• Title/Summary/Keyword: Virtual model

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Effect of homogenization models on stress analysis of functionally graded plates

  • Yahia, Sihame Ait;Amar, Lemya Hanifi Hachemi;Belabed, Zakaria;Tounsi, Abdelouahed
    • Structural Engineering and Mechanics
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    • v.67 no.5
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    • pp.527-544
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    • 2018
  • In this paper, the effect of homogenization models on stress analysis is presented for functionally graded plates (FGMs). The derivation of the effective elastic proprieties of the FGMs, which are a combination of both ceramic and metallic phase materials, is of most of importance. The majority of studies in the last decade, the Voigt homogenization model explored to derive the effective elastic proprieties of FGMs at macroscopic-scale in order to study their mechanical responses. In this work, various homogenization models were used to derive the effective elastic proprieties of FGMs. The effect of these models on the stress analysis have also been presented and discussed through a comparative study. So as to show this effect, a refined plate theory is formulated and evaluated, the number of unknowns and governing equations were reduced by dividing the transverse displacement into both bending and shear parts. Based on sinusoidal variation of displacement field trough the thickness, the shear stresses on top and bottom surfaces of plate were vanished and the shear correction factor was avoided. Governing equations of equilibrium were derived from the principle of virtual displacements. Analytical solutions of the stress analysis were obtained for simply supported FGM plates. The obtained results of the displacements and stresses were compared with those predicted by other plate theories available in the literature. This study demonstrates the sensitivity of the obtained results to different homogenization models and that the results generated may vary considerably from one theory to another. Finally, this study offers benchmark results for the multi-scale analysis of functionally graded plates.

Simulation of Virtual Marionette with 3D Animation Data (3D Animation Data를 활용한 가상 Marionette 시뮬레이션)

  • Oh, Eui-Sang;Sung, Jung-Hwan
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.1-9
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    • 2009
  • A doll created by various materials is a miniature based on human model, and it has been one of components in a puppet show to take some responsibility for human's culture activity. However, demand and supply keeps on the decrease in the puppet show industry, since professional puppeteer has been reduced rapidly, and also it is difficult to initiate into the skill. Therefore, many studies related Robotic Marionette for automation of puppet show have been internationally accompanied, and more efficient structure design and process development are required for better movement and express of puppet with motor based controller. In this research, we suggest the effective way to enable to express the marionette's motion using motion data based on motion capture and 3D graphic program, and through applying of 3D motion data and proposal of simulation process, it will be useful to save time and expenses when the Robotic Marionette System is practically built.

A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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Measurement of the Complex Permittivies of Various Dielectrics Using an Open-Ended Coaxial Probe (개방단말 동축선 프로브를 이용한 다양한 유전체의 복소 유전율 측정)

  • Shin, Hyun;Hyun, Seung-Yeup;Kim, Sang-Wook;Kim, Se-Yun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.38 no.7
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    • pp.22-27
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    • 2001
  • In this paper, the complex permittivity of various dielectrics such as powder(sugar and flour) and solid(teflon and acrvl) are measured by using an open ended coaxial-line probe, which is self designed and manufactured, The probe is connected to a vector network analyzer(VNA) through a coaxial cable, The end of the cable is corrected by using an OSL(open, short, and load) calibration kit, The phase difference, which is produced by inserting the probe at the end of the line. is compensated by using the numerically calculated reflection coefficient of distilled water, The complex permittivity is reconstructed by inserting the measured reflection coefficient, which is produced at the interface between the probe and measuring material, into ,an virtual conical cable conversion model. Over a wide frequency range from 30 MHz to 3 GHz, the measured complex permittivitis of various powder and solid using the our method are compared with the results, which are measured by using an transmission-line method of the Korea Research Institute of Standards and Science(KRISS).

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Robust Extraction of Facial Features under Illumination Variations (조명 변화에 견고한 얼굴 특징 추출)

  • Jung Sung-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.6 s.38
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    • pp.1-8
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    • 2005
  • Facial analysis is used in many applications like face recognition systems, human-computer interface through head movements or facial expressions, model based coding, or virtual reality. In all these applications a very precise extraction of facial feature points are necessary. In this paper we presents a method for automatic extraction of the facial features Points such as mouth corners, eye corners, eyebrow corners. First, face region is detected by AdaBoost-based object detection algorithm. Then a combination of three kinds of feature energy for facial features are computed; valley energy, intensity energy and edge energy. After feature area are detected by searching horizontal rectangles which has high feature energy. Finally, a corner detection algorithm is applied on the end region of each feature area. Because we integrate three feature energy and the suggested estimation method for valley energy and intensity energy are adaptive to the illumination change, the proposed feature extraction method is robust under various conditions.

