Anti-vibration HD unit assembly simulation and benchmark of effective usage of CPU in rubber FEA

2013 ◽  
pp. 645-648
Keyword(s):  
2020 ◽  
Vol 8 (1) ◽  
Author(s):  
Young Hoon Jo ◽  
Seonghyuk Hong ◽  
Seong Yeon Jo ◽  
Yoon Mi Kwon

Abstract Three-dimensional (3D) digital technology is an essential conservation method that complements the traditional restoration technique of cultural artifacts. In this study, 3D scanning, virtual restoration modeling, and 3D printing were used as a noncontact approach for restoring a damaged stone-seated Bodhisattva (stone Buddha statue). First, a 3D model with an average point density of 0.2 mm was created by integrating the fixed high-precision scanning of the exterior and the handheld mid-precision scanning of the interior excavated hole. Using a 3D deterioration map of the stone Buddha statue, the area of the missing parts was measured to be 400.1 cm2 (5.5% of the total area). Moreover, 257.1 cm2 (64.2% of the missing part area) of four parts, including the head, surrounding area of the Baekho, right ear, and right eye, for which symmetry was applicable for modeling or there could be ascertainable historical evidence for the total missing parts, was selected for restoration. The virtual restoration of the missing parts of the stone Buddha statue was performed using a haptic modeling system in the following order. First, the location of the three fragments detached from the head was determined. Next, a reference model was selected, and its symmetrization and modification with respect to the original model were conducted. Further, estimation modeling and outer shape description were achieved through historical research and consultation with experts. The heuristic-based assembly suitability of the created virtual restoration model (461 cm3) was verified by design mockup printing and digital–analog simulation. In particular, to address assembly interference, the interface surface was modified and reprocessed several times. Accordingly, the volume of the final design mockup decreased by 5.2% (437 cm3). Photopolymerization 3D printing technology was used for the actual restoration of the stone Buddha statue, and considering the surface roughness, the layer thickness of the material used for restoration was set at 0.10 mm. Finally, the surface of the printed output was colored to prevent yellowing and joined to the missing parts of the stone Buddha statue. This study presents a remarkable case of shifting from the traditional manual-contact method to the contactless digital method for restoring artifacts and is expected to largely contribute to increasing the usability of digital technologies in the restoration of cultural artifacts.


2021 ◽  
Author(s):  
Simon Kloiber ◽  
Volker Settgast ◽  
Christoph Schinko ◽  
Martin Weinzerl ◽  
Tobias Schreck ◽  
...  

Author(s):  
OkJoon Kim ◽  
Uma Jayaram ◽  
Sankar Jayaram ◽  
Lijuan Zhu

This paper presents our continuing work to develop methods to exchange product knowledge in the semantic level in the CAD/CAE domains. We present an approach based on a shared ontology, in which a higher level of ontologies are shared among lower levels of ontologies. Key mapping strategies, such as Equivalency, Attribute Similarity, Composition Similarity, and Inheritance Similarity are defined to map concepts and properties defined in a product design domain and an assembly simulation domain. In addition, a Bridge Ontology is designed to store information obtained from mapping processes and construct a link between different knowledge repositories. An Ontology Mapping Application (OMA) which brings together all these elements has been designed and implemented. It is a Java-based application that allows the user to load source and target ontologies, calculate concept and property similarities between them, display the mapping results, and output a corresponding Bridge Ontology.


Author(s):  
Rhys J. J. Poulton ◽  
Aaron S. G. Robotham ◽  
Chris Power ◽  
Pascal J. Elahi

AbstractMerger trees harvested from cosmologicalN-body simulations encode the assembly histories of dark matter halos over cosmic time and are a fundamental component of semi-analytical models of galaxy formation. The ability to compare the tools used to construct merger trees, namely halo finders and tree building algorithms, in an unbiased and systematic manner is critical to assess the quality of merger trees. In this paper, we present the dendrogram, a novel method to visualise merger trees, which provides a comprehensive characterisation of a halo’s assembly history—tracking subhalo orbits, halo merger events, and the general evolution of halo properties. We show the usefulness of thedendrogramas a diagnostic tool of merger trees by comparing halo assembly simulation analysed with three different halo finders—VELOCIraptor, AHF, and Rockstar—and their associated tree builders. Based on our analysis of the resulting dendrograms, we highlight how they have been used to motivate improvements to VELOCIraptor. Thedendrogramsoftware is publicly available online, at:https://github.com/rhyspoulton/MergerTree-Dendrograms.


2021 ◽  
Vol 6 (1) ◽  
pp. 036-050
Author(s):  
Muhammad Adib Uz Zaman ◽  
Emad Rabiei Hosseinabad

The importance of lean manufacturing concepts has been discussed many times over the few decades. The most important elements in lean manufacturing practices are value stream mapping (VSM), Kaizen events, load leveling (heijunka), etc. In this case study, a real-world clock assembly simulation has been used to study the performance improvement in terms of production flow and lead time after introducing lean concepts. In each round of simulation, the lean concepts have been introduced one by one and performance metrics were recorded. After implementing the concepts, the productivity was improved enormously. So, this simulation study emphasizes the importance of continuous improvement of production flow through lean concepts in a real production setting.


Author(s):  
Gerasimov Vadim ◽  
Guo Ying ◽  
James Geoff ◽  
Poulton Geoff

Author(s):  
Charles McLean ◽  
Deogratias Kibira ◽  
William Reiter ◽  
Paul Maropoulos

Author(s):  
Gabriel Zachmann

Collision detection is one of the enabling technologies in many areas, such as virtual assembly simulation, physically-based simulation, serious games, and virtual-reality based medical training. This chapter will provide a number of techniques and algorithms that provide efficient, real-time collision detection for virtual objects. They are applicable to various kinds of objects and are easy to implement.


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