• 제목/요약/키워드: Measurement of Immersion

검색결과 122건 처리시간 0.023초

Determination of the elastic properties in CFRP composites: comparison of different approaches based on tensile tests and ultrasonic characterization

  • Munoz, Victor;Perrin, Marianne;Pastor, Marie-Laetitia;Welemane, Helene;Cantarel, Arthur;Karama, Moussa
    • Advances in aircraft and spacecraft science
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    • 제2권3호
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    • pp.249-261
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    • 2015
  • The mechanical characterization of composite materials is nowadays a major interest due to their increasing use in the aeronautic industry. The design of most of these materials is based on their stiffness, which is mainly obtained by means of tensile tests with strain gauge measurement. For thin laminated composites, this classical method requires adequate samples with specific orientation and does not provide all the independent elastic constants. Regarding ultrasonic characterization, especially immersion technique, only one specimen is needed and the entire determination of the stiffness tensor is possible. This paper presents a study of different methods to determine the mechanical properties of transversely isotropic carbon fibre composite materials (gauge and correlation strain measurement during tensile tests, ultrasonic immersion technique). Results are compared to ISO standards and manufacturer data to evaluate the accuracy of these techniques.

컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법 (Measurement Method of User's Gameplay Skill Level in a Computer Game)

  • 장희동
    • 한국게임학회 논문지
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    • 제12권5호
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    • pp.23-34
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    • 2012
  • 컴퓨터게임은 재미를 위해 유저에게 지속적인 몰입상태를 유지시켜야 한다. 몰입이론[5]에 따르면 플로우 몰입상태는 유저의 게임숙련도와 게임 난이도가 균형을 유지해야 발생할 수 있다고 한다. 컴퓨터게임은 게임난이도를 자동조절할 수 있지만 유저의 게임숙련도는 게임의 상황과 개인의 성향 및 경험에 따라 다르기 때문에 게임도중에 즉시 파악하기 매우 어렵다. 본 논문에서는 컴퓨터게임 자체적으로 유저의 게임플레이 숙련도를 게임 도중에 즉시 측정할 수 있는 방법을 제안하였다. 제안하는 방법을 사용하기 위해서는 측정대상 컴퓨터게임이 설계 및 구현단계에서 제안하는 방법이 적용되어야만 한다. 제안하는 방법과 게임 난이도의 자동조절 방법을 사용하면 컴퓨터게임은 지속적으로 유저의 플로우 몰입상태가 발생할 수 있도록 게임난이도와 유저의 게임숙련도의 균형을 유지할 수 있다.

밀링공정에서 주축모터전류를 이용한 절입비 추정 (Immersion Ration Estimation Using Spindle Motor Current during Milling)

  • 조규진;권원태;조동우;주종남
    • 한국정밀공학회지
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    • 제16권12호
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    • pp.222-229
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    • 1999
  • In order to regulate cutting torque in milling, monitoring system should be set to a certain threshold. Radial immersion ratio is an important factor to determine the threshold and should be estimated in process for automatic regulation. In this paper, on-line estimation of the radial immersion ration using spindle motor current in face milling is presented. When a tooth finishes sweeping, a sudden drop of cutting torque occurs. This torque drop is equal to cutting torque acting on a single tooth at the swept angle of cut and can be acquired form cutting torque signals. Average cutting torque per revolution can also be calculate form cutting torque signals. The ratio of cutting torque acting on a single tooth at the swept angle of cut to the average cutting torque per revolution is a function of the swept angle of cut and the number of teeth. Using the magnitude of this ratio, the radial immersion ratio is estimated. Identical algorithm is adopted to estimate the immersion ratio based on the spindle motor current measurement. The experiments performed under different cutting conditions show that the radial immersion ratio can be estimated within 10% error range by the proposed method using spindle motor current.

