• Title/Summary/Keyword: virtual human

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A Study on Fire Resistance Character of a Tunnel and an Underground Structure (터널 및 지하구조물의 내화특성에 관한 연구)

  • Yoo, Sang-Gun;Kim, Jung-Joo;Park, Min-Yong;Kim, Eun-Kyum;Lee, Jun-Suk
    • Journal of the Korean Society for Railway
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    • v.13 no.2
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    • pp.194-200
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    • 2010
  • Recently, a longitudinal tunnel construction has increased because of subway construction extension, geomorphological effect and the development of construction Technologies etc. When the fire occurs in a tunnel and an underground structure, the many damage of human life and the economic losses are caused. In Korea, fire resistance character study of a tunnel and an underground structure is proceeding. However, when a concrete is exposed to high temperature, study of load carrying capacity reduction and stability evaluation for spalling of a concrete is not enough. Therefore in this study, fire resistance character of a concrete evaluated according to time heating temperature curve(RABT and RWS) and a result compared on virtual fire accident in order to apply fire scenario. Also this study performed thermo-mechanical coupled analysis of a FEM-based numerical technique and estimated fire-induced damage of a tunnel and an underground structure.

Analysis of the University Library's Space Program and Design Characteristics with the Concept of 'Cultural Commons' - Focused on the Tama Art University Library - (문화공유지(Cultural Commons) 개념에 의한 대학도서관의 공간프로그램과 디자인방법의 특성 - 타마미술대학 도서관을 중심으로 -)

  • Pyun, Young-Hee;Park, Chan-Il
    • Korean Institute of Interior Design Journal
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    • v.24 no.3
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    • pp.48-58
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    • 2015
  • This study is to conclude a direction for Information Commons, which supports the university library in a new role. The study explains perspectives on the changing role of the university library by examining the approaches, histories, and theories practiced by various researchers on Information Commons. The study aims to discover ways of improving the library space that are dedicated to technology using Information Commons, it also examines ways of creating a unified "library space" that will support learning and access to knowledge and information. The features of Cultural Commons include making improvements to technology-centered space, and providing support to research, freedom of speech, creative approach, public freedom and collaboration, and interaction. The functions of Cultural Commons within the university library are listed: First, it supports programs that will transform the library into a social hub within the university. The space specifically blurs the boundary between the library building and its surroundings, and unifies these spaces to enhance its catalytic role in aiding social interactions and human-centered approach. Second, it supports active participation through cultural programs and provides a fluid and interactive space with virtual resources. Third, it enhances user experience to supports behaviors and activities that involve fixtures and equipment in the space to promote learning. The study notes that, with the emergence of these characteristics, the university library is changing by implementing Cultural Commons for on-campus social space and new learning. Accordingly, this implementation is expected to enhance active acceptance of the library space in the future.

Teleoperation Using Reconstructed Graphic Model (재구성된 그래픽 모델을 이용한 원격제어)

  • Chung, Seong-Youb;Yoon, Hyun-Joong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.3876-3881
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    • 2012
  • In typical master/slave teleoperation systems, a human operator generally manipulates the master to control the slave through the visual information like camera image. However, the operator may get into trouble due to the limited visual information depending on the camera positions and the delay on the visual information because of low communication bandwidth. To cope with this inherit problem in the camera-based teleoperation system, this paper presents a teleoperation system using a reconstructed graphic model instead of the camera image. The proposed teleoperation system consists of a robot control module, a master module using a force-reflective joystick, and a graphic user interface (GUI) module. The graphic user interface module provides the operator with a 3D model reconstructed using a small set of sensing data received from the remote site. The proposed teleoperation system is evaluated through a peg-in-hole assembly task.

