• Title/Summary/Keyword: Realtime Simulation

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The Overview of a Digital Power System Simulator for Large Power System Analysis

  • Kim, Tae-Kyun;Kim, Yong-Hak;Shin, Jeong-Hoon;Choo, Jin-Boo
    • KIEE International Transactions on Power Engineering
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    • v.3A no.2
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    • pp.93-99
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    • 2003
  • This paper deals with the development and testing of a large-scale, realtime digital power system simulator for the Korean Electric Power Corporation. The KEPS Simulation Center is located at KEPCO's research center (KEPRI) in Taejon, South Korea and has been operated since September 2001. The KEPS Simulation Center includes a wide range of off line power system simulation and analysis tools, as well as an advanced realtime digital simulator for the study of large scale AC and DC system performance. Because the application scope of the KEPS realtime simulator is broad and because the network models being considered are significantly larger and more complex than in traditional realtime simulator applications, many developments and tests have been required during the course of the project. In this paper, the authors describe some of these developments and present results from various benchmark tests that have been performed.

A Systematic Construction Process of 3D Database for Realtime Virtual Simulation of Transportation Equipments (수송장비의 실시간 가상 시뮬레이션을 위한 3차원 데이터베이스의 체계적인 구축 프로세스)

  • Kim, Bo-Hyun
    • IE interfaces
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    • v.16 no.2
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    • pp.258-267
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    • 2003
  • Recently, virtual reality technologies have been rapidly developed and realtime virtual simulation methods have been extensively employed for several application areas such as game, sports, manufacturing, military, and so on. A 3D database in realtime virtual simulation plays a key role because it makes users feel reality in virtual space. In a application view of 3D database, a systematic construction approach is required to reduce its construction time and increase its quality. However, many researches have been mostly focused on realtime graphic issues and its key technologies. In virtual simulation of transportation equipments, this paper proposes a systematic construction process of 3D database consisting of four stages as follows: 1) determine the activity space of a equipment, 2) collect data related to 3D database construction, 3) make a 3-dimensional modeling strategy, and 4) generate and evaluate a 3D model. This paper also introduces a new procedure of 3D environment modeling, which summarizes and expands our modeling experiences, to be used as a modeling guide.

Realtime active target signal simulation (능동표적신호합성 알고리듬의 실시간 구현)

  • 김희성;신기철;김우식;한동훈;최상문;김재수
    • Journal of Ocean Engineering and Technology
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    • v.11 no.3
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    • pp.163-169
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    • 1997
  • The simulation of target-scattered echo with the moving sonar platform and target in 3-dimensional ocean environment is essential to validate and evaluate the performance of a sonar system. This paper presents the improved target signal simulation on the basis of the highlight(HL) model and its realtime algorithm. In order to simulate the scattering highlight, the highlight is represented as a directional scatterer. The realtime generation algorithm of the target signal is realized by use of DSP chip, TMS320C40, where the 40 channels are equally separated to form a parallel processing task in 4 processors. The presented realtime-version of target signal simulation can be used as a target signal simulator in the development of ACM(Acoustic Counter Measure) and advanced sonar signal processing techniques.

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Real Time Simulation of the High Speed Multibody Tracted Vehicle for Track Tension Control (궤도장력 조절을 위한 다물체로 이루어진 고소궤도차량의 실시간 시뮬레이션)

  • 백승한;이승종
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1997.10a
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    • pp.261-264
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    • 1997
  • In case of high speed and high mobility multibody tracked vehicle, it is hard to develop the realtime simulation model for track tension control because of the hundreds of highly nonlinear equations. In order to design more trustworthy realtime simulator for track tension control, it is necessary to use off-line tracked vehicle model. In this study, a step by step procedure is presented to develop realtime simulation model based on off-line tracked vehicle model. Simulation results show that modified off-line multibody tracked vehicle model can be used for real time simulation to control the track tension.

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Realtime/Non-realtime Multimedia Traffic Transmission in cdma 2000 (cdma2000에서 실시간/비실시간 멀티미디어 트래픽 전송)

  • 이종찬
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.9A
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    • pp.1340-1347
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    • 2000
  • The international mobile telecommunication-2000(IMT-2000) system can support not only the non-realtime multimedia traffic such as data such as data image but also the realtime multimedia traffic such as voice, video. In the paper we propose multicode allocation and handoff schemes for efficient transmission of realtime and non-realtime data in cdma2000. In those schemes the bandwidth of target cell is reserved based on moving direction of mobiles to support QoS of realtime multimedia data and the reserved bandwidths is used by the non-realtime mobiles of the target cell until the mobiles want to perform hadoff. Our framework is able to guarantee QoS continuity of realtime multimedia data and carries the maximum number of subscriber. System performance is evaluated and compared with conventional scheme considering transmission delay channel utilization and blocking probability by computer simulation.

