• Title/Summary/Keyword: 설계 매체

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Seismic Analysis of RC Subway Station Structures Using Finite Element Method (유한요소법을 이용한 철근콘크리트 지하철 정거장 구조물의 내진 해석)

  • Nam, Sang-Hyeok;Song, Ha-Won;Byun, Keun-Joo
    • Journal of the Korea Concrete Institute
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    • v.15 no.2
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    • pp.225-233
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    • 2003
  • Even though a lot of advanced researches on analysis, design, and performance evaluation of reinforced concrete (RC) under seismic action have been carried out, there has been only a few study on seismic analysis of underground RC structures surrounding soil medium. Since the underground RC structures interact with surrounding soil medium, a path-dependent soil model which can predict the soil response is necessary for analyzing behavior of the structure inside soil medium. The behavior of interfacial zone between the RC structure and the surrounding medium should be also considered for more accurate seismic analysis of the RC structure. In this paper, an averaged constitutive model of concrete and reinforcing bars for RC structure and path-dependent Ohsaki's model for soil are applied, and an elasto-plastic interface model having thickness is proposed for seismic analysis of underground RC structures. A finite element analysis technique is developed by applying aforementioned constitutive equations and is verified by predicting both static and dynamic behaviors of RC structures. Then, failure mechanisms of underground RC structure under seismic action are numerically derived through seismic analysis of underground RC station structure under different seismic forces. Finally, the changes of failure mode and the damage level of the structures are also analytically derived for different design cases of underground RC structures.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

The Effects of Interactive Instrument Playing Program on Social Interaction of Adults With Autism Spectrum Disorder (상호적 악기 연주 프로그램이 자폐범주성장애 성인의 사회적 상호작용 기능 향상에 미치는 효과)

  • Cho, Soo Jin
    • Journal of Music and Human Behavior
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    • v.13 no.1
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    • pp.89-110
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    • 2016
  • This study examined the effect of an interactive instrument playing program on the social interaction of adults with autism spectrum disorder (ASD). A single subject design with multiple baselines across participants was applied, and three adults with severe ASD in their late 20s living at a group home participated in this study. Participants received a total of 25 group sessions. During the intervention, participants engaged in structured instrument playing in which initiation and response to socially interactive behaviors were musically cued, and target behaviors were reinforced in the musical environment. At pre- and posttest, the frequency of initiation of and responding to social interaction behaviors were recorded and analyzed. The results of this study showed that the frequency of both initiation of, and response to, social interaction increased for all participants during the intervention phase, compared to the baseline phase. This result demonstrates that interactive instrument playing increased social behaviors of adults with ASD. It also shows that musically delivered social information can facilitate adults with ASD understanding the intention of social partners in social contexts and motivate this population to engage in social interaction.

Design and Implementation of Multi-dimensional Learning Path Pattern Analysis System (다차원 학습경로 패턴 분석 시스템의 설계 및 구현)

  • Baek, Jang-Hyeon;Kim, Yung-Sik
    • The KIPS Transactions:PartA
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    • v.12A no.5 s.95
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    • pp.461-470
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    • 2005
  • In leaner-controlled environment where learners can decide and restructure the contents, methods and order of learning by themselves, it is possible to apply individualized learning in consideration of each learner's characteristics. The present study analyzed learners' learning path pattern, which is one of learners' characteristics important in Web-based teaching-learning process, using the Apriori algorithm and grouped learners according to their learning path pattern. Based on the result, we designed and implemented a multi-dimensional learning path pattern analysis system to provide individual learners with teaming paths, learning contents, learning media, supplementary teaming contents, the pattern of material presentation, etc. multi-dimensionally. According to the result of surveying satisfaction with the developed system satisfaction with supplementary learning contents was highest (Highly satisfied '$24.5\%$, Satisfied'$35.7\%$). By learners' level, satisfaction was higher in low-level learners (Highly satisfied'$20.2\%$, Satisfied'$31.2\%$) than in high-level learners (Highly satisfied'$18.4\%$, 'Satisfied'$28.54\%$). The developed system is expected to provide learners with multi-dimensionally meaningful information from various angles using OLAP technologies such as drill-up and drill-down.

