• Title/Summary/Keyword: cross-view

Search Result 562, Processing Time 0.026 seconds

The nose-up effect in twin-box bridge deck flutter: Experimental observations and theoretical model

  • Ronne, Maja;Larsen, Allan;Walther, Jens H.
    • Wind and Structures
    • /
    • v.32 no.4
    • /
    • pp.293-308
    • /
    • 2021
  • For the past three decades a significant amount of research has been conducted on bridge flutter. Wind tunnel tests for a 2000 m class twin-box suspension bridge have revealed that a twin-box deck carrying 4 m tall 50% open area ratio wind screens at the deck edges achieved higher critical wind speeds for onset of flutter than a similar deck without wind screens. A result at odds with the well-known behavior for the mono-box deck. The wind tunnel tests also revealed that the critical flutter wind speed increased if the bridge deck assumed a nose-up twist relative to horizontal when exposed to high wind speeds - a phenomenon termed the "nose-up" effect. Static wind tunnel tests of this twin-box cross section revealed a positive moment coefficient at 0° angle of attack as well as a positive moment slope, ensuring that the elastically supported deck would always meet the mean wind flow at ever increasing mean angles of attack for increasing wind speeds. The aerodynamic action of the wind screens on the twin-box bridge girder is believed to create the observed nose-up aerodynamic moment at 0° angle of attack. The present paper reviews the findings of the wind tunnel tests with a view to gain physical insight into the "nose-up" effect and to establish a theoretical model based on numerical simulations allowing flutter predictions for the twin-box bridge girder.

Seam Finding Algorithm using the Brightness Difference Between Pictures in 360 VR (360 VR을 구성하는 영상들 간 밝기 차이를 이용한 seam finding 알고리즘)

  • Nam, Da-yoon;Han, Jong-Ki
    • Journal of Broadcast Engineering
    • /
    • v.23 no.6
    • /
    • pp.896-913
    • /
    • 2018
  • Seam finding algorithm is one of the most important techniques to construct the high quality 360 VR image. We found that some degradations, such as ghost effect, are generated when the conventional seam finding algorithms (for examples, Voronoi algorithm, Dynamic Programming algorithm, Graph Cut algorithm) are applied, because those make the inefficient masks which cross the body of main objects. In this paper, we proposed an advanced seam finding algorithm providing the efficient masks which go through background region, instead of the body of objects. Simulation results show that the proposed algorithm outperforms the conventional techniques in the viewpoint of the quality of the stitched image.

Relationship between Le Corbusier's Errazuris House Project and Antonin Raymond's Karuizawa Villa (르 코르뷔지에의 에라즈리스 주택계획안과 안토닌 레이몬드의 카루이자와 별장의 상관성에 관한 연구)

  • Kim, Kyoung-Yon;Jun, Byung-Kweon
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.34 no.1
    • /
    • pp.15-22
    • /
    • 2018
  • Raymond, who adopted Le Corbusier's Errazuris House Project, built Karuizawa Villa by incorporating Japan's aspiration for Western modern architecture and strong convictions regarding the preservation of traditional culture heritage, which were prevalent in Japan at the time. Despite the controversy over his plagiarism, Karuizawa Villa shows several unique architectural characteristics. First, in terms of the arrangement and access system, the villa has a common space that affords a view of the lake by accessing from the mountain side. Second, in terms of spatial composition, the common space is connected to the mesonnette by placing a trail to enable enjoyment of natural scenery. In particular, personal space is planned in the shape of a cross by connecting several surfaces to the outside in order to secure enjoyment of the natural environment. Lastly, in the aspect of structure and materials, both architectural buildings adopted masonry by using natural stone as well as building materials suitable for each region and climate by using logs in constructing the main columns and beams. Through Karuizawa Villa, Raymond is considered to have established his own style by combining the standard of Western modern architecture and the elements of Japanese traditional architecture while valuing local architectural technology.

