2 resultados para Stepped Cylinder

em Abertay Research Collections - Abertay University’s repository


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Metal cylindrical storage structures of significant size, such as silos and vertical-axis tanks, are almost always constructed from many short cylindrical shells of different thickness as the stress resultants on the wall progressively increase towards the base. The resulting increases in thickness are always made in step changes using metal sheets of uniform thickness because of the availability of such source materials. The result is a shell with a stepped wall with multiple discrete steps in thickness. Such shells are very susceptible to buckling under external pressure when empty or partially filled, but the buckling mode may involve only part of the shell height due to the changes in shell thickness. These changes must therefore be accounted for within the design process. A new method of determining the critical buckling resistance of such shells was recently developed, and although it has been shown to be valid, the methodology for its application in practical design has not been set out or shown. This paper therefore briefly describes the new method and demonstrates the manner in which it can be used to produce rapid, safe assessments of cylindrical shells with a wide range of patterns of wall thickness changes. The results are then suitable for direct introduction into such documents as the European standard on metal shells [1] and the ECCS Recommendations [2].

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This paper describes an experiment developed to study the performance of virtual agent animated cues within digital interfaces. Increasingly, agents are used in virtual environments as part of the branding process and to guide user interaction. However, the level of agent detail required to establish and enhance efficient allocation of attention remains unclear. Although complex agent motion is now possible, it is costly to implement and so should only be routinely implemented if a clear benefit can be shown. Pevious methods of assessing the effect of gaze-cueing as a solution to scene complexity have relied principally on two-dimensional static scenes and manual peripheral inputs. Two experiments were run to address the question of agent cues on human-computer interfaces. Both experiments measured the efficiency of agent cues analyzing participant responses either by gaze or by touch respectively. In the first experiment, an eye-movement recorder was used to directly assess the immediate overt allocation of attention by capturing the participant’s eyefixations following presentation of a cueing stimulus. We found that a fully animated agent could speed up user interaction with the interface. When user attention was directed using a fully animated agent cue, users responded 35% faster when compared with stepped 2-image agent cues, and 42% faster when compared with a static 1-image cue. The second experiment recorded participant responses on a touch screen using same agent cues. Analysis of touch inputs confirmed the results of gaze-experiment, where fully animated agent made shortest time response with a slight decrease on the time difference comparisons. Responses to fully animated agent were 17% and 20% faster when compared with 2-image and 1-image cue severally. These results inform techniques aimed at engaging users’ attention in complex scenes such as computer games and digital transactions within public or social interaction contexts by demonstrating the benefits of dynamic gaze and head cueing directly on the users’ eye movements and touch responses.