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이동열원을 고려한 CNC공작기계의 열오차해석 및 보정

  • 이재종;양민상
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1997.04a
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    • pp.283-287
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    • 1997
  • 공작기계의 가공정도는 공작기계의 운동기구가 가지고 있는 기하오차와 절작작업시 발생하는 진동, 열,절삭력에 의해서 공작기계의 구조계,주축계,이송계의 변형에 의해서 직접적인 영향을 받는다. 또 가공정도는 제품의 정밀도 및 품질에 직접적인 영향을 미치기 때문에 가공정도를 향상시키기 위한 방법으로 공작기계의 오차를 측정/해석하는 방법이 연구되고 있다. 일반적으로,공작기계의 오차는 Quasi-static 오차와 Dynamic오차로 구분할수 있다. Dynamic 오차는 기계의 진동,채터 및 스핀들의 진동에 의해서만 발생하는 오차이며,Quasi-static 오차는 공작기계 구성요소인 안내면,칼럼,볼스크류등의 기하오차와 온도변화에 의한 열변형오차에 의해서 발생한다. 특히,공작기계 및 절삭가공중에 발생하는 열원에 의한 열변형 오차는 공작기계의 기하오차에 비해서 가공정도에 큰 영향을 미치며[1,2],발생오차의 약 40~70% 정도가열변형 오차에 기인한 것으로 알려져 있다[1]. 실제 많은 실험결과를 볼 때 CNC공작기계이 경우는 열변형에 의한 오차는 기하오차에 비해서 매우 크게 나타났다. 이러한 열변형 오차는 공작기계 주위 온도와 공작기계 구성요소(칼럼,이송유니크,스핀들유니트)의 비선형적인 온도 특성에 의해서 주로 발생하고, Time-variant특성을 가지고 있기 때문에 작업중에 발생하는 온도특성에 따른 열변형 오차를 최소화 할 수 있는 방법이 필요하다. 스핀들유니트는 냉각방식을 사용하여 온도변화를 줄이고 있으나 반복적인 작업과 스핀들의 고속회전으로 인해서 복합 적인 온도변화를 발생시킨다. 또, 볼스크류의 지지방식이 양쪽 고정단 형태이기 때문에 조립시 예압(pre-load)을 주어서 열팽창을 보상하고 있으나 공작기계의 반복적인 이송으로 인해서 발생하는 온도변화에 의한 열오차를 보상하는데는 어려움이 있다.됩니다. 생리적 저항력이 없는 어린이들은 이러한 공해와 생활조건의 제일희생자가 되는 것입니다. 엄마들이 "얘는 감기, 비염, 편도선을 달고 삽니다...." "얘는 코감기, 목감기 번갈아 가면서 하도 앓고 있어서 양약율 중지하고 현재 한약을 먹고 있습니다." 이러한 역경은 극복할 수 있는가\ulcorner 질병의 메카니즘은 어떻게 작용되는가\ulcorner 등등을 육미회 센타에서 체험한 사례를 가지고 말씀드리고자 합니다..ell layer (PCL)와 glia에 SOD-1이 강하게 염색되었다. APT 병용 투여로 상당수의 경련이 일어나지 않은 흰쥐는 해마의 DG에 FRA가 경미하게 염색되었고, PCL에 SOD-1도 경미하게 나타났으나, 경련이 나타난 쥐에서는 KA만을 투여한 흰쥐와 구별되지 않았다. 이상의 APT의 항산화 효과는 KA로 인한 뇌세포 변성 개선에 중요한 인자로 작용할 것으로 사료되나, 보다 명확한 APT의 기전을 검색하고 직접 임상에 응응하기 위하여는 보다 다양한 실험 조건이 보완되어야 찰 것으로 생각된다. 항우울약들의 항혈소판작용은 PKC-기질인 41-43 kD와 20 kD의 인산화를 억제함에 기인되는 것으로 사료된다.다. 것으로 사료된다.다.바와 같이 MCl에서 작은 Dv 값을 갖는데, 이것은 CdCl$_{4}$$^{2-}$ 착이온을 형성하거나 ZnCl$_{4}$$^{2-}$ , ZnCl$_{3}$$^{-}$같은 이온과 MgCl$^{+}$, MgCl$_{2}$같은 이온종을 형성하기 때문인것 같다. 한편 어떠한 용리액에서던지 NH$_{4}$$^{+}$의 경우 Dv값이 제일 작았다. 바. 본 연구