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A Study on the Effect of Internet Advertising by Product Involvement Levels, Website Types and Banner Advertisement Types (제품관여도, 웹사이트 유형 및 배너광고 유형에 따른 인터넷 광고효과에 관한 연구)

  • Kim, Jong-Woo;Lee, Seung-Youp
    • Journal of Global Scholars of Marketing Science
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    • v.7
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    • pp.105-125
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    • 2001
  • A rapid in increase in population of Internet users made the Internet appeared to be an important advertising medium. Under this situation, one of important research issues will be one related to measurement of Internet advertising effect. This study was carried out with three following projects which set up on the basis of the Modified Elaboration Likelihood Model of Cho(1999). (1) Analysis of differences in banner click, advertising attitude and buying intention according to the product involvement levels. (2) Analysis of differences in banner click, advertising attitude and buying intention according to the product involvement levels and website types. (3) Analysis of differences in banner click, advertising attitude and buying intention according to the product involvement levels and banner advertisement types. The experiment was conducted in a manner that virtual websites and banner advertisements produced for the purpose of this study were classified into eight groups according to the product involvement levels, website types and banner advertisement, and then questionnaire sheets were filled out. The results of empirical analysis are summarized by the research projects as follows. (1) The banner click, advertising attitude and buying intention according to the product involvement levels were not significant. (2) There was no significant difference in the banner click according to the product involvement levels and website types. In the advertising attitude, there was a significant effect of interaction, whereas in the buying intention there was no significant effect of interaction. (3) There was a significant difference in the banner click by the product involvement levels and banner advertisement types. Concretely the click rate appeared to be high in literal banner advertisement for a product with high involvement and in pictorial banner advertisement for a product with low involvement. It is expected that this study can provide Internet advertising researchers and managers with theoretical and the practical informations.

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Numerical Simulations of Storm Surge/Coastal Flooding at Mokpo Coastal Zone by MIKE21 Model (MIKE 21 모형을 이용한 목포해역 해일/범람모의)

  • Moon, Seung-Rok;Park, Seon-Jung;Kang, Ju-Whan;Yoon, Jong-Tae
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.18 no.4
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    • pp.348-359
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    • 2006
  • The city of Mokpo suffers lowland inundation damages by sea water flooding even without harsh weather like a typhoon, due to the low level urban infrastructure facilities, oceanic environmental changes by constructions of seadike/seawall and sea level rise caused by global warming. This study performs constructing the simulation system which employs the MIKE21 software. And the system is applied to several typhoon- induced surges which had resulted in inundation at Mokpo. Virtual situation of flooding is simulated in case 59 cm of surge height, which had been occurred actually by RUSA(0215), coincides with Approx. H.H.W. Then the water level of 545 cm corresponds to the extreme high water level(544 cm) for 10 year return period after the construction of Geumho seawall. The results show rapid and broad inundation at Inner-Port, requiring additional preparations for flood protections.

Optimization of the Television Packing System Using Equivalent Static Loads (등가정하중법을 이용한 텔레비전 포장재의 구조최적설계)

  • Lee, Youngmyung;Jung, Ui-Jin;Park, Gyung-Jin;Han, In-Sik;Kim, Tai-Kyung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.39 no.3
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    • pp.311-318
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    • 2015
  • A nonlinear dynamic response structural optimization process is proposed for the television (TV) packing system that protects the damage from a drop situation using the equivalent static loads (ESLs). Topology optimization using ESLs is carried out for conceptual design, and shape optimization using stress ESLs for a virtual model is performed for detailed design. Stress ESLs are static loads that generate the same displacement as well as the stress fields of linear static analysis as those of nonlinear dynamic analysis. Thus, the response of nonlinear dynamic analysis can be utilized as a constraint in the linear static structural optimization. An actual example is solved to validate the process. The drop test of a television packaging system is analyzed by LS-DYNA, and NASTRAN is used for optimization.

An Implementation of Base System for Web-based Cyber Engineering Laboratories (공학용 가상 실험실을 위한 Web용 기반 시스템의 구축)

  • Han Sang-Hoon;You Sung-Hyun;Cho Hyung-Je
    • Journal of Engineering Education Research
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    • v.3 no.1
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    • pp.27-41
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    • 2000
  • Recently there have been many Internet-based studies to provide personal users an efficient educational tool making use of multimedia data. The typical examples are remote education and virtual university where many educational trials on theory-based contents have been performed more frequently than those on experiment-based contents for engineering area. This paper describes about a base system implemented as an example of Internet-based experiment-oriented educations to establish cyber engineering laboratories for mechanics, electronics and chemistry. For the first time as a model of cyber engineering laboratories we herein Introduce in detail a server-and-client-based simulative method in which the result may be displayed on computer monitor of client PC while a simulator program is executed on the server. Secondly we introduce an interactive method in which the user of client PC may not only communicate directly with experiment server after initial connection with management server but also he can confirm the status of experiment being performed by way of video as well as experimental result.

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Development of Intelligent Multi-Agent in the Game Environment (게임 환경에서의 지능형 다중 에이전트 개발)

  • Kim, DongMin;Choi, JinWoo;Woo, ChongWoo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.69-78
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    • 2015
  • Recently, research on the multi-agent system is developed actively in the various fields, especially on the control of complex system and optimization. In this study, we develop a multi-agent system for NPC simulation in game environment. The purpose of the development is to support quick and precise decision by inferencing the situation of the dynamic discrete domain, and to support an optimization process of the agent system. Our approach employed Petri-net as a basic agent model to simplify structure of the system, and used fuzzy inference engine to support decision making in various situation. Our experimentation describes situation of the virtual battlefield between the NPCs, which are divided two groups, such as fuzzy rule based agent and automata based agent. We calculate the percentage of winning and survival rate from the several simulations, and the result describes that the fuzzy rule based agent showed better performance than the automata based agent.