• Title/Summary/Keyword: Stick Motion

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Nonlinear Dynamic Behaviors of Offshore Guyed Towers (해양구조물 Guyed Tower의 비선형 동적거동)

  • Park, Woo-Sun;Pyen, Chong-Kun;Park, Young-Suk
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.3 no.3
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    • pp.126-136
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    • 1991
  • This study is concerned with the nonlinear dynamic behaviors of guyed towers for wave loadings. In order to analyze the nonlinear responses of guyed towers efficiently, the main tower is modeled as an equivalent stick, the guyline system is idealized as a spring with nonlinear stiffness in the horizontal direction. and the pile foundation system is represented as a linear spring in the rotational direction. The wave forces on the main tower are evaluated by using Morison's equation. In order to consider adequately the nonlinearities of the guying system and drag forces due to fluid viscosity. the analyses are performed in the time domain. The mode superposition method is adopted for solving the nonlinear equation of motion efficiently. which is based on the Newmark integration scheme. Numerical analyses are carried out to investigate the sensitivity of two major design parameters for guyed towers. i.e., the clump weight conditions and the base renditions of the tower.

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Non-rigid 3D Shape Recovery from Stereo 2D Video Sequence (스테레오 2D 비디오 영상을 이용한 비정형 3D 형상 복원)

  • Koh, Sung-shik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.2
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    • pp.281-288
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    • 2016
  • The natural moving objects are the most non-rigid shapes with randomly time-varying deformation, and its types also very diverse. Methods of non-rigid shape reconstruction have widely applied in field of movie or game industry in recent years. However, a realistic approach requires moving object to stick many beacon sets. To resolve this drawback, non-rigid shape reconstruction researches from input video without beacon sets are investigated in multimedia application fields. In this regard, our paper propose novel CPSRF(Chained Partial Stereo Rigid Factorization) algorithm that can reconstruct a non-rigid 3D shape. Our method is focused on the real-time reconstruction of non-rigid 3D shape and motion from stereo 2D video sequences per frame. And we do not constrain that the deformation of the time-varying non-rigid shape is limited by a Gaussian distribution. The experimental results show that the 3D reconstruction performance of the proposed CPSRF method is superior to that of the previous method which does not consider the random deformation of shape.

An Efficient Structural Analysis of Multistory Buildings (고층건물의 효율적인 구조해석)

  • Kim, Kyeong Ho;Lee, Dong Guen
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.7 no.2
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    • pp.141-153
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    • 1987
  • The prediction of the exact behavior of multistory building is one of the most complicated problem encountered in structural engineering practice. An efficient computer method for the three dimensional analysis of building structures is presented in this paper. A multistory building is idealized as an assemblage of a series of rectangular plane frames interconnected by rigid floor diaphragms. The matrix condensation technique is employed for the reduction of degrees of freedom, which results in a significant saving in computational efforts and the required memory size. Kinematical approach was used to assemble condensed stiffness matrices of plane frames into a three dimensional stick model stiffness matrix. The static analysis follows the modified tridiagonal approach. Since this procedure utilizes the condensed stiffness matrix of the structure, the dynamic equations of motion for the story displacement are developed by assigning proper mass for each story. Analysis results of several example structures are compared to those obtained by using the well-known SAP IV for verification of the accuracy and efficiency of the computer program PFS which was developed utilizing the method proposed in this study. The analysis method proposed in this study can be used as an efficient and economical means for the analysis of multistory buildings.

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Kinematic analysis of Ire hockey slap shot (아이스 하키 슬랩 샷(slap shot)의 운동학적 분석)

  • Moon, Gon-Sung;Park, Chong-Rul
    • Korean Journal of Applied Biomechanics
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    • v.13 no.2
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    • pp.13-28
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    • 2003
  • The purpose of this study was to analyze the kinematic characteristics of Ice hockey slap shot. The subjects of this study were four professional ice hockey players. The reflective markers were attached on the anatomical boundary line of body and the subjects were asked to perform the shot. Ariel Performance Analysis System was used to capture and digitize the shooting image, the data were analyzed by LabView 6i. The results were as fellows. 1. The period of the back swing phase was $0.542{\pm}0.062sec$, the down swing phase was $0.28{\pm}0.056sec$ and the total swing time was $0.825{\pm}0.017sec$ 2. The maximum linear velocity of the stick blade for x direction was shown after 7% of impact, for y, z direction were shown before 2%, 8% of Impact. 3. The maximum velocity of each segment for the left arm was $2.35{\pm}0.05m/s$ in the upper arm, $3.56{\pm}0.34m/s$ in the forearm, $4.75{\pm}0.67m/s$ in the hand. 4. The maximum velocity of each segment for the right arm was $4.67{\pm}0.43m/s$ in the upper arm, $7.22{\pm}0.69m/s$ in the forearm, $9.42{\pm}0.89m/s$ in the hand. 5. The angle of left elbow was generally flexed from the ready stance to the impact and was $82.26{\pm}3.45^{\circ}$ the moment of Impact. 6. The angle of the left shoulder was increased ut the down swing phase and was $78.74{\pm}4.78^{\circ}$ on the moment of impact. 7. The angle of the right shoulder was decreased in the down swing phase and increased before the impact. and the angle was $51.28{\pm}3.54^{\circ}$ on the moment of impact.