A Study on the Effects of Rotation Rate and Flow Rate on the Operating Characteristics in Centrifugal Pump (원심펌프에서 회전수 및 유량변화가 운전특성에 미치는 영향)

  • Lim, Kwang-Mook;Lee, Sung-Ill
    • Fire Science and Engineering
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    • v.33 no.3
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    • pp.56-62
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    • 2019
  • This study examined effects of the operating characteristics of a pump according to the rotational speed of a pump and the change in flow rate when a centrifugal pump operates under the following conditions: regulated flow rate, head, rotational speed, and specific speed of 0.7 m/min, 8 m, 1750 rpm, an 182 (m, ㎥/min, rpm), respectively. The pump in the experiment did not have a guide vane and was connected directly to the rim, so that the rotational speed of the volute pump in a spiral or volute casing increased by 100 rpm from 1350 to 1750 rpm. The result of the relationship between the H-Q, L-Q, and 𝜂-Q characteristics and the dimensionless performance characteristics, such as the head coefficient, power coefficient and efficiency were studied. The change in pump performance could be estimated depending on the increase in the number of revolutions. The maximum efficiency of the pump was 52% with 1450 rpm, 0.165 ㎥/min flux, and 4.73 m of lift. The efficiency reached 50% with a maximum of 1750 rpm, 0.183 ㎥/min of flux, and 6.72 m of lift. The efficiency curve on the performance characteristics of the lift versus flux curve became oval not a curve from a quadratic equation that passes through the starting point according to the similarity law of the pump. Finally, when the flux coefficient increased, the power coefficient increased and the lift coefficient decreased. When the flux coefficient was 0.08, the maximum efficiency was 52%. Therefore, the change in flux affects the driving characteristics.

A Conversational Interactive Tactile Map for the Visually Impaired (시각장애인의 길 탐색을 위한 대화형 인터랙티브 촉각 지도 개발)

  • Lee, Yerin;Lee, Dongmyeong;Quero, Luis Cavazos;Bartolome, Jorge Iranzo;Cho, Jundong;Lee, Sangwon
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.29-40
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    • 2020
  • Visually impaired people use tactile maps to get spatial information about their surrounding environment, find their way, and improve their independent mobility. However, classical tactile maps that make use of braille to describe the location within the map have several limitations, such as the lack of information due to constraints on space and limited feedback possibilities. This study describes the development of a new multi-modal interactive tactile map interface that addresses the challenges of tactile maps to improve the usability and independence of visually impaired people when using tactile maps. This interface adds touch gesture recognition to the surface of tactile maps and enables the users to verbally interact with a voice agent to receive feedback and information about navigation routes and points of interest. A low-cost prototype was developed to conduct usability tests that evaluated the interface through a survey and interview given to blind participants after using the prototype. The test results show that this interactive tactile map prototype provides improved usability for people over traditional tactile maps that use braille only. Participants reported that it was easier to find the starting point and points of interest they wished to navigate to with the prototype. Also, it improved self-reported independence and confidence compared with traditional tactile maps. Future work includes further development of the mobility solution based on the feedback received and an extensive quantitative study.

