• Title/Summary/Keyword: 모듈 디자인

Search Result 280, Processing Time 0.026 seconds

Implementation of a Dynamic Partial Reconfigurable Design using Xilinx Bus Macro (Xilinx 버스 매크로를 이용한 동적 부분 재구성 가능한 디자인 설계)

  • You, Myoung-Keun;Lee, Jae-Jin;Song, Gi-Yong
    • Proceedings of the Korea Institute of Convergence Signal Processing
    • /
    • 2005.11a
    • /
    • pp.339-342
    • /
    • 2005
  • 동적 부분 재구성은 FPGA 칩에 구현된 디자인에서 변경이 필요한 부분만 재구성하여 줌으로써 실시간적 재구성을 가능하게하는 방법이다. 동적 부분 재구성에 대한 많은 연구를 통하여 게이트 수준의 부분 재구성이 가능하지만, 설계 복잡도가 큰 시스템을 설계시에 게이트 수준의 부분 재구성 방법은 부적적하다. 본 논문에서는 Xilinx에서 제고하는 버스 매크로를 사용하여 모듈 기반의 부분 재구성 기법에 대하여 기술하며, 곱셈기, 레지스터, 그리고 ripple carry adder로 구성된 회로에서 ripple carry adder를 carry lookahead adder로 재구성한다.

  • PDF

A Study on the Standardization of the combat system software in battleship using Object-oriented Design (함정 전투체계 표준화 설계 적용에 대한 연구)

  • KWON, KI-TAE
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2017.07a
    • /
    • pp.295-296
    • /
    • 2017
  • 본 논문에서는 과거 절차 지향적으로 개발 된 함정 전투체계을 표준화 된 새로운 전투체계 소프트웨어로 변화 시키는 방안을 제안한다. 최근 전투체계 소프트웨어는 새로운 장비의 추가와 기능 변경으로 수정이 빈번이 일어나고 있다. 이러한 확장성관련문제를 해결하기 위해 본 논문에서는 객체 지향 프로그래밍 및 디자인 패턴을 사용하여 전투체계 소프트웨어를 확장성과 유지보유성이 우수한 소프트웨어로 변경하는 방법을 연구하고 실제로 전투체계 소프트웨어 중 교전 모듈에 적용하는 과정을 보여준다. 그리고 함정전투체계에 이러한 표준화를 적용할 경우 어떠한 효용성이 있는지에 대하여 알아본다.

  • PDF

Study on Development of LED Camping Light Design Based on IOT and Emotional Lighting Contents (IOT 및 감성조명 콘텐츠 기반의 LED 캠핑등 디자인 개발에 관한 연구)

  • Kim, Hee-Jun
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.12
    • /
    • pp.332-342
    • /
    • 2018
  • This study is aimed at suggesting information about technical choices for designing LED camping lights based on emotional lighting contents of integrated IOT and design areas which take a central role in creation and knowledge based industries and the procedure for materializing them. 'i-Light,' a portable LED camping light, is 'connected lighting' connecting men, space and emotion and a smart camping light based on IOT and emotional lighting contents. 'i-Light' has two functions. One is about lighting for adjusting color and color temperature naturally and the other is about safety for detecting harmful gases. 'i-Light' also has various emotional functions for experiencing interaction and taste of light. For the purpose, portable LED camping lights were designed, first of all, and then a highly color rendering/full-color lighting module, a smart sensor module and an IOT device platform were developed. In addition, efforts were made to establish detailed data about emotional lighting contents and to develop a Web application based on them. Finally, prototypes of portable LED camping lights were made to get a test bench and usability evaluation from related organizations. According to the results, all of 12 developed emotional lighting contents and three IOT safety sensors were suitable and prototypes were satisfactory. This paper will suggest a direction about actual technical choices for development of contents and products integrating artificial intelligence and big data and about the procedure for materializing them.

