Graphene oxide (GO) and ultrafine slag (UFS) have been applied to reinforce cement mortar cubes (CMC) in this research. The consequences of GO and UFS on the mechanical attributes of the CMC were explored through experimental investigations. Established on the results, at the 28 days of hydration, the CMC compressive and flexural strength with 0.03% of GO and 10% UFS were 89.8 N/mm2 and 9.1 N/mm2, respectively. Furthermore, the structural changes of CMC with GO and UFS were qualitatively analysed with instrumental techniques such as scanning electron microscope (SEM), X-ray fluorescence (XRF), thermogravimetric analysis (TGA), Fourier transform infrared spectroscopy (FT-IR), FT Raman spectroscopy, atomic force microscopy (AFM), and 27Al, 29Si-Nuclear magnetic resonance spectroscopy (NMR). SEM results reported that GO and UFS formed an aggregated nanostructure that improved the microstructural properties of the CMC. TGA analysis revealed the quantum of calcium hydrate and bound water accomplished by supplementing GO bound to the UFS aggregates. FT-IR analysis of the CMC samples confirmed the ‘O-’comprising functional groups of GO which expedited the formation of complexes between calcium carbonate ( CaCO3) and UFS. 0.03% GO was the optimum dosage that enhanced the compressive and flexural attributes when combined with 10% UFS in CMC.
Computer games with the digital characteristics of a non-linear approach have implemented interactive storytelling from the beginning, and today, with high game engine performance, users lead the story with minimal control, and there is an interactive movie genre that allows users to enjoy real-time stories such as movies. Appeared. It requires a lot of manpower and time to produce 3D resources that meet the increased expectations, and a more effective method than the existing production method of predicting, directing, producing, and recording users' needs is needed. Therefore, an advanced sub-unit interaction method was proposed as a way to realize interaction in various situations while reducing the amount of game engine resource production. This is a generation method that actively applies the improved physics engine and artificial intelligence reinforced by deep learning to make the character's movement, dialogue, and natural environment effects in real time in the game engine. As free deep learning libraries such as TensorFlow are activated and GAN learning methods along with CNN and RNN learning methods become generalized, the results of artificial intelligence show a quality that is indistinguishable from the original. In addition, by actively applying the improved physics engine, it is possible to create detailed movements of surrounding objects. The contents considered in the study are technologies that are still implemented, and if they are introduced, 3D resources can be created in real time without directly producing them, and the context setting and dialogue can induce users to naturally follow the flow of the main story. There will be.
This study simulated strong ground motion waveforms in the southern Korean Peninsula, based on the physical earthquake modeling of the Southern California Earthquake Center (SCEC) BroadBand Platform (BBP). Characteristics of intensity attenuation were investigated for M 6.0-7.0 events, incorporating the site effects. The SCEC BBP is software generates broadband (0-10 Hz) ground-motion waveforms for earthquake scenarios. Among five available modeling methods in the v16.5 platform, we used the Song Model. Approximately 50 earthquake scenarios each were simulated for M 6.0, 6.5, and 7.0 events. Representative metrics such as peak ground acceleration (PGA) and peak ground velocity (PGV) were obtained from the synthetic waveforms that were simulated before and after the consideration of site effects (VS30). They were then empirically converted to distribution of instrumental intensity. The intensity that considers the site effects is amplified at low rather than high VS30 zones.
Much attention has been devoted to Extensive Reading (ER) to better understand its pedagogical effects on language learners. In this study, we focus on the teaching principles of ER and call for a re-visitation of the Freedom principle (“Learners choose what they want to read”) that has been frequently used by practitioners and researchers of ER. Based on the focus group data collected from enthusiastic readers who participated in ER as a classroom activity and read beyond the designated class goal, we examined how these students chose what they wanted to read in an English-for-Academic-Purposes (EAP) context. The findings suggest that the Freedom principle, while allowing student autonomy, incurs complications in the implementation of ER. Students may experience frustration if given a limited choice of books, providing support for the Freedom principle. However, as students freely choose their books, the activities they engage in may become incompatible with other ER principles. Drawing on the focus group data, we will discuss the details of such complexities and conclude with pedagogical implications.
