• Title/Summary/Keyword: motion transformation

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Site specific fragility modification factor for mid-rise RC buildings based on plastic energy dissipation

  • Merin Mathews;B.R. Jayalekshmi;Katta Venkataramana
    • Earthquakes and Structures
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    • v.27 no.4
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    • pp.331-344
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    • 2024
  • The performance of reinforced concrete buildings subjected to earthquake excitations depends on the structural behaviour of the superstructure as well as the type of foundation and the properties of soil on which the structure is founded. The consideration of the effects due to the interaction between the structure and soil- foundation alters the seismic response of reinforced concrete buildings subjected to earthquake motion. Evaluation of the structural response of buildings for quantitative assessment of the seismic fragility has been a demanding problem for the engineers. Present research deals with development of fragility curve for building specific vulnerability assessment based on different damage parameters considering the effect of soil-structure interaction. Incremental Dynamic Analysis of fixed base and flexible base RC building models founded on different soil conditions was conducted using finite element software. Three sets of fragility curves were developed with maximum roof displacement, inter storey drift and plastic energy dissipated as engineering demand parameters. The results indicated an increase in the likelihood of exceeding various damage limits by 10-40% for flexible base condition with soft soil profiles. Fragility curve based on energy dissipated showed a higher probability of exceedance for collapse prevention damage limit whereas for lower damage states, conventional methods showed higher probability of exceedance. With plastic energy dissipated as engineering demand parameter, it is possible to track down the intensity of earthquake at which the plastic deformation starts, thereby providing an accurate vulnerability assessment of the structure. Fragility modification factors that enable the transformation of existing fragility curves to account for Soil-Structure Interaction effects based on different damage measures are proposed for different soil conditions to facilitate a congenial vulnerability assessment for buildings with flexible base conditions.

System-level measurements based force identification (시스템 레벨의 응답을 이용한 가진력 추정)

  • Seung-Hwan Do;Min-Ho Pak;Seunghun Baek
    • The Journal of the Acoustical Society of Korea
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    • v.43 no.5
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    • pp.547-556
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    • 2024
  • To predict the response of dynamic systems through analysis, it is essential to accurately estimate the system's stiffness and apply it to the analytical model. However, directly measuring the stiffness of actual mechanical systems is challenging. Many existing methods involve decomposing the system into components, obtaining the frequency response for each component, and then reassembling them to determine the overall system response. This process can be cumbersome, and variations in coupling conditions between components can increase errors. In this study, a new method is proposed to estimate system stiffness indirectly through experiments without decomposing the system into components. The approach combines response measurements from the entire system with a theoretical model for analysis. It simplifies the stiffness source into a lumped mass model and constructs the equations of motion based on a reduced-order model of the entire system. Subsequently, the stiffness is quantified by calculating the interface forces between the stiffness source and the receiver using vibration measurements obtained at arbitrary positions through experimentation.

Study on Storytelling of VR Cartoons (VR 카툰의 스토리텔링 연구)

  • Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.45-52
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    • 2018
  • The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.

Object Detection Method on Vision Robot using Sensor Fusion (센서 융합을 이용한 이동 로봇의 물체 검출 방법)

  • Kim, Sang-Hoon
    • The KIPS Transactions:PartB
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    • v.14B no.4
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    • pp.249-254
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    • 2007
  • A mobile robot with various types of sensors and wireless camera is introduced. We show this mobile robot can detect objects well by combining the results of active sensors and image processing algorithm. First, to detect objects, active sensors such as infrared rays sensors and supersonic waves sensors are employed together and calculates the distance in real time between the object and the robot using sensor's output. The difference between the measured value and calculated value is less than 5%. We focus on how to detect a object region well using image processing algorithm because it gives robots the ability of working for human. This paper suggests effective visual detecting system for moving objects with specified color and motion information. The proposed method includes the object extraction and definition process which uses color transformation and AWUPC computation to decide the existence of moving object. Shape information and signature algorithm are used to segment the objects from background regardless of shape changes. We add weighing values to each results from sensors and the camera. Final results are combined to only one value which represents the probability of an object in the limited distance. Sensor fusion technique improves the detection rate at least 7% higher than the technique using individual sensor.