Implementation of DEMUX Constructing IP Packet from MPEG-2 TS (MPEG-2 TS로부터 IP 패킷을 구성하는 역다중화기 구현)

  • Lee, Hyung
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.8
    • /
    • pp.59-65
    • /
    • 2010
  • This paper proposes an implementation of a hardware module for transmitting MPEG-2 TS data over the internet protocol (IP)-based network. This implementation consists of two modules; one is an encapsulation module which bridges between n TS packets, where $1\;{\leq}\;n\;{\leq}\;7$, and an IP packets, the other is a packet conversion module which extracts an DSM-CC PS packet from consecutive TS packets and then reconstructing an IP packet. So, these IP packets are carried over 150 megabits per second. Although overall work flow of the proposed DeMUX is based on the reference design of ALTERA, the DeMUX is enhanced by modifying it and performs more functions by adding a packet conversion module. The DeMUX is described by Verilog-HDL (hardware description language) and shows the faithful functionality and throughput through the simulation.

A Study on the Ergonomic features and Their Improvements in Pen Design (필기구 디자인의 인간공학적 제요소와 개선에 관한 연구)

  • 이재환
    • Archives of design research
    • /
    • v.13 no.3
    • /
    • pp.253-260
    • /
    • 2000
  • Writing instruments or pens have many features not commonly found in other products in terms of their structure and characteristics of use. That is, different pens are usually composed of almost identical parts and/or structure. The fact they work always grabbed in hands considered, the ergonomic design of pens is essential. Reports indicate consumers evaluate pens in writing comfort above all other factors when they select pens. Among various factors related to writing comfort, it shouldspecifically be the ergonomic improvements that design can effectively contribute to. Studies on the pen-grabbing comfort or on approaches based on the understanding of human-work relationships generally lack when compared with fashion-conscious aesthetic approaches to pen design. This paper, therefore, aims to reestablish the ergonomic design criteria including the necessities of specifications required to provide indispensable data for the pen design processes. Consequently, it should produce basic set of information for systematic approach to pen design and development, which is commonly called'concurrent engineering'. Also a cost-effective solution for product diversification strategy could be attributed to a modular system database based on the result of this attempt.

  • PDF

Liquid Velocity and Local Fouling in Coagulation-submerged Microfiltration Module for Drinking Water Treatment (정수처리를 위한 응집-침지식 정밀여과 모듈의 유체유속 및 국부오염)

  • Choi, Youngkeun;Kim, Hyun-Chul;Noh, Soohong
    • Membrane Journal
    • /
    • v.25 no.3
    • /
    • pp.268-275
    • /
    • 2015
  • Effects of aeration intensity on local fouling were investigated in submerged membrane modules. Higher liquid velocities were observed at the section with the lower fiber packing density. The liquid velocity is increased with increasing the gas-liquid injection factor. The high shear stress coincided with the high liquid velocity. The shear stress increases with the increasing of gas-liquid injection factor and the liquid velocity improves with the increasing of gas-liquid injection factor. Irreversible fouling resistance ($R_{ir}$) of the fiber position is significant in a local region of high suction pressure near the suction point of the fiber (position 1). The ratio of $R_{ir}/R_m$ and $R_{ir}/R_r$ of position 1 was highest compared to the position 2 and 3. Irreversible fouling resistances results confirmed the preferential deposition of foulants near the suction part of the fiber where the local suction pressure is the highest and correspondingly, more particles are accumulated to the membrane surface. The effects of local fouling along the fiber length are significant factors to optimize the design of submerged modules.

A Study on Remote Usability Test & Evaluation for Web Sites -with emphasis on the development of remote interaction observation & analysis software (웹사이트 원격 사용성 테스트에 관한 연구 - 원격 사용자 인터랙션 관찰 및 분석 도구의 개발을 중심으로)

  • 오기태;이건표
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.147-156
    • /
    • 2004
  • Currently, usability tests for web sites with representative users are conducted in laboratory environment that disturbs subjects' natural behavior. These test methods are inefficient for tests that require large number of subjects, because experimenters and subjects should be located in the same place at the same time during the test. In this study, a remote usability test tool, called 'RIO' has been developed to cope with these laboratory-based experiment problems - the 'synchronism' and the 'unnatural environment'. The tool is separated into three parts: 'Project Manager', 'Remote Interaction Observer', and 'Interaction Analyzer'. 'Project Manager' sets up overall experimental parameters and actual tasks to be peformed by subjects. 'Remote Interaction Observer', endued with Microsoft Internet Explorer Control, is a modified Web Browser which records user interactions, screen images and elaborate browser events while subject performs given tasks. This module is distributed to subjects as an installable software package. When they finish all the tasks, the captured interaction data is compressed and sent to 'Interaction Data Server' automatically. 'Interaction Analyzer' visualizes interaction data from the 'Interaction Data Server'. It also generates project-scope statistics which facilitate discovering peculiar cases among interaction submissions.

