• Title/Summary/Keyword: 컬링

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Experimental Analysis of Prestressed Approach Slab Behavior (프리스트레스가 도입된 접속슬래브의 실험적 거동 분석)

  • Park, Hee-Beom;Eum, In-Sub;Kim, Seong-Min
    • International Journal of Highway Engineering
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    • v.12 no.4
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    • pp.157-164
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    • 2010
  • This research was conducted to analyze the behavior of Single-PTAS (Single Post-Tensioned Approach Slab) under tensioning and environmental loads by performing field tests when the demonstration Single-PTAS was being constructed. The temperature measurement sensors were installed at different depths, and the displacements in the approach slab under environmental loads and tensioning were measured using displacement transducers. As an experimental result, an abrupt change in the longitudinal displacement due to tensioning was not observed. The daily temperature change in the approach slab was negligible where the depth is over about 35cm. The temperature gradient in the approach slab adjacent to bridge was smaller than that adjacent to pavement. The patterns and magnitudes of vertical displacements were directly related to the temperature gradient at the measuring location. The behavior of Single-PTAS was very similar to that of concrete pavement. Therefore, a new design methodology for approach slabs is needed to include the pavement concept and to overcome drawback of current design procedures based on the simple beam concept.

Evaluation of Pavement Rehabilitation Using Precast Concrete Slabs and Slab Connection methods (보수용 조립식 콘크리트 포장 적용성 및 슬래브 접합 방식 분석)

  • Cho, Young-Kyo;Oh, Han-Jin;Hwang, Ju-Hwan;Kim, Seong-Min;Park, Sung-Ki
    • International Journal of Highway Engineering
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    • v.12 no.4
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    • pp.165-174
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    • 2010
  • This study was conducted to evaluate the feasibility of expedite repairing of concrete pavements using precast concrete pavement method and to investigate the effectiveness of slab connection methods. In the demonstration construction, four slabs of jointed concrete pavements were replaced with the precast slabs. First, precast concrete slabs were designed and fabricated, then existing slabs were cut and removed, and finally precast slabs were installed. The slabs were leveled and pockets, holes, and space between the slab bottom and the underlying layer were grouted. From the demonstration construction, details about the design and construction of the precast pavements for repairing of pavements were evaluated. In addition, the slab connection methods such as pocket and hole connection methods were applied in the construction and the slab curling behaviors at the joints that include those connection methods were compared. The results showed that both slab connection methods were applicable, and the hole connection method was superior.

Design of Real-Time Rendering System for HMD Simulation of Aircraft (항공기 HMD 시뮬레이션을 위한 실시간 렌더링 시스템 설계)

  • Im, Ju-Ho;Lee, Chung-Jae;Ha, Ok-Gyun;Kim, Gi-Il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.27-28
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    • 2016
  • 실시간 렌더링 시스템에서 시야를 변경하는 속도가 증가할수록 FPS(Frame Per Second)가 감소하는 문제가 발생한다. 이에 따라 시야 변경이 증가할수록 감소하는 FPS를 향상하기 위한 렌더링 최적화 기술이 요구되며, 본 논문에서는 동적 LOD(Level of Detail)와 컬링 기술을 적용하여 실시간 렌더링 과정에서 렌더링 데이터를 감소함으로써 저하되는 FPS를 증가시키기 위한 렌더링 최적화 기법과 HMD(Helmet Mounted Display)의 움직임에 따라 변경된 시야각을 적용한 OSG(Open Scene Graph) 기반 실시간 렌더링 시스템을 제시한다.

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Markov Decision Process for Curling Strategies (MDP에 의한 컬링 전략 선정)

  • Bae, Kiwook;Park, Dong Hyun;Kim, Dong Hyun;Shin, Hayong
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.1
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    • pp.65-72
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    • 2016
  • Curling is compared to the Chess because of variety and importance of strategies. For winning the Curling game, selecting optimal strategies at decision making points are important. However, there is lack of research on optimal strategies for Curling. 'Aggressive' and 'Conservative' strategies are common strategies of Curling; nevertheless, even those two strategies have never been studied before. In this study, Markov Decision Process would be applied for Curling strategy analysis. Those two strategies are defined as actions of Markov Decision Process. By solving the model, the optimal strategy could be found at any in-game states.

Development of Curling Game based on Android Mobile Platform (안드로이드 기반의 컬링 게임 개발)

  • Cho, Jae Hyeon;Ko, Se Hwan;Kim, Youn Hee;Lim, Hae Chull
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.169-177
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    • 2010
  • As expectations about success of smart phones that install Android, an open mobile platform which was developed by Google, are increasing, the development of applications based on the Android has attracted a lot of interest. Especially, game applications have been well received by users. In this paper, we develop an application based on the Android for curling which was adopted as a competitive sport in the Winter Olympic Games. Curling is a sport game played by two teams. The rules of the game are simple, but it is an intelligent one that requires various strategies for victory. In this paper, the curling game based on the Android provides functions, such as pitching, sweeping, collision, and foul handling, that are required in real curling game by using technologies, such as touch screen or accelerometer sensor.

