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A Numerical Study of the Performance Assessment of Coupled Thermo-Hydro-Mechanical (THM) Processes in Improved Korean Reference Disposal System (KRS+) for High-Level Radioactive Waste (수치해석을 활용한 향상된 한국형 기준 고준위방사성폐기물 처분시스템의 열-수리-역학적 복합거동 성능평가)

  • Kim, Kwang-Il;Lee, Changsoo;Kim, Jin-Seop
    • Tunnel and Underground Space
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    • v.31 no.4
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    • pp.221-242
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    • 2021
  • A numerical study of the performance assesment of coupled thermo-hydro-mechanical (THM) processes in improved Korean reference disposal system (KRS+) for high-level radioactive waste is conducted using TOUGH2-MP/FLAC3D simulator. Decay heat from high-level radioactive waste increases the temperature of the repository, and it decreases as decay heat is reduced. The maximum temperature of the repository is below a maximum temperature criterion of 100℃. Saturation of bentonite buffer adjacent to the canister is initially reduced due to pore water evaporation induced by temperature increase. Bentonite buffer is saturated 250 years after the disposal of high-level radioactive waste by inflow of groundwater from the surrounding rock mass. Initial saturation of rock mass decreases as groundwater in rock mass is moved to bentnonite buffer by suction, but rock mass is saturated after inflow of groundwater from the far-field area. Stress changes at rock mass are compared to the Mohr-Coulomb failure criterion and the spalling strength in order to investigate the potential rock failure by thermal stress and swelling pressure. Additional simulations are conducted with the reduced spacing of deposition holes. The maximum temperature of bentonite buffer exceeds 100℃ as deposition hole spacing is smaller than 5.5 m. However, temperature of about 56.1% volume of bentonite buffer is below 90℃. The methodology of numerical modeling used in this study can be applied to the performance assessment of coupled THM processes for high-level radioactive waste repositories with various input parameters and geological conditions such as site-specific stress models and geothermal gradients.

Experimental Study on Fracture Pressure, Permeability Enhancement and Fracture Propagation using Different Fracture Fluids (다양한 파쇄 유체별 파쇄압력, 투과도 증진 및 균열전파에 관한 실험적 연구)

  • Choi, JunHyung;Lee, Hyun Suk;Kim, Do Young;Nam, Jung Hun;Lee, Dae Sung
    • Tunnel and Underground Space
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    • v.31 no.1
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    • pp.41-51
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    • 2021
  • The hydraulic fracturing developed to improve permeability of tight reservoir is one of key stimulation technologies for developing unconventional resources such as shale gas and deep geothermal energy. The experimental study was conducted to improve disadvantage of hydraulic fracturing which has simple fracture pattern and poor fracturing efficiency. The fracturing experiments was conducted for tight rock using various fracturing fluids, water, N2, and CO2 and the created fracture pattern and fracturing efficiency was analyzed depending on fracturing fluids. The borehole pressure increased rapidly and then made fractures for hydraulic fracturing with constant injection rate, however, gas fracturing shows slowly increased pressure and less fracture pressure. The 3D tomography technic was used to generate images of induced fracture using hydraulic and gas fracturing. The stimulated reservoir volume (SRV) was estimated increment of 5.71% (water), 12.72% (N2), and 43.82% (CO2) respectively compared to initial pore volume. In addition, permeability measurement was carried out before and after fracturing experiments and the enhanced permeability by gas fracturing showed higher than hydraulic fracturing. The fracture conductivity was measured by increasing confining stress to consider newly creating fracture and closing induced fracture right after fracturing. When the confining stress was increased from 2MPa to 10MPa, the initial permeability was decreased by 89% (N2) and 50% (CO2) respectively. This study shows that the gas fracturing makes more permeability enhancement and less reduction of induced fracture conductivity than hydraulic fracturing.

Evaluation of High Flux Combined with Pretreatment Process for Application of Decentralized Water Supply System with Ceramic Membrane (세라믹 분리막의 분산형 용수공급 시스템 적용을 위한 전처리 연계공정의 고플럭스 평가)

  • Kang, Joon-Seok;Park, Seo Gyeong;Lee, Jeong Eun;Kang, So Yeon;Lee, Jeong Jun;Quyen, Vo Thi Kim;Kim, Seongsu;Kim, Han-Seung
    • Journal of Korean Society of Water Science and Technology
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    • v.26 no.6
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    • pp.61-72
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    • 2018
  • In this study, applicability of the decentralized water supply system were investigated by the high flux evaluation using ceramic membrane with combined pretreatment process. A) filtration process increased the transmembrane pressure of 1.4 kPa and 89.5 kPa on 2 and $5m^3/m^2{\cdot}d$ of filtration flux, respectively, the physical backwashing recovery rate were less than 28.6%. The (B) Coag./Floc. - Sedi. combined process with 4 mg / L of A-PAC showed that the transmembrane pressure increased to within 6 kPa, the physical backwashing recovery rate was over 37.9 % higher than (A) Filtration process. (C) Coag./Floc. combined process showed an increase of transmembrane pressure compared with (B) Coag./Floc. - Sedi. combined process, physical backwashing recovery rate was over 84%. As a result of the membrane fouling analysis using the resistance in series model, the combined pretreatment process showed that the cake resistance (Rc) was more than 92% at membrane filtration flux of $2m^3/m^2{\cdot}d$. In the (C) Coag./Floc. combined process, cake resistance(Rc) was over 86% on high flux conditions. The coagulation floc contained in influent was removed by the membrane, and the cake layer formed with the removed floc was identified as reversible fouling resistance which could be recovered by physical backwashing. The decentralized water supply system, which has the limitation of site area and installation space, is considered to could be operation of high flux of ceramic membrane by applying (C) Coag./Floc. combined process without sedimentation process.

