• Title/Summary/Keyword: virtual example

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The Energy Release Rate of the Two Dimensional Cracked Body Under Thermal Stresses, Body Forces and Crack-Face Tractions (열응력, 내력 및 균열 경계하중을 고려한 2차원 균열문제의 에너지방출율)

  • 이태원
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.17 no.9
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    • pp.2172-2180
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    • 1993
  • Under general loadings, including body forces, crack-face tractions and thermal loading, the energy release rate equation for a two-dimensional cracked body is presented. Defining the virtual crack extension as the variation of the geometry, the equation is directly derived by a shape design sensitivity of the potential energy. Although the form of the derived energy release rate equation is different from other researchers's results, the three example show that the former is exactly the same as the latter. However, the final integral equation do not involve the derivative of the displacement on the crack surface and crack tip region, thereby improving the numerical accuracy in the computation of the energy relase rate. Moreover, as it was derived from the governing equation including non-linear elasticity without special assumptions, the energy release rate of a elasto-plastic fracture can be obtained and any numerical stress analysis method can be applied.

The case study for Implementation and verification of Dynamic NAT and PAT (동적 NAT과 PAT의 구현과 검증 사례연구)

  • Kim, No-Whan
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.10
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    • pp.1131-1138
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    • 2015
  • As the size of the internet market grows rapidly, the number of IPv4 addresses available is being exhausted, while transition to IPv6 is being delayed. As the best alternative solution, Network Address Translation(NAT) scheme is being used. It connects the public internet network with the private internet network in order to reduce the waste of IPv4 addresses space. The purpose of this paper is to study the effective example of network based on common virtual network using Packet Tracer with topology designed rather than usual theoretical approach in Dynamic NAT and PAT, which allows more efficient use of address space.

Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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A Study on Projection Conversion for Efficient 3DoF+ 360-Degree Video Streaming

  • Jeong, Jong-Beom;Lee, Soonbin;Jang, Dongmin;Kim, Sungbin;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.24 no.7
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    • pp.1209-1220
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    • 2019
  • The demand for virtual reality (VR) is rapidly increasing. Providing the immersive experience requires much operation and many data to transmit. For example, a 360-degree video (360 video) with at least 4K resolution is needed to offer an immersive experience to users. Moreover, the MPEG-I group defined three degrees of freedom plus (3DoF+), and it requires the transmission of multiview 360 videos simultaneoulsy. This could be a burden for the VR streaming system. Accordingly, in this work, a bitrate-saving method using projection conversion is introduced, along with experimental results for streaming 3DoF+ 360 video. The results show that projection conversion of 360 video with 360lib shows a Bjontegaard delta bitrate gain of as much as 11.4%.

VPN (Virtual Private Network) SW's examination example analysis (VPN(Virtual Private Network) SW의 시험사례분석)

  • Kim, Kyung-Muk;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.3012-3020
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    • 2010
  • VPN can give safety in connection in Timbuc-too, by corporation's basis communication means today that transfer user support in Timbuc-too is required compulsorily, VPN is activated. This research wishes to investigate base technology of VPN software field and investigate VPN software market trend and standard and develop estimation model of VPN software. For this special quality of VPN software investigation / analyze and investigate or analyze market trend and standard this to VPN software to base deduction of estimation item and estimation model develop.

Study of Data Placement Schemes for SNS Services in Cloud Environment

  • Chen, Yen-Wen;Lin, Meng-Hsien;Wu, Min-Yan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.3203-3215
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    • 2015
  • Due to the high growth of SNS population, service scalability is one of the critical issues to be addressed. The cloud environment provides the flexible computing and storage resources for services deployment, which fits the characteristics of scalable SNS deployment. However, if the SNS related information is not properly placed, it will cause unbalance load and heavy transmission cost on the storage virtual machine (VM) and cloud data center (CDC) network. In this paper, we characterize the SNS into a graph model based on the users' associations and interest correlations. The node weight represents the degree of associations, which can be indexed by the number of friends or data sources, and the link weight denotes the correlation between users/data sources. Then, based on the SNS graph, the two-step algorithm is proposed in this paper to determine the placement of SNS related data among VMs. Two k-means based clustering schemes are proposed to allocate social data in proper VM and physical servers for pre-configured VM and dynamic VM environment, respectively. The experimental example was conducted and to illustrate and compare the performance of the proposed schemes.