Development of a CD Program Applied Logotherapy for Psycho.Spiritual Care of Late Adolescents with Terminal Cancer (청소년 후기 말기 암 환자의 정서적.영적 돌봄을 위한 의미요법 CD 프로그램 개발)

  • Kang, Kyung-Ah;Kim, Shin-Jeong;Song, Mi-Kyung
    • Journal of Hospice and Palliative Care
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    • v.12 no.2
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    • pp.61-71
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    • 2009
  • Purpose: The purpose of this study was to develop a CD program of applied logotherapy for psycho spiritual care of late adolescents with terminal cancer. Methods: Keller & Song's ARCS theory and a model for developing learning materials was applied to develop this program composed four distinct phases: planning, designing, developing, and evaluation stages. Results: This program was entitled 'Finding meaning in my life' and consisted of 5 sessions and its educational contents were made up as follows: "First Secret" is 'learning three natures of the human mind', "Second Secret" is 'learning creative values first method to find meaning of life', "Third Secret" is 'learning experiential value as second method to find meaning of life', "Fourth Secret" is 'learning attitudinal value as third method to find meaning of life', and "Fifth Secret" is 'Becoming the master of my life'. The sub-menu was made up of 'Beginning', 'Opening mind', 'Learning'. 'Laughing Song', 'Experiencing'. Conclusion: This CD program applied logotherapy with flash animation technique as an emotional and spiritual nursing intervention program for easier and more scientific application in pediatric oncology and hospice care area.

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The Estimation of the Uplift Pressure and Seepage Discharge under Gravity Dam: Development of a 3-D FDM Model in Heterogeneous Media (중력댐 하부 침투류에 의한 양압력과 누수량 산정 -비균질 3차원 FDM 모형의 개발 및 적용-)

  • Kim, Sang-Jun
    • Journal of Korea Water Resources Association
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    • v.46 no.12
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    • pp.1221-1234
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    • 2013
  • The purpose of this study is to suggest the methodology for the computation of uplift pressure and discharge of the seepage flow under gravity dam. A 3-dimensional FDM model is developed for this purpose and this model can simulate the saturated Darcian flow in heterogeneous media. For the verification of the numeric model, test simulation has been executed and the mass balance has been checked. The error does not exceed 3%. Using the developed model, The uplift pressure and seepage flow discharge under gravity dam has been calculated. The uplift pressure shows the similar pattern, comparing with the result of flow-net method. As the length of grout curtain increases, the uplift pressure decreases linearly, but the seepage flow discharge shows the non-linear decreasing pattern. The coefficients of the formulas in the dam-design criteria have been analysed, and ${\alpha}=1/3$ corresponds to the value when the length of curtain grout is 70% of the aquifer height. The uplift pressure near the pressure relief drain has the big curvature vertically and horizontally. The developed model in this study can be used for the evaluation of the effects of seepage flow under gravity dam.

A Research on Streaming Protocol for User-Created Contents in Digital Cable Broadcasting environment (디지털 케이블 방송 환경에서 개인 미디어를 위한 스트리밍 프로토콜 연구)

  • Kim, Seong-Won;Kim, Jung-Hwan;Si, Jang-Hyun;Jung, Moon-Ryul
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.1
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    • pp.54-61
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    • 2007
  • In this paper, on-demand service streaming protocol for user-created contents in digital cable broadcasting environment is considered. In order to provide variety media contents service like UCC in digital cable broadcasting environment, the same service model as RVOD(Real Video on Demand) is required and the different interface for each broadcasting platform is needed in a current OCAP environment. Using return path based RTP, we separate existing VOD stream band into broadcasting and VOD stream band. In order to broaden On-demand service, consistent expansion of the infrastructure same as live broadcasting system is inefficient in the digital cable broadcasting environment. Using existing network protocol, the service which is insensitive to the infrastructure for VOD service becomes possible. Therefore we considered the analysis of the class of download available structure in the Set-Top-Box for RTP(Real-time Transport Protocol) and designing the decoding available streaming server for UCC transcoding and transmission in the receiver. Designing a efficient VOD service and system under the broadcasting environment gives a expansion of On-Demand service and more chance to upload and utilization of contents.

