• 제목/요약/키워드: Simulated experience

검색결과 125건 처리시간 0.022초

Effect of soil flexibility on bridges subjected to spatially varying excitations

  • Li, Bo;Chouw, Nawawi
    • Coupled systems mechanics
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    • 제3권2호
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    • pp.213-232
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    • 2014
  • Pounding is a major cause of bridge damage during earthquakes. In an extreme situation, it can even contribute to the unseating of bridge girders. Long-span bridges will inevitably experience spatially varying ground motions. Soil-structure interaction (SSI) may play a significant role in the structural response of these structures. The objective of this research is to experimentally investigate the effect of spatially varying ground motions on the response of a three-segment bridge considering SSI and pounding. To incorporate SSI, the model was placed on sand contained in sandboxes. The sandboxes were fabricated using soft rubber in order to minimise the rigid wall effect. The spatially varying ground motion inputs were simulated based on the New Zealand design spectra for soft soil, shallow soil and strong rock conditions, using an empirical coherency loss function. The results show that with pounding, SSI can amplify the pier bending moments and the relative opening displacements.

철도차량 시뮬레이션의 디지털 영상제어 시스템 연구 (A study on the Digital Video control system for train simulator)

  • 김봉택;최성
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 1999년도 추계학술대회 논문집
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    • pp.259-266
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    • 1999
  • A study on the static type train simulator will include the training of new drives requires that the environment of the cab, controls placement, etc. must highly realistic so that driver can readily transfer his training experience to the real world. The simulator computer sends video disc speed command to a Video PC processor. A video switcher select the output of the on-line player. This selection is done with loss of vertical synchronization, meaning the picture will not noticeable roll or jump as the simulation mover from disc to disc. The video image quality remain contestant through the simulated speed range from zero to 100km/h. Flicker is avoided in the scene by the use of a TBC(Time Base Corrector) which causes the display of one video field at a time. Thus, no interfield jitter is present when the scene is stopped.

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M&S를 활용한 두 개의 군 부대간 네트워크 트래픽 용량 분석 (Network Traffic Analysis between Two Military Bases Using Modeling and Simulation)

  • 박명환;유승훈;설현주
    • 한국군사과학기술학회지
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    • 제22권3호
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    • pp.425-432
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    • 2019
  • Modeling and Simulation(M&S) has widely been used in various areas such as industry, academy and military. Especially, military have used the technology for acquisition, training, and combat assessment. In this paper, we introduce our experience using M&S technique to analyze the network traffic amount and packet delay time between two military bases. For this, we modeled the current network configuration of the military bases and simulated the model with NS-3 tool. The result provided us for an insight regarding the required network performance between two bases.

Practical Experience with Full-scale Performance Verification of Dynamic Vibration Absorbers installed in Tall Buildings

  • Love, J.S.;Morava, B.
    • 국제초고층학회논문집
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    • 제10권2호
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    • pp.85-92
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    • 2021
  • Dynamic vibration absorbers (DVAs) in the form of tuned sloshing dampers (TSDs) and tuned mass dampers (TMDs) are commonly used to reduce the wind-induced motion of high-rise buildings. Full-scale performance of structure-DVA systems must be evaluated during the DVA commissioning process using structural monitoring data. While the random decrement technique (RDT) is sometimes employed to evaluate the DVA performance, it is shown to have no theoretical justification for application to structure-DVA systems, and to produce erroneous results. Subsequently, several practical methods with a sound theoretical basis are presented and illustrated using simulated and real-world data. By monitoring the responses of the structure and DVA simultaneously, it is possible to directly measure the effective damping of the system or perform system identification from which the DVA performance can be evaluated.

Cultural Representations and Experience in Tourism: Two Forms of Mimesis

  • Hunter, William Cannon
    • Journal of Smart Tourism
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    • 제1권1호
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    • pp.65-67
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    • 2021
  • This paper fills a gap in smart tourism research by investigating the link between online representations and their physical counterparts. This sort of phenomenology visualizes a doubled cultural mimesis that can be described by the story of the ship of Theseus, where the original is replaced by an ongoing process of installing new components. In this sense, social reality is conceptualized as having real cultural events and the production of cultural items as well as having digital reproductions that appear and circulate online. These are accessed by a variety of platforms where reality is simulated onsite through augmented reality technology or remotely through forms of virtual reality. This paper seeks to frame and to present this notion and its potential impacts on destination culture particularly during the COVID-19 pandemic in Korea.

