• 제목/요약/키워드: multi-purposes

검색결과 387건 처리시간 0.025초

A data mining approach to compressive strength of CFRP-confined concrete cylinders

  • Mousavi, S.M.;Alavi, A.H.;Gandomi, A.H.;Esmaeili, M. Arab;Gandomi, M.
    • Structural Engineering and Mechanics
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    • 제36권6호
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    • pp.759-783
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    • 2010
  • In this paper, compressive strength of carbon fiber reinforced polymer (CFRP) confined concrete cylinders is formulated using a hybrid method coupling genetic programming (GP) and simulated annealing (SA), called GP/SA, and a robust variant of GP, namely multi expression programming (MEP). Straightforward GP/SA and MEP-based prediction equations are derived for the compressive strength of CFRP-wrapped concrete cylinders. The models are constructed using two sets of predictor variables. The first set comprises diameter of concrete cylinder, unconfined concrete strength, tensile strength of CFRP laminate, and total thickness of CFRP layer. The most widely used parameters of unconfined concrete strength and ultimate confinement pressure are included in the second set. The models are developed based on the experimental results obtained from the literature. To verify the applicability of the proposed models, they are employed to estimate the compressive strength of parts of test results that were not included in the modeling process. A sensitivity analysis is carried out to determine the contributions of the parameters affecting the compressive strength. For more verification, a parametric study is carried out and the trends of the results are confirmed via some previous studies. The GP/SA and MEP models are able to predict the ultimate compressive strength with an acceptable level of accuracy. The proposed models perform superior than several CFRP confinement models found in the literature. The derived models are particularly valuable for pre-design purposes.

상아질 접착제의 성상이 미세인장결합강도에 미치는 영향 (THE EFFECT OF ADHESIVE PROPERTY ON MICROTENSILE BOND STRENGTH TO HUMAN DENTIN)

  • 김현진;허복;김현철
    • Restorative Dentistry and Endodontics
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    • 제29권3호
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    • pp.281-287
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    • 2004
  • The purposes of this study were to evaluate the effect of adhesive property on microtensile bond strength and to determine the failure mode. Flat occlusal dentin surfaces were prepared using low-speed diamond saw. The dentin was etched with 37% phosphoric acid. The following adhesives were applied to the etched dentin to manufacturer's directions: Scotchbond Multi-Purpose in group SM, Prime&Bond NT in group NT, Scotchbond Multi-Purpose followed by Tetric-flow in group TR. After adhesive application, a cylinder of resin-based composite was built up on the occlusal surface. Each tooth was sectioned vertically to obtain the $1{\;}{\times}{\;}1\textrm{mm}^2$ "sticks". Microtensile bond strength were determined. Each specimen was observed under stereomicroscope and scanning electron microscope (SEM) to examine the failure mode. Data were analyzed using one way ANOVA. The results of this study were as follows:1. The microtensile bond strength value were:group SM ($18.98{\pm}3.01MPa$). group NT ($16.01{\pm}4.82MPa$) and group TR ($17.56{\pm}3.22MPa$). No significant statistical differences were observed among the groups (P>0.05). 2. Most of specimens showed mixed failure. In group TR, there was a higher number of specimens showing areas of cohesive failure in resin.

친환경 기능성 방음벽 (Environmental Functional Soundproof Wall)

  • 김지성;이우미;김일호;김광수
    • 한국도로학회논문집
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    • 제15권5호
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    • pp.65-73
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    • 2013
  • PURPOSES : This study is to suggest future development direction and application of environmental noise barriers as multi-functional soundproof wall. METHODS : Based on the literature review, case study and patent search, research and patent trend were investigated. Patent search was conducted by Patent searching tools, 'Focust'. RESULTS : As environmental noise barriers, Vegetative soundproof wall, photovoltaic soundproof wall, and air-pollution reduction soundproof wall were investigated. First of all, In Korea, Vegetative soundproof wall is being developed mostly as soundproof wall that has vegetation foundation inside, to meet the domestic condition with 23 patent applications. Second, Photovoltaic soundproof wall is being developed mainly with efficiency of photovoltaic system rather than soundproofing. And it is limited to one generation solar cell technology, although Solar cell technology is developing at a rapid pace. On the other hand, for reducing air-pollutant by soundproof wall, a variety of methods are being suggested (filtration, adsorption, and photocatalytic oxidation), and one of them, adsorption are applied for developing air pollution reduction soundproof wall in Korea. CONCLUSIONS: The above soundproof wall is not simple structure, but road facility applied fusion technique. Therefore, as one system, it is difficult to harmonize due to various considerations for design factor. However, if it's possible that a benefits of one system apply to another system, Synergy effect may be created. In the foreseeable future, soundproof wall may be considered as a road system using fusion technique rather than just functional facility. Therefore, substantial studies for applying multi-functional soundproof wall on the road are needed for the future.

