• Title/Summary/Keyword: 가상설계

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MCNPX Simulation of Scattered Neutron Distribution in Experimental Room for the Neutron Reference Field of Monoenergetic Neutron below 2.5 MeV (2.5 MeV 이하 단색 중성자 표준장에 대한 중성자 실험실내의 산란 중성자 분포 전산모사)

  • Park, Jung-Hun;Kim, Gi-Dong
    • Journal of Radiation Protection and Research
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    • v.36 no.2
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    • pp.59-63
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    • 2011
  • It is important to reduce indirect scattered neutron beside direct neutron of chosen energy for designing a neutron-reference-field laboratory with neutron produced from a nuclear reaction by a accelerator. Therefore MCNPX simulation was performed with various conditions for obtaining such condition. At first in the original laboratory condition we calculated the direct neutron flux which was inserted in chamber (virtual chamber composed of air) of 0 degree (proton moving direction) for neutron flux measurement and the scattered neutron flux which is inserted in the chamber after scattering wall or bottom. In the result, the scattered neutron which was inserted after scattering bottom is more than that which was inserted after scattering the others. Therefore MCNPX simulation was again performed with removing the concrete bottom and with removing the concrete bottom and digging 1 m in the ground. In the result of removing concrete bottom and digging 1 m in the ground, scattered neutron which was inserted after scattering bottom became less than that which was inserted after scattering the others.

The Effects of a Robot Based Programming Learning on Learners' Creative Problem Solving Potential (로봇 활용 프로그래밍 학습이 창의적 문제해결성향에 미치는 영향)

  • Lee, EunKyoung;Lee, YoungJun
    • 대한공업교육학회지
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    • v.33 no.2
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    • pp.120-136
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    • 2008
  • Using the tangible programming tools, which combines physical objects (e.g. robot) and educational programming language, may help to encourage learners' creative thinking as well as to enhance problem solving ability. That is, learners can have opportunities to simulate problem solving processes through the physical objects, such as robots. Therefore, they can minimize an fixation about problem solving process. These experience is effective to induce creative thinking that is useful to find new solutions and change environment actively. Therefore, we developed a robot based programming teaching and learning curriculum and implemented it in college level introductory programming courses. The result shows that the robot based programming learning has a positive effect in all three factors of learners' creative problem solving potential, especially in a cognitive factor. The cognitive factor includes general problem solving abilities as well as factors that explain creativity, such as divergent thinking, problem recognition, problem representation. These result means that the developed robot based programming teaching and learning curriculum give positive effect to creative problem solving abilities.

Adversarial learning for underground structure concrete crack detection based on semi­supervised semantic segmentation (지하구조물 콘크리트 균열 탐지를 위한 semi-supervised 의미론적 분할 기반의 적대적 학습 기법 연구)

  • Shim, Seungbo;Choi, Sang-Il;Kong, Suk-Min;Lee, Seong-Won
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.22 no.5
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    • pp.515-528
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    • 2020
  • Underground concrete structures are usually designed to be used for decades, but in recent years, many of them are nearing their original life expectancy. As a result, it is necessary to promptly inspect and repair the structure, since it can cause lost of fundamental functions and bring unexpected problems. Therefore, personnel-based inspections and repairs have been underway for maintenance of underground structures, but nowadays, objective inspection technologies have been actively developed through the fusion of deep learning and image process. In particular, various researches have been conducted on developing a concrete crack detection algorithm based on supervised learning. Most of these studies requires a large amount of image data, especially, label images. In order to secure those images, it takes a lot of time and labor in reality. To resolve this problem, we introduce a method to increase the accuracy of crack area detection, improved by 0.25% on average by applying adversarial learning in this paper. The adversarial learning consists of a segmentation neural network and a discriminator neural network, and it is an algorithm that improves recognition performance by generating a virtual label image in a competitive structure. In this study, an efficient deep neural network learning method was proposed using this method, and it is expected to be used for accurate crack detection in the future.

