interaction velocity
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Fluids ◽  
2021 ◽  
Vol 6 (6) ◽  
pp. 211
Author(s):  
Wisnu Wardhana ◽  
Ede Mehta Wardhana ◽  
Meitha Soetardjo

Modelling of unidirectional and oscillatory flows around a cylinder near a wall using an overlapping grid system is carried out. The circular grid system of the cylinder was overlapped with the rectangular grid system of the wall. The use of such an overlapping grid system is intended to reduce the CPU time compared to the cloud scheme in which vortex-to-vortex interaction is used, i.e., especially in calculating the shedding vortex velocity, since calculating the vortices velocity takes the longest CPU time. This method is not only time efficient, but also gives a better distribution of surface vorticity as the scattered vortices around the body are now concentrated on a grid point. Therefore, grid-to-grid interaction is used instead of vortex-to-vortex interaction. Velocity calculation was also carried out using this overlapping grid in which the new incremental shift position was summed up to obtain the total new vortices position. The engineering applications of this topic are to simulate the loading of submarine pipeline placed close to the seabed or to simulate the flow as a result of the scouring process below the cylinder since there is space for the fluid to flow beneath it. The in-line and transverse force coefficients are found by integrating the pressure around the cylinder surface. The flow patterns are then obtained and presented. The comparison of the results with experimental evidence is presented and the range of good results is discussed.


Author(s):  
P.A. Radchenko ◽  
◽  
S.P. Batuev ◽  
A.V. Radchenko ◽  
◽  
...  

The fracture of high-strength impactor in interaction with a steel barrier is investigated. Three typesof head parts of the impactor are considered: flat, hemispherical and ogival. Normal and oblique interactions with velocities of 700 and 1000 m/s are investigated. Modeling is carried out by the finite element method in a three-dimensional formulation using the author's software EFES 2.0.The limit value of intensity of plastic deformations is used as a fracture criterion. The influence of the striker head part shape, interaction velocity, interaction angle on the fracture of the impactor and the barrier has been investigated. Conditions under which the striker ricochets were defined.


Author(s):  
А.Н. Ищенко ◽  
В.В. Буркин ◽  
А.С. Дьячковский ◽  
Л.С. Марцунова ◽  
К.С. Рогаев ◽  
...  

The samples on the basis of carbide and tungsten alloy were made by means of high-temperature sintering. The samples possess a perfect brand-new complex of physical, mechanical and functional properties. Penetrating ability of the samples concerning going through a steel obstacle with the interaction velocity of 1300 m/s is investigated. The comparison is made with the sample made of a basic alloy VNZH-90


2017 ◽  
Vol 26 (2) ◽  
pp. 228-246 ◽  
Author(s):  
Tanmay Randhavane ◽  
Aniket Bera ◽  
Dinesh Manocha

The simulation of human behaviors in virtual environments has many applications. In many of these applications, situations arise in which the user has a face-to-face interaction with a virtual agent. In this work, we present an approach for multi-agent navigation that facilitates a face-to-face interaction between a real user and a virtual agent that is part of a virtual crowd. In order to predict whether the real user is approaching a virtual agent to have a face-to-face interaction or not, we describe a model of approach behavior for virtual agents. We present a novel interaction velocity prediction (IVP) algorithm that is combined with human body motion synthesis constraints and facial actions to improve the behavioral realism of virtual agents. We combine these techniques with full-body virtual crowd simulation and evaluate their benefits by conducting a user study using Oculus HMD in an immersive environment. Results of this user study indicate that the virtual agents using our interaction algorithms appear more responsive and are able to elicit more reaction from the users. Our techniques thus enable face-to-face interactions between a real user and a virtual agent and improve the sense of presence observed by the user.


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