• Title/Summary/Keyword: quake

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Seismic Responses of Seismically Isolated Nuclear Power Plant Structure Considering Post-Yield Stiffness of EQS Bearing (EQS 면진장치의 항복 후 강성을 고려한 면진 원전구조물의 지진응답)

  • Kim, Byeong-Su;Song, Jong-Keol
    • Journal of the Earthquake Engineering Society of Korea
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    • v.20 no.5
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    • pp.319-329
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    • 2016
  • The Eradi Quake System (EQS) is a seismic isolation bearing system designed to minimize forces and displacements experienced by structures subjected to ground motion. The EQS dissipates seismic energy through friction of Poly Tetra Fluoro Ethylene (PTFE) disk pad. In general, a force-displacement relationship of EQS has post yield stiffness hardening during large inelastic displacement. In this study, seismic responses of seismically isolated nuclear power plant (NPP) subjected to design basis earthquake (DBE) and beyond design basis earthquakes (150% DBE and 167% DBE) are compared considering the post yield stiffness hardening effect of EQS. From the results, it can be observed that if the post-yield stiffness hardening effect of EQS is increased, the displacement response of EQS is reduced, and the acceleration and shear responses of containment structures of NPP is increased.

Consideration of Set-up Effect in Wave Equation Analysis of Pile Driving. (Set-up 효과를 반영한 타입말뚝의 파동이론해석)

  • 천병식;조천환
    • Journal of the Korean Geotechnical Society
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    • v.15 no.2
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    • pp.95-104
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    • 1999
  • The bearing capacity of piles driven in soils showing set-up tendency increases with time. Though WEAP is an excellent tool for evaluating the driveability of driven pile, it has some limitations to predict reliable bearing capacity of pile after driving. It is because the existing WEAP method cannot take into account time-dependent soil properties after driving. The set-up effect should be accounted for to obtain a reliable bearing capacity by the WEAP. Unfortunately, there are no sufficient methods to take the set-up effect into consideration in wave equation analysis. This paper suggests an alternative to consider time effect in wave equation analysis through statistical analysis of dynamic load test data both at the end of driving and in the beginning of restrike. It is shown that the suggested parameters(quake and damping) would be more reliable than the existing one for the wave equation analysis of driven piles.

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Dynamic Analyses on Embedded Piles Based on Wave Equation (파동방정식에 근거한 매입말뚝의 동적 분석)

  • Seo, Mi-Jeong;Park, Jong-Bae;Park, Yong-Boo;Lee, Jong-Sub
    • Journal of the Korean Geotechnical Society
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    • v.31 no.11
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    • pp.5-13
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    • 2015
  • For the bearing capacity evaluation, dynamic pile tests instead of static pile tests have been commonly used in embedded piles, which are known to have low noise and low vibration construction method. The objective of this study is to analyze the bearing capacity and penetration behaviors of embedded piles, which are constructed in different ground conditions, by using force and velocity signals obtained in the final blows during construction of embedded piles. For the dynamic pile analyses, the CAse Pile Wave Analysis Program (CAPWAP) and Wave Equation Analysis of Piles (WEAP) have been commonly used. In this study, the CAPWAP and WEAP are used for the analyses of the dynamic pile tests, which are conducted on embedded piles. The input values, output values, and force-velocity graphs of CAPWAP determined by analyzing the measured force-velocity signals are investigated. In addition, similar force-velocity singals are obtained from the WEAP by analyzing the input values of the WEAP. Considering the subsurface investigation results around the pile tips, if the N-value increases exponentially along the depth, toe quake value should be small, and therefore large bearing capacity is identified. On the contrary, if the N-value increases linearly, the bearing capacity is small because of large toe quake value. Furthermore, the stiffness of hammer cushion and pile cushion, which is difficult to find correct values, is recommended lower than 500 kN/mm. This study demonstrates that the results of WEAP may be similar to those of CAPWAP and the WEAP can be used to estimate the bearing capacity of embedded piles.

