Hayong Shin
KAIST 산업및시스템공학과 · 공학
Hayong Shin 교수의 연구실은 제조 공정 최적화, 에이전트기반 시뮬레이션, 유체역학 수치해석, CAD 기술 응용 등 다학제적 분야에서 활동하고 있습니다. 특히 반도체 웨이퍼 팹의 스케줄링 최적화와 예측 기반 운반 시스템 설계, 복합 격자 기반 유체역학 해석 기법 개발에 초점을 맞추고 있으며, 실용적이고 정밀한 시뮬레이션 및 설계 솔루션을 개발하는 데 기여하고 있습니다.
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
We propose to use information regarding the fab's future state for Overhead Hoist Transport (OHT) dispatching, which is named as ‘predictive dispatching’ in this paper. Unlike conventional dispatching methods, two kinds of information are additionally considered in our proposed methods: the expected arrival time of jobs in the near future and the time needed for occupied vehicles to become idle. We firstly develop Basic Predictive Dispatching (BPD) under the assumption that job arrival time pred
Generating synthetic baseline populations is a fundamental step of agent-based modeling and simulation, which is growing fast in a wide range of socio-economic areas including transportation planning research. Traditionally, in many commercial and non-commercial microsimulation systems, the iterative proportional fitting (IPF) procedure has been used for creating the joint distribution of individuals when combining a reference joint distribution with target marginal distributions. Although IPF i
SUMMARY Cartesian grid with cut‐cell method has drawn attention of CFD researchers owing to its simplicity. However, it suffers from the accuracy near the boundary of objects especially when applied to viscous flow analysis. Hybrid grid consisting of Cartesian grid in the background, body‐fitted layer near the object, and transition layer connecting the two is an interesting alternative. In this paper, we propose a robust method to generate hybrid grid in two‐dimensional (2D) and three‐dimension
Computer-Aided Design and Applications is an international journal on the applications of CAD and CAM. It publishes papers in the general domain of CAD plus in emerging fields like bio-CAD, nano-CAD, soft-CAD, garment-CAD, PLM, PDM, CAD data mining, CAD and the internet, CAD education, genetic algorithms and CAD engines. The journal is aimed at all developers and users of CAD technology to ptovide CAD solutions for various stages of design and manufacturing. The journal publishes all about Compu
Combat modeling is one of the essential topics for military decision making. The Lanchester equation is a classic method for modeling warfare, and many variations have extended its limitations and relaxed its assumptions. As a model becomes more complex, solving it analytically becomes intractable or computationally expensive. Hence, we propose two approximation methods: moment-matching scheme and a supporting method called battle-end approximation. These methods give an approximate solution in
SUMMARY Mesh generation has been frequently the most time consuming step in typical CFD analysis studies. In the past two decades, adaptive Cartesian mesh methods have gained increasing popularity among CFD researches, mainly because of its simplicity and the possibility of automating mesh generation step. In contrast to body‐fitted mesh, cells in Cartesian mesh are aligned with coordinate axes. In adaptive Cartesian mesh, cells near the objects’ boundary are recursively refined using quad‐tree
There have been many research literature on traditional direct fire combat modelling. Recently, network centric warfare (NCW) is an active research topic, in which information plays more important role than in the traditional warfare. It can be easily agreed that the use of information affects the combat results greatly. However, it is not straightforward to measure the effect of the information, thus decision making involving the impact of information during combat is a non-trivial task. In thi
Triangular mesh is one of the most popular shape representations in computer graphics and the CAD/CAM/ CAE area. In this paper we present a memory and time efficient topology construction algorithm from triangle soup, which is a set of triangles without connectivity information. The proposed algorithm consists of the following steps: (1) vertex merging, (2) internal edge linking, (3) multi-disk vertex splitting, and (4) boundary gap stitching. Typical triangle soup comes in the form of an STL fi