A Study on the Development of H2 Fuel Cell Education Platform: Meta-Fuelcell (연료전지 교육 플랫폼 Meta-Fuelcell 개발에 관한 연구)

  • Duong, Thuy Trang;Gwak, Kyung-Min;Shin, Hyun-Jun;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.29-35
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    • 2022
  • This paper proposes a fuel cell education framework installed on a Metaverse environment, which is to reduce the burden of education costs and improve the effect of education or learning. This Meta-Fuel cell platform utilizes the Unity 3D Web and enables not only theoretical education but also hands-on training. The platform was designed and developed to accommodate a variety of unit education contents, such as ppt documents, videos, etc. The platform, therdore, integrates ppt and video demonstrations for theoretical education, as well as software content "STACK-Up" for hands-on training. Theoretical education section provides specialized liberal arts knowledge on hydrogen, including renewable energy, hydrogen economy, and fuel cells. The software "STACK-Up" provides a hands-on practice on assembling the stack parts. Stack is the very core component of fuel cells. The Meta-Fuelcell platform improves the limitations of face-to-face education. It provides educators with the opportunities of non-face-to-face education without restrictions such as educational place, time, and occupancy. On the other hand, learners can choose educational themes, order, etc. It provides educators and learners with interesting experiences to be active in the metaverse space. This platform is being applied experimentally to a education project which is to develop advanced manpower in the fuel cell industry. Its improvement is in progress.

A Study on AR Algorithm Modeling for Indoor Furniture Interior Arrangement Using CNN

  • Ko, Jeong-Beom;Kim, Joon-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.11-17
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    • 2022
  • In this paper, a model that can increase the efficiency of work in arranging interior furniture by applying augmented reality technology was studied. In the existing system to which augmented reality is currently applied, there is a problem in that information is limitedly provided depending on the size and nature of the company's product when outputting the image of furniture. To solve this problem, this paper presents an AR labeling algorithm. The AR labeling algorithm extracts feature points from the captured images and builds a database including indoor location information. A method of detecting and learning the location data of furniture in an indoor space was adopted using the CNN technique. Through the learned result, it is confirmed that the error between the indoor location and the location shown by learning can be significantly reduced. In addition, a study was conducted to allow users to easily place desired furniture through augmented reality by receiving detailed information about furniture along with accurate image extraction of furniture. As a result of the study, the accuracy and loss rate of the model were found to be 99% and 0.026, indicating the significance of this study by securing reliability. The results of this study are expected to satisfy consumers' satisfaction and purchase desires by accurately arranging desired furniture indoors through the design and implementation of AR labels.

Development of VR-based Crane Simulator using Training Server (트레이닝 서버를 이용한 VR 기반의 크레인 시뮬레이터 개발)

  • Wan-Jik Lee;Geon-Young Kim;Seok-Yeol Heo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.703-709
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    • 2023
  • It is most desirable to train with a real crane in an environment similar to that of a port for crane operation training in charge of loading and unloading in a port, but it has time and space limitations and cost problems. In order to overcome these limitations, VR(Virtual Reality) based crane training programs and related devices are receiving a lot of attention. In this paper, we designed and implemented a VR-based harbor crane simulator operating on an HMD. The simulator developed in this paper consists of a crane simulator program that operates on the HMD, an IoT driving terminal that processes trainees' crane operation input, and a training server that stores trainees' training information. The simulator program provides VR-based crane training scenarios implemented with Unity3D, and the IoT driving terminal developed based on Arduino is composed of two controllers and transmits the user's driving operation to the HMD. In particular, the crane simulator in this paper uses a training server to create a database of environment setting values for each educator, progress and training time, and information on driving warning situations. Through the use of such a server, trainees can use the simulator in a more convenient environment and can expect improved educational effects by providing training information.

