• Title/Summary/Keyword: modified virtual model

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The New Calculation Model of Film Thickness to Evaluat Asphalt Mixtures (아스팔트혼합물을 평가하기 위한 유효아스팔트 함량의 새로운 계산 모델)

  • Kim, Sung-Ho;Kim, Boo-Il
    • International Journal of Highway Engineering
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    • v.9 no.1 s.31
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    • pp.57-67
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    • 2007
  • Many researches have recently discussed about the film thickness as a good substitute or supplement for VMA or other volumetric criteria in the design procedure. Some researchers have not only proposed the specific number for the recommended film thickness, but also introduced the new calculation procedures or concepts. Each model (index model and the virtual model) has its own advantages and disadvantages in terms of the ability to account for the volumetric properties of the mixture. In this paper, the modified virtual model was proposed to combine advantages from both models. However, it cannot be disregarded the way to determine the appropriate particle shape factors for different sources and sizes of aggregates. In order to evaluate the different calculation methods, mixtures with two aggregate sources and eight gradations were designed based on the dominant aggregate size range (DASR) porosity concept. Superpave indirect tensile test (IDT) and asphalt pavement analyzer (AEA) test were used to describe the performance of mixtures. Test results indicated that the virtual model, which is the same to the modified virtual model for sphere 1:1 case, is better than the conventional standard model to define the range of the film thickness to have better performance of asphalt mixtures.

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A Virtual Makeup Program Using Facial Feature Area Extraction Based on Active Shape Model and Modified Alpha Blending (ASM 기반의 얼굴 특징 영역 추출 및 변형된 알파 블렌딩을 이용한 가상 메이크업 프로그램)

  • Koo, Ja-Myoung;Cho, Tai-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.8
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    • pp.1827-1835
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    • 2010
  • In this paper, facial feature areas in user picture are created by facial feature points extracted by ASM(Active Shape Model). In a existing virtual make-up application, users manually select a few features that are exactly. Users are uncomfortable with this method. We propose a virtual makeup application using ASM that does not require user input. In order to express a natural makeup, the modified alpha blendings for each cosmetic are used to blend skin color with cosmetic color. The Virtual makeup application was implemented to apply Foundation, Blush, Lip Stick, Lip Liner, Eye Pencil, Eye Liner and Eye Shadow.

Development of an Efficient Force Reflection Algorithm for a Virtual Environment (가상환경을 위한 효율적인 힘방향 알고리즘의 개발)

  • 권혁조;김기호;오재윤
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.11a
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    • pp.60-63
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    • 2000
  • In this study, efficient force reflection algorithm is developed for the Haptic Display by using a proxy concept and friction model. When there are not any contacted obstacles the proxy is following human operator's command trajectory in the 3D virtual space. But when the operator's command trajectory is locating inside of the object, the proxy is constrained by the surface of the object. Here only with the information of the proxy position and operator's command trajectory at every time step, we can calculate the reflection force and its orientation. To display the friction force between two virtual stiff material which are sliding against each other, modified Karnopp's friction model is used. In the friction model, a damping term and a Stribeck effect term are included to display the relative velocity effect and stick-slip effect at the very low relative velocity region respectively.

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The prediction of maximum wave height for virtual tsunami in the eastern coast of the Korea (가상 지진해일에 의한 동해안에서의 피해 예측)

  • Sim, Ju-Yeol;Choi, Moon-Kyu;Cho, Yong-Sik
    • 한국방재학회:학술대회논문집
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    • 2008.02a
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    • pp.229-232
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    • 2008
  • The Central East Sea Tsunami caused huge damage to the eastern coast of the Korean Peninsula, eapecially Imwon port was damaged relatively strongly beacause of water depth variation which makes the wave concentration on this port. there are many virtual tsunami in east sea which has a possibility of happening. So, it is very important to expect the region which may be damaged by vritual tsunmis. In this study, modified dispersion-correction terms are used. The modified scheme has the advantage of using the constant spatial grid size and time step size even in real topography. Dynamic linking technique and staggered grid system are used. Using this model some cases of virtual tsunami was simulated and check the region which is occured maximum wave heights on the eastern sea of the Korean peninsula.