A Prototype Architecture of an Interactive Service System for Digital Hologram Videos (디지털 홀로그램 비디오를 위한 인터랙티브 서비스 시스템의 프로토타입 설계)

  • Seo, Young-Ho;Lee, Yoon-Hyuk;Yoo, Ji-Sang;Kim, Man-Bae;Choi, Hyun-Jun;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.695-706
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    • 2012
  • The purpose of this paper is to propose a service system for a digital hologram video, which has not been published yet. This system assumes the existing service frame for 2-dimensional or 3-dimensional image/video, which includes data acquisition, processing, transmission, reception, and reconstruction. This system also includes the function to service the digital hologram at the viewer's view point by tracking the viewer's face. For this function, the image information at the virtual view point corresponding to the viewer's view point is generated to get the corresponding hologram. Here in this paper, only a prototype that includes major functions of it is implemented, which includes camera system for data acquisition, camera calibration and image rectification, depth/intensity image enhancement, intermediate view generation, digital hologram generation, and holographic image reconstruction by both simulation and optical apparatus. The proposed prototype system was implemented and the result showed that it takes about 352ms to generate one frame of digital hologram and reconstruct the image by simulation, or 183ms to reconstruct image by optical apparatus instead of simulation.

A Coevolution of Artificial-Organism Using Classification Rule And Enhanced Backpropagation Neural Network (분류규칙과 강화 역전파 신경망을 이용한 이종 인공유기체의 공진화)

  • Cho Nam-Deok;Kim Ki-Tae
    • The KIPS Transactions:PartB
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    • v.12B no.3 s.99
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    • pp.349-356
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    • 2005
  • Artificial Organism-used application areas are expanding at a break-neck speed with a view to getting things done in a dynamic and Informal environment. A use of general programming or traditional hi methods as the representation of Artificial Organism behavior knowledge in these areas can cause problems related to frequent modifications and bad response in an unpredictable situation. Strategies aimed at solving these problems in a machine-learning fashion includes Genetic Programming and Evolving Neural Networks. But the learning method of Artificial-Organism is not good yet, and can't represent life in the environment. With this in mind, this research is designed to come up with a new behavior evolution model. The model represents behavior knowledge with Classification Rules and Enhanced Backpropation Neural Networks and discriminate the denomination. To evaluate the model, the researcher applied it to problems with the competition of Artificial-Organism in the Simulator and compared with other system. The survey shows that the model prevails in terms of the speed and Qualify of learning. The model is characterized by the simultaneous learning of classification rules and neural networks represented on chromosomes with the help of Genetic Algorithm and the consolidation of learning ability caused by the hybrid processing of the classification rules and Enhanced Backpropagation Neural Network.

Development of Java/VRML-based 3D GIS's Framework and Its Prototype Model (Java/VRML기반 3차원 GIS의 기본 구조와 프로토타입 모델 개발)

  • Kim, Kyong-Ho;Lee, Ki-Won;Lee, Jong-Hun
    • Journal of Korean Society for Geospatial Information Science
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    • v.6 no.1 s.11
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    • pp.11-17
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    • 1998
  • Recently, 3D GIS based on 3D geo-processing methodology and Internet environment are emerging issues in GIS fields. To design and implement 3D GIS, the strategic linkage of Java and VRML is first regarded: 3D feature format definition in the passion of conventional GIS including aspatial attributes, 3B feature indexing, 3D analytical operators such as selection, buffering, and Near, Metric operation such as distance measurement and statistical description, and 3D visualization. In 3D feature format definition, the following aspects are implemented: spatial information for 3D primitives extended from 2D primitives, multimedia data, object texture or color of VRML specification. DXF-format GIS layers with additional attributes are converted to 3D feature format and imported into this system. While, 3D analytical operators are realized in the form of 3D buffering with respect to user-defined point, line, polygon, and 3D objects, and 3D Near functions; furthermore, 'Lantern operator' is newly introduced in this 3D GIS. Because this system is implemented by Java applet, any client with Java-enable browser including VRML browser plug-in can utilize the new style of 3D GIS function in the virtual space. Conclusively, we present prototype of WWW-based 3D GIS, and this approach will be contribute to development of core modules on the stage of concept establishment and of real application model in future.