다중분할 방전방식을 적용한 펄스형 Nd:YAG 레이저의 임의 펄스성형 연구 (A study on Intention Pulse Forming Network Generation of Pulse Nd:YAG Laser adopting Multi -Alienation Discharge)

  • Whi-Young Kim
    • 한국컴퓨터산업학회논문지
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    • 제2권7호
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    • pp.975-982
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    • 2001
  • 펄스형 Nd:YAG레이저는 연속형에 비해 효율이 높고 높은 첨두출력이 가능하므로 가공에 있어서 여러 가지 장점이 있다. 더구나 레이저 펄스모양을 가변 시키는 기능은 펄스형 Nd:YAG레이저로 가공하기 힘든 특수분야에까지 가공을 가능하게 하였다. 본 연구에서는 3개의 플래쉬 램프를 순차 점등시키는 방식의 레이저시스템을 설계, 제작하여, 램프 점등시간의 변화에 따른 레이저빔의 펄스 폭과 펄스 세기를 조사하였다. 즉 PIC-Onechip microprocessor를 이용하여 실시간으로 3개의 플래쉬 램프를 순차적으로 점등시켜 보다 다양한 펄스모양을 만드는 기술을 개발하였다. 위 방식의 장점은 램프의 점등 지연시간을 0∼10ms까지 다양하게 변화시킬 수가 있고, 외부의 키보드로 실시간 제어가 가능하므로 보다 편리하게 펄스모양을 변화시킬 수가 있다. 또한, 긴 펄스를 만들 수가 있어 산업용 가공이나 의료용으로 널리 사용될 수가 있을 것이다.

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국내 다목적 댐의 저사댐 설치에 따른 퇴사저감 효과 분석 (The Analysis of Sediment Reduction Effect by Installing Check Dams at Domestic Multi-Purpose Dams)

  • 최계운;김광남;한만신;윤용진
    • 한국방재학회 논문집
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    • 제11권3호
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    • pp.183-189
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    • 2011
  • 본 연구에서는 저수지내 퇴사저감을 위하여 댐 상류에 저사댐을 설치하여 퇴적토를 포착하는 방법의 적합성을 검토하기 위해 국내 10개 다목적댐 유역을 대상으로 저사댐을 설치할 경우의 퇴사 저감효과에 대하여 분석하였다. 총 27개 설치지점의 퇴사 저감효과를 분석한 결과, 연구대상 다목적 댐 중 대청댐유역의 본류인 금강 지점의 저사댐 설치시 퇴사 저감효과가 가장 큰 것으로 판단되었으며 저사댐 설치에 따른 수명연장효과는 미설치시 수명보다 약 60%가 연장되는 것으로 판단되었다. 또한 저사댐 설치로 인한 퇴사 저감률에 영향을 미치는 인자를 알아보기 위하여 회귀분석을 실시한 결과 유역면적비가 가장 큰 영향을 미치는 것으로 판단되었으며 유역면적비에 대한 회귀식을 도출 할 수 있었다. 본 연구결과를 통해 국내 저사댐 도입시 기대 퇴사저감 효과 산정이나 설치위치 검토를 위한 기초자료 활용될 수 있을 것으로 판단된다.

지능형 드론의 자율 임무 수행을 위한 소프트웨어 프레임워크 제안 (A Proposal for Software Framework of Intelligent Drones Performing Autonomous Missions)

  • 신주철;김성우;백경훈;서민기
    • 한국항행학회논문지
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    • 제26권4호
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    • pp.205-210
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    • 2022
  • 4차 산업혁명과 더불어 드론은 빠른 속도로 성장해 왔고 산업 전반에 확산하여 군사용으로도 널리 사용하기에 이르렀다. 최근 유럽 지역에서 벌어진 전쟁에서는 드론이 전장의 게임체인저라고 평가받으며 군사용 드론의 중요성이 주목받고 있다. 대한민국 육군도 미래의 국방 전력으로 군의 제대 규모와 임무에 적합한 다양한 드론을 포함하고 있는 드론봇 체계를 기획하였다. 이러한 드론봇 체계의 키워드는 인공지능에 의한 자율화이다. 또한, 다양한드론의신속한개발을위해드론봇체계는운용플랫폼의공용화 기술이 필요하다. 본 논문에서는 군사용 드론의 임무 자율화와 공용화를 위해 멀티 에이전트 시스템, 인지 아키텍처, 지식 기반의 상황 추론 등 다양한 인공지능 기술을 적용한 소프트웨어 프레임워크를 제안한다.