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Virtual Reality 콘텐츠 제작 유형이 고객 만족에 미치는 영향 (The Effect of Virtual Reality Content Production Types on Customer Satisfaction)

  • 이동선;임대현;김경환;최정일
    • 품질경영학회지
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    • 제48권3호
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    • pp.433-451
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    • 2020
  • Purpose: The purpose of this study is to investigate how the type of virtual reality content production affects the interaction and immersion that is a virtual reality characteristic, and to provide the platform companies and content producers with the basic information necessary to provide the production and service of content suitable for VR characteristics. Methods: Based on the data collected in the survey, multiple regression analysis and hierarchical regression analysis were used. The measurement tools used in this study were studied through three-dimensional composition, including the characteristics and interaction and immersion of content produced in 2D, 3D and 360°, which are elements of virtual reality characteristics. Results: The results of this study are as follows. Among the types of content production, content produced with 2D and 360 technologies was found to affect immersion, while content produced in 3D affected interaction. Motion sickness has been investigated to affect both immersion and interaction. Conclusion: Service-provided platform enterprises and content-making enterprises should consider content-making and providing services that suit service characteristics and purposes, taking into account the characteristics of interaction and immersion in content-making investment and service delivery.

Material Characterization of Weld-Zone Using Poisson's Ratio Distribution

  • Park, Jin-Ha;Kim, Young-H.;Lee, Seung-S.;Kim, Young-Gil
    • 비파괴검사학회지
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    • 제29권6호
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    • pp.586-590
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    • 2009
  • Poisson's ratio, one of elastic constants of elastic solids, has not attracted attention due to its narrow range and difficult measurement. Transverse wave velocity as well as longitudinal wave velocity should be measured for nondestructive measurement of Poisson's ratio. Rigid couplants for transverse wave is one of obstacle for scanning over specimen. In the present work, a novel measurement of Poisson's ratio distribution was applied. Immersion method was employed for the scanning over the specimen. Echo signals of normal beam longitudinal wave were collected, and transverse wave modes generated by mode conversion were identified. From transit time of longitudinal and transverse waves, Poisson's ratio was determined without the information of specimen thickness. Poisson's ratio distribution of the carbon steel weldment was mapped. Heat affected zone of the weldment was clearly distinguished from base and filler metals.

재생(순환)잔골재의 부착모르타르량 측정에 관한 실험적 연구 (The experimental regarding the affix mortar quanity measurement of the recycled fine aggregate)

  • 조현대;정재동;이도헌;전명훈
    • 한국콘크리트학회:학술대회논문집
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    • 한국콘크리트학회 2004년도 추계 학술발표회 제16권2호
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    • pp.189-192
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    • 2004
  • This study bases on showing the pictures of how to keep a recycled fine aggregate well (quality control) and how to invent the measurement of mortar's quantities which largely effect on basic properties of matter: strength, durability and so on. As a result of the experiment by immersion, quantities of adhesive cement takes 7 to 8 days to stabilize by sulfuric. However, by hydrochloric acid, it takes a little quicker due to the first quick reaction, aggregate of the measurement of adhesive mortar by immersion used acid liquids are likely applicable following a suitable inspection and complementarity.

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증강현실기반의 패션제품 어플리케이션 특성요인과 사용의도와의 관계에 관한 연구 (The Effect of Augmented Reality-based Fashion Product Application on Intention to Use)

  • 김혜경;박지혜;김용석;최정일
    • 한국IT서비스학회지
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    • 제19권1호
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    • pp.89-102
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    • 2020
  • With the technology of the 4th Industrial Revolution integrated into the industry as a whole, digital transformation (DT) is becoming an innovative and essential element of corporate survival in the fashion industry, and it is expected that the paradigm shift in shopping will become an unavoidable reality, especially based on the AR. Therefore, in this study, the characteristics of augmented reality were presented separately as perceived realism, interaction, pleasure, and usability, and the influence of augmented reality by immersion parameters on the user's satisfaction and intended to reveal the relationship between satisfaction and usage through the characteristics of augmented reality. For the purpose of this study, a structured questionnaire was conducted, and the available 209 responses were collected and used for empirical analysis. The results of the empirical analysis are as follows. First, while immersion has the greatest effect on satisfaction, the effect on use intention has a stronger effect on satisfaction than immersion. This indicates that purchase occurs when the user's immersion leads to satisfaction, and when the satisfaction falls, the intention to use is also lowered. Second, interactivity, enjoyment, and ease of use among the various characteristics of fashion applications have a positive effect on immersion. Among them, ease of use had a strong effect on immersion. In light of this, it can be seen that ease of use should be considered first when creating an application based on augmented reality in the future fashion industry. However, the perceived reality is low in the degree of immersion, and the effect on satisfaction is also lowered, so it is difficult to be connected to intention. Considering that this study was conducted through indirect experience through video viewing, this study expects the development of research through a more practical research model in the future, as the impact is considered to be a relatively low measurement.