A Study of Recognition for the Gifted Science Education Programs of Middle School Students being educated at Local Centers for the Gifted (지역 교육청 영재교육원 중학생들의 과학 영재 교육 프로그램에 대한 인식 조사)

  • Kim, Yun-Hwa;Kim, Hyun-Joo
    • Journal of The Korean Association For Science Education
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    • v.30 no.2
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    • pp.192-205
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    • 2010
  • We have investigated the recognition for the gifted science education program of middle school students being educated at the local center for the gifted. We developed a questionnaire that includes items for contents of the program, learning environments, participation attitude, effects of the program and improvements, and consists of it5-point Likert items and related descriptive items. 161 students at the local centers for the gifted responded to the questionnaire. The total score was 3.70 on a 5-point Likert scale. The score of effects of the program was highest, learning environments was the lowest. Most of the students referred that the participation of the programs help their schoolwork because of schoolwork preparations & review, learning the process of the solving problem and principle. On the contrary, difficult contents and long lesson hours interrupted their schoolwork. Students recognized that the programs are mainly composed of students' self-activities and the role of teachers is subsidiary. The programs have a good effect on them to increase interest in science and creative thinking. It is necessary that the program be improved in lesson hours, contents of the program, school facilities, and full service.

Development of Simulator for Rockfall and Landslide using Physical Engine (물리엔진을 사용한 낙석 및 산사태 시뮬레이터 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.60-67
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    • 2009
  • This paper describes a development of system that enables the user to simulate the rockfall and landslide from slopes using physical engine. Until now, it will not be able to accomplish the virtual experiment of three-dimensional interpretation about slope informations, stability evaluation, the rockfall and landslide simulation, etc., because of absence of three-dimensional simulation systems which relates with slopes. With like that reason, this paper developed a simulator which is identical or similar the rockfall and the landslide where the possibility which will occur or occurred from actuality is high very actual condition from virtual experiment. For a simulator development, this paper uses the physical engine which is mainly used from computer game and animation development etc., And it will be show the process where the rockfall and landslide occurs with simulator. This simulator which sees the process where the rockfall and the landslide occur from three-dimension computer graphics theory and the physical engine, is a system which is the possibility of showing actual feeling. Therefore, the result of this paper is applied in vehicle travelling guidance system and intelligence traffic systematic etc., because of creates visual service and three-dimensional application of the slope information database which is developed in existing, and will be able to forecast the upgrade of user benefit planning and a service.

Design of Immersive Walking Interaction Using Deep Learning for Virtual Reality Experience Environment of Visually Impaired People (시각 장애인 가상현실 체험 환경을 위한 딥러닝을 활용한 몰입형 보행 상호작용 설계)

  • Oh, Jiseok;Bong, Changyun;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.11-20
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    • 2019
  • In this study, a novel virtual reality (VR) experience environment is proposed for enabling walking adaptation of visually impaired people. The core of proposed VR environment is based on immersive walking interactions and deep learning based braille blocks recognition. To provide a realistic walking experience from the perspective of visually impaired people, a tracker-based walking process is designed for determining the walking state by detecting marching in place, and a controller-based VR white cane is developed that serves as the walking assistance tool for visually impaired people. Additionally, a learning model is developed for conducting comprehensive decision-making by recognizing and responding to braille blocks situated on roads that are followed during the course of directions provided by the VR white cane. Based on the same, a VR application comprising an outdoor urban environment is designed for analyzing the VR walking environment experience. An experimental survey and performance analysis were also conducted for the participants. Obtained results corroborate that the proposed VR walking environment provides a presence of high-level walking experience from the perspective of visually impaired people. Furthermore, the results verify that the proposed learning algorithm and process can recognize braille blocks situated on sidewalks and roadways with high accuracy.

A Case Study on the Operation of Career-Related Elective Subject in the High School Establishing and Using the Laboratory Facilities for Home Economics (가정실습실 공간 구축과 활용을 통한 진로 연계형 고등학교 선택 과목 운영 사례 연구)

