• Title/Summary/Keyword: Virtual Building

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Shear strength prediction of high strength steel reinforced reactive powder concrete beams

  • Qi-Zhi Jin;Da-Bo He;Xia Cao;Feng Fu;Yi-Cong Chen;Meng Zhang;Yi-Cheng Ren
    • Advances in concrete construction
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    • v.17 no.2
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    • pp.75-92
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    • 2024
  • High Strength steel reinforced Reactive Powder Concrete (RPC) Beam is a new type of beams which has evident advantages than the conventional concrete beams. However, there is limited research on the shear bearing capacity of high-strength steel reinforced RPC structures, and there is a lack of theoretical support for structural design. In order to promote the application of high-strength steel reinforced RPC structures in engineering, it is necessary to select a shear model and derive applicable calculation methods. By considering the shear span ratio, steel fiber volume ratio, longitudinal reinforcement ratio, stirrup ratio, section shape, horizontal web reinforcement ratio, stirrup configuration angle and other variables in the shear test of 32 high-strength steel reinforced RPC beams, the applicability of three theoretical methods to the shear bearing capacity of high-strength steel reinforced RPC beams was explored. The plasticity theory adopts the RPC200 biaxial failure criterion, establishes an equilibrium equation based on the principle of virtual work, and derives the calculation formula for the shear bearing capacity of high-strength steel reinforced RPC beams; Based on the Strut and Tie Theory, considering the softening phenomenon of RPC, a failure criterion is established, and the balance equation and deformation coordination condition of the combined force are combined to derive the calculation formula for the shear bearing capacity of high-strength reinforced RPC beams; Based on the Rankine theory and Rankine failure criterion, taking into account the influence of size effects, a calculation formula for the shear bearing capacity of high-strength reinforced RPC beams is derived. Experimental data is used for verification, and the results are in good agreement with a small coefficient of variation.

Evaluation of water drainage according to hydraulic properties of filling material of sand dam in Mullori, Chuncheon (춘천 물로리 지역 샌드댐 채움재 수리특성에 따른 배수량 평가)

  • Chung, Il-Moon;Lee, Jeongwoo;Kim, Min-Gyu;Kim, Il-Hwan
    • Journal of Korea Water Resources Association
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    • v.55 no.11
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    • pp.923-929
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    • 2022
  • The Chuncheon Mullori area is an underprivileged area of water welfare where local water supply is not supplied, and it is supplying water to the villages with small water supply facilities using lateral flow and groundwater as water sources. This is an area with poor water supply conditions, such as relying on water trucks due to water shortages during the recent severe drought. Therefore, in order to solve the problem of water shortage during drought and to prepare for the increasing water demand, a sand dam was installed along the valley, and this facility has been operating since May 2022. In this study, repeated simulations were performed according to the hydraulic conductivity of the filler material and the storage coefficient value for the inflow condition for about two years from mid-March 2020 to mid-March 2022. For each case, the amount of discharge through the perforated drain pipe was calculated. Overall, as the hydraulic conductivity increased, the amount of discharge and its ratio increased. However, when the hydraulic conductivity of the second floor was relatively low, the amount of discharge increased and then decreased as the hydraulic conductivity of the third floor increased. This is considered to be due to the fact that the water level was kept low due to the rapid drainage compared to the net inflow into the third floor because the water permeability of the third floor and the drainage coefficient of the drain pipe were large. As a result of simulating the flow of the open channel in the upper part of the sand dam as a hypothetical groundwater layer with very high hydraulic conductivity, the decrease in discharge rate was slower than the increase in the hydraulic conductivity of the hypothetical layer, but it was clearly shown that the discharge volume decreased relatively as the hydraulic conductivity of the virtual layer increased.

Using Platforms as Market Creation Strategies for Small and Medium-Sized Service Robotics Companies in South Korea: The ROBOPRINT Case Study (국내 중소 서비스용 로봇 기업의 플랫폼을 이용한 시장 창출 전략: 로보프린트 사례연구)