미하마 원전경험에 대한 SGTR 사고해석 (Analyses of SGTR Accident With Mihama Unit Experience)

  • 이석호;김갑;김효정;은영수
    • Nuclear Engineering and Technology
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    • 제26권1호
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    • pp.41-53
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    • 1994
  • 1991년 2월 미하마원전에서 발생한 증기발생기 세관 파열사고에 대한 경험을 바탕으로, 본 사고에 대한 고리 1호기의 대처능력을 평가하기 위하여 해석을 수행하였다. 고리 1호기의 계통설계 및 운전조건은 미하마 2호기와 아주 유사하기 때문에 고리 1호기에서 발생한 가상의 증기발생기 세관 파열사고시의 사고경위 및 전개에 대한 평가가 필요하였다. 해석은 고리 1호기 EOP를 근거로 현실적으로 가능하게 수행되었다. 해석결과, 파열된 세관을 통한 누출은 사고후 약 40분 후에 정지되었으며, 고리 1호기는 유사한 증기발생기 세관 파열사고의 경우 충분한 대처능력이 있음을 보였다. 그러나, SI 신호작동후 소외전원으로 부터의 비안전등급 AC전원으로 단절되는 설계에 대한 재고가 필요하며, EOP의 운전절차가 운전원의 적절한 판단을 요구하기에는 다소 충분치 못함을 보였다. 또한 미하마 원전의 사고를 실험적으로 모사한 LSTF의 실험결과를 이용 해석코드인 RELAP5/MOD3의 평가능력에 대하여 해석을 수행하였다. 해석결과 코드는 사고 초기의 누설량 예측을 제외하고는 일반적으로 실험결과와 잘 일치하고 있음을 보였다.

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활성표피를 통한 빛의 유입에 관한 연구 - 헤르조그 & 드 뫼롱의 작품을 중심으로 - (A Study on the inflow of Sunlight through the Active Building Skin - Focusing on Works of Herzog & de Meuron -)

  • 나하나;박부미
    • 한국실내디자인학회논문집
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    • 제26권4호
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    • pp.30-41
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    • 2017
  • Sunlight is perceived by human beings first through the epidermis to space, and is a non - material medium that provides physical awareness of space, diversified expression of spaces, and plenty experience. The purpose of this study is to investigate the characteristics of active building skin based on the inflow of natural light required by humans, looked through among the works of Jacques Herzog & Pierre de Meuron, which show the characteristics of active building skin, TEA(Tenerife Espacio de las Artes, 2008), Messe Basel New Hall (2013) and Elbphilharmonie (2016). First, the interaction between Sunlight and space is divided into spatial characteristics and sensitivities according to their concepts, properties, and characteristics. The characteristics of active skin by light are classified into a physical approach and a constructive approach. Second, (El Croquis 152/153) and analyzed the images, detail drawings, and elevations, and simulated them in 3D to express the relationship between light and active building skin. Third, the changes of light intensity, light color, and distribution of light according to the time of light entering and the skin are determined from 6:00 am to 6:00 pm. Fourth, the images taken from January 30th to February 7th, 2017 on the site were compared with the computer simulated images, and the relationship between active skin and light was compared. This study is to recognize the existence and necessity of light required for human being through the activated epidermis differentiated from the limited or closed epidermis focused on information transmission, I would like to emphasize that I would like to take a step closer to the necessity and possibility of new attempts and developments so that I can feel the various experiential spaces by.

구조 최적화를 위한 Metropolis 유전자 알고리즘을 개발과 호율성 평가 (Development and Efficiency Evaluation of Metropolis GA for the Structural Optimization)

  • 박균빈;김정태;나원배;류연선
    • 한국전산구조공학회논문집
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    • 제19권1호
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    • pp.27-37
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    • 2006
  • 모사풀림(SA)의 특징적인 Metropolis 규준을 단순 유전자 알고리즘(SGA)의 재생산 연산과정에 도입함으로써 Metropolis 유전자 알고리즘(MGA)이 개발되고, 구조 설계 최적화에 응용되었다. 이러한 결합을 통하여 MGA는 개체의 다양성을 유지하며, 초기 세대에서 나타날 수 있는 유용한 유전자 정보가 보존될 수 있다. 따라서 이 연구에서 제안된 MGA는, 국부적 최적해로 조기 수렴하게 되는 SGA의 단점과 정밀한 전역적 최적해를 찾기 위해 수없이 많은 계산을 해야 하는 SA의 단점을 극복하게 되었다 수치예를 통하여 MGA의 성능과 적용성을 재래의 알고리즘들과 비교하고 평가하였다. 특히 MGA의 성능 신뢰성과 강건성을 평가하는 데는 집단 크기와 최대 반복세대수의 효과를 인용하였다. 이론적 고찰과 수치예의 결과로부터, 이 연구에서 개발된 MGA가 효율성과 신뢰성을 갖춘 구조 설계 최적화의 도구로서 평가되었다.

