• Title/Summary/Keyword: Virtual Work

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Modelling for the Natural Vibration Analysis of a Rotating Thin Ring (회전하는 얇은 링의 고유진동 해석을 위한 모델링)

  • Kim, Chang-Boo;Kim, Se-Hee
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2005.11a
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    • pp.585-592
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    • 2005
  • In this paper, we present the principle of virtual work, from which the exact non-linear equations of motion of a rotating ring can be derived, by using the theory of finite deformation For a thin ring of which the effect of variation in curvature across the cross-section is neglected, the radial displacement and the extensional stress are determined from the principle of virtual work at the steady state where the ring is rotating with a constant angular velocity. And also we formulate systematically the governing equations concerned to the in-plane vibrations and the out-of-plane vibrations at the disturbed state by using the principle of virtual work which is expressed with the disturbed displacements about the steady state. The formulated governing equations are classified by four models along the cases of considering or neglecting all or partly the secondary effects of flexural shear, rotary inertia, circumferential extension, and twist inertia. The natural vibrations of thin rings are analyzed, and its results are compared and discussed.

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Nonlinear formulation and free vibration of a large-sag extensible catenary riser

  • Punjarat, Ong-art;Chucheepsakul, Somchai
    • Ocean Systems Engineering
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    • v.11 no.1
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    • pp.59-81
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    • 2021
  • The nonlinear formulation using the principle of virtual work-energy for free vibration of a large-sag extensible catenary riser in two dimensions is presented in this paper. A support at one end is hinged and the other is a free-sliding roller in the horizontal direction. The catenary riser has a large-sag configuration in the static equilibrium state and is assumed to displace with large amplitude to the motion state. The total virtual work of the catenary riser system involves the virtual strain energy due to bending, the virtual strain energy due to axial deformation, the virtual work done by the effective weight, and the inertia forces. The nonlinear equations of motion for two-dimensional free vibration in the Cartesian coordinate system is developed based on the difference between the Euler's equations in the static state and the displaced state. The linear and nonlinear stiffness matrices of the catenary riser are obtained and the eigenvalue problem is solved using the Galerkin finite element procedure. The natural frequencies and mode shapes are obtained. The results are validated with regard to the reference research addressing the accuracy and efficiency of the proposed nonlinear formulation. The numerical results for free vibration and the effect of the nonlinear behavior for catenary riser are presented.

Micro-scale dependent static stress and strain analyses of thickness-stretching micro plate in sport application

  • Mingjun Xia
    • Advances in concrete construction
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    • v.15 no.5
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    • pp.349-358
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    • 2023
  • Aim of this work is investigating effect of thickness-stretching formulation on the quasi three-dimensional analysis of micro plate based on a thickness-stretched and shear deformable model through principle of virtual work and micro-scale dependent constitutive relations. Governing differential equations are derived in terms of five unknown functions and the analytical solution is derived using Navier's technique. To explore effect of thickness stretching model on the static results, a comparison between the results with and without thickness stretching effect is presented.

The Influence of Online Social Networking on Individual Virtual Competence and Task Performance in Organizations (온라인 네트워킹 활동이 가상협업 역량 및 업무성과에 미치는 영향)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.22 no.2
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    • pp.39-69
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    • 2012
  • With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.

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Effective moment of inertia for rectangular elastoplastic beams

  • Faller, Ronald K.;Rosson, Barry T.
    • Structural Engineering and Mechanics
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    • v.7 no.1
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    • pp.95-110
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    • 1999
  • An effective moment of inertia is developed for a rectangular, prismatic elastoplastic beam with elastic, linear-hardening material behavior. The particular solution for a beam with elastic, perfectly plastic material behavior is also presented with applications for beam bending in closed-form. Equations are presented for the direct application of the virtual work method for elastoplastic beams with concentrated and distributed loads. Comparisons are made between the virtual work method deflections and the deflections obtained by using an average effective moment of inertia over two lengths of the beam in the elastoplastic region.