Dynamic Action Space Handling Method for Reinforcement Learning Models

  • Woo, Sangchul;Sung, Yunsick
    • Journal of Information Processing Systems
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    • v.16 no.5
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    • pp.1223-1230
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    • 2020
  • Recently, extensive studies have been conducted to apply deep learning to reinforcement learning to solve the state-space problem. If the state-space problem was solved, reinforcement learning would become applicable in various fields. For example, users can utilize dance-tutorial systems to learn how to dance by watching and imitating a virtual instructor. The instructor can perform the optimal dance to the music, to which reinforcement learning is applied. In this study, we propose a method of reinforcement learning in which the action space is dynamically adjusted. Because actions that are not performed or are unlikely to be optimal are not learned, and the state space is not allocated, the learning time can be shortened, and the state space can be reduced. In an experiment, the proposed method shows results similar to those of traditional Q-learning even when the state space of the proposed method is reduced to approximately 0.33% of that of Q-learning. Consequently, the proposed method reduces the cost and time required for learning. Traditional Q-learning requires 6 million state spaces for learning 100,000 times. In contrast, the proposed method requires only 20,000 state spaces. A higher winning rate can be achieved in a shorter period of time by retrieving 20,000 state spaces instead of 6 million.

An Exploration of Adolescents' Daily Lives during the COVID-19 Pandemic: A Photovoice Study (포토보이스를 통해 살펴본 코로나 시대 청소년의 일상생활)

  • Kwon, Boram;Choi, Saeeun
    • Human Ecology Research
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    • v.60 no.2
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    • pp.211-230
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    • 2022
  • The purpose of this study is to understand the daily lives of adolescents during the COVID-19 pandemic and to provide educational implications for enhancing the competencies of adolescents living in rapidly-changing environments. To this end, the photovoice method, consisting of orientation, documentation, discussion, and analysis, was employed to study nine adolescent participants, who were interested in sharing aspects of their daily lives. The results yielded four themes and nine sub-themes. The first theme is "home life", which is composed of two sub-themes: most comfortable to be alone and EA (eating alone) for lunch. The second theme is "leisure life", which consists of two sub-themes: the virtual world of playing with friends and exercise is the only way out to breathe. The third theme is "school life", which consists of three sub-themes: time for inner exploration and reflection, cracks in daily life due to excessive autonomy, and pros and cons of virtual classes. The fourth theme is "the voice of adolescents", which consists of two sub-themes: requiring adults to set a golden example and anxious voices due to an uncertain future. This photovoice method of study is meaningful in that it explores the daily lives of adolescents during the COVID-19 pandemic and provides valuable educational implications.

Modeling Virtual Ecosystems that Consist of Artificial Organisms and Their Environment (인공생명체와 그들을 둘러싸는 환경으로 구성 되어지는 가상생태계 모델링)

  • Lee, Sang-Hee
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.12 no.2
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    • pp.122-131
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    • 2010
  • This paper introduces the concept of a virtual ecosystem and reports the following three mathematical approaches that could be widely used to construct such an ecosystem, along with examples: (1) a molecular dynamics simulation approach for animal flocking behavior, (2) a stochastic lattice model approach for termite colony behavior, and (3) a rule-based cellular automata approach for biofilm growth. The ecosystem considered in this study consists of artificial organisms and their environment. Each organism in the ecosystem is an agent that interacts autonomously with the dynamic environment, including the other organisms within it. The three types of model were successful to account for each corresponding ecosystem. In order to accurately mimic a natural ecosystem, a virtual ecosystem needs to take many ecological variables into account. However, doing so is likely to introduce excess complexity and nonlinearity in the analysis of the virtual ecosystem's dynamics. Nonetheless, the development of a virtual ecosystem is important, because it can provide possible explanations for various phenomena such as environmental disturbances and disasters, and can also give insights into ecological functions from an individual to a community level from a synthetic viewpoint. As an example of how lower and higher levels in an ecosystem can be connected, this paper also briefly discusses the application of the second model to the simulation of a termite ecosystem and the influence of climate change on the termite ecosystem.

Development of Management and Evaluation System for Realistic Virtual Reality Field Training Exercise Contents : A Case Study (실감형 가상현실 실전훈련 콘텐츠를 위한 관리 평가 시스템 개발 사례연구)

  • Kim, J.;Park, D.;Lee, P.;Cho, J.;Yoon, S.H.;Park, S.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.111-121
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    • 2020
  • Realistic training contents utilizing intensive immersion of virtual reality are being used in various fields such as industry, education, and medical care. High-risk, high-cost education training, in particular, is difficult to conduct in reality, but it can be applied with the latest virtual reality technology that enhances educational effectiveness by efficiently and safely experiencing it in an environment similar to reality. This study introduces a management system that systematically manages realistic virtual training contents and visualizes training results in schematic pictures based on defined evaluation elements. The management system can store the information generated from the content in the database and manage the training records of each trainee in a practical way. In addition, a content-based scenario can be created in multiple scenarios by setting training goals, number of participants, and methods for applying evaluation elements. This paper describes the management system's production method and the results based on the virtual reality training content as an application example.