• Title/Summary/Keyword: Virtual System

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A Quantitative Approach to the influence on the South Korean Air Transportation System in the Event of Volcanic Ash Dispersal (화산재에 따른 국내항공교통의 영향에 대한 정량화 방안)

  • LEE, Jiseon;YOON, Yoonjin
    • Journal of Korean Society of Transportation
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    • v.34 no.4
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    • pp.318-329
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    • 2016
  • There has been a growing interest on the effect of volcanic eruption on the aviation safety, air travel and economy especially after the eruption of Eyjafjallajokull in Iceland. Since volcanic eruption is influential on a large geographic region, the effect usually extends to other neighboring countries. Korea also has an active volcano named Mountain Baekdu. Hence, the need to estimate in advance the quantitative impact of the potential eruption of Mt. Baekdu on South Korean air transportation system. However, previous studies with quantitative estimation were confined to the calculation of the direct economic loss from shut down of the airports, grounding of airlines, and trade deficits caused by the eruption. Therefore, this paper introduces a new approach to assess more accurate impact simultaneously considering volcanic ash dispersal and aviation routes. This approach is then applied to a virtual scenario to predict the damage to air traffic. With further development, this method can help estimate the damage in the air transportation industry in more accurate and faster ways. Prediction outcomes can also be utilized in setting up the emergency response plan for the air transportation industry and contribute to the creation of more proactive and predictive measures in the future.

A Design of Hybrid Implementation Server System for Network Game (네트워크 게임을 위한 하이브리드 분산 서버 시스템 설계에 관한 연구)

  • 배재환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.455-459
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    • 2003
  • In the great motive power which promotes the Game of future to develop. three main factors focus on 3D Graphics, Network and Virtual Reality. the Network technique as necessary elemental technique in Next-generation on-line game is being researched largely. However, from viewing the features of on-line game, if many users meet in same server, it not only causes heavy load to the server and brings inconvenience to the users, but also increases expense to the service provider and creates a problem which is to put up server or not. A proposal is going to do hybrid distributed system a client hardly depends on server for this paper, and to be able to enjoy a network game through information alternating current between clients. depended on the existing server, and the most message processing did a design in order to achieve between clients. A design way to propose is as follows. Primarily it was done in order proposed a message grade anger process way, and to be able to manage server or a client according to importance of message, and, with the second, did a Client-Server method and a Pear-to-Pear method at the same time, and a chase did efficiency. Third is going to propose other problem solving way by message grade anger in multi-anger and a security section of a message cue.

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The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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A Review on 3D Structure Formation, Analysis and Performance Prediction Technique for All-solid-state Electrode and Battery (3차원 전고체 전극 구조체 형성, 분석 및 성능 예측 기술 동향)

  • Park, Joonam;Jin, Dahee;Kim, Dohwan;Bae, Kyung Taek;Lee, Kang Taek;Lee, Yong Min
    • Journal of the Korean Electrochemical Society
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    • v.22 no.4
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    • pp.139-147
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    • 2019
  • Lithium-ion battery (LiB) with high energy density and efficiency has been utilized for the electric vehicle (EV) and energy storage system (ESS) as well as portable devices. However, as explosion accidents have frequently happened till lately, all-solid-state lithium secondary battery (ALSB) began to get in a spotlight because it can secure a very high safety and energy density by substituting flammable organic liquid electrolyte to nonflammable inorganic solid electrolyte. In spite of ALSB's certain merits, it has shown much poorer performance of cells than one of LiB due to some challenges, which have been small or never dealt with in the LiB system. Hence, although plenty of studies made progress to solve them, an approach about design of all-solid-state electrode (ASSE) has been limited on account of difficulty of ALSB's experiments. That is why the virtual 3D structure of an all-solid-state electrode has to be built and used for the prediction of cell performance. In this study, we elucidate how to form the 3D ASSE structure and what to be needed for the simulation of characteristics on ALSB. Furthermore, the ultimate orientation of 3D modeling and simulation for the study of ALSB are briefly suggested.

Low Power TLB Supporting Multiple Page Sizes without Operation System (운영체제 도움 없이 멀티 페이지를 지원하는 저전력 TLB 구조)

  • Jung, Bo-Sung;Lee, Jung-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.12
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    • pp.1-9
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    • 2013
  • Even though the multiple pages TLB are effective in improving the performance, a conventional method with OS support cannot utilize multiple page sizes in user application. Thus, we propose a new multiple-TLB structure supporting multiple page sizes for high performance and low power consumption without any operating system support. The proposed TLB is organised as two parts of a S-TLB(Small TLB) with a small page size and a L-TLB(Large TLB) with a large page size. Both are designed as fully associative bank structures. The S-TLB stores small pages are evicted from the L-TLB, and the L-TLB stores large pages including a small page generated by the CPU. Each one bank module of S-TLB and L-TLB can be selectively accessed base on particular one and two bits of the virtual address generated from CPU, respectively. Energy savings are achieved by reducing the number of entries accessed at a time. Also, this paper proposed the simple 1-bit LRU policy to improve the performance. The proposed LRU policy can present recently referenced block by using an additional one bit of each entry on TLBs. This method can simply select a least recently used page from the L-TLB. According to the simulation results, the proposed TLB can reduce Energy * Delay by about 76%, 57%, and 6% compared with a fully associative TLB, a ARM TLB, and a Dual TLB, respectively.