  • Ko, Jae Yun;Kim, Eun Jeung
    • Journal of Korean Home Economics Education Association
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    • v.32 no.4
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    • pp.53-65
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    • 2020
  • This study aimed to suggest measures expand career-related elective subjects in the high schools through a case of establishing and utilizing a learning space for hands-on home economics classroom activities. Upon the trend reviews of elective subjects in the high school and literature reviews on the educational outcomes from home economics classrooms, a case of career-related elective subject by establishment of learning space related to home economics was proposed in two high schools in Seoul. The results are as follows: First, the trend in 2020 showed that selecting a home economics course as a career-related subject depends on school situations. The results of the survey at schools show that the utilization rate of hands-on learning space for home economics was high with high preference among students, but schools implicitly guided students to select courses that are related to preparation for university entrance. Second, reductions of class hours and decreased likelihood to offer courses in home economics in general high schools would influence the recruitment of teachers, which may ultimately result in a threat to the subject. However, through career-related activities, students may develop positive perception of the subject of home economics and consequently select the subject. Therefore, it is necessary to open and promote multiple elective courses related to home economics for the survival of subject of home economics.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

Development of Elementary School Science Instructional Program for Nurturing Creativity - 2. Development and Implementation - (창의력 계발을 위한 자연과 교수 학습 자료 개발 - 2. 개발과 적용 -)

  • Kang, Ho-Kam;Noh, Suk-Goo;Lee, Heui-Soon;Hong, Seok-In;Choi, Sun-Young;Won, Yong-Joon;Ha, Jung-Won;Kim, Ji-Sun
    • Journal of The Korean Association For Science Education
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    • v.21 no.1
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    • pp.89-101
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    • 2001
  • The purpose of this study was to develop the elementary school science instructional material for nurturing students' creativity and to analyze the effects of this material on the changes of students' creativity. This material was composed of student's worksheet and a teacher's guidebook, in which are relevant to the elements of creativity and creative activities that can be applied to elementary science curriculum of 5th and 6th grades. Student's worksheets include various creative activities: imagination, guided imagery, experimental activity, mind mapping as wrap-up, and 'let's think' as an extended activity, game, puzzle, making a cartoon, to be, role playing, and so on. These materials were applied to 5th grade science class, 156 students. They were divided into two groups: the treatment group to which developed material was applied and the control group which was a traditional lecture-centered class. After this material had been applied for 3 months, students of both groups took a test of creativity. Interviews and observation were also carried out with three level groups (higher, medium and lower level) which were divided within the treatment group based on their creativity score. The results of this study were as follows: The treatment group showed higher score on creativity than that of control group(p<0.01). In the result of interviews and observation, the students of the higher and the medium level accomplished their tasks by themselves better than those on lower level.All of them took an interest in visual activity. In a wrapping-up step, the higher level students made mind map more systematically and the medium students improved as time goes on, but low level students feel constrained. In totally, they used various expression methods and were interested in making drawings and cartoons creatively.

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Development and Application of Practice Manual Focused on Science Topic Selection Stage in General High School (일반계 고등학교 과학과제 연구 수업의 주제 선정을 위한 실천 매뉴얼 개발 및 적용)

  • Kim, Aera;Park, Dahye;Park, Jongseok
    • Journal of Science Education
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    • v.42 no.3
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    • pp.371-389
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    • 2018
  • This study focuses on the fact that students and teachers commonly have difficulty in 'selecting the topic' in many activities including student-led research that is conducted from topic selection to the drawing of conclusion. The purpose of this study is to develop a manual for science teaching research. The instructional manuals of 4 stages were developed based on practical knowledge that can be implemented in the actual class through previous research and literature. Each stage is composed of , , , and . In the third stage, students are expected to find scientific questions and develop them into research topics through detailed class research on newspaper articles, scientific magazines, traditional knowledge, proverbs, daily life, and textbook experiments. In the experimental group, the final research topic was selected through a variety of sources such as textbook experiments, proverbs, YouTube images, newspaper articles, individual WHY NOTEs, and understood the conditions of the scientific research topic and expressed the variables in the research title. However, in the control group, some students did not consider the research scope of the selected research subjects to be specific or not to be able to study at their level. As a result of giving the students as much autonomy as possible, many groups did not fully understand the previous research and submitted it. Based on the results of this study, it can be concluded that development and use of a 'topic selection stage' centered practice manual for general high school teachers would not only improve the students' abilities to discover solutions to scientific questions, but it will also help shift their attitudes towards science in a positive direction.