An Analysis on the Present State of Korean Professional Cheerleader's Uniform Design (국내 프로 치어리더 유니폼 디자인 현황분석)

  • Bae, Soojeong
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.46-62
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    • 2013
  • This thesis aims to provide basic resources for the development of various uniform designs of cheerleaders by investigating the currently favoured uniform designs. The 13 professional cheerleader teams were existed among the 25 professional sports teams-9 baseball, 10 basketball and 6 volleyball teams. In each sports teams, four cheerleader's uniform were chosen and evaluated in terms of the cheerleader uniform design by analyzing the forms, colors, decorations and accessories. The result shows that the common kinds of design representing the symbolic color and the emblem were generally prevalent, instead of particular types of uniform design and subject in accordance with different kinds of the professional baseball, basketball and volleyball respectively. Throughout all the kinds of the sports, the combination of the sleeveless top and hot-pants were most frequently observed. In case of the skirts, the mini flare, wrap, and pleats skirts were the most prevalent, because it gave free to motion for cheerleading. The one-piece style were rather infrequent, comparing with the two-pieces, with the hourglass and fitted silhouette the most frequent type, and all those were mini in length. The sleeve in top were generally absent or short, however the bare top style was never found that the top would have a risk of being taken off downwardly during cheerleading. The accessories and the cheering tools were not so much used. The cap and headdresses were not many in kinds. The pompom, megaphone, tube stick, towel, umbrella and musical instruments would not be sufficient to play a role of tools for cheering, which suggests that the rather advanced tools or instruments for cheering in the sports need to be developed, not alone the uniform design.

Development of Virtual Science Experience Space(VSES) using Haptic Device (역감 제시 장치를 이용한 가상 과학 체험 공간 개발)

  • 김호정;류제하
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1044-1053
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    • 2003
  • A virtual science experience space(VSES) using virtual reality technology including haptic device is proposed to overcome limits which the existing science education has and to improve the effect of it. Four example scientific worlds such as Micro World, Friction World, Electromechanical World and Macro World are demonstrated by the developed VSES. Van der Waals forces in Micro World and Stick-Slip friction in Friction World, the principle of induction motor and power generator in Electromechanical World and Coriolis acceleration that is brought about by relative motion on the rotating coordinate are modeled mathematically based on physical principles. Emulation methods for haptic interface are suggested. The proposed VSES consists of haptic device, HMD or Crystal Eyes and a digital computer with stereoscopic graphics and GUI. The proposed system is believed to increase the realism and immersion for user.

A study on the excavation rate of directional drilling using finite element method (유한요소법을 이용한 방향성 시추의 굴진율 연구)

  • Jung, Tae Joon;Shin, Younggy
    • Plant Journal
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    • v.17 no.3
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    • pp.42-46
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    • 2021
  • The equation of motion of the drill string along the excavation trajectory was analyzed using the Lagrangian approach together with the finite element method (FEM). A drill string of circular cross section is constructed by combining a plurality of circular axes each having 12 degrees of freedom (DOF). FEM analysis can observe the vibration and dynamic changes of the entire drill string, and it is easy to apply comprehensive boundary conditions to reproduce the simulation of a realistic drill string. In this study, the constructed FEM motel was simulated. In order to apply the FEM program to the actual drill trajectory, the dynamic analysis of the curved beam was verified by comparison with the actual values. The dynamic change over time was observed.

A Fundamental Study of VIV Fatigue Analysis Procedure for Dynamic Power Cables Subjected to Severely Sheared Currents (강한 전단 해류 환경에서 동적 전력케이블의 VIV 피로해석 절차에 관한 기초 연구)

  • Chunsik Shim;Min Suk Kim;Chulmin Kim;Yuho Rho;Jeabok Lee;Kwangsu Chea;Kangho Kim;Daseul Jeong
    • Journal of the Society of Naval Architects of Korea
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    • v.60 no.5
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    • pp.375-387
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    • 2023
  • The subsea power cables are increasingly important for harvesting renewable energies as we develop offshore wind farms located at a long distance from shore. Particularly, the continuous flexural motion of inter-array dynamic power cable of floating offshore wind turbine causes tremendous fatigue damages on the cable. As the subsea power cable consists of the helical structures with various components unlike a mooring line and a steel pipe riser, the fatigue analysis of the cables should be performed using special procedures that consider stick/slip phenomenon. This phenomenon occurs between inner helically wound components when they are tensioned or compressed by environmental loads and the floater motions. In particular, Vortex-induced vibration (VIV) can be generated by currents and have significant impacts on the fatigue life of the cable. In this study, the procedure for VIV fatigue analysis of the dynamic power cable has been established. Additionally, the respective roles of programs employed and required inputs and outputs are explained in detail. Demonstrations of case studies are provided under severely sheared currents to investigate the influences on amplitude variations of dynamic power cables caused by the excitation of high mode numbers. Finally, sensitivity studies have been performed to compare dynamic cable design parameters, specifically, structural damping ratio, higher order harmonics, and lift coefficients tables. In the future, one of the fundamental assumptions to assess the VIV response will be examined in detail, namely a narrow-banded Gaussian process derived from the VIV amplitudes. Although this approach is consistent with current industry standards, the level of consistency and the potential errors between the Gaussian process and the fatigue damage generated from deterministic time-domain results are to be confirmed to verify VIV fatigue analysis procedure for slender marine structures.

Wishbowl: Production Case Study of Music Video and Immersive Interactive Concert of Virtual Band Idol Verse'day (Wishbowl: 버추얼 밴드 아이돌 Verse'day 뮤직비디오 및 몰입형 인터랙티브 공연 제작 사례 연구)

  • Sebin Lee;Gyeongjin Kim;Daye Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.23-41
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    • 2024
  • Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.