A Study on Valuation of Acoustic Performance about Dome-typed Gymnastics Training Floor utilizing Auralization (가청화를 이용한 돔형 체조연습장의 음향 성능평가에 관한 연구)

  • Yun, Jae-Hyun;Ju, Duck-Hoon;Jung, Eun-Jung;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.132-136
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    • 2007
  • In case of indoor gymnastics training floor, in view of its characteristics, since it is simultaneously required the related smooth communication between the coach and the player, also the acoustic performance regarding to the Clearness of Music, besides the sport activity, the consideration about the acoustic character has entered the stage as an indispensable element. On such viewpoint, on the object of the recently built dome-typed gymnastics training floor, after making the optimized acoustic design with the remodeling through acoustic simulation, by means of measurement and valuation on human's psychological(sensual) degree utilizing Auralization that enables to experience the virtual sound field at the stage of design, this thesis has attempted to survey of the acoustic satisfaction degree and its reaction about the gymnastics training floor. As the result of investigation about the research on the space of object, it could be known that the valuation regarding to the acoustic performance of 'After-Improvement' was distinctly more refined than that of 'Before-Improvement'. It is now considering that such result of the study can be utilized as the useful data which enables to improve the retrenchment effect of the construction cost as well as the acoustic capability, by means of the prediction control on the acoustic problem from the stage of design, for the occasion when the similar indoor sport gymnasium is planning to build for the near future.

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320-Channel Multi-Frequency Trans-Admittance Scanner(TAS) for Anomaly Detection (도전율 및 유전율이 다른 병소의 검출을 위한 320-채널 다주파수 Trans-Admittance Scanner(TAS))

  • Oh, Tong-In;Lee, Min-Hyoung;Kim, Hee-Jin;Woo, Eung-Je
    • Journal of Biomedical Engineering Research
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    • v.28 no.1
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    • pp.84-94
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    • 2007
  • In order to collect information on local distribution of conductivity and permittivity underneath a scan probe, we developed a multi-frequency trans-admittance scanner (TAS). Applying a sinusoidal voltage with variable frequency on a chosen distal part of a human body, we measure exit currents from 320 grounded electrodes placed on a chosen surface of the subject. The electrodes are packaged inside a small and light scan probe. The system includes one voltage source and 17 digital ammeters. Front-end of each ammeter is a current-to-voltage converter with virtual grounding of a chosen electrode. The rest of the ammeter is a voltmeter performing digital phase-sensitive demodulation. Using resistor loads, we calibrate the system including the scan probe to compensate frequency-dependent variability of current measurements and also inter-channel variability among multiple. We found that SNR of each ammeter is about 85dB and the minimal measurable current is 5nA. Using saline phantoms with objects made from TX-151, we verified the performance of the lesion estimation algorithm. The error rate of the depth estimation was about 19.7%. For the size estimate, the error rate was about 15.3%. The results suggest improvement in lesion estimation algorithm based on multi-frequency trans-admittance data.

A Study for Comparison of Risk Estimates According to Extrapolating Methods of Benzo(a)Pyrene in the Ambient Air (대기중 Benzo(a) pyrene의 외삽방법에 따른 위해도 추계치의 비교 연구)

  • Kim, Jong-Man;Chung, Yong
    • Journal of Korean Society for Atmospheric Environment
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    • v.8 no.1
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    • pp.29-37
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    • 1992
  • The risk of benzo(a)pyrene for cancer in the ambient air of Seoul was assessed by using the extrapolation methods. The average daily lifetime exposure of benzo(a)pyrene in the ambient air of Seoul was calculated at 6.97-24.30ng/$m^2$/day, which was based on the occurrence analysis of benzo(a)pyrene in the residential(Bull Kwang Dong) and traffic areas(Shin Chon) of Seoul. Using the dose scaling based on body surface area in comparisons of toxicity for extrapolation from animal to human and mathematical models from the high dose region, the low-dose risk was estimated. The response probabilities were estimated by the tolerance distribution models; Probit, Logit and Weibull model. They were consistent with the observed ones at experimental dose region. The unit risk estimates of these models were too low to be used. One-hit and multistage model to prove more conservative risk was selected. As a redult, the lifetime unit risk of benzo(a)pyrene for cancer and virtually safe dose were calculated; One-hit model provided the risk 2.8 $\times 10^{-7}$ and 3.4ng/$m^3$, respectively and multistage model provided 5.2 $\times 10^{-7}$ and 1.9ng/$m^3$ as the more conservatives. The lifetime excess risk estimates of benzo(a)pyrene for cancer were calculated at 0.37-1.30 persons/million persons by one-hit model and 0.69-2.41 persons/million persons by multistage model, which was considered in without virtual risk.