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AREL(AR based E-Learning) for PBE(Practice-Based Education) Framework Design in the Field of Art and Design Major (미술·디자인계열 전공 실습교육을 위한 증강현실기반 이러닝(AREL: AR based e-Learning) 프레임워크 디자인)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.43
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    • pp.363-386
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    • 2016
  • This research is to design basic framework for developing teaching and learning method in the field of art and design major in university. Especially taking off from oneway e-learning teaching method, it is focused on increasing reality of student learning situation with applying AR contents process to augment virtual condition on reality condition. The processing of framework design and developing teaching and learning method are about practice education based on AR for model experiment research which was published "The E-Learning for Practice Training Using Augmented Reality in the College Education". This thesis is supposed to be a precedent study of the pre-published, and the purpose of those two studies were for experiment test in earnest in studying effect research. The classification of learning method divided basically as Face-to-Face Learning(FFL), Blended Learning(BL), fully E-Learning(EL), and Augmented Reality based E-Learning(AREL). This research compares and analyzes each frame of FFL, BL, and EL. And then, designed framework lead to the over-all conclusion with the type of AREL. Additionally, AREL for PBE suggests the ways of advanced teaching learning.

A Study on Photoneutron Characteristics Generated from Target and Collimator of Electron Linear Accelerator for Container Security Inspection using MCNP6 Code (MCNP6 코드를 이용한 컨테이너 보안 검색용 전자 선형가속기 표적과 조준기에서 발생한 광중성자 특성에 관한 연구)

  • Lee, Chang-Ho;Kim, Jang-Oh;Lee, Yoon-Ji;Jeon, Chan-hee;Lee, Ji-Eun;Min, Byung-In
    • Journal of the Korean Society of Radiology
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    • v.14 no.4
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    • pp.455-465
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    • 2020
  • The purpose of this study is to evaluate the photoneutron characteristics generated by the linear accelerator target and collimator. The computer simulation design firstly, consisted of a target, a single material target and a composite material target. Secondly, it consisted of a cone beam and a fan beam depending on the type of the collimator. Finally, the material of the fan beam collimator is composed of a single material composed of only lead (Pb) and a composite material collimator composed of tungsten (W) and lead (Pb). The research method calculated the photoneutron production rate and energy spectrum using F2 tally from the surface of a virtual sphere at a distance of 100 cm from the target. As a result, firstly the photoneutron production rate was 20% difference, depending on the target. Secondly, depending on the type of the collimator, there was a 10% difference. Finally, depending on the collimator material, there was a 40% difference. In the photoneutron energy spectrum, the average photoneutron flux tended to be similar to the photoneutron production rate. As a result, it was confirmed that the 9 MeV linear accelerator photoneutron are production increased more by the collimator than by the target, and by the material, not the type of the collimator. Selecting and operating targets and collimator with low photoneutron production will be the most active radiation protection. Therefore, it is considered that this research can be a useful data for introducing and operating and radiation protection of a linear accelerator for container security inspection.

Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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2-D Axisymmetric Non-linear Finite Strain Consolidation Model Considering Self-weight Consolidation of Dredged Soil (준설매립지반의 자중압밀을 고려한 2차원 축대칭 비선형 유한변형 압밀 모델)

  • Kwak, Tae-Hoon;Lee, Dong-Seop;Lim, Jee-Hee;Stark, T.D.;Choi, Eun-Seok;Choi, Hang-Seok
    • Journal of the Korean Geotechnical Society
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    • v.28 no.8
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    • pp.5-19
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    • 2012
  • Vertical drains along with the preloading technique have been commonly used to enhance the consolidation rate of dredged placement formation. In practice, vertical drains are usually installed in the process of self-weight consolidation of a dredged soil deposit because this process takes considerable time to be completed, which makes conventional analytical or numerical models difficult to quantify the consolidation behavior. In this paper, we propose a governing partial differential equation and develop a numerical model for 2-D axisymmetric non-linear finite strain consolidation considering self-weight consolidation to predict the behavior of a vertical drain in the dredged placement foundation which is installed during the self-weight consolidation. In order to verify the developed model in this paper, results of the numerical analysis are compared with that of the lab-scaled self-weight consolidation test. In addition, the model verification has been carried out by comparing with the simplified method. The comparisons show that the developed model can properly simulate the consolidation of the dredged placement formation with the vertical drains installed during the self-weight consolidation. Finally, the effect of construction schedule of vertical drains and of pre-loading during the self-weight consolidation is examined by simulating an imaginary dredged material placement site with a thickness of 10 m and 20 m, respectively. This simulation infers the applicability of the proposed method in this research for designing a soil improvement in a soft dredged deposit when vertical drains and pre-loading are implemented before the self-weight consolidation ceases.