  • Oh, Soo Jung
    • Korean small business review
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    • v.43 no.2
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    • pp.59-86
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    • 2021
  • The platform concept has been used for business operations in various forms: product platforms, transaction platforms and industry platforms. All these platforms have common characteristics of having 'core' that is reused frequently and 'peripherals' that are less reusable and changed often. Companies use platforms to enable efficient development and creation of product family, transactions and innovation. These platforms provide new opportunities for many small and medium-sized companies (SMEs) by bringing changes to traditional industrial structures focused on the products rather than platforms. The service robotics industry in South Korea is mainly composed of technology-intensive SMEs due to its small market size. Although these SMEs succeed in developing technologies, they have difficulties creating and expanding markets to sell products. Thus, this study addresses the characteristics and problems of the South Korean service robotics industry and analyses how ROBOPRINT, one of the SMEs in the service robotics industry, successfully creates and continuously expands the service robot market by adopting platform concept. The results indicate that ROBOPRINT has been applying two types of platforms: product and transaction platforms. First, ROBOPRINT created art robots that were apartment mural service robots. Rather than selling art robots, the company developed various robots such as painting robots, building exterior wall-cleaning robots by reusing the core technology of the robots. The company also developed various robots according to the buyers request. In addition, the company used the robots to directly provide apartment mural services for customers. This mural service has been extended into various areas, not only in apartments but also in soundproof walls, underground passages, and retaining walls. Besides, ROBOPRINT added new services continuously by developing technologies such as virtual reality. Second, ROBOPRINT mediated mural service buyers and mural designers. This platform reduced buyers' workload, which necessitates requesting mural services to ROBOPRINT and searching for mural designers. For designers, this opened up new opportunities to participate in the mural business. The platform attracted both mural buyers and designers who were scattered before. Finally, ROBOPRINT seeks to expand the platform's scope to outside company. To share internally reused ROBOPRINT's technology with other companies, the company participated in Daegu city's 'New Technology Platform Industry'. Furthermore, ROBOPRINT is trying to share the service platform by leasing robots to other companies. This allows external agents to develop technologies and provide services by reusing resources from ROBOPRINT. This study contributes to existing theories by showing that SMEs continuously create and expand markets by building various platforms. Moreover, it provides useful implications for practitioners by describing the firm's specific platform-building strategy.

Development of System for Real-Time Object Recognition and Matching using Deep Learning at Simulated Lunar Surface Environment (딥러닝 기반 달 표면 모사 환경 실시간 객체 인식 및 매칭 시스템 개발)

  • Jong-Ho Na;Jun-Ho Gong;Su-Deuk Lee;Hyu-Soung Shin
    • Tunnel and Underground Space
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    • v.33 no.4
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    • pp.281-298
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    • 2023
  • Continuous research efforts are being devoted to unmanned mobile platforms for lunar exploration. There is an ongoing demand for real-time information processing to accurately determine the positioning and mapping of areas of interest on the lunar surface. To apply deep learning processing and analysis techniques to practical rovers, research on software integration and optimization is imperative. In this study, a foundational investigation has been conducted on real-time analysis of virtual lunar base construction site images, aimed at automatically quantifying spatial information of key objects. This study involved transitioning from an existing region-based object recognition algorithm to a boundary box-based algorithm, thus enhancing object recognition accuracy and inference speed. To facilitate extensive data-based object matching training, the Batch Hard Triplet Mining technique was introduced, and research was conducted to optimize both training and inference processes. Furthermore, an improved software system for object recognition and identical object matching was integrated, accompanied by the development of visualization software for the automatic matching of identical objects within input images. Leveraging satellite simulative captured video data for training objects and moving object-captured video data for inference, training and inference for identical object matching were successfully executed. The outcomes of this research suggest the feasibility of implementing 3D spatial information based on continuous-capture video data of mobile platforms and utilizing it for positioning objects within regions of interest. As a result, these findings are expected to contribute to the integration of an automated on-site system for video-based construction monitoring and control of significant target objects within future lunar base construction sites.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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Necessity to incorporate XR-based Training Contents Focused on Cable pulling using Winches in the Shipbuilding (윈치를 활용한 케이블 포설을 중심으로 고찰한 XR 기반 훈련 콘텐츠 도입의 필요성)

  • JongMin Lee;JongSeong Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.6
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    • pp.53-62
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    • 2023
  • This paper has suggested the necessity of introducing training contents using XR(Extended reality) technology as a way to lower the high rate of nursing accidents among unskilled technical personnel in domestic shipbuilding industry, focusing on cable pulling using winch. The occurrence rate of nursing accidents in the domestic shipbuilding industry was almost double(197.4%) (2017~2020) when compared with other manufacturing industries. In particular, it is worth noting that more than 31.8% of nursing accidents in the shipbuilding industry occurred among workers whose job experience is no more than 6 months. Most of new workers are seen to have hard time due to several factors such as lack of work information, inexperience, and unfamiliarity with the working environments. This indicates that it is essential to incorporate more effective training method that could help new workers become familiar with technical skills as well as working environments in a short period of time. Currently, education/training at the domestic shipyard is biased toward technical skills such as welding, painting, machine installation, and electrical installation. Contrary, even more important training required to get new workers used to the working environment has remained at a superficial level such as explaining ship building processes using 2D drawings. This may be the reason why it is inevitable to repeat similar training at OJT (On-the-Job Training) even at the leading domestic companies. Domestic shipbuilding industries have been attracting a lot of new workers thanks to recent economic recovery, which is very likely to increase the occurrence of disasters. In this paper, the introduction of training using XR technology was proposed, and as a specific example, the process of pulling cables using winches on ships was implemented as XR-based training content by using Unity. Using the developed content, it demonstrated that new workers can experience the actual work process in advance through simulation in a virtual space, thereby becoming more effective training content that can help new workers become familiar with the work environment.