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Research on Advanced Navigation Aids System based on Augmented Reality (증강현실 기반 차세대 항해지원 시스템에 관한 연구)

  • Oh, Jae-Yong;Kwon, Oh-Seok
    • Journal of Navigation and Port Research
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    • v.40 no.4
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    • pp.183-188
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    • 2016
  • Many maritime accidents have been caused by human-error including such things as inadequate watch keeping and/or mistakes in ship handling. Also, new navigational equipment has been developed using IT technology to provide various information for safe navigation. Despite these efforts, the reduction of maritime accidents has not occurred to the degree expected because, navigational equipment provides too much information, and this information is not well organized, such that users feel it to be complicated rather than helpful. In this point of view, the method of representation of navigational information is more important than the quantity of that information and research is required on the representation of information to make that information more easily understood and to allow decisions to be made correctly and promptly. In this paper, we adopt Augmented Reality (AR) technologies for the representation of information. AR is a 3D computer graphics technology that blends virtual reality and the real world. Recently, this technology has been widely applied in our daily lives because it can provide information more effectively to users. Therefore, we propose a new concept, a navigational system based on AR technology; we review experimental results from a ship-handling simulator and from an open sea test to verify the efficiency of the proposed system.

The Battle Warship Simulation of Agent-based with Reinforcement and Evolutionary Learning (강화 및 진화 학습 기능을 갖는 에이전트 기반 함정 교전 시뮬레이션)

  • Jung, Chan-Ho;Park, Cheol-Young;Chi, Sung-Do;Kim, Jae-Ick
    • Journal of the Korea Society for Simulation
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    • v.21 no.4
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    • pp.65-73
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    • 2012
  • Due to the development of technology related to a weapon system and the info-communication, the battle system of a warship has to manage many kinds of human intervention tactics according to the complicated battlefield environment. Therefore, many kinds of studies about M&S(Modeling & Simulation) have been carried out recently. The previous M&S system based on an agent, however, has simply used non-flexible(or fixed) tactics. In this paper, we propose an agent modeling methodology which has reinforcement learning function for spontaneous(active) reaction and generation evolution learning Function using Genetic Algorithm for more proper reaction for warship battle. We experiment with virtual 1:1 warship combat simulation on the west sea so as to test validity of our proposed methodology. We consequently show the possibility of both reinforcement and evolution learning in a warship battle.

Development of Cholecystectomy Simulation for Laparoscopic Surgery Training (복강경수술 훈련용 담낭 절제술 시뮬레이션 개발)

  • Kim, Young-Jun;Roy, Frederick;Lee, Seung-Bin;Seo, Joon-Ho;Lee, Deuk-Hee;Park, Se-Hyung
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.5
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    • pp.303-311
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    • 2012
  • Laparoscopic surgery is a surgical procedure which uses long laparoscopic instruments through tiny holes in abdomen while watching images from a laparoscopic camera through umbilicus. Laparoscopic surgeries have many advantages rather than open surgeries, however it is hard to learn the surgical skills for laparoscopic surgery. Recently, some virtual simulation systems for laparoscopic surgery are developed to train novice surgeons or resident surgeons. In this study, we introduce the techniques that we developed for laparoscopic surgical training simulator for cholecystectomy (gallbladder removal), which is one of the most frequently performed by laparoscopic surgery. The techniques for cholecystectomy simulation include modeling of human organs (liver, gallbladder, bile ducts, etc.), real-time deformable body calculation, realistic 3D visualization of surgical scene, high-fidelity haptic rendering and haptic device technology, and so on. We propose each simulation technique for the laparoscopic cholecystectomy procedures such as identifying cystic duct and cystic artery to clamp and cut, dissecting connective tissues between the gallbladder and liver. In this paper, we describe the techniques and discuss about the results of the proposed cholecystectomy simulation for laparoscopic surgical training.

A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.