본 연구에서는 미국 남캘리포니아 지진센터에서 개발한 물리적 지진모델링 기반 광대역 강지진동 모사 플랫폼( 버전 16.5)을 활용하여, 규모 6.0, 6.5, 7.0 지진에 대한 진도 감쇠 특성 분석을 수행하였다. 지진 발생 위치는 2016년 규모 5.8 경주 지진 진앙 인근을 가정하였으나 지각 전파 모델의 경우 남캘리포니아 강지진동 모사 플랫폼에서 제공하 는 미국의 대표적인 지각 모델 두 개를 사용하였다. 하나는 판 내부를 대표하는 미국 중동부 지역(Central and Eastern United States, CEUS) 모델이고 다른 하나는 판의 경계를 대표하는 미 서부 지역(LA Basin) 모델이다. 버전 16.5 플랫 폼에는 5개의 모델링 방법론이 제시되고 있으며 본 연구에서는 Song 모델과 Exsim 모델을 사용하였다. 동일 규모의 지진이라 하더라도 지진발생 환경이 다른 지역(CEUS vs LA Basin)에서는 같은 진앙 거리에서 진도 2 등급에 가까운 차이가 발생할 수 있음을 본 연구를 통해서 발견하였다. 본 연구에서 나타난 지역별 진도 감쇠 특성의 차이를 감안할 때 한반도에서 좀 더 정밀한 지진재해 평가를 위해서는 지역에 적합한 진도 감쇠 특성을 이해하는 것이 중요할 것으로 판단되며 본 연구는 지역 특화된 진도 감쇠 특성을 고려하지 않을 경우 진도 감쇠 분포의 불확실성 정도를 잘 보여준다.
Since the launch of the Herschel Space Observatory, our understanding about the photo-dissociation regions (PDR) has taken a step forward. In the bandwidth of the Fourier Transform Spectrometer (FTS) of the Spectral and Photometric Imaging REceiver (SPIRE) on board Herschel, ten CO rotational transitions, including J = 4-3 to J = 13-12, and three fine structure lines, including [Ci] 609, [Ci] 370, and [Nii] 205 μm, are covered. I present our findings from the FTS observations at the nuclear region of M83, based on the spatially resolved physical parameters derived from the CO spectral line energy distribution (SLED) map and the comparisons with the dust properties and star-formation tracers. This article discusses (1) the potential of using [Nii] 205 and [Ci] 370 μm as star-formation tracers; (2) the excitation mechanisms of warm CO in the nuclear region of M83.
This paper analyzes the simulation operation flow of Bullet physics engine. Based on this analysis, four kinds of multi-rigid-body game characters are designed. This paper also profiles the performance metrics such as the CPU utilization, the memory usage, and the computation time by multi-rigid-body character simulations. For the CPU utilization, the Tongs Vehicle is the best and provides 45.1% less than the other character simulations. The computation times of the Four-leg robot and the Dragon are longer than those of the others. The memory usage of the Dragon simulation is the largest, which is average 1.32 times more than the others. Because all parts of Dragon are composed of triangular mesh models in 3DMax. The performance profiling with the criteria such as reducing the computation time and the computing resources, the complexities of the collision shapes, and the number of rigid bodies takes an important role in the design of the multi-rigid-body game characters.
This paper proposes the design and implementation of a system to provide a web-based ubiquitous 3D virtual reality education environment for secondary students to help experiment freely with safety by computer simulation in physics education. To realize this system, ThreeJS, one of the famous 3D graphics libraries based on javascript, has been used to support WebGL(Web Graphic Library). Hence the system became browser independent to give flexibility for most users. It is designed to make the mouse control change the position of the camera of the 3D graphics, so that the user can observe the virtual motion in various viewpoints. In contrast to the other local PC based education systems, this web-based system is much easier for distribution and management.
