A study on webGl efficiency in Unity servers was conducted. There are various ways to upload a build file made with Unity to a web server. In fact, to classify it that way, it would not be an exaggeration to say that there are as many developers as there are. In this paper, it is mainly classified into four types and introduced. First, there are ways to package and distribute the Unity project itself, distribute it as a standalone or mobile build, distribute it as a webplayer build, and distribute it as a WebGL build. I would like to briefly introduce each method, look at the simplest of them, the distribution method in WebGL, and study the efficiency of this method in detail. Through this study, we can use Unity for the first time to help people who are thinking of deploying servers or are interested in basic engines and server upload methods. In this paper, we will first introduce the simplest way of building WebGL, then explain and compare the four distribution methods, and finally compare them with the efficiency of the WebGL method. This will support opinions on efficiency.
Heterogeneous materials such as rock cannot be expected to have homogeneity so as to be used as structural materials. For example, in order to test large rocks more than one cubic meter, measures need to be taken against weaknesses such as internal cracks and fracture zones that can easily be overlooked in compressive strength tests. The impact-echo method could be available for evaluating strength and detecting internal defects in-situ concrete component with relatively good accuracy. In this study, measurements using the impact-echo method were carried for several types of rock specimens used at automobile crash safety tasting, and, by comparing the results with compression strength tests, the applicability of the impact-echo method for strength estimation of heterogeneous materials was evaluated.This work was supported by JSPS KAKENHI Grant Number 25420462.