The distribution environment of printer products creates a lot of shocks. The shock causes a variety of malfunctions in the printer. Among them, toner leakage problem is the most difficult problem to solve. Multiple drop tests were conducted to find some causes of toner leakage. However, there are many limitations because toner particle size is too small. In this study, to overcome these limitations and inefficiency of development process, the new simulation method is introduced. This method is developed for predicting toner leakage, and 1-way coupling analysis technology is used between structural analysis solver(LS-DYNA) and particle analysis solver (Metariver DEM) to make a toner leakage phenomenon visible.
Many important physical processes in fields such as materials science, ecology, structural biology, and clinical pathology involve the study of microscopic structures – from formation and propagation to steady-state behavior. The study of these phenomena is often very slow, creating an enormous need for accurate computer simulation of the underlying processes. In this paper, we provide a robust algorithm for simulation of images of such processes modeled by a Gibbs distribution. As part of our rare-event simulation solution, we adapt an importance sampling technique specifically for Markov random fields. We conclude by showing results of simulation of images of abnormal grain growth in poly-crystalline materials and NiCrAl super-alloy precipitates that find applications in several important real-life fields such as aircraft material design.
In this study, we investigate a VR simulator of a forestry crane used for loading logs onto a truck, mainly looking at Quality of Experience (QoE) aspects that may be relevant for task completion, but also whether there are any discomfort related symptoms experienced during task execution. The QoE test has been designed to capture both the general subjective experience of using the simulator and to study task completion rate. Moreover, a specific focus has been to study the effects of latency on the subjective experience, with regards both to delays in the crane control interface as well as lag in the visual scene rendering in the head mounted display (HMD). Two larger formal subjective studies have been performed: one with the VR-system as it is and one where we have added controlled delay to the display update and to the joystick signals. The baseline study shows that most people are more or less happy with the VR-system and that it does not have strong effects on any symptoms as listed in the Simulator Sickness Questionnaire (SSQ). In the delay study we found significant effects on Comfort Quality and Immersion Quality for higher Display delay (30 ms), but very small impact of joystick delay. Furthermore, the Display delay had strong influence on the symptoms in the SSQ, and causing test subjects to decide not to continue with the complete experiments. We found that this was especially connected to the longer added Display delays (≥ 20 ms).
Display systems suitable for virtual reality applications can prove useful for a variety of domains. The emergence of low-cost head-mounted displays reinvigorated the area of virtual reality significantly. However, there are still applications where full-scale CAVE-type display systems are better suited. Moreover, the cost of most CAVE-type display systems is typically rather high, thereby making it difficult to justify in a research setting. This article aims at providing a design of less costly display technology combined with inexpensive input devices that implements a virtual environment paradigm suitable for such full-scale visualization and simulation tasks. The focus is on cost-effective display technology that does not break a researchers budget. The software framework utilizing these displays combines different visualization and graphics packages to create an easy-to-use software environment that can run readily on this display. A user study was performed to evaluate the display technology and its usefulness for virtual reality tasks using an accepted measure: presence. It was found that the display technology is capable of delivering a virtual environment in which the user feels fully immersed. © 2017 Society for Imaging Science and Technology.
Standard desktop setups, even with multiple monitor configurations, only provide a somewhat small view on the data set at hand. In addition, typical mouse and keyboard input paradigms often result in less user-friendly configurations, especially when it comes to dealing with 3D data sets. For simulation environments in which participants or users are supposed to be exposed to a more realistic scenario with increased immersion, desktop configurations, such as fishtank VR, are not necessarily a viable choice. This papers aims at providing an overview of different display technology and input devices that provides a virtual environment paradigm suitable for various different visualization and simulation tasks. The focus is on cost-effective display technology that does not break a researchers budget. The software framework utilizing these displays combines different visualization and graphics packages to create an easy-to-use software environment that can run readily on all these displays without changing the software thereby providing easy-to-use software frameworks for visualization and simulation.