• Title/Summary/Keyword: 유효타격거리

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Effective Range Evaluation of Wireless Monitoring System for Monopile (모노파일용 원거리 무선 모니터링 시스템의 유효거리 평가)

  • Park, Kiwon;Lee, Jong-Sub;Choi, Changho;Byun, Yong-Hoon
    • Journal of the Korean GEO-environmental Society
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    • v.13 no.6
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    • pp.91-100
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    • 2012
  • Wireless monitoring system for the structural health evaluation has a limit to the reliability of measured response. The objective of this study is to evaluate an effective measurement range of the wireless monitoring system on the analyzed data. For the wireless monitoring system, Bluetooth and Wi-Fi are applied to datalogger-receiver and receiver-personal computer, respectively. For the model of the monopile structure response, a laboratory-scale monopile is manufactured with Mono Cast Nylon and a lateral loading is applied by hammer impacting. Strain gauges attached on the model monopile are connected with the datalogger. The distances of datalogger-receiver and receiver-personal computer are changed for the evaluation of the measurement range. Experimental results show that the receiving rates of the response remain almost constant within limited distance, while the receiving rates dramatically decrease out of effective range. In addition, the receiving rates affect on the measured natural frequencies of the model monopile. This study suggests that the effective range evaluation of the wireless monitoring system may be used for the determination of a monitoring distance to the monopile installed in the offshore wind farm.

Fighting Action Games applied Energy Concepts (에너지 개념을 도입한 대전형 액션 게임)

  • Lee Myun-Sub
    • Journal of the Korea Computer Industry Society
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    • v.7 no.3
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    • pp.163-170
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    • 2006
  • This paper proposes intelligent characters for fighting action games to which energy concepts are applied for more realistic implementation than those of previous researches. The intelligent characters decide their actions in consideration of their energy level as well as a current action, the step of the action, the distance, and past actions of opponent characters that were used in existing intelligent ones. We used two types of energy, HP(Health Point) and MP(Mana Point), that were frequently employed in recent on-line games. We experimented with proposed intelligent characters to investigate whether the intelligent characters loam proper actions and cope with opponent characters in consideration of their energy levels. Experimental results showed that the intelligent characters reacted to the best actions to obtain high score if their energy is sufficient, otherwise they did the actions to recharge their energy. From this observation, we could conclude that the proposed intelligent characters worked well and did effective actions in consideration to the their energy.

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