인지과학의 관점에서 본 서사극 이론 (Epic Theatre Reexamined from the Viewpoint of Cognitive Science)

  • 김용수
    • 한국연극학
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    • 제49호
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    • pp.133-169
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    • 2013
  • Reexamining Brecht's theoretical hypotheses in terms of cognitive science, this essay arrived at several temporary interpretations. Cognitive science implies that empathy can precede the rational understanding in Verfremdungseffekt. The spectator tends to simulate the unfamiliar incident and character and feels the consequential embodied emotion that leads to the cognitive understanding. The similar situation can be found in social gestus. According to cognitive science, gesture(social gestus) is simulated in the mirror-neuron of spectator, arousing consequently the embodied emotion that triggers the succeeding understanding. The spectator apts to experience and feel physically the moving gesture before decoding it as a social signification. Brecht's intention that attempts to reveal the duality of actor and character by eliminating the fourth wall is negated by cognitive science. According to the theory of conceptual blending, the spectator under the eliminated fourth wall mixes actor and character, and simulates this blending image so that he experiences it imaginatively. As such, another kind of illusion can be formed when a fourth wall is collapsed. Meanwhile, the critical thinking of spectator Brecht wanted can be hard to occur during the performance. It is necessary for the spectator to recollect the bygone dialogue and action in terms of social context as if he presses the pause, stopping the playback while watching a play in video. In this respect the social meaning Brecht intended can be achieved more effectively by the stop motion like tableau. It would not only give the time for the spectator to consider the implied social signification, but also make him possible to decode a semiotic meaning as if interpreting a still picture. Or it can be delivered by the dialogue that expresses the playwright's critical judgement. In this case, the subject of critical thinking is not the spectator but the author. The alternative explanation that the cognitive science suggests illuminates theoretically the reasons why Brecht's theory fails to be realized in practice. In a sense, Brecht's theory is nothing but a theoretical hypothesis. It takes the premise that the emotion hinders the rational thinking, understanding emotion and reason oppositively like Plato. This assumption is negated easily by the recent cognitive science that sees the reason as a by-product of physical experience including emotion. The rational understanding, in this sense, begins from the embodied emotion. As such the cognitive science denies the dichotomy of emotion and reason that Brecht adopted. The theoretical hypothesis of cognitive science makes us recognize again the importance of bodily experience in theatre. In theatre the spectator tends to experience physically before decoding the intellectual meaning. The spectator Brecht wanted, therefore, is far from the reality. The spectator usually experiences and reacts physically before decoding the meaning critically. Thus Brecht's intention can be realized by the embodied emotion resulted from simulation. This tentative interpretation suggests that we need to pay more attention to the empirical study of spectatorship, not remaining in a speculative study.

A Simulation Method For Virtual Situations Through Seamless Integration Of Independent Events Via Autonomous And Independent Agents

  • Park, Jong Hee;Choi, Jun Seong
    • International Journal of Contents
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    • 제14권3호
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    • pp.7-16
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    • 2018
  • The extent and depth of the event plan determines the scope of pedagogical experience in situations and consequently the quality of immersive learning based on our simulated world. In contrast to planning in conventional narrative-based systems mainly pursuing dramatic interests, planning in virtual world-based pedagogical systems strive to provide realistic experiences in immersed situations. Instead of story plot comprising predetermined situations, our inter-event planning method aims at simulating diverse situations that each involve multiple events coupled via their associated agents' conditions and meaningful associations between events occurring in a background world. The specific techniques to realize our planning method include, two-phase planning based on inter-event search and intra-event decomposition (down to the animated action level); autonomous and independent agents to behave proactively with their own belief and planning capability; full-blown background world to be used as the comprehensive stage for all events to occur in; coupling events via realistic association types including deontic associations as well as conventional causality; separation of agents from event roles; temporal scheduling; and parallel and concurrent event progression mechanism. Combining all these techniques, diverse exogenous events can be derived and seamlessly (i.e., semantically meaningfully) integrated with the original event to form a wide scope of situations providing chances of abundant pedagogical experiences. For effective implementation of plan execution, we devise an execution scheme based on multiple priority queues, particularly to realize concurrent progression of many simultaneous events to simulate its corresponding reality. Specific execution mechanisms include modeling an action in terms of its component motions, adjustability of priority for agent across different events, and concurrent and parallel execution method for multiple actions and its expansion for multiple events.