Study of Robust Position Recognition System of a Mobile Robot Using Multiple Cameras and Absolute Space Coordinates (다중 카메라와 절대 공간 좌표를 활용한 이동 로봇의 강인한 실내 위치 인식 시스템 연구)

  • Mo, Se Hyun;Jeon, Young Pil;Park, Jong Ho;Chong, Kil To
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.41 no.7
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    • pp.655-663
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    • 2017
  • With the development of ICT technology, the indoor utilization of robots is increasing. Research on transportation, cleaning, guidance robots, etc., that can be used now or increase the scope of future use will be advanced. To facilitate the use of mobile robots in indoor spaces, the problem of self-location recognition is an important research area to be addressed. If an unexpected collision occurs during the motion of a mobile robot, the position of the mobile robot deviates from the initially planned navigation path. In this case, the mobile robot needs a robust controller that enables the mobile robot to accurately navigate toward the goal. This research tries to address the issues related to self-location of the mobile robot. A robust position recognition system was implemented; the system estimates the position of the mobile robot using a combination of encoder information of the mobile robot and the absolute space coordinate transformation information obtained from external video sources such as a large number of CCTVs installed in the room. Furthermore, vector field histogram method of the pass traveling algorithm of the mobile robot system was applied, and the results of the research were confirmed after conducting experiments.

Array Bounds Check Elimination using Ineguality Graph in Java Just-in-Time Compiler (대소관계 그래프를 이용한 Just-in-Time 컴파일 환경에서의 배열 경계 검사 제거)

  • Choi Sun-il;Moon Soo-mook
    • Journal of KIISE:Software and Applications
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    • v.32 no.12
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    • pp.1283-1291
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    • 2005
  • One of the problems in boosting Java performance using a Just-in-Time (JIT) compiler is removing redundant array bound checks. In conventional static compilers, many powerful algorithms have been developed, yet they are not directly applicable to JIT compilation where the compilation time is part of the whole running time. In the current JIT compilers, we tan use either a naive algorithm that is not powerful enough or an aggressive algorithm which requires the transformation into a static single assignment (SSA) form of programs (and back to the original form after optimization), thus causing too much overhead not appropriate for JIT compilation This paper proposes a new algorithm based on an inequality graph which can eliminate array bounds check codes aggressively without resorting to the SSA form. When we actually perform this type of optimization, there are many constraints in code motion caused by the precise exception rule in Java specification, which would cause the algorithm to miss many opportunities for eliminating away bound checks. We also propose a new method to overcome these constraints.

Gaze Detection by Computing Facial and Eye Movement (얼굴 및 눈동자 움직임에 의한 시선 위치 추적)

  • 박강령
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.2
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    • pp.79-88
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    • 2004
  • Gaze detection is to locate the position on a monitor screen where a user is looking by computer vision. Gaze detection systems have numerous fields of application. They are applicable to the man-machine interface for helping the handicapped to use computers and the view control in three dimensional simulation programs. In our work, we implement it with a computer vision system setting a IR-LED based single camera. To detect the gaze position, we locate facial features, which is effectively performed with IR-LED based camera and SVM(Support Vector Machine). When a user gazes at a position of monitor, we can compute the 3D positions of those features based on 3D rotation and translation estimation and affine transform. Finally, the gaze position by the facial movements is computed from the normal vector of the plane determined by those computed 3D positions of features. In addition, we use a trained neural network to detect the gaze position by eye's movement. As experimental results, we can obtain the facial and eye gaze position on a monitor and the gaze position accuracy between the computed positions and the real ones is about 4.8 cm of RMS error.

Image Mosaicking Using Feature Points Based on Color-invariant (칼라 불변 기반의 특징점을 이용한 영상 모자이킹)

  • Kwon, Oh-Seol;Lee, Dong-Chang;Lee, Cheol-Hee;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.2
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    • pp.89-98
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    • 2009
  • In the field of computer vision, image mosaicking is a common method for effectively increasing restricted the field of view of a camera by combining a set of separate images into a single seamless image. Image mosaicking based on feature points has recently been a focus of research because of simple estimation for geometric transformation regardless distortions and differences of intensity generating by motion of a camera in consecutive images. Yet, since most feature-point matching algorithms extract feature points using gray values, identifying corresponding points becomes difficult in the case of changing illumination and images with a similar intensity. Accordingly, to solve these problems, this paper proposes a method of image mosaicking based on feature points using color information of images. Essentially, the digital values acquired from a digital color camera are converted to values of a virtual camera with distinct narrow bands. Values based on the surface reflectance and invariant to the chromaticity of various illuminations are then derived from the virtual camera values and defined as color-invariant values invariant to changing illuminations. The validity of these color-invariant values is verified in a test using a Macbeth Color-Checker under simulated illuminations. The test also compares the proposed method using the color-invariant values with the conventional SIFT algorithm. The accuracy of the matching between the feature points extracted using the proposed method is increased, while image mosaicking using color information is also achieved.

