• Title/Summary/Keyword: Virtual Water

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A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.21-27
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    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.

A Cooling Method which Reduces the Tangential Tensile Stresses on a Work Roll Surface during Hot Slab Rolling (열연 슬라브 압연에서 워크롤 표면 원주방향 인장응력 감소를 위한 냉각 방법)

  • Na, D.H.;Lee, Y.
    • Transactions of Materials Processing
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    • v.21 no.1
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    • pp.58-66
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    • 2012
  • The work roll surface temperature rises and falls repetitively during hot slab rolling because the work roll surface is cooled continuously by water. This study focused on Std. No. 7 to determine a cooling method which significantly reduces the tangential tensile stresses on the work roll surface of the hot slab mill at Hyundai Steel Co. in Korea. A series of finite element analyses were performed to compute the temperature distribution and the tensile stresses in the circumferential direction of the work roll. The virtual slab model was used to reduce the run time considerably by assigning a high temperature to the virtual slab. Except for the heat generated by plastic deformation, this is equivalent to the hot rolling condition that a high temperature slab (material) would experience when in contact with the work rolls. Results showed that when the virtual slab model was coupled with FE analysis, the run time was found to be reduced from 2000 hours to 70 hours. When the work roll surface cooled with a certain on-off patter of water spray, the magnitude of the tangential stresses on the work rolls were decreased by 54.1%, in comparison with those cooled by continuous water spraying. Savings of up to 83.3% in water usage are possible if the proposed water cooling method is adopted.

Detecting Water Pollution Source based on 2D fluid Analysis in Virtual Channel (가상하도 내에서 2차원 흐름분석을 통한 오염원의 유입 지점 탐색)

  • Yeon, Insung;Cho, Yongjin
    • Journal of Korean Society on Water Environment
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    • v.27 no.1
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    • pp.30-35
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    • 2011
  • 2D pollutant transport model was applied to the simulation of contaminant transport in the channel. At first, two kinds of virtual channels having different slopes were designed. The distribution of contaminant, which flows from one of the three drainages to the main channel, was simulated by each 2D model. Concentrations of 745 nodes were converted to input data of neural network model (Multi-perceptron) for training and verification using matrix. The first three cases (Case A-1, A-2, A-3) were used for training Multi-perceptron, the other three cases (Case B-1, B-2, B-3) were used for verification. As a result, Multi-perceptron reasonably divided the cases into the three characteristics which have different contaminant distributions due to the different input point of water pollution source. It can be a useful methodology for the water quality monitoring and backtracking.

Physical Characteristics Comparison of Virtual Wedge Device with Physical Wedge (가상쐐기와 기존쐐기의 물리적 특성 비교)

  • Cho, Jung-Keun;Choi, Kye-Sook;Lim, Cheong-Hwan;Kim, Jeong-Koo;Jung, Hong-Ryang;Lee, Jung-Ok;Lee, Man-Goo
    • Journal of radiological science and technology
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    • v.24 no.2
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    • pp.49-52
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    • 2001
  • We compared the characteristics of Siemens virtual wedge device with physical wedges for clinical application. We investigated the characteristics of virtual and physical wedges for various wedge angles (15, 30, 45, and 60) using 6- and 15-MV photon beams. Wedge factors were measured in water using an ion chamber for various field sizes and depths. In case of virtual wedge device, as upper jaw moves during irradiation, wedge angles were estimated by accumulated doses. These measurements were performed at off-axis points perpendicular to the beam central axis in water for a $15\;cm\;{\times}\;20\;cm$ radiation field size at the depth of 10 cm. Surface doses without and with virtual or physical wedges were measured using a parallel plate ion chamber at surface. Field size was $15\;cm\;{\times}\;20\;cm$ and a polystyrene phantom was used. For various field sizes, virtual and physical wedge factors were changed by maximum 2.1% and 3.9%, respectively. For various depths, virtual and physical wedge factors were changed by maximum 1.9% and 2.9%, respectively. No major difference was found between the virtual and physical wedge angles and the difference was within 0.5. Surface dose with physical wedge was reduced by maximum 20% (x-ray beam : 6 MV, wedge angle : 45, SSD : 80 cm) relative to one with virtual wedge or without wedge. Comparison of the characteristics of Siemens virtual wedge device with physical wedges was performed. Depth dependence of virtual wedge factor was smaller than that of physical wedge factor. Virtual and physical wedge factors were nearly independent of field sizes. The accuracy of virtual and physical wedge angles was excellent. Surface dose was found to be reduced using a physical wedge.

