• Title/Summary/Keyword: Disappearing Computer

Search Result 15, Processing Time 0.018 seconds

Computer simulation of the effects of anisotropic grain boundary energy on grain growth in 2-D (이방성 결정립 계면에너지의 2차원 결정립 성장에 미치는 효과에 대한 컴퓨터 모사)

  • Kim, Shin-Woo
    • Journal of the Korean Crystal Growth and Crystal Technology
    • /
    • v.22 no.4
    • /
    • pp.178-182
    • /
    • 2012
  • The grain growth is very important because of its great influence on the various materials properties. Therefore, in this study, the effects of anisotropic grain boundary energy on grain growth in 2-D have been investigated with a large scale phase field simulation model on PC. A $2000{\times}2000$ grid system and the initial number of grains of about 73,000 were used in the computer simulation. The anisotropic ratio of grain boundary energy, ${\sigma}_{max}/{\sigma}_{min}$, has been varied from 1 to 3. As the anisotropy increased, the grain growth exponent, n, increased from 2.05 to 2.37. The grain size distribution showed a central plateau in the isotropic case, and was changed into no central plateau and the increasing population of very small grains in the anisotropic case, resulting from slowly disappearing grains. Finally, simulated microstructures were compared according to anisotropy.

Affordance in Consideration of a Feature of Platform Action Game (플랫폼 액션 게임의 특징을 고려한 어포던스)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.62-69
    • /
    • 2013
  • A great many researches on affordance in HCI(Human Computer Interaction), product design, and cognitive science has been done investigated currently. In addition, the concept of affordances has been applied to games in the incremental trying to understand the relationship between gamers and systems. However, there are some problems to apply them to games because many researchers take ease to use, consistency, and usefulness to handle mainly in HCI rather than the property of the game into account. Consequently, the objective of the study is to investigate affordances in consideration of the features of the game, such as fantasy, variety, and fun based on the concept of them suggested in ecological psychology. A protocol analysis was conducted through the think-aloud method on the full gameplay session to platform action game as the basic genre of many game. The result of this research reveals that a static and movable affordances as a fixed state are discovered and transforming continously, appearing, and disappearing affordances as variable states are uncovered, and physical and cognitive affordances are observed. The result of this research is expected to propose the essential design guideline on the methodology of game design.

Urban spatial structure change detection in land cover map using time-series patch mapping (시계열 패치 매핑을 이용한 토지피복도의 도시공간구조 변화 검출)

  • Lee, Young-Chang;Lee, Kyoung-Mi;Chon, Jinhyung
    • Journal of Digital Contents Society
    • /
    • v.19 no.9
    • /
    • pp.1727-1737
    • /
    • 2018
  • In this paper, we propose a system to detect spatial structures in land cover maps and to detect time-series spatial structure changes. At first, the proposed system detects patches in a certain area at different times and calculates their measures to analyse spatial structure patterns of the area. Then the system conducts patch mapping among the detected time-series patches and decides 6 types of patch changes such as keeping, creating, disappearing, splitting, merging, and changing in a mixed way. Also, the system stores the patch-based spatial structure patterns of time-series land cover maps in binary form to extract changes. This demonstrated that the proposed change detection system can be used as a basis for planning the reconstruction of the urban spatial structure by measuring the degree of urban sprawl.

A Creative Solution of Distributed Modular Systems for Building Ubiquitous Heterogeneous Robotic Applications

  • Ngo Trung Dung;Lund Henrik Hautop
    • Proceedings of the IEEK Conference
    • /
    • summer
    • /
    • pp.410-415
    • /
    • 2004
  • Employing knowledge of adaptive possibilities of agents in multi-agents system, we have explored new aspects of distributed modular systems for building ubiquitous heterogeneous robotic systems using intelligent building blocks (I-BLOCKS) [1] as reconfigurable modules. This paper describes early technological approaches related to technical design, experimental developments and evaluation of adaptive processing and information interaction among I-BLOCKS allowing users to easily develop modular robotic systems. The processing technology presented in this paper is embedded inside each $DUPLO^1$ brick by microprocessor as well as selected sensors and actuators in addition. Behaviors of an I-BLOCKS modular structure are defined by the internal processing functionality of each I-Block in such structure and communication capacities between I-BLOCKS. Users of the I-BLOCKS system can easily do 'programming by building' and thereby create specific functionalities of a modular robotic structure of intelligent artefacts without the need to learn and use traditional programming language. From investigating different effects of modern artificial intelligence, I-BLOCKS we have developed might possibly contain potential possibilities for developing modular robotic system with different types of morphology, functionality and behavior. To assess these potential I-BLOCKS possibilities, the paper presents a limited range of different experimental scenarios in which I-BLOCKS have been used to set-up reconfigurable modular robots. The paper also reports briefly about earlier experiments of I-BLOCKS created on users' natural inspiration by a just defined concept of modular artefacts.

  • PDF

Efficiency Evaluation of Genetic Algorithm Considering Building Block Hypothesis for Water Pipe Optimal Design Problems (상수관로 최적설계 문제에 있어 빌딩블록가설을 고려한 유전 알고리즘의 효율성 평가)

  • Lim, Seung Hyun;Lee, Chan Wook;Hong, Sung Jin;Yoo, Do Guen
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.5
    • /
    • pp.294-302
    • /
    • 2020
  • In a genetic algorithm, computer simulations are performed based on the natural evolution process of life, such as selection, crossover, and mutation. The genetic algorithm searches the approximate optimal solution by the parallel arrangement of Schema, which has a short definition length, low order, and high adaptability. This study examined the possibility of improving the efficiency of the optimal solution by considering the characteristics of the building block hypothesis, which are one of the key operating principles of a genetic algorithm. This study evaluated the efficiency of the optimization results according to the gene sequence for the implementation in solving problems. The optimal design problem of the water pipe was selected, and the genetic arrangement order reflected the engineering specificity by dividing into the existing, the network topology-based, and the flowrate-based arrangement. The optimization results with a flowrate-based arrangement were, on average, approximately 2-3% better than the other batches. This means that to increase the efficiency of the actual engineering optimization problem, a methodology that utilizes clear prior knowledge (such as hydraulic properties) to prevent such excellent solution characteristics from disappearing is essential. The proposed method will be considered as a tool to improve the efficiency of large-scale water supply network optimization in the future.