Weaving the realities with video in multi-media theatre centering on Schaubuhne's Hamlet and Lenea de Sombra's Amarillo (멀티미디어 공연에서 비디오를 활용한 리얼리티 구축하기 - 샤우뷔네의 <햄릿>과 리니아 드 솜브라의 <아마릴로>를 중심으로 -)

  • Choi, Young-Joo
    • Journal of Korean Theatre Studies Association
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    • no.53
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    • pp.167-202
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    • 2014
  • When video composes mise-en-scene during the performance, it reflects the aspect of contemporary image culture, where the individual as creator joins in the image culture through the device of cell phone and computer remediating the former video technology. It also closely related with the contemporary theatre culture in which 1960's and 1970's video art was weaved into the contemporary performance theatre. With these cultural background, theatre practitioners regarded media-friendly mise-en-scene as an alternative facing the cultural landscape the linear representational narrative did not correspond to the present culture. Nonetheless, it can not be ignored that video in the performance theatre is remediating its historical function: to criticize the social reality. to enrich the aesthetic or emotional reality. I focused video in the performance theatre could feature the object with the image by realizing the realtime relay, emphasizing the situation within the frame, and strengthening the reality by alluding the object as a gesutre. So I explored its two historical manuel. First, video recorded the spot, communicated the information, and arose the audience's recognition of the object to its critical function. Second, video in performance theatre could redistribute perceptual way according to the editing method like as close up, slow motion, multiple perspective, montage and collage, and transformation of the image to the aesthetic function. Reminding the historical function of video in contemporary performance theatre, I analyzed two shows, Schaubuhne's Hamlet and Lenea de Sombra's Amarillo which were introduced to Korean audiences during the 2010 Seoul Theatre Olympics. It is known to us that Ostermeir found real social reality as a text and made the play the context. In this, he used video as a vehicle to penetrate the social reality through the hero's perspective. It is also noteworthy that Ostermeir understood Hamlet's dilemma as these days' young generation's propensity. They delayed action while being involved in image culture. Besides his use of video in the piece revitalized the aesthetic function of video by hypermedial perceptual method. Amarillo combined documentary theatre method with installation, physical theatre, and video relay on the spot, and activated aesthetic function with the intermediality, its interacting co-relationship between the media. In this performance theatre, video has recorded and pursued the absent presence of the real people who died or lost in the desert. At the same time it fantasized the emotional aspect of the people at the moment of their death, which would be opaque or non prominent otherwise. As a conclusion, I found the video in contemporary performance theatre visualized the rupture between the media and perform their intermediality. It attempted to disturb the transparent immediacy to invoke the spectator's perception to the theatrical situation, to open its emotional and spiritual aspect, and to remind the realities as with Schaubuhne's Hamlet and Lenea de Sombra's Amarillo.

Propagation of Tsunamis Generated by Seabed Motion with Time-History and Spatial-Distribution: An Analytical Approach (시간이력 및 공간분포를 지닌 지반운동에 의한 지진해일 발생 및 전파: 해석적 접근)

  • Jung, Taehwa;Son, Sangyoung
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.30 no.6
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    • pp.263-269
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    • 2018
  • Changes in water depth caused by underwater earthquakes and landslides cause sea surface undulations, which in turn propagate to the coast and result in significant damage as wave heights normally increase due to the wave shoaling process. Various types of numerical models have been developed to simulate the generation and propagation of tsunami waves. Most of tsunami models determine the initial surface of the water based on the assumption that the movement of the seabed is immediately and identically transmitted to the sea surface. However, this approach does not take into account the characteristics of underwater earthquakes that occur with time history and spatial variation. Thus, such an incomplete description on the initial generation of tsunami waves is totally reflected in the error during the simulation. In this study, the analytical solution proposed by Hammack (1973) was applied in the tsunami model in order to simulate the generation of initial water surface elevation by the change of water depth with time history and its propagation. The developed solution is expected to identify the relationship among various type of seabed motions, initial surface undulations, and wave speeds of elevated water surfaces.