A Corpus Analysis of Temporal Adverbs and Verb Tenses Cooccurrence in Spanish, English, and Chinese

  • Cheng, An Chung;Lu, Hui-Chuan
    • Asia Pacific Journal of Corpus Research
    • /
    • v.3 no.2
    • /
    • pp.1-16
    • /
    • 2022
  • This study investigates the cooccurrence between temporal adverbs and grammatical tenses in Spanish and contrasts temporal specifications across Spanish, English, and Chinese. Based on a monolingual Spanish corpus and a trilingual parallel corpus, the study identified the top ten frequent single-word temporal adverbs collocating with grammatical tenses in Spanish. It also contrasted the cooccurrence of temporal adverbs and verb tenses in three languages. The results show that aun 'still', hoy 'today', and ahora 'now' collocate with the present tense at more than 80%. Ayer 'yesterday' and finalmente 'finally' cooccurring with the simple past tense are at 84% and 69%, respectively. Then, mientras 'meanwhile' collocates with the past imperfect at 55%, the highest of all. Mañana 'tomorrow' cooccurs with the future and present tenses at 34%. Other adverbs, ya 'already', siempre 'always', and nuevamete 'again', do not present a strong cooccurrence tendency with a tense overall. The contrastive analysis of the trilingual parallel corpus shows a comprehensive view of temporal specifications in the three languages. However, no clear one-to-one mapping pattern of the cooccurrence across the three languages can be concluded, which provides helpful insights for second language instruction with natural language data rather than intuition. Future research with larger corpora is needed.

The Effect of Cognitive Emotional Control on Life Goals

  • Kim, Jungae
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.79-88
    • /
    • 2021
  • This study was a cross-sectional descriptive investigative study to analyze the effects of sub-factors of cognitive emotional control on life goals. The subjects of the study were 184 people in their 20s, and they were collected online from December 2020 to January 5, 2021 using structured cognitive control capabilities and life goal questionnaires. The collected data were performed using SPSS 18.0 for Frequency, Independent Sample t-test, Pearson correction analysis, Simple regression analysis, and Multiple regression analysis. According to the study, men had both life-oriented and achievement-oriented life goals higher than women. Among the sub-factors of cognitive emotional control (positive focus change, positive reassessment, expansion of view, re-accept plan, acceptance, rumination, self-criticism, others criticism, and destruction) were male and female were higher in self-criticism. Factors affecting life-oriented life goals have been shown to be expanding views, re-accepting plans, and criticizing others, while positive re-evaluation negatively affects achievement-oriented life goals. Based on these results, life-oriented life-goals tend to exhibit adaptive responses to expand views and revise plans and maladaptive responses to blame others, while achievement-oriented life-goals have the ability to positively reassess situations, modify plans and accept negative reactions.

Modified Deep Reinforcement Learning Agent for Dynamic Resource Placement in IoT Network Slicing

  • Ros, Seyha;Tam, Prohim;Kim, Seokhoon
    • Journal of Internet Computing and Services
    • /
    • v.23 no.5
    • /
    • pp.17-23
    • /
    • 2022
  • Network slicing is a promising paradigm and significant evolution for adjusting the heterogeneous services based on different requirements by placing dynamic virtual network functions (VNF) forwarding graph (VNFFG) and orchestrating service function chaining (SFC) based on criticalities of Quality of Service (QoS) classes. In system architecture, software-defined networks (SDN), network functions virtualization (NFV), and edge computing are used to provide resourceful data view, configurable virtual resources, and control interfaces for developing the modified deep reinforcement learning agent (MDRL-A). In this paper, task requests, tolerable delays, and required resources are differentiated for input state observations to identify the non-critical/critical classes, since each user equipment can execute different QoS application services. We design intelligent slicing for handing the cross-domain resource with MDRL-A in solving network problems and eliminating resource usage. The agent interacts with controllers and orchestrators to manage the flow rule installation and physical resource allocation in NFV infrastructure (NFVI) with the proposed formulation of completion time and criticality criteria. Simulation is conducted in SDN/NFV environment and capturing the QoS performances between conventional and MDRL-A approaches.

Crack detection method for step-changed non-uniform beams using natural frequencies

  • Lee, Jong-Won
    • Smart Structures and Systems
    • /
    • v.30 no.2
    • /
    • pp.173-181
    • /
    • 2022
  • The current paper presents a technique to detect crack in non-uniform cantilever-type pipe beams, that have step changes in the properties of their cross sections, restrained by a translational and rotational spring with a tip mass at the free end. An equation for estimating the natural frequencies for the non-uniform beams is derived using the boundary and continuity conditions, and an equivalent bending stiffness for cracked beam is applied to calculate the natural frequencies of the cracked beam. An experimental study for a step-changed non-uniform cantilever-type pipe beam restrained by bolts with a tip mass is carried out to verify the proposed method. The translational and rotational spring constants are updated using the neural network technique to the results of the experiment for intact case in order to establish a baseline model for the subsequent crack detection. Then, several numerical simulations for the specimen are carried out using the derived equation for estimating the natural frequencies of the cracked beam to construct a set of training patterns of a neural network. The crack locations and sizes are identified using the trained neural network for the 5 damage cases. It is found that the crack locations and sizes are reasonably well estimated from a practical point of view. And it is considered that the usefulness of the proposed method for structural health monitoring of the step-changed non-uniform cantilever-type pipe beam-like structures elastically restrained in the ground and have a tip mass at the free end could be verified.