기후변화에 따른 국내 홍수 취약성 평가 (Korean Flood Vulnerability Assessment on Climate Change)

  • 이문환;정일원;배덕효
    • 한국수자원학회논문집
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    • 제44권8호
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    • pp.653-666
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    • 2011
  • 본 연구에서는 기후변화에 따른 홍수 취약성 평가기법을 제안하고 국내 5대강 유역에 적용 및 평가하고자 하였다. 특히 Multi-Model Ensemble 시나리오를 이용하여 평가 시 발생하는 불확실성을 제시하고자 하였다. 취약성 평가를 위해 우선 유역의 기상, 수문 자료를 비롯한 지형, 인문 사회 정보를 수집, 지표를 산정하여 현재 기후상태 하에서의 홍수 취약성을 평가하였다. 또한 기후변화에 따른 미래 홍수 취약성을 평가하기 위해 기존에 3개 온실가스 배출시나리오, 13개 GCMs (Global Climate Models), 3개 수문모형(2~3개 증발산량 산정방법)으로 생산된 39개 미래 기후시나리오 및 312개 미래 수문시나리오를 이용하여 기준 S0 (1971~2000년) 기간 대비 미래 S1 (2010~2039년), S2 (2040~2069년), S3 (2070~2099년)기간의 홍수 취약성의 시공간적 변화 및 불확실성을 평가하였다. 평가 결과 현재 기후상황에서 홍수에 취약한 지역은 한강, 섬진강, 영산강 하류 지역으로 나타났으며, 미래 기후변화 시나리오를 고려한 결과 낙동강, 금강, 한강 권역에서의 민감도가 가장 크게 변할 것으로 분석되었으나, 기본적으로 섬진강 유역의 적응능력이 낮기 때문에 미래에도 섬진강 유역이 홍수에 가장 취약할 것으로 분석되었다.

다면 콘텐츠 현장 촬영 시스템 (Multi-screen Content Creation using Rig and Monitoring System)

  • 이상우;김영휘;차승훈;권재환;고해정;박기수;송의석;윤형진;장경윤
    • 한국컴퓨터그래픽스학회논문지
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    • 제23권5호
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    • pp.9-17
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    • 2017
  • 시청자의 시야를 콘텐츠로 가득 채워주어 강한 몰입감을 제공하는 다면 영상 제작을 위해서는 다수의 카메라를 이용한 촬영이 요구된다. 이러한 촬영 시나리오에서는 다수의 카메라에 의해 촬영되고 있는 화면들이 하나의 콘텐츠로써 어떻게 보여질지 혹은 실제 상영관에서 어떻게 보여질지 확인하는 모니터링 과정이 매우 중요하다. 기존의 특수 포맷 영상 촬영에 관한 연구들은 모두 스테레오스코픽 입체 영상이나 파노라마 영상 등 각자의 목적에 집중하여 이루어져 왔으며, 최근 확산되고 있는 세 개의 면을 이용한 다면 상영관에 최적화된 콘텐츠 제작에 관한 연구는 부재하다. 본 논문에서는 세 대의 카메라를 제어할 수 있는 리그와 다면 영상 포맷에 특화된 모니터링 소프트웨어를 이용한 다면 콘텐츠 현장 촬영 시스템을 제안한다. 제안된 리그는 카메라 간의 각도를 정밀하게 조절하여 세 대의 카메라로 넓은 화각을 촬영할 수 있으며, 원격 통신을 통해 모니터링 소프트웨어와 연동된다. 모니터링 소프트웨어는 실시간으로 들어오는 영상들을 자동으로 정렬해주며, 수신 받은 리그의 각도에 따라 영상의 정렬이 자동으로 업데이트된다. 또한 촬영 시에 얻어진 정렬 정보를 후반작업에 사용할 수 있게 함으로써, 제작 효율을 크게 향상시킨다.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Constitutive Equations Based on Cell Modeling Method for 3D Circular Braided Glass Fiber Reinforced Composites

  • Lee, Wonoh;Kim, Ji Hoon;Shin, Heon-Jung;Chung, Kwansoo;Kang, Tae Jin;Youn, Jae Ryoun
    • Fibers and Polymers
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    • 제4권2호
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    • pp.77-83
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    • 2003
  • The cell modeling homogenization method to derive the constitutive equation considering the microstructures of the fiber reinforced composites has been previously developed for composites with simple microstructures such as 2D plane composites and 3D rectangular shaped composites. Here, the method has been further extended for 3D circular braided com-posites, utilizing B-spline curves to properly describe the more complex geometry of 3D braided composites. For verification purposes, the method has been applied for orthotropic elastic properties of the 3D circular braided glass fiber reinforced com-posite, in particular for the tensile property. Prepregs of the specimen have been fabricated using the 3D braiding machine through RTM (resin transfer molding) with epoxy as a matrix. Experimentally measured uniaxial tensile properties agreed well with predicted values obtained for two volume fractions.