Performance Evaluation of Chip Breaker Utilizing Neural Network (신경망기법에 의한 칩브레이커의 성능평가)

  • Kim, Hong-Gyoo;Sim, Jae-Hyung
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.16 no.3
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    • pp.64-74
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    • 2007
  • The continuous chip in turning operation deteriorates precision of workpiece and causes a hazardous condition to operator. Thus the chip form control becomes a very important task for reliable machining process. So, grooved chip breaker is widely used to obtain reliable discontinuous chip. However, developing new cutting insert having chip breaker takes long time and needs lots of research expense due to a couple of processes such as forming, sintering, grinding and coating of product and many different evaluation tests. In this paper, performance of commercial chip breaker is evaluated with neural network which is learned with a back propagation algorithm. For the evaluation, several important elements(depth of cut, land, breadth, radius) which directly influence the chip formation were chosen among commercial chip breakers and were used as input values of neural network. With the results of these input values, the performance evaluation method was developed and applied that method to the commercial tools.

A Study on the Characteristics of CNC Deep Hole Machining for Marine Part Materias with the Single Tube System BTA Tools (싱글튜브시스템 BTA공구에 의한 박용부품소재의 CNC 심공가공 특성에 관한 연구)

  • 전태옥;전언찬;장성규;심성보
    • Journal of Ocean Engineering and Technology
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    • v.8 no.1
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    • pp.131-143
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    • 1994
  • The BTA(boring and trepanning association) deep hole machining has an increasing demands because of its wide applications and its good productivity. The main feature of the BTA tools is that the tool cutting edges are unsymmetrically located on the boring head. This provides a stabilizing cutting force resultant necessary for self guidance of the boring head. The BTA tools are capable of machining for having a large length to diameter ratio in single pass. A study of the accuracy and surface finish of holes produced would reveal quite useful information regarding the process. This study deals with the experimental results obtained during BTA machining on SM55C, SM45C steel under differnt machining conditions.

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Octree Partition Method using CLOD for Large-scale Environments (넓은 지형처리를 위한 CLOD가 적용된 옥트리)

  • 이승욱
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.535-537
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    • 2001
  • 3D MMORPG(Massive Multi-play Outline Role Playing Game) 게임은 넓은 3차원원지형을 실시간으로 표현되어야 하며, 많은 어려움이 따른다. 본 논문에서는 이러한 지형 처리를 위하여 메쉬나 버텍스, 혹은 폴리곤으로 사실적인 지형처리와 렌드링 속도 향상을 위하여 3차원 폴리곤을 동적으로 생성시키는 방법을 이용하려고 한다. 넓은 지형을 처리하기 위해서는 전체를 한번에 표현하기보다는 페이지 단위로 처리하기 위하여 격자화된 타일로 이루어진 맵으로 처리할 수 있다. Height field 처리 기법은 일정한 영역을 페이지 단위로 구분하고 처리할 수 있다. 옥트리를 이용하여 공간을 입체적인 컬링 방법으로 분할하고, 이를 세부 수준으로 나누어 처리하기 위해 CLOD(Continuous Level of Detail) 개념을 적용할 수 있다. 거리의 변화에 따라 지명을 표현하는 vertex들을 병합 또는 삭제함으로써 그 표현의 정도를 동적으로 달리 할 수 있는 CLOD를 이용하여 카메라의 위치와 방향에 따라 적절한 폴리곤을 생성해 낼 수 있다. 본 논문은 3 차원의 넓은 외부 지형을 실시간으로 처리할 경우 발생되는 그래픽 문제를 해결하기 위해 사용되는 방법 중에서 대표적인 방법을 통하여 효율적인 처리 기법을 제시하려 한다.

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A Partitioning Method of Octree for CLOD (CLOD를 위한 옥트리 분할 기법)

  • 이승욱;박경환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.564-569
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    • 2001
  • 본 논문은 기존의 3D게임엔진에 실시간으로 상호작용이 가능하고 3D MMORPG(Massive Multi-play Outline Role Playing Game) 게임에 적합한 가상공간을 표현하기 위한 필요한 기술을 분석하고 이를 활용하려 한다. 기존의 머드 게임에 3차원 기술적용하고, 3차원 물체를 모델링하는데 있어서 메쉬나 버텍스, 혹은 폴리곤으로 사실적인 지형처리와 렌드링 속도향상을 위하여 3차원 개체의 폴리곤을 동적으로 생성시키기 위한 방법으로 Height field처리 기법과 거리에 따라 다르게 모델링된 데이터를 선택적으로 사용하는 LOD(Level of Detail)처리기법과 가시성 판단이나 충돌 검출을 위한 입체 컬링 방법으로 옥트리를 이용하여 가상공간을 분해 하기 위한 자료 구조로 사용한다. 본 논문은 기존의 3차원 공간을 표현하기 위하여 사용되고 있는 옥트리 구조를 이용하여 공간을 분할하고, 이를 세부수준으로 나누어 처리하기 위한 LOD 개념을 이용하여 외부지형을 폴리곤으로 표현하는 방법에 대한 처리 기법을 제시하려고 한다.

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Dynamic Culling Scheme Based on Altitude for Real-Time Rendering System (고도에 따른 렌더링 시스템을 위한 동적 컬링 방안)

  • Lee, Chungjae;Kang, Seokyoon;Kim, Ki Il
    • IEMEK Journal of Embedded Systems and Applications
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    • v.10 no.2
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    • pp.73-79
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    • 2015
  • Dynamic culling scheme is usually implemented to handle overhead caused by rendering the massive large-scale terrain data in flight simulator. However, existing culling scheme without considering altitude is not suitable for flight simulator due to additional computational overhead. To solve this problem, in this paper, we propose hybrid approach by applying two dynamic culling schemes depending on altitude. In addition, we remove unnessary computational overhead by creating different z-map resolution when aircraft changes its altitude. The proposed scheme is implemented with open graphic library and tested with real terrain data. Through the experimental results, we can recognize the improved rendering speed about 8 to 73 percents as compared to existing scheme.