Modeling for the Natural Vibration Analysis of a Rotating Thick Ring (회전하는 두꺼운 링의 고유진동 해석을 위한 모델링)

  • Kim, Chang-Boo;Kim, Bo-Yeon
    • Proceedings of the KSR Conference
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    • 2007.11a
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    • pp.107-114
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    • 2007
  • In this paper, the equations of motion by which the natural vibration of rotating thick ring can be analyzed accurately are presented. These equations are derived from the theory of finite deformation and the principle of virtual work. The effects of variation in curvature across the ring cross-section can be considered in these equations. The ring models are called as thick ring model and thin ring model respectively as the effects of variation in curvature are considered or neglected. The radial displacement of ring which is rotating at constant angular velocity is determined by a non-linear equation derived from the principle of virtual work. The equations of the in-plane and out-of-plane vibrations at disturbed state are also formulated from the principle of virtual work. They can be expressed as the combination of the radial displacement at the steady state and the disturbed displacements about the steady state. The natural vibrations of rings with different thickness are analyzed by using the presented ring models and 3-dimensional finite element method to verify accuracy of the presented equations of motion. Its results are compared and discussed.

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A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.19 no.5
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    • pp.595-601
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    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

Virtual Reality based Total Station Training Content Development (가상현실 기반 토탈스테이션 훈련 콘텐츠 개발)

  • Im, Tami;Kim, Sang-Youn
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.631-639
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    • 2017
  • Development and implementation of virtual training contents has been increasing along with the emphasis on the experience and practice in engineering education. Virtual training makes repeatable sessions possible within safe learning environment which is very similar with real work place. This feature is very helpful to learners when they manipulate real machines back at work after studying with the virtual training content. The purpose of this study is to develop "Total Station and GPSS surveying" virtual training content focusing on both theory and surveying practice within various circumstances and to explore learners experience. Results show high interest, immersion, perceived learning effectiveness, and satisfaction to the content.

Implementation of Background Scene in the Virtual Reality Ship Simulator (가상현실 선박 시뮬레이터의 배경 구현)

  • 임정빈
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.6 no.1
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    • pp.11-22
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    • 2000
  • The paper describes creation methods of background scenes to implement realistic virtual environments in the VRSS (Virtual Reality Ship Simulator). VRSS is next-generation system constructed with virtual tools in a virtual space. Thus, it could have many benefits compared to conventional ship simulators composed with heavy bridge mock-up system and wide visual presentations. In this work, we developed effective 3D object modeling techniques, and constructed virtual harbor scene by using 3D-Webmaster authoring tool. The virtual harbor was built with object-oriented 3D objects modeled to interact with user's action. With the immersion-type VR system, we created virtual harbor environments in a virtual space, and discussed on the naturalness of the scene with test results of SDMPA (Semantic Differential Method for Psychophysical Assessment) by 10 subjects. As the results of subject assessment, all of the participants could felt natural-like harbor. Therefore, we found that the proposed creation methods and procedures of background scene are enabling to fit to the full mission VRSS construction.

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Virtual Prototyping of Area-Based Fast Image Stitching Algorithm

  • Mudragada, Lakshmi Kalyani;Lee, Kye-Shin;Kim, Byung-Gyu
    • Journal of Multimedia Information System
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    • v.6 no.1
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    • pp.7-14
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    • 2019
  • This work presents a virtual prototyping design approach for an area-based image stitching hardware. The virtual hardware obtained from virtual prototyping is equivalent to the conceptual algorithm, yet the conceptual blocks are linked to the actual circuit components including the memory, logic gates, and arithmetic units. Through the proposed method, the overall structure, size, and computation speed of the actual hardware can be estimated in the early design stage. As a result, the optimized virtual hardware facilitates the hardware implementation by eliminating trail design and redundant simulation steps to optimize the hardware performance. In order to verify the feasibility of the proposed method, the virtual hardware of an image stitching platform has been realized, where it required 10,522,368 clock cycles to stitch two $1280{\times}1024$ sized images. Furthermore, with a clock frequency of 250MHz, the estimated computation time of the proposed virtual hardware is 0.877sec, which is 10x faster than the software-based image stitch platform using MATLAB.