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Application of Virtual SEA for the Prediction of Acoustic Performance of Cockpit (칵핏 흡차음 성능 예측을 위한 Virtual SEA 의 활용)

  • Jeong, Won-Tae;Ko, Chang-Sung;Park, Hyung-Hwan
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.11a
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    • pp.903-912
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    • 2007
  • One of the crucial factors which determine the quality and the accuracy of SEA model is how subsystems are defined. Experimental SEA technique had been a unique way to divide entire systems accurately for mid-frequency range, until FEA based virtual FRF response technique, virtual SEA method presented. Virtaul SEA has been developed for predictive SEA tool in early design process. In this study, Modal analysis results from modified crash FE model is used for Statistical transfer matrix. Observation nodes on the cockpit are grouped by attractive substructuring method based on point to point transfer and correlation matrix. Complex cockpit structure is divided into subsystems by automatic substructuring. Comparison with experimental SEA results validates the application of Virtual SEA to cockpit.

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A study on the 2-DOF haptic device design and virtual environment modelling (2자유도 헵틱디바이스 설계 및 가상환경 모델링 기법에 관한 연구)

  • Sung, Ha-Gyung;Bom, Jin-Hwan;Lee, Sung-Ho
    • Proceedings of the KIEE Conference
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    • 2002.07d
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    • pp.2510-2512
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    • 2002
  • In this paper, we investigated 2-DOF haptic device and the method of virtual environment modeling for virtual reality. We designed an modified five bar link system to improve the performance. The haptic control system is composed of calculating kinematics and statics, controlling actuator, and describing the virtual environment. Using this system, we realized the virtual spring model and the freely falling ball model.

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THE EFFECT OF NUMBER OF VIRTUAL CHANNELS ON NOC EDP

  • Senejani, Mahdieh Nadi;Ghadiry, Mahdiar Hossein;Dermany, Mohamad Khalily
    • Journal of applied mathematics & informatics
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    • v.28 no.1_2
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    • pp.539-551
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    • 2010
  • Low scalability and power efficiency of the shared bus in SoCs is a motivation to use on chip networks instead of traditional buses. In this paper we have modified the Orion power model to reach an analytical model to estimate the average message energy in K-Ary n-Cubes with focus on the number of virtual channels. Afterward by using the power model and also the performance model proposed in [11] the effect of number of virtual channels on Energy-Delay product have been analyzed. In addition a cycle accurate power and performance simulator have been implemented in VHDL to verify the results.

A Comparison of the Fuzzy Display Methods for a Surface Deformation

  • Park, Min-Kee
    • Journal of IKEEE
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    • v.17 no.2
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    • pp.151-158
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    • 2013
  • There are several kind of surface deformation display methods using the fuzzy model. In this paper, we describe three fuzzy display methods for a surface deformation and perform a comparative analysis between the modified fuzzy display method and some conventional fuzzy display methods. In each method, the analysis will be performed through computer simulation in order to show the performance of each algorithm. The results show that the modified method have improved the realism and can be used better than the conventional methods in practical applications.

A study on the actual precision shooting training based on virtual reality (가상현실 기반 실전적 정밀사격훈련 구현 연구)

  • Lee, Byounghwak;Kim, Jonghwan;Shin, Kyuyoung;Kim, Dongwook;Lee, Wonwoo;Kim, Namhyuk
    • Convergence Security Journal
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    • v.18 no.4
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    • pp.62-71
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    • 2018
  • The rapid growth of virtual reality technology in the era of the 4th Industrial Revolution has accelerated scientification of combat training systems in addition to ICT(information and communications technology) in military field. Recently, research and development of simulators based on virtual reality have been actively conducted in order to solve sensitive issues such as increase of civil complaints due to the noise of a shooting range, prevention of shooting accident, and reduction of training cost. In this paper, we propose two key solutions: spatial synchronization method and modified point mass trajectory model with small angle approximation to overcome technical limitations of a current training simulator. A trainee who wears a haptic vest in a mixed reality environment built in MARS(medium-range assault rifle shooting simulator) is able to conduct not only precision shooting but also two-way engagement with virtual opponents. It is possible for trainee to receive more reliable evaluations in the MARS than an existing rifle simulator based on laser.

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Design of Virtual Machine for Vertex Shader (정점 셰이더의 가상 기계 구현)

  • Ha, Chang-Soo;Kim, Ju-Hong;Choi, Byeong-Yoon
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1003-1006
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    • 2005
  • Vertex shader of GPU in personal computer is advanced in functions as to be half of traditional fixed T&L functions. And, capacity of memory for saving resources to process instructions is unlimited. GPU that can be programmed by programmer is needed for mobile system as well as personal computer. In this paper, we implement software virtual machine for vertex shader using C++ Language. Our goal is designing hardware GPU that can apply to mobile system. The virtual machine consists of nVidia GPU instructions. Input Data to virtual machine is generated by Microsoft fxc compiler. That is to say, Input Data is compiled shader program written in HLSL, Cg, or ASM. The virtual machine will be a reference model for designing hardware GPU and can be used for Testbed to test added or modified instruction.

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