논자가 분석ㆍ점검한 것을 요약하면 아래와 같다. 첫째, 봇짱이 공부했던 메이지시대의 물리학교는 낙제를 하지 않고 졸업하는 학생이 10% 전후로 입학은 쉬웠으나 졸업하기가 대단히 어려운 학교였다. 실력이 모자라는 학생에게 엄격한 학칙을 적용하여 낙제를 시키고 있었던 물리학교를 공부에 소질이 있는 편이 아닌 봇짱이 3년간 학교를 다니자 그냥 졸업하라고 해서 불평하지 않고 졸업해 버렸다고 표현한 것은, 나쓰메 소세키가 당시 물리학교의 상황과는 정반대로 작품에 묘사했던 것이다. 그 이유는 작자의 의도된 유머일 수도 있다. 하지만 그 속에는 일본인 특유의 남을 존중하고 자기를 최대한 낮추어 말하는 표현 방법 등이 깔려 있기 때문이다. 둘째, 메이지시대 말경에 일본정부가 인정하는 도쿄제국대학을 졸업하여 스미토모총본점에 입사한 사람의 급료가 40엔, 경시청 순사의 급료도 10∼13엔 정도였던 것을 고려해볼 때, 봇짱이 물리학교를 졸업하고 시코쿠 지방에 있는 중학교에 수학 교사로 취직을 하여 40엔이라고 하는 급료를 받은 것은 파격적인 대우였다. 교사로 취직하여 초임금 40엔을 받는다는 것은 당시 교직사회에서 당당하게 인정받고 있던 물리학교 출신의 영광을 상징하고 있는 것으로 볼 수 있다. 셋째, 일본의 근대시대에는 어느 학교를 나왔느냐에 따라 급료의 차이와 신분의 차이가 났던 시대였다. 메이지 정부가 인정하는 제국대학을 졸업하기만 하면 급료를 많이 받고 고급관리와 관리직 등으로 근무할 수 있었다. 메이지 정부는 학벌에 의한 급료의 차이, 신분의 벽을 만들어 제국대학에 못 들어간 사람들에게는 열등감과 정신적 스트레스를 받는 제도를 만들었던 것이다. 그런데 제국대학 출신은 학문적으로는 우수했을지 몰라도 인간이 지켜야 할 인성적인 면까지 우수한 사람만 있었던 것은 아니었다. 학벌사회의 권력화에 대한 어두운 이면이《도련님》에 정밀하게 묘사되어 있다. 봇짱은 자신도 물리학교 출신이라고 하는 중간 엘리트의 학벌 혜택을 받았음에도 불구하고, 제국대학 출신의 슈퍼(super) 엘리트 학벌 소지자의 권위를 인정하려고 하지 않는다. 오히려 제국대학 출신 교감 선생과 충동적으로 대결하려고 했기 때문에 충돌이 일어났고 점차 좌절감을 맛보게 된다. 일본 근대의 독특한 학벌이라는 사회제도가 존재하는 시대에 봇짱이 제국대학 출신인 아카샤쓰를 강자로 인정하지 않고 불신임하고, 충돌하려 했던 것은 필연적으로 좌절과 패배를 맛볼 수밖에 없었던 것이다.
This paper presents an approach to derive likelihood models for use in engineering design problems. One main point is made. It is that incorporating engineering knowledge into a likelihood model is possible. The work is foundational in nature, but is developed with an explicit example taken from fatigue failure problem of a structural component, the Paris crack-propagation criterion, and a modified truncated Gaussian distribution.
Four plasma instruments are currently under development for KAISTSAT-4 (K-4) which is scheduled for launch in 2002. They are the Solid-State Telescope, Electro-Static Analyzer, Langmuir Probe, and the Scientific Magnetometer, that will respectively allow in-situ detection of high energy and low energy components of auroral particles, ionospheric thermal electrons, and magnetic field disturbances. These instruments, together with the Far-ultraviolet IMaging Spectrograph, will provide micro-scale physics of Earth's polar ionosphere with detailed spectral information that has not been previously achieved with other space missions. In this paper, we review the concept of the four space plasma instruments as well as the anticipated results from the instruments.
Observed spectra of supernovae allow the empirical classification of supernovae into two basic categories, Type I with little or no evidence of hydrogen, and Type II with obvious evidence for hydrogen. The broad class of Type I can be subdivided depending on whether helium or silicon and other intermediate mass elements is observed. Understanding the physical processes that underlie these classifications---the progenitor evolution. the explosion mechanism, and end products---requires calculation of radiative transfer and model spectra. While most Type II occur in evolved massive stars that undergo core collapse. some may span the dividing line between degenerate and non-degenerate carbon burning and involve both core collapse and thermonuclear explosion. Type Ia are still most plausibly explained as thermonuclear explosions in carbon/oxygen white dwarfs in binary systems. Type Ib reveal helium atmospheres and are probably the result of core collapse in the helium core of a massive star that has lost its hydrogen envelope to a binary companion or to a wind. Type Ic supernovae are probably related to Type Ib but have also lost their helium envelope to reveal a mantle rich in oxygen.