Design and implementation of smart card-based multi-authentication mechanism for digital contents delivery (디지털콘텐츠 유통을 위한 스마트카드기반의 다중인증처리방법설계 및 구현)

  • Kim, Yong;Lee, Tae-Young
    • Journal of the Korean Society for information Management
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    • v.19 no.1
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    • pp.23-46
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    • 2002
  • With explosively increasing digital contents, library and Information center should have a new role between knowledge providers and knowledge users as information brokering organization. Electronic transaction system should be required for performing this brokering service since economic value is added to information and knowledge in information society. The developments and changes around library are keeping up with increasing building digital library and digitalizing printed sources. With the rapidly changing circumstances, the Internet is currently witnessing an explosive growth. By serving as a virtual information resource. the Internet can dramatically change the way business is conducted and Information is provided. However because of features o( the Internet like openness and information sharing, it has fundamental vulnerabilities in security issues. For Instance, disclosure of private information and line eavesdropping such as password, banking account, transaction data on network and so on are primary obstruction factors to activation of digital contents delivery on network. For high network security and authentication, this paper looks at smart card technologies and proposes multi-authentication protocol based on smart card on open network, implements and analyzes it.

The Growth of School Mathematics: Korean Secondary Gifted Students' Collaborative Problem Solving Using The Wiki (학교수학적 지식의 성장: 고등학교 영재 학생들의 위키(Wiki) 기반 협력 문제해결 활동을 중심으로)

  • Lee, Seoung Woo
    • Journal of Educational Research in Mathematics
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    • v.25 no.4
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    • pp.717-754
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    • 2015
  • As a design research, this study aims to identify students' collaborative problems solving patterns using the Wiki and design factors triggering MKB(mathematical knowledge building) in virtual environment. For 70 days, 14 Korean secondary gifted students, who enrolled in calculus II courses in one of gifted institutions in Korea, solved 10 math problems together using the Wiki. In this study, I considered five design factors; motivation, practice of LaTeX, norms of participation, epistemic agency, and two types of educational settings. The primary pattern emergent in students' collaborative problem solving process is identified as 'solutions and refutations' along the double helix consisting of the constructive line and the critical line, which is very similar to the pattern of 'Conjectures and Refutations'(Lakatos, 1976). Despite that most participants had difficulty in using LaTeX for mathematical expressions, this study shows that Wikis are valuable tools for providing Korean secondary students opportunities to learn social virtue such as humility and courage (Lampert, 1990), which is considered to be have been neglected in Korean educational environment but is emphasized as precious for doing mathematics in the field of mathematics education.

Performance Evaluation of LTE-VPN based Disaster Investigation System for Sharing Disaster Field Information (재난사고 정보공유를 위한 LTE-VPN기반 현장조사시스템 성능평가)

  • Kim, Seong Sam;Shin, Dong Yoon;Nho, Hyun Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.602-609
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    • 2020
  • In the event of a large-scale disaster such as an earthquake, typhoon, landslide, and building collapse, the disaster situation awareness and timely disaster information sharing play a key role in the disaster response and decision-making stages for disaster management, such as disaster site control and evacuation of residents. In this paper, an exited field investigation system of NDMI (National Disaster Management Research Institute) was enhanced with an LTE-VPN- based wireless communication system to provide an effective on-site response in an urgent disaster situation and share observation data or analysis information acquired at the disaster fields in real-time. The required performance of wireless communication for the disaster field investigation system was then analyzed and evaluated. The experimental result for field data transmission performance of an advanced wireless communication investigation system showed that the UDP transmission performance of at least 4.1Mbps is required to ensure a seamless video conference system between disaster sites. In addition, a wireless communication bandwidth of approximately 10 Mbps should be guaranteed to smoothly share the communication and field data between the survey equipment currently mounted on the survey vehicle.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.