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Estimation of the Virtual Mass of Conical Nets using Circulating Water Channel (회류수조를 이요한 자루그물의 가상질량 추정)

  • 김현영
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.36 no.1
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    • pp.60-65
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    • 2000
  • The virtual mass of net is an important parameter in the analysis and control of net movement in the water. This experiment was performed with the purpose of getting a relation on the quantity of netting and virtual mass of trawl nets using the circulating water channel that can control flow speed. Twelve types of conical nets were examined. Resistance of the conical net at the steady and acceleration state was recorded as text on the personal computer through the tension meter and current meter. The results were obtained as follows ;1. Resistance(R) of the conical net is proportional to the degree of attack angle in the sam e amount of twine material.2. Coefficient of the resistance(Cd)could be defined by the following regression model as a function of Reynolds Number(Re). Cd=0.039Re-0.14743. Resistance(R) is proportional to TSA(Twine surface area) and defined as follows; R=21.398TSA-0.12194. Coefficient of virtual mass(CM) could be calculated by the following first order regression model. CM=37.557U-8.96845. Virtual mass is directly proportional to Volume of net(V) or d/l.

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Basic study on development of drinking water treatment process simulators (정수처리공정 시뮬레이터 개발 기초연구)

  • Byun, Yong-Hoon;Shin, Hwi-Su;Kim, Ho-Yong;Jung, Nahm-Chung
    • Journal of Korean Society of Water and Wastewater
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    • v.35 no.5
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    • pp.351-365
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    • 2021
  • Water treatment process simulator is the tool for predicting sequential changes of water quality in a train of unit processes. This predicts the changes through governing equations that represent physicochemical performance of each unit processes with an initial and boundary conditions. Since there is no operational data for the design of a water treatment facility, there is no choice but to predict the performance of the facility by assuming initial and boundary conditions in virtual reality. Therefore, a simulator that can be applied in the design stage of a water treatment facility has no choice but to be built as a numerical analysis model of a deductive technique. In this study, we had conducted basic research on governing equations, inter-process data-flow, and simulator algorithms for the development of simulators. Lastly, this study will contribute to design engineering tool development research in the future by establishing the water treatment theory so that it can be programmed in a virtual world and suggesting a method for digital transformation of the water treatment process.

Development of Convergence Education Program Based on 3D Panorama Virtual Fieldwork Courses on Water Spider in Eundaeri (은대리 물거미 서식지의 3D 파노라마 가상야외학습장 융합교육 프로그램 개발)

  • Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.607-619
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    • 2019
  • This study used Natural Monument water spiders and their habitats as educational contents, so those students could have a scientific literacy and the beautiful memories of Eundaeri's marshes through developing a virtual fieldwork courses (VFC) and observing the ecology of water spiders. In order to develop the program, the 2015 revised national curriculum and its textbooks were analyzed. In accordance with the STEAM model, we developed teaching-learning materials for 7 classes. Students produced 3D panorama virtual fieldwork courses (PVFC) about water spider by team-based cooperative learning, enabling them to emotionally experience the meaning and value of water spiders. A panel of six education experts verified the validity of the program and found it to be fairly valid at 4.24 (CVI = .88) on the 5-point Likert scale. In order to confirm the suitability of the program, students in the middle school science clubs participated in pilot testing camp. Their average classes satisfaction was 4.24 and students were very satisfied with the usefulness of the program, the fresh learning contents, and the suitability of the convergence education class. This study could contribute to convergence education related to ecology and virtual reality for adolescents.

Estimation of Water Footprint for Upland Crop Production in Korea (한국의 밭작물 생산에서의 물발자국 산정)

  • Yoo, Seung-Hwan;Lee, Sang-Hyun;Choi, Jin-Yong
    • Journal of The Korean Society of Agricultural Engineers
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    • v.56 no.3
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    • pp.65-74
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    • 2014
  • Water footprint is defined as the total volume of direct and indirect water used to produce a good and service by consumer or producer, and measured at the point of production based on virtual water concept. The green and blue water footprint refers to the volume of the rainwater and the irrigation water consumed, respectively. Crop water footprint is expected to be used as the basic data for agricultural water resources policies at production, consumption and trade aspect. Thus, it is necessary to estimate suitable green and blue water footprint for South Korea. The objective of this paper is to quantify the green and blue water footprint and usage of upland crops during the period 2001-2010. To estimate the water footprint, 43 upland crop production quantity and harvested area data were collected for 10 years and FAO Penman-Monteith equation was adopted for calculating crop water requirement. As the results, the water footprint of cereals, vegetables, fruits and oil crops accounted for 1,994, 165, 605, and 4,226 $m^3/ton$, respectively. The usage of water footprint for crop production has been estimated at 3,499 (green water) and 216 (blue water) $Mm^3/yr$ on average showing a tendency to decrease. Fruits and vegetables have the largest share in the green water usage, consuming about 1,200 and 1,060 $Mm^3/yr$ which are about 65 % of gross usage. The results of this study are expected to be understood by the agricultural water footprint as well as by the total water footprint from both a production and consumption perspective in Korea.