Design and implementation of protection and management system of digital contents based on MPEG-21 IPMP (MPEG-21 IPMP 기반 디지털 콘텐츠 보호 관리 시스템 설계 및 구현)

  • Ryu Kwang-Hee;Kim Yun-Ki;Kim Kwang-Yong;Kim Jae-Gon;Hong Jin-Woo;Jung Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.149-152
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    • 2006
  • The usage increase of digital contents required solution for protection technology and interoperability of system. MPEG proposed MPEG-21 Multimedia Frameworks. MPEG-21 IPMP is standard that provides the means to enable digital item and rights information to be persistently managed and protected across networks and devices. In this paper, MPEG-21 IPMP based system to protect digital contents designed by four structures of license server, production server, consumption server, tool sewer. License sewer create rights information document using the XML-based REL about multimedia contents of users. Production server makes a digital item by packaging multimedia resource and metadata, which is combined by REL information and IPMP information of multimedia resource. Consumption server takes care of the functions of players that use digital item, and tool server was implement to transmit for missing tool that night occur in all procedures.

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Design and Implementation of Dynamic Form-based Editor for Writing Electronic Books (전자책 저작을 위한 동적 폼 기반 편집기의 설계 및 구현)

  • Koo, Eun-Young;Choy, Yoon-Chul
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.5
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    • pp.540-550
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    • 2002
  • Electronic Book(eBook) is a publication that stored and processed the contents of a book using digital mechanisms and has advantages such as easiness in saving and searching and the possibility of carrying. To activate Electronic Book which has the advantages mentioned above, studies on related techniques are required and a development of an editor exclusive for eBooks which is appropriate for eBook structure is still not adequate. In this paper, we design and implement Electronic Book editor providing form-based interface for eBook genre-based structure so that it would be easier for users to write. Especially because Electronic Book has genre-based structure due to the characteristic of literature, it is necessary to provide forms for each different genres. Therefore, compared to the problem of having to study XML grammar when writing Electronic Book using the existing XML editor, the proposed system can solve this problem by providing form-based interface. Additionally, with regard to the characteristic of eBook which have structures according to the intention of users, we provided the flexibility of adding dynamic forms to the form provided in default so that it will be more effective in writing Electronic Books. Therefore by providing form-based interface according to the genre and dynamic structure according to the intention of users, Electronic Book can be wrote more easily.

Design and Implementation of the Flash File System that Maintains Metadata in Non-Volatile RAM (메타데이타를 비휘발성 램에 유지하는 플래시 파일시스템의 설계 및 구현)

  • Doh, In-Hwan;Choi, Jong-Moo;Lee, Dong-Hee;Noh, Sam-H.
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.2
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    • pp.94-101
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    • 2008
  • Non-volatile RAM (NVRAM) is a form of next-generation memory that has both characteristics of nonvolatility and byte addressability each of which can be found in nonvolatile storage and RAM, respectively. The advent of NVRAM may possibly bring about drastic changes to the system software landscape. When NVRAM is efficiently exploited in the system software layer, we expect that the system performance can be significantly improved. In this regards, we attempt to develop a new Flash file system, named MiNVFS (Metadata in NVram File System). MiNVFS maintains all the metadata in NVRAM, while storing all file data in Flash memory. In this paper, we present quantitative experimental results that show how much performance gains can be possible by exploiting NVRAM. Compared to YAFFS, a typical Flash file system, we show that MiNVFS requires only minimal time for mounting. MiNVFS outperforms YAFFS by an average of around 400% in terms of the total execution time for the realistic workloads that we considered.