• Title/Summary/Keyword: Reality Analysis

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Nonlinear interaction behaviour of plane frame-layered soil system subjected to seismic loading

  • Agrawal, Ramakant;Hora, M.S.
    • Structural Engineering and Mechanics
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    • v.41 no.6
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    • pp.711-734
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    • 2012
  • The foundation of a tall building frame resting on settable soil mass undergoes differential settlements which alter the forces in the structural members significantly. For tall buildings it is essential to consider seismic forces in analysis. The building frame, foundation and soil mass are considered to act as single integral compatible structural unit. The stress-strain characteristics of the supporting soil play a vital role in the interaction analysis. The resulting differential settlements of the soil mass are responsible for the redistribution of forces in the superstructure. In the present work, the nonlinear interaction analysis of a two-bay ten-storey plane building frame- layered soil system under seismic loading has been carried out using the coupled finite-infinite elements. The frame has been considered to act in linear elastic manner while the soil mass to act as nonlinear elastic manner. The subsoil in reality exists in layered formation and consists of various soil layers having different properties. Each individual soil layer in reality can be considered to behave in nonlinear manner. The nonlinear layered system as a whole will undergo differential settlements. Thus, it becomes essential to study the structural behaviour of a structure resting on such nonlinear composite layered soil system. The nonlinear constitutive hyperbolic soil model available in the literature is adopted to model the nonlinear behaviour of the soil mass. The structural behaviour of the interaction system is investigated as the shear forces and bending moments in superstructure get significantly altered due to differential settlements of the soil mass.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Study on Data Normalization and Representation for Quantitative Analysis of EEG Signals (뇌파 신호의 정량적 분석을 위한 데이터 정규화 및 표현기법 연구)

  • Hwang, Taehun;Kim, Jin Heon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.729-738
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    • 2019
  • Recently, we aim to improve the quality of virtual reality contents based on quantitative analysis results of emotions through combination of emotional recognition field and virtual reality field. Emotions are analyzed based on the participant's vital signs. Much research has been done in terms of signal analysis, but the methodology for quantifying emotions has not been fully discussed. In this paper, we propose a normalization function design and expression method to quantify the emotion between various bio - signals. Use the Brute force algorithm to find the optimal parameters of the normalization function and improve the confidence score of the parameters found using the true and false scores defined in this paper. As a result, it is possible to automate the parameter determination of the bio-signal normalization function depending on the experience, and the emotion can be analyzed quantitatively based on this.

A Study on the Relationship between Functional and Representational Aspects of Architectural Concepts - Focused on the WLVAE analysis of Fujimoto Sou's House N - (건축 개념의 기능적 측면과 표현적 측면의 관계에 관한 연구 - 후지모토 소우의 House N에 대한 WLVAE 분석을 중심으로 -)

  • Kee, Se-Ho
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.12
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    • pp.39-48
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    • 2018
  • In modern architecture, the concept is the central axis of the design process, but it is not yet a building. The concept is modified in the process of realization because it captures only a part of reality. However, in the works of some Japanese architects, the concept seems to have become almost a building. In this study, I tried to find the cause of such a contradictory situation centering on House N of Fujimoto Sou, which is a representative architect of such tendency. Specifically, I analyzed the concept of House N by dividing it into aspects of function and representation. The reason for this was to see if the functional aspects of the concept were not modified in the first place, or if the representational aspects of the concept covered the functional aspects. For this purpose, I used WLVAE, which is a visual analysis tool, to analyze the functions of design concepts, along with the analysis of photographs, drawings, and diagrams. As a result of the analysis, House N was also modified to conditions of reality in the process of building, but the initial purity was emphasized in the representation of the concept, so that the building seemed to be very conceptual. This fact suggests that the architect has divided the functional and representational aspects of the concept and has focused on the latter. In conclusion this can be seen as an expression of the architect's interpretation of the relationship between the house and the city through the building.