  • PDF

The Direction for Developing a User Participation-based Media Skin by a Paradigm Shift of Digital Media and its Application (디지털 미디어 패러다임 전환에 따른 사용자 참여기반 미디어 스킨 개발 방향 및 적용)

  • Jeon, Bien Il;Park, Jae Wan
    • Design Convergence Study
    • /
    • v.14 no.5
    • /
    • pp.87-102
    • /
    • 2015
  • Today, our digital media environments are shifting from a new biological paradigm that can be characterized by "personalization", "interaction", and "kinesis." According to this paradigm shift, the change of media skin is needed, which plays an important role on our urban environments. Thus, this research aims to propose a new media skin that supports user participation based on a new digital media paradigm. For this study, we begin by extracting the essential factors from the characteristics with personalization, interaction, and kinesis through exploring the theories related to the new digital media paradigm. Based on the extracted factors, we investigated the limitation of emerging media skins and proposed a new media skin in order to overcome it. The module-based media skin proposed in this study enables users to quickly and easily design and arrange their own form that they want and display diverse contents through intelligent interaction between modules. This research contributes to providing the framework for guiding designers when they design their media skins.

The Development and the Application of a Collaborative Design Prototyping Tool for Digital Products (디지털 제품의 협동적 디자인을 위한 프로토타이핑 도구 개발 및 활용 사례 연구)

  • Nam, Tek-Jin
    • Archives of design research
    • /
    • v.17 no.4
    • /
    • pp.119-128
    • /
    • 2004
  • There is a lack of user centered design methods that support effective collaboration between designers and end-users for designing hardware and software integrated digital products. This paper presents the application of Collaborative Design and a new collaborative design prototyping tool for interactive digital product design projects. The tool consists of STCtools(State Transition Chart tools) software, hardware modeling materials, and physical interface toolkits for integrating software and hardware. STCtools allow users to create and edit States, to compose Events describing transitions between States, and to run intermediate or final results of STC. Using the hardware modeling materials and the physical interface toolkit, designers and end-users can collaborately examine the hardware and software integrated concepts in an early stage of the design process. Three collaborative design workshops of designing a portable digital guide for a theme park were accomplished to examine the feasibility of the tool. The results suggested that the tool supported iterative concept development and interactions between designers and end users. Although several user interface problems of STCtools were identified, the participants gave positive feedback on the role of the tool in collaborative concept generation and deployment. It is expected that the results of this study contribute not only to the collaboration between designers and end users, but also to the collaboration between designers, and between designers and other professionals.

  • PDF

A Study on the Development of STEAM Creative Education Program for Eco Insulation Design - Focusing on Up-Cycling Wall Module Design for High School Students - (친환경 단열설계를 위한 STEAM 창의교육 프로그램 개발연구 - 고등학생 대상의 업사이클링 벽체모듈디자인 중심으로 -)

  • Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Baek, Hye-Young
    • Korean Institute of Interior Design Journal
    • /
    • v.26 no.6
    • /
    • pp.97-105
    • /
    • 2017
  • Korea is promoted STEAM education since 2011. Furthermore, in high school education, based on the in-depth elective course's teaching and learning contents of science. The STEAM program can improve students' competence because it encourages to self-directed learning through the vocational project performance. Therefore, in this study, we researched a design education program for the experience of fusion and complex design based on STEAM education concept. We developed an education program to design insulation wall systems using up-cycling concepts to increase energy efficiency. As a result, the characteristics of the fusion education and the theoretical study about the learner-centered education curriculum, the analysis of the high school curriculum, the STEAM elements, The program was revised and supplemented through consultation with STEAM experts. In addition, the developed program was applied to high school students, and each step were analyzed based on the educational method theory. The following results were obtained. First, this study presented a program to cope with the needs of high school intensive education. Second, it provided learning motivation by combining flipped-learning as a way to train STEAM education contents. Third, it is required to develop differentiated and continuous program development and data sharing Fourth, in order to operate and promote the future environment design STEAM school, it is necessary to expand educational programs for high school students in the region through linkage with various universities.