the dumb card test method during the trial test and from the size of turning circle measured according to the DGPS positioning. The advance of the turning circle measured at the time of the starboard turning according to the DGPS positioning was 1m longer than that of the trial test. And it was 21m shorter at the time of the port turning. 4. The rudder was steered at $35^{\circ}$ of rudder angle each starboard and port while the ship M.S. A-RA was advancing at full speed of 13 k't. The velocity of the ship was reduced to 7.8 k't at $180^{\circ}$ of turning angle and 6.0 k't at $360^{\circ}$ of turning angle and mean values of turning angular velocity of the port and starboard were $2.4^{\circ}$/sec and $2.3^{\circ}$/sec, respectively. 5. The Z test at each $10^{\circ}$, $20^{\circ}$, and $30^{\circ}$ of rudder angle was carried out to have the maneuvering indices K and T measured. K for the each rudder angle were 1.24, 1.45, and 1.65 while T for the each rudder angle were 0.33, 0.20, and 0.14. That is, K at the Z test at $30^{\circ}$ was greater than at the Z test of $10^{\circ}$ and $20^{\circ}$ while T at the $30^{\circ}$ Z test was less than at the Z test of $10^{\circ}$ and 20.

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An Algorithm for Submarine Passive Sonar Simulator (잠수함 수동소나 시뮬레이터 알고리즘)

  • Jung, Young-Cheol;Kim, Byoung-Uk;An, Sang-Kyum;Seong, Woo-Jae;Lee, Keun-Hwa;Hahn, Joo-Young
    • The Journal of the Acoustical Society of Korea
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    • v.32 no.6
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    • pp.472-483
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    • 2013
  • Actual maritime exercise for improving the capability of submarine sonar operator leads to a lot of cost and constraints. Sonar simulator maximizes the capability of sonar operator and training effect by solving these problems and simulating a realistic battlefield environment. In this study, a passive sonar simulator algorithm is suggested, where the simulator is divided into three modules: maneuvering module, noise source module, and sound propagation module. Maneuvering module is implemented in three-dimensional coordinate system and time interval is set as the rate of vessel changing course. Noise source module consists of target noise, ocean ambient noise, and self noise. Target noise is divided into modulated/unmodulated and narrowband/broadband signals as their frequency characteristics, and they are applied to ship radiated noise level depending on the vessel tonnage and velocity. Ocean ambient noise is simulated depending on the wind noise considering the waveguide effect and other ambient noise. Self noise is also simulated for flow noise and insertion loss of sonar-dome. The sound propagation module is based on ray propagation, where summation of amplitude, phase, and time delay for each eigen-ray is multiplied by target noise in the frequency domain. Finally, simulated results based on various scenarios are in good agreement with generated noise in the real ocean.

The Effect of Exercise Intensity on Muscle Activity and Kinematic Variables of the Lower Extremity during Squat

  • Jung, Jae-Hu;Chae, Woen-Sik
    • Korean Journal of Applied Biomechanics
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    • v.27 no.3
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    • pp.197-203
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    • 2017
  • Objective: The purpose of this study was to determine how exercise intensity affects muscle activity and kinematic variables during squat. Method: Fifteen trainers with >5 years of experience were recruited. For the electromyography (EMG) measurements, four surface electrodes were attached to both sides of the lower extremity to monitor the rectus femoris (RF) and biceps femoris. Three digital camcorders were used to obtain three-dimensional kinematics of the body. Each subject performed a squat in different conditions (40% one-repetition maximum [40%1RM], 60%1RM, and 80%1RM). For each trial being analyzed, three critical instants and two phases were identified from the video recording. For each dependent variable, one-way analysis of variance with repeated measures was used to determine whether there were significant differences among the three different conditions (p<.05). When a significant difference was found, post hoc analyses were performed using the contrast procedure. Results: The results showed that the average integrated EMG values of the RF were significantly greater in 80%1RM than in 40%1RM during the extension phase. The temporal parameter was significantly longer in 80%1RM than in 40%1RM and 60%1RM during the extension phase. The joint angle of the knee was significantly greater in 80%1RM than in 40%1RM at flexion. The range of motion of the knee was significantly less in 80%1RM than in 40%1RM and 60%1RM during the flexion phase and the extension phase. The angular velocity was significantly less in 80%1RM than in 40%1RM and 60%1RM during the extension phase. Conclusion: Generally, the increase of muscle strength decreases the pace of motion based on the relation between the strength and speed of muscle. In this study, we also found that the increase of exercise intensity may contribute to the increase of the muscle activity of the RF and the running time in the extension phase during squat motion. We observed that increased exercise intensity may hinder the regulation of the range of motion and joint angle. It is suitable to perform consistent movements while controlling the proper range of motion to maximize the benefit of resistance training.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

Biomechanical Comparison of Good and Bad Performances within Individual in Maximum Vertical Jump (최대 수직 점프시 개인내 우수 수행과 비우수 수행의 역학적 비교)

  • Kim, Yong-Woon;Kim, Yong-Jae
    • Korean Journal of Applied Biomechanics
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    • v.19 no.3
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    • pp.489-497
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    • 2009
  • The purpose of this study was to find differences of jumping performances within individual and to identify the influencing factors in these differences. 20 male subjects performed 6 maximal vertical jumps. The best(GP) & worst(BP) performance of each subject based on their jump height were compared in further analysis. There was a significant difference of approx. 10% in the jump height between GP and BP, which resulted from height of COM and vertical velocity at the instant of take-off. We could observe a significantly higher ankle moment in the GB more than the BP but no significant differences for the knee and hip joint. Also the maximum power of ankle joints in the GP were significantly higher than that in the BP. According to the results, the mechanical output of knee and hip joint are not as influential as that of ankle joint for difference of performance within individual. In conclusion, the results showed that mechanical output of the ankle joint could be more influential factors on the performances within individual although the knee and hip joint play an important role in the vertical jump. We therefore propose that more emphasis should be placed on the potentiation of the ankle joint for the training of the maximum vertical jump.