A study on Korean Church based on discourse analysis of the daily newspaper: The relationship between Society and Protestantism in the 21st Century in Korea (일간지 담론분석을 통해 본 한국 개신교 : 21세기 한국적 상황에서 사회와 개신교의 관계성 성찰)

  • Oak, Sungsam
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.75-106
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    • 2022
  • The religious discourse produced by the daily newspapers can be viewed as a 'social-relationship' discourse rather than a religion's 'faith-identity' discourse. As a social relationship discourse, the understanding of Korean Church (Protestantism) discourses should be understood in the context of the social structural changes in South Korea. The public discourse produced by the media shows a reality that has been interpreted with specific values and standards on the premise of Spatio-temporal specificity rather than the actual social reality. This research approaches the Korean Church discourses produced by the daily newspaper from a social constructionism perspective. Moreover, the globalization theory is especially highlighted due to the social structural changes in South Korea. The research purpose is to reflect on the relationship between Korean society and the Korean Church in the 21st-century Korean situation through content analysis and discourse analysis in Korean newspapers. As a result of analysing the Korean Church discourse produced by the daily newspapers over the past 18 years (2004-2021), it was found that various mutual conflicts between Korean society and the Korean church were occurring.

The Discourse associated with mental illness on TV documentaries : The Completion of Distinction (TV 다큐멘터리가 생성한 정신장애 담론 : 구별짓기의 완성)

  • Chang, Hae Kyung;Woo, Ah Young
    • Korean Journal of Social Welfare Studies
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    • v.42 no.1
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    • pp.179-217
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    • 2011
  • This paper discusses the type of discourse associated with mental illness and individuals with mental illness in the context of TV documentary. Discourse is an linguistic product which prescribes and interprets the reality and reconstructs the reality systematically. Therefore, TV documentary contents illuminate the dominant discourse associate with mental illness through the diverse types of representation. We picked four TV documentaries from each public channels and analyzed these documentaries using Fairclough's Critical Discourse Analysis. Faircough suggests the analysis frame consisting of three level. The analysis reveals that TV documentaries produce the discourse "the Completion of Distinction" associated with mental illness and individuals with mental illness. TV documentaries suggest the reason why we distinct them from us in textual level. In discourse practice level, they suggest the method and the principal agent of distinction. For social practice, TV documentaries reinforce the dual attitude of viewer. Alternative discourse associated with mental illness and individuals with mental illness will be constructed when individuals with mental illness recovers the status of principal agents and produces strong voices about themselves.

The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game (게임 속성과 충족 변수가 위치 기반 증강현실 게임의 지속 사용 의도에 미치는 영향)

  • Lee, Gyu-Dong
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.498-507
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    • 2020
  • Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.

Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

The Representations and Audience Reception of the Elderly in Reality Shows : Focusing on Gender Difference (리얼리티 쇼에서의 노인 재현과 수용 연구 : 젠더 재현의 차이를 중심으로)

  • Oh, Eun-Hye;Kim, Sujeong
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.493-507
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    • 2016
  • This study aims to examine the representations of elders in reality shows focusing on gender disparity by employing a textual analysis and audience interviews. According to findings, as for elderly men, various images are presented while as for elderly women, traditional gender images are mainly reproduced. In the audience reception, the audiences' understanding of genres and their preexisting gender perceptions have important roles on their interpretations in the ways of producing gender discriminated meanings.

Development of Internet-based Cooperative System for Integrity Evaluation of Reactor Pressure Vessel (원자로 압력용기의 건전성평가를 위한 인터넷기반 협업시스템의 개발)

  • Kim, Jong-Choon;Choi, Jae-Boong;Kim, Young-Jin;Choi, Young-Hwan
    • Proceedings of the KSME Conference
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    • 2004.11a
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    • pp.166-171
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    • 2004
  • Since early 1950's fracture mechanics has brought significant impact on structural integrity assessment in a wide range of industries such as power, transportation, civil and petrochemical industries, especially in nuclear power plant industries. For the last two decades, significant efforts have been devoted in developing defect assessment procedures, from which various fitness-for-purpose or fitness-for-service codes have been developed. From another aspect, recent advances in IT (Information Technologies) bring rapid changes in various engineering fields. IT enables people to share information through network and thus provides concurrent working environment without limitations of working places. For this reason, a network system based on internet or intranet bas been appeared in various fields of business. Evaluating the integrity of structures is one of the most critical issues in nuclear industry. In order to evaluate the integrity of structures, a complicated and collaborative procedure is required including regular in-service inspection, fracture mechanics analysis, etc. And thus, experts in different fields have to cooperate to resolve the integrity problem. In this paper, an internet-based cooperative system for integrity evaluation system which adapts IT into a structural integrity evaluation procedure for reactor pressure vessel is introduced. The proposed system uses Virtual Reality (VR) technique, Virtual Network Computing (VNC) and agent programs. This system is able to support 3-dimensional virtual reality environment and to provide experts to cooperate by accessing related data through internet.

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