A Comparison Study of New Hanbok Brand Skirt Pattern for Developing of Customizing System

  • Cha, Su-Joung;An, Myung-Sook;Heo, Seung-Yeun;Ra, Joung-Hei;Jeon, Woong-Ryul
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.183-191
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    • 2020
  • In this study, in order to obtain basic data on the development of a new hanbok skirt pattern for developing a customizing system, a new hanbok brand skirt pattern was compared and analyzed. After analyzing the patterns of six new hanbok brands, virtual simulation was performed to evaluate the appearance, clothing pressure, and airgap. As a result of analyzing the waist skirt patterns of commercial new hanbok brands A, B, C, D, E, and F, it was found that they were produced in different dimensions despite the free size skirt of the same design. The pattern of new hanbok waist skirt was composed of a flat pattern like the traditional hanbok. As a result of appearance evaluation, it was evaluated that there were significant differences between the patterns of the six brands in all the evaluation items on the front, side, and back. In the appearance evaluation, it was evaluated that the waist skirt of the B brand was excellent. As a result of examining the color distribution and airgap, it was evaluated that the airgap was large in most parts due to the characteristics of the waist skirt worn around the waist, and the garment pressure was low. In this paper, we propose a basic data for standardizing dimensions and patterns according to activation New Hanbok. It is thought that a unified pattern development based on the B brand pattern should be made.

Development of Chemical and Biological Decontamination Technology for Radioactive Liquid Wastes and Feasibility Study for Application to Liquid Waste Management System in APR1400 (액체방사성폐기물에 대한 화학적, 생물학적 제염기술 개발 및 APR1400 액체폐기물관리계통 적용을 위한 타당성 연구)

  • Son, YoungJu;Lee, Seung Yeop;Jung, JaeYeon;Kim, Chang-Lak
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.17 no.1
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    • pp.59-73
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    • 2019
  • A decontamination technology for radioactive liquid wastes was newly developed and hypothetically applied to the liquid waste management system (LWMS) of the nuclear power plant (NPP) to evaluate its decontamination efficacy for the purpose of the fundamental reduction of spent resins. The basic principle of the developed technology is to convert major radionuclide ions in the liquid wastes into inorganic crystal minerals via chemical or biological techniques. In a laboratory batch experiment, the biological method selectively removed more than 80% of cesium within 24 hours, and the chemical method removed more than 95% of cesium. Other major nuclides (Co, Ni, Fe, Cr, Mn, Eu), which are commonly present in nuclear radioactive liquid wastes, were effectively scavenged by more than 99%. We have designed a module including the new technology that could be hypothetically installed between the reverse osmosis (R/O) package and the organic ion-exchange resin in the LWMS of the APR1400 reactor. From a technical evaluation for the virtual installation, we found that more than 90% of major radionuclides in the radioactive liquid wastes were selectively removed, resulting in a large volume reduction of spent resins. This means that if the new technology is commercialized in the future, it could possibly provide drastic cost reduction and significant extension of the life of resins in the management of spent resins, consequently leading to delay the saturation time of the Wolsong repository.

Development of Simplified Immersed Boundary Method for Analysis of Movable Structures (가동물체형 구조물 해석을 위한 Simplified Immersed Boundary법의 개발)

  • Lee, Kwang-Ho;Kim, Do-Sam
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.33 no.3
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    • pp.93-100
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    • 2021
  • Since the IB (Immersed Boundary) method, which can perform coupling analysis with objects and fluids having an impermeable boundary of arbitrary shape on a fixed grid system, has been developed, the IB method in various CFD models is increasing. The representative IB methods are the directing-forcing method and the ghost cell method. The directing-forcing type method numerically satisfies the boundary condition from the fluid force calculated at the boundary surface of the structure, and the ghost-cell type method is a computational method that satisfies the boundary condition through interpolation by placing a virtual cell inside the obstacle. These IB methods have a disadvantage in that the computational algorithm is complex. In this study, the simplified immersed boundary (SIB) method enables the analysis of temporary structures on a fixed grid system and is easy to expand to three proposed dimensions. The SIB method proposed in this study is based on a one-field model for immiscible two-phase fluid that assumes that the density function of each phase moves with the center of local mass. In addition, the volume-weighted average method using the density function of the solid was applied to handle moving solid structures, and the CIP method was applied to the advection calculation to prevent numerical diffusion. To examine the analysis performance of the proposed SIB method, a numerical simulation was performed on an object falling to the free water surface. The numerical analysis result reproduced the object falling to the free water surface well.

A Study on the Underwater Channel Model based on a High-Order Finite Difference Method using GPUs (그래픽 프로세서를 이용한 고차 유한 차분식 기반 수중채널모델 연구)

  • Bae, Ho Seuk;Kim, Won-Ki;Son, Su-Uk;Ha, Wansoo
    • Journal of the Korea Society for Simulation
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    • v.30 no.1
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    • pp.11-20
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    • 2021
  • As unmanned underwater systems have recently emerged, a high-speed underwater channel modeling technique, which is one of the most important techniques in the system, has received a lot of attention. In this paper, we proposed a high-speed sound propagation model and verified the applicability through quantitative performance analyses. We used a high-order finite difference method (FDM) for wave propagation modeling in the water, and a domain decomposition method was adopted using multiple general-purpose graphics processing units (GPUs) to increase the calculation efficiency. We compared the results of the model we proposed with the analytic solution in the half-infinite media and results of the Virtual Timeseries Experiment (VirTEX) model, which is based on the ray method. Finally, we analyzed the performance of the model quantitatively using numerical examples. Through quantitative analyses of the improvement in computational performance, we confirmed that the computational speed increases linearly as the number of GPUs increases. The computation times are increased by 2 times and 8 times, respectively, when the domain size of computation and the maximum frequency are doubled. We expect that the proposed high-speed underwater channel modeling technique is able to contribute to the enhancement of national defense as an underwater communication channel model and analysis tool to develop the underwater communication technique for the unmanned underwater system.