Texture Cache with Automatical Index Splitting Based on Texture Size (텍스처의 크기에 따라 인덱스를 자동 분할하는 텍스처 캐시)

  • Kim, Jin-Woo;Park, Young-Jin;Kim, Young-Sik;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.57-68
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    • 2008
  • Texture Mapping is a technique for adding realism to an image in 3D graphics Chip. Bilinear filtering mode of this technique needs accesses of 4 texels to process one pixel. In this paper we analyzed the access pattern of texture, and proposed the high performance texture cache which can access 4 texels simultaneously. We evaluated using simulation results of 3D game(Quake 3, Unreal Tournament 2004). Simulation results show that proposed texture cache has high performance on the case where physical size is less then or equal 8KBytes.

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Design and Implementation of Engine to Control Characters By Using Machine Learning Techniques (기계학습 기법을 사용한 캐릭터 제어 엔진의 설계 및 구현)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.79-87
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    • 2006
  • This paper proposes the design and implementation of engine to control characters by using machine teaming techniques. Because the proposed engine uses the context data in the rum time as the knowledge data, there is a merit which the player can not easily recognize the behavior pattern of the intelligent character. To do this, the paper proposes to develop the module which gathers and trains the context data and the module which tests to decide the optimal context control for the given context data. The developed engine is ported to FEAR and run with Quake2 and experimented far the correctness of the development and its efficiency. The experiments show that the developed engine is operated well and efficiently within the limited time.

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3D Game Rendering Engine Degine using Empty space BSP tree (Empty space BSP트리를 이용한 3D 게임 렌더링 엔진 설계)

  • Kim Hak-Ran;Park Hwa-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.345-352
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    • 2005
  • This paper aims to design Game Rendering Engine for real-time 3D online games. Previous, in order to raise rendering speed, BSP tree was used to partitioned space in Quake Game Engine. A game engine is required to develop for rapidly escalating of 3D online games in Korea. too. Currently rendering time is saved with the hardware accelerator which is working on the high-level computer system. On the other hand, a game engine is needed to save rendering time for users with low-level computer system. Therefore, a game rendering engine is which reduces rendering time by PVS look-up table using Empty space BSP tree designed and implemented in this paper

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Standard for Quake Prevention Design of Fire Extingushing System (소화설비 시스템의 내진설계 기준안 정립)

  • Lee, Chnag-Wook;Kim, Won-Gyu
    • Proceedings of the Korea Institute of Fire Science and Engineering Conference
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    • 2012.04a
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    • pp.42-45
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    • 2012
  • 최근 국내 지진 발생 위험이 높아짐에 따라 지진 시 소방시설이 정상적으로 작동할 수 있도록 규정할 수 있는 개정법률안이 발표되었다. 소방시설설치유지 및 안전관리에 관한 법률 제 9조의 2에 신설되어 있으며 지진이 발생할 경우 소방시설이 정상적으로 작동될 수 있도록 내진성능이 확보된 소방시설을 설치하도록 규정하고 있지만 그 세부기준은 아직 제시되어 있지 않다.

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Dynamic response Analysis of Rockfill Dam (필댐의 지진응답 해석)

  • 이종욱
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 1999.10a
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    • pp.113-120
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    • 1999
  • When we design the large rockfill dams the safety of dams against the quake must be considered. Generally pseudostatic analysis method has been used for slope stability and evaluation of safety but the case of dynamic response analysis of earthquake was not in general in Korea. Therefore we need to perform the dynamic response analysis of rockfill dams from these results we analyze the dynamic behavior of dam body such as response displacement and response acceleration. consequently we analyse the selected model of rockfill dam using the FLAC-2D (FDM) program.

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VR Threat Analysis for Information Assurance of VR Device and Game System (VR 기기와 게임 시스템의 정보보증을 위한 VR 위협 분석)

  • Kang, Tae Un;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.437-447
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    • 2018
  • Virtual Reality (VR) is becoming a new standard in the game industry. PokeMon GO is a representative example of VR technology. The day after the launch of PokeMon Go in the U.S, It has achieved the highest number of iOS App Store downloads. This is an example of the power of VR. VR comprises gyroscopes, acceleration, tactile sensors, and so on. This allow users could be immersed in the game. As new technologies emerge, new and different threats are created. So we need to research the security of VR technology and game system. In this paper, we conduct a threat analysis for information assurance of VR device (Oculus Rift) and game system (Quake). We systematically analyze the threats (STRIDE, attack library, and attack tree). We propose security measures through DREAD. In addition, we use Visual Code Grepper (VCG) tool to find out logic errors and vulnerable functions in source code, and propose a method to solve them.