Comparison of Avatar Posture Formation According to 3D Virtual Garment Modeling Programs -Focusing on Cycling Movements of High-School Male Cyclist-

  • Park, Hyunjeong;Do, Wolhee
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.45 no.6
    • /
    • pp.965-977
    • /
    • 2021
  • The study aimed to analyze the functional differences in 3D virtual garment programs and compare body scan data with the corresponding 3D virtual models. We selected 3D virtual garment programs, formed virtual models in a representative size for high-school male cyclists, and analyzed them using the Design-X program. The results were as follows. In the 3D virtual garment programs, the anthropometric items for virtual model forming differed significantly from the standard anthropometric items suggested by Size Korea. Comparing the lower body scan data and virtual models formed by the 3D virtual garment programs, the biggest difference was in the shapes of the waist and hips, i.e., the flatness values of the waist and hips were different for each program in the cross-section view. In the lower body, a data-input-based program was needed for changing the exact measurement position of the waist circumference and hips' shape in detail. If a 3D virtual garment program provides functions for the virtual model's joint angle input and free motion transformation, it is expected to be widely used in the sportswear industry.

Mukbang's Foodcasting beyond Korea's Borders: A Study Focusing on OTT Platforms

  • Lim, Jia
    • Journal of Information Processing Systems
    • /
    • v.18 no.4
    • /
    • pp.470-479
    • /
    • 2022
  • Mukbang is a type of foodcasting where a host records or streams their eating rituals for audience consumption in live format. With origins in South Korea via the online broadcast genre found on Afreeca TV in the mid-2000s, the phenomenon has since found global popularity. Its development as a full-fledged genre is based on a communication culture that invites people to a meal rather than to talk to one another; viewers watch in silence as a host consumes a copious number of dishes from Korean gastronomy to fast food to other ethnic cuisine on display. An invitation to eat means the beginning of a public relationship that quickly turns to a private shared experience. This study analyzes several Mukbang video postings and makes use of Linden's culture approach model to provide a view toward a number of cross-cultural connections by Koreans and non-Korean audiences. Prior to the study, 10 Korean eating shows were selected and used as standard models. Korean Mukbang mainly consists of eating behavior and ASMR, with very few storytelling or narrative devices utilized by its creators. For this reason, eating shows make a very private connection. In other ways, this paper shows how 28 Mukbang-related YouTube contents selected by Ranker were evolving and examined through notions of acculturation and reception theory.

DEVELOPMENT OF STRATEGIES FOR APPLICATION OF 4D MODELING IN CONSTRUCTION MANAGEMENT

  • Yang-Taek Kim;Chang-Taek Hyun ;Kyo-Jin Koo
    • International conference on construction engineering and project management
    • /
    • 2005.10a
    • /
    • pp.1181-1186
    • /
    • 2005
  • In many construction projects, progress and efficiency are hampered by poor communication of discipline-specific models. For example, architects use 2D or 3D CAD models and builders use CPM diagrams, Gantt charts, and spreadsheets to show their view of the project. Nowadays, advanced computer visualization tools, 4D CAD or VR, can show these disparate models to understand cross-disciplinary impacts of design and construction decisions. In Korea, several leading companies have tried to apply these tools to their pilot projects from the design phase to the maintenance phase. These companies have expected that more project stakeholders could understand a construction schedule more quickly and completely with 4D visualization than with the traditional construction management tools. However, modeling of the 4D CAD or VR can be quite time-consuming and expensive to generate manually and has therefore limited the spread and use of these models. In order to adopt widely those models in construction industry, the areas that those tools could support to take large benefits in diverse functional areas of construction management need to be analyzed. In this study, researchers analyze the usefulness and limitations of the 4D models and VR in the construction industry, develop the strategy of application priority, and improve the 4D modeling method.

  • PDF