• Title/Summary/Keyword: 게이지 블록

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Experimental and Numerical Study on the Dynamic Fracture Processes of PMMA Block by NRC Vapor Pressure Fracture Agent (NRC 증기압 암석 파쇄제에 의한 PMMA 블록의 동적 파괴 과정에 관한 실험 및 수치해석적 연구)

  • Gyeongjo Min
    • Journal of Korean Society of Disaster and Security
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    • v.16 no.1
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    • pp.91-103
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    • 2023
  • This study aims to investigate the dynamic fracture characteristics of rocks and rock-like materials subjected to the Nonex Rock Cracker (NRC), a vapor pressure crushing agent that produces vapor pressure by instantaneously vaporizing a liquid mixture crystallized through the thermite reaction. Furthermore, the study seeks to develop an analytical technique for predicting the fracture pattern. A dynamic fracture test was performed on a PMMA block, an artificial brittle material, using the NRC. High-speed cameras and dynamic pressure gauges were employed to capture the moment of vapor pressure generation and measure the vapor pressure-time history, respectively. The 2-dimensional Dynamic Fracture Process Analysis (2D DFPA) was used to simulate the fracture process caused by the vapor pressure, with the applied pressure determined based on the vapor pressure-time history. The proposed analytical method was used to examine various fracture patterns with respect to granite material and high-performance explosives.

Analysis of the Segmental Reinforced Retaining Wall Behavior by Field Monitoring (현장계측을 통한 블럭식 보강토 옹벽의 거동분석)

  • Shin, Eun Chul;Lee, Chang-Seup
    • Journal of the Korean Geosynthetics Society
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    • v.3 no.1
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    • pp.3-15
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    • 2004
  • Geogrid reinforced soil structures with segmental block facing have been increased since 1990's, because of the convenience of installation and the flexible appearance. In this paper, the behavior of the segmental reinforced retaining wall was analysed with the results of field monitoring. The height and length of reinforced wall are 12m and 25m, respectively. The field measurement equipments are horizontal and vertical earth pressure cells, settlement plate, strain gauge, inclinometer, and displacement pin. Based on the field monitoring, the horizontal earth pressure was approximately 0.3times higher than that of the theoretical method and the maximum tensile strength of reinforcement was 26.2kN/m. The displacement of facing wall was 23mm at the point of 7.1m height of the wall and toward the wall facing. The results of the study indicate that the segmental reinforced retaining wall is in a stable condition because of good compaction & reinforcement effects, and long period of construction time. Finally, the computer program of SRWall is very useful tool to design the segmental reinforced retaining wall.

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Designing a Tangible Virtual Heritage Environment for Collaborative Culture Experience (협동적 문화체험을 위한 탠저블 가상 문화유산 환경 디자인에 관한 연구)

  • Park, Kyoung-Shin;Cho, Yong-Joo;Kang, Seung-Mook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.10
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    • pp.1759-1766
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    • 2006
  • The tangible virtual heritage environment employs a tangible interface to increase social interaction and engages user's understanding of cultural heritage with the activities in the virtual environment. Tangible Moyangsung is an tangible virtual heritage environment of a Korean war-defensive castle Moyangsung, and it allows a group of users to collaboratively play the tangible interface for fortifying the broken walls. This paper suggests an overview of cultural meanings behind Moyangsung and represents the details in the design and implementation of the Tangible Moyangsung system. It will also discuss improvements and further research directions.

Hardware Design of High Performance HEVC Deblocking Filter for UHD Videos (UHD 영상을 위한 고성능 HEVC 디블록킹 필터 설계)

  • Park, Jaeha;Ryoo, Kwangki
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.1
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    • pp.178-184
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    • 2015
  • This paper proposes a hardware architecture for high performance Deblocking filter(DBF) in High Efficiency Video Coding for UHD(Ultra High Definition) videos. This proposed hardware architecture which has less processing time has a 4-stage pipelined architecture with two filters and parallel boundary strength module. Also, the proposed filter can be used in low-voltage design by using clock gating architecture in 4-stage pipeline. The segmented memory architecture solves the hazard issue that arises when single port SRAM is accessed. The proposed order of filtering shortens the delay time that arises when storing data into the single port SRAM at the pre-processing stage. The DBF hardware proposed in this paper was designed with Verilog HDL, and was implemented with 22k logic gates as a result of synthesis using TSMC 0.18um CMOS standard cell library. Furthermore, the dynamic frequency can process UHD 8k($7680{\times}4320$) samples@60fps using a frequency of 150MHz with an 8K resolution and maximum dynamic frequency is 285MHz. Result from analysis shows that the proposed DBF hardware architecture operation cycle for one process coding unit has improved by 32% over the previous one.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.