A Study on Application Standard of At-grade Intersection Considering Both Delay and Accident (지체와 사고를 고려한 평면교차로 적용기준에 관한 연구)

  • Park, Je Jin;Jung, Hyung Mo;Ha, Tae Jun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.28 no.3D
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    • pp.295-306
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    • 2008
  • The Intersection is inner traffic facilities and the space where the roads are intersected and connected. And also, the Intersection is the decision-making section for drivers to select the route according to the geometric structure and operation method. However decision-making section cause to raise car accidents rate because it imposes a heavy burden on drivers. In that reason, many countries such as Europe use the Roundabouts to reduce the numbers of decision making and collision. In Korea, the kinds of method are just introduced and it is using now but there are no exact standards. Hence, this study suggests the process to evaluate and determine the types of Intersection which are based on the traffic flow (congestion) and traffic safety (accidents). Firstly, this study presents the number of accident at each Intersection which is depended on the traffic volume. Secondly, this study calculates and analysis the accident at signalized Intersection, non-signalized Intersection and Roundabout by TSIS-NETSIM program. Thirdly, this study concludes the best suitable Intersection type through the materials which are mentioned before.

A Study on Low-Light Image Enhancement Technique for Improvement of Object Detection Accuracy in Construction Site (건설현장 내 객체검출 정확도 향상을 위한 저조도 영상 강화 기법에 관한 연구)

  • Jong-Ho Na;Jun-Ho Gong;Hyu-Soung Shin;Il-Dong Yun
    • Tunnel and Underground Space
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    • v.34 no.3
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    • pp.208-217
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    • 2024
  • There is so much research effort for developing and implementing deep learning-based surveillance systems to manage health and safety issues in construction sites. Especially, the development of deep learning-based object detection in various environmental changes has been progressing because those affect decreasing searching performance of the model. Among the various environmental variables, the accuracy of the object detection model is significantly dropped under low illuminance, and consistent object detection accuracy cannot be secured even the model is trained using low-light images. Accordingly, there is a need of low-light enhancement to keep the performance under low illuminance. Therefore, this paper conducts a comparative study of various deep learning-based low-light image enhancement models (GLADNet, KinD, LLFlow, Zero-DCE) using the acquired construction site image data. The low-light enhanced image was visually verified, and it was quantitatively analyzed by adopting image quality evaluation metrics such as PSNR, SSIM, Delta-E. As a result of the experiment, the low-light image enhancement performance of GLADNet showed excellent results in quantitative and qualitative evaluation, and it was analyzed to be suitable as a low-light image enhancement model. If the low-light image enhancement technique is applied as an image preprocessing to the deep learning-based object detection model in the future, it is expected to secure consistent object detection performance in a low-light environment.

Research on Computer-Based Convergence Performing Arts - The Impact of Digital Technology on the Performing Arts-

  • Jin-hee gong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.99-107
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    • 2024
  • This study analyzed how computer-based digital technology affects convergence performing arts according to the trend of the times of domestic performing arts. Based on the analyzed contents, the purpose of the study was to propose an appropriate use plan for performing arts and technology and a plan for future development of convergence performing arts. Looking at the analysis results according to the purpose of the study, as a first step, the use of video technology developed in the performing arts stage using video technology evolved into holograms, media art, and 3D techniques. In the second step, technology and art were fused using artificial intelligence and robots. Artificial intelligence composed music, choreographed dance, and wrote a play script. In addition, robots performed and played with humans on stage. Third, virtual space was also used in performing arts. It was possible to direct spaces in various places using virtual spaces rather than performance halls and stage spaces. In this way, performing arts using digital technology will become more diverse and professional, and things that are possible in imagination that cross boundaries will be developed into reality. This study proposes a convergence that appropriately utilizes various technologies of digital and computer while maintaining the area of creation that humans can do and the expressiveness and artistry they express. In preparation for these changes in the times, future convergence performing artists should be able to acquire a combination of artistry and technology of stage technology experts who can use digital technology, professional actors who can express artistry along with AI, and professionals who can create art by manipulating AI.

Analysis of Urban Heat Island Effect Using Information from 3-Dimensional City Model (3DCM) (3차원 도시공간정보를 이용한 도시열섬현상의 분석)

  • Chun, Bun-Seok;Kim, Hag-Yeol
    • Spatial Information Research
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    • v.18 no.4
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    • pp.1-11
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    • 2010
  • Unlike the previous studies which have focused on 2-dimensional urban characteristics, this paper presents statistical models explaining urban heat island(UHI) effect by 3-dimensional urban morphologic information and addresses its policy implications. 3~dimensional informations of Columbus, Ohio arc captured from LiDAR data and building boundary informations are extracted from a building digital map, Finally NDV[ and temperature data are calculated by manipulating band 3, band 4, and thermal hand of LandSat images. Through complicated data processing, 6 independent variables(building surface area, building volume, height to width ratio, porosity, plan surface area) are introduced in simple and multiple linear regression models. The regression models are specified by Box-Tidwell method, finding the power to which the independent variable needs to raised to be in a linearity. Porosity, NDVI, and building surface area are carefully chosen as explanatory variables in the final multiple regression model, which explaining about 57% of the variability in temperatures. On reducing UHI, various implications of the results give guidelines to policy-making in open space, roof garden, and vertical garden management.