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Adaptive Mesh Structure for Realtime Paper Crumple Simulation (실시간 종이 구김 시뮬레이션을 위한 적응적 메쉬 구조)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.97-106
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    • 2009
  • In this paper, a realtime approach to the simulation of virtual paper with an adaptive mesh structure is proposed. The proposed method can be applied to arbitrary triangular mesh structures and efficiently produces wrinkles and creases on the paper surface with stable numerical integration and deformation-based mesh refinement. In order to plausibly represent the crumples on the paper object, we employed an adaptive mesh structure with breakable springs. Because the adaptive structure continuously inserts or removes vertices and edges to or from the mesh structure, the conservation of the mass and the momentum should be carefully taken into account for the plausible simulation of the virtual paper. The proposed method produced plausible animation of paper-like thin shell in realtime environments.

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PC 기반 회전익기/전장품 HILS 환경 개발

  • Choi, Hyoung-Sik;Park, Mu-Hyuk;Nam, Gi-Wook;Ahn, Iee-Ki
    • Aerospace Engineering and Technology
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    • v.3 no.2
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    • pp.238-247
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    • 2004
  • Realtime Simulation and HILS are essential tools for modern aircraft control system design and development. But developing the HILS has been a big and complex task to meet the realtime simulation requirement. So these days there have been efforts to minimize these task. New advanced concept and design tools are being developed. In this paper, these new advanced concept and design tools were used to develop the realtime simulation and HILS environment for rotorcraft. The H/W 문 S/W requirement and system configuration for the developing system will be described on the paper.

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Development of a Visual Simulation System for the Motion Rider (모션 라이더를 위한 시각 시뮬레이션 시스템의 개발)

  • Kwon, Jung-Hoon;Kwon, Young-Woong
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.14 no.5
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    • pp.55-61
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    • 2005
  • In this paper, we propose the visual simulation system for virtual reality motion rider system. The visual simulation system can apply verity virtual reality system. This paper deals with programs on 3D automatic creation of terrain, road design, and a realtime rendering program for the virtual reality system. For the 3D automatic creation of terrain, DEM data and rectangular grid method are applied. We can make two different road object with the road design program. One of them includes road definition, and the other is obtained by using 'NURBS curve.' Visual simulation is consisted by additional modeling and real-time rendering. We can apply the programs made in this way to visual system of driving simulator.

Resource Allocation schemes for the asymmetric multimedia services (비대칭 멀티미디어 서비스를 위한 자원 할당 방법)

  • 이종찬;이문호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.9A
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    • pp.736-745
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    • 2003
  • Resource allocation methods are proposed to address the problem of how flexibly allocate limited wireless resource to high bandwidth demanded realtime class with certain QoS guarantees in CDMA/TDD systems. In this method, A reserved access scheme is used for allocating the resource to realtime and non-realtime class respectively. We also propose a slot allocation algorithm for the CDMA/TDD system, which can prevent the performance degradation due to the interlink interference in each cell. Our framework is able to guarantee QoS continuity of realtime class and carry the maximum number of non-realtime subscriber. System performance of proposed method is evaluated by considering transmission delay, channel utilization and data loss, assuming a practical multi-cell environment and a multimedia service model. Our simulation results demonstrate the significant performance improvement.

Large-Scale Realtime Crowd Simulation Using Image-Based Affordance and Navigation Potential Fields (이미지 기반의 유도장과 항해장을 활용한 실시간 대규모 군중 시뮬레이션)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1104-1114
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    • 2014
  • In large-scale crowd simulations, it is very important for the decision-making system of manipulating interactive behaviors to minimize the computational cost for controlling realistic behaviors such as collision avoidance. In this paper, we propose a large-scale realtime crowd simulation method using the affordance and navigation potential fields such as attractive and repulsive forces of electromagnetic fields. In particular, the model that we propose locally handles the realistic interactions between agents, and thus radically reduces the cost of expensive computation on interactions which has been the most problematic in crowd simulation. Our method is widely applicable to the expression and analysis of various crowd behaviors that are needed in behavior control in computer games, crowd scenes in movies, emergent behaviors of evacuation, etc.