한국인 인체분적의 동특성에 관한 연구 (esearch on Biomechanics of Korean Body Segments)

  • 박수찬;박세진;황민철
    • 대한인간공학회:학술대회논문집
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    • 대한인간공학회 1996년도 춘계학술대회논문집
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    • pp.291-300
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    • 1996
  • This study is to determine the biomechanical characteristics of Korean. Male 58 and Female 54 were participated for the measurement which was performed by immersion method and reaction board method. Body parts were head with neck, trunk, upper arm, forearm, hand, thigh, leg, and foot. Their volumes were measures by immersion method. Their weight were determined by using Dempster(1995), Drills and Contini(1969) density data. Each center of body part weight were determined by specific posture on the reaction board. The postures were asked to the subject forearm- lifted posture, total let- lifted posture, foot-lifted posture. According to each posture, the center of each part were calculated.

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Galvanic Corrosion of AZ31 Mg Alloy Contacting with Copper

  • Phuong, Nguyen Van;Moon, Sungmo
    • 한국표면공학회:학술대회논문집
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    • 한국표면공학회 2017년도 춘계학술대회 논문집
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    • pp.151.1-151.1
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    • 2017
  • This work studied the corrosion behavior of AZ31 Mg alloy galvanically coupled with Cu during immersion in 0.1 and 0.5 M NaCl solutions by in-situ observation and galvanic corrosion current measurement using a zero resistance ammeter. The corrosion behavior of AZ31 Mg alloy was also studied by salt spray test. The average galvanic corrosion density during 2 h immersion in 0.1 NaCl solution was found to decrease as an exponential function with increasing the surface area ratios between AZ31:Cu or with increasing the distance between AZ31 and Cu. The corrosion of electrodeposited Cu on AZ31 Mg alloy was concentrated at the area next to Cu (about 5 mm for immersion test and 2 mm for salt spray test) and pitting corrosion was accelerated at the area beyond the severely corroded area by the galvanic coupling effect.

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한국인 신체분절에 관한 사상의학적 연구 (The Study on the Biomechanical Body Segment Parameters of Korean Adults with References to Sasang Constitutional Medicine)

  • 이의주;이재구;김정연;송정모
    • 사상체질의학회지
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    • 제10권1호
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    • pp.143-160
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    • 1998
  • 연구목적 한국인 성인남녀를 대상으로한 신체분절에 관한 사상의학적 연구이다. 생체를 8-10분절로 분획하고 인체계측 및 침수법(Immersion Method) 및 평형측정판법(Reaction Board Method)을 이용하여 각 신체분절의 생체역학적 특성을 사상체질별로 객관화한다. 연구대상 연구대상자는 한국인 성인으로 남자 49명 여자 23명으로 총72명이며, 평균연령은 $29.4{\pm}8.54$세이고 태음인 30명, 소양인 17명, 소음인 25명이었다. 연구방법 인체계측항목중 신체분절길이 및 둘레와 골폭 및 스킨폴드 두께는 Lohman 등(1988)의 인체계측 부위 및 방법에 따라 42개 항목과 사초부위의 9항목으로 총 51개 항목을 측정하였다. 사지의 측정은 우측을 선택하였다. 침수법에 의하여 부피를 측정하고 밀도공식에 의하여 질량을 산출하였고, 평형측정판법에 의하여 무게중심을 구하였다. 연구결과 1. 인체계측항목에서 살펴보면 남자의 경우 둘레에서 체질별로 유의한 차이가 있었다. 2. 체적에서 살펴보면 남자의 경우 태음인과 소음인에서 유의한 차이가 있었고, 특히 두경부, 손, 발의 경우 태음인이 가장 작은 비율을 나타냈고 소음인이 가장 컸다. 3. 무게중심은 남자의 경우 소양인이 다른체질에 비하여 위에 있었다.

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