• Title/Summary/Keyword: 엔진 제어시스템

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A Development of Web-based Integrated Security Management System for Firewalls (웹 기반의 방화벽 통합 보안 관리 시스템 개발)

  • Lee, Dong-Young;Kim, Dong-Soo;Hong, Seung-Sun;Chung, Tai-Myoung
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.10
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    • pp.3171-3181
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    • 2000
  • With a remarkable growth and expansionof Internet, the security issues emerged from intrusions and attacks such as computer viruses, dental of servives and backings to destroy intormation have been considered as serious threats for Internet and the provate networks. To protect networks from those attacks, many nendors have developed various security systems such as firewalls, intrusion detection systems, and access control systems. However managing those systems individually requres too much work and high cost. Thus, integrated security managemanet and eatabliashment of consistent security policy for various security products has become more important. In this paper, we propose integrated security manabement system called WISMSF(Web based Integrated Security Management System for Fireswalls) to monitor and contro various kinds of firewalls WISMSF consists of three components-clients, integrated engine, and agents. It supports the transparent management functions of security products, easy ways of defining security policies, and simple expansion of managed ranges.

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Driving Simulation of the IPMSM by Using Nonlinear Dataset (비선형 데이터세트를 이용한 IPMSM의 운전 시뮬레이션)

  • Kim, Won-Ho;Jang, Ik-Sang;Kim, Mi-Jung;Lee, Ki-Doek;Lee, Jae-Jun;Han, Jeong-Ho;Jeong, Tae-Chul;Chae, Ung-Chan;Lee, Ju
    • Proceedings of the KIEE Conference
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    • 2011.07a
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    • pp.816-817
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    • 2011
  • 최근 화석 연료 사용으로 인한 대기 오염과 자원 고갈이 심각한 사회적 문제로 대두되면서 엔진 구동 시스템에서 전동기 구동 시스템으로의 차량의 패러다임 변화가 급격히 요구되고 있으며, 이런 추세는 고성능 군용 차량도 예외는 아니다. 그 안에 포함되는 핵심 부품인 견인용 전동기는 고토크, 고출력, 전 운전 범위의 고효율화 등의 운전 특성을 만족시키기 위해 IPMSM을 사용하는 것이 가장 적합하나, 마그네틱 토크뿐 아니라 릴럭턴스 토크까지 사용하며 파라미터의 비선형적 특성 등으로 인해 설계에 많은 어려움이 있다. 본 논문에서는 IPMSM의 2D-인덕턴스, 3D-철손, 4D-전압의 비선형 데이터 세트를 이용한 운전시뮬레이션을 통해 제어시 필요한 전류-토크 테이블 및 정확도 높은 효율맵을 구성하였으며, 시작품을 통해 결과의 타당성을 검증한다.

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Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.33-40
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    • 2005
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent Or-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper. the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Implementation of VR User Environment for UHD TV (UHD 가상현실 사용자 환경 구현)

  • Yang, Ki-Sun;Lee, Yong-Gun;Suh, Young-Woo;Kim, Chang-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.8-10
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    • 2017
  • 지상파 UHD 방송은 시청자에게 기존 HD 방송화면보다 4배 더 선명한 영상 서비스를 제공하며, 광대역 통신망과 결합한 홈포탈(Home Portal) 서비스를 통해서 다양한 부가서비스를 지상파 방송과 함께 제공할 수 있다. 본 논문에서는 지상파 UHD TV 방송과 연계된 360도 가상현실(VR; Virtual Reality) 부가서비스 시스템과 이를 효과적으로 시청하기 위한 사용자환경을 제안한다. 방송의 ESG(Electronic Service Guide)를 통해 시청자는 VR 부가서비스임을 확인하고 스마트 단말기 또는 HMD(Head Mount Display) 등을 이용하여 마치 현장에 있는 듯한 체험을 즐길 수 있다. 제안한 부가서비스는 앱 형태로 스마트 단말기에 설치하여 실행하며 지상파 UHD TV의 ESG 정보로부터 프로그램 편성과 VR 지원여부를 확인한다. 이를 통해, 실시간 방송 뿐 아니라 VOD 형태로 제공되는 다양한 비디오 및 오디오 콘텐츠를 극장에서 보는 것과 같은 빅스크린 모드, 360도 VR 모드, 오디오 청취모드 등 다양한 시청환경에서 감상할 수 있다. 제안한 사용자 환경은 게임엔진을 기반으로 개발되어 가상의 시청 공간에서 장소를 이동하며 영상, 음향 등 미디어 콘텐츠를 감상할 수 있다. 전용컨트롤러를 이용하면 다양한 인터액티브 콘텐츠를 효과적으로 운용하여 감상할 수 있으며, 일반적으로 통용되는 VR 기기 제어 모드도 지원하여 HMD나 일반 스마트 단말기 어느 것을 이용해서도 용이하게 사용자 메뉴를 선택할 수 있다. 제안된 시스템의 시제품은 IBC 2017 및 평창 ICT 체험관을 통해 발표되었다.

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Power Control of a Hoist System Using Supercapacitor (수퍼캐패시터를 이용한 권상부하 시스템의 전력 제어)

  • Kim, Sang-Min;Yoo, Hyun-Jae;Sul, Seung-Ki
    • The Transactions of the Korean Institute of Electrical Engineers B
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    • v.54 no.11
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    • pp.561-568
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    • 2005
  • This paper proposes a method that distributes the load power and stores the regenerated energy for a hoist-load system using the supercapacitor, an energy storage device. The crane, which is a representative hoist-load system, operates in two modes. The first is the hoist-up mode in which the load container is lifted up: the maximum power is required at the end of acceleration. The second is the hoist-down mode in which the load container is lifted down; the regenerated energy is wasted by the resistor In this paper, the supercapacitor stores the regenerated energy in the hoist-down operation and supplies the peak power demand in the hoist-up operation. The same structure as the commercially available three-phase inverter is proposed as a bidirectional do-dc converter to charge and discharge the supercapacitor. A power control algorithm is proposed to optimize the load sharing between the generator and the supercapacitor. Using the proposed method, it is effected that the generator size can be cut down to one third of the original one; it leads to the reduction of the fuel consumption, noise and air pollution. Simulation and experimental results verify the effectiveness of the Proposed method.

Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.21-28
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    • 2004
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent On-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper, the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Design Vision Box base on Embedded Platform (Embedded Platform을 기반으로 하는 Vision Box 설계)

  • Kim, Pan-Kyu;Hoang, Tae-Moon;Park, Sang-Su;Lee, Jong-Hyeok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.1103-1106
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    • 2005
  • The purpose of this research is design of Vision Box which can capture an image which inputs through the camera and understand movement of object included in captured image. In design, we tried to satisfy user's requirements. We made Vision Box can analyze movement of object in image captured by camera without additional instruments. In addition, it is possible that communicate with PLC and operate Vision Box by remote control. We could verify the Vision Box capability by using it to automobile engine pattern analysis. We expect the Vision Box will be used various industrial fields.

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Study of the Risk of Ignition due to Internal Combustion Engines in Areas with Potentially Explosive Gas Atmospheres (잠재적 폭발위험장소에서 내연기관에 의한 점화 위험성에 관한 연구)

  • Kim, Yun Seok;Rie, Dong Ho
    • Fire Science and Engineering
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    • v.30 no.5
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    • pp.1-8
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    • 2016
  • Safety management in hazardous areas with potentially explosive gas atmospheres (here in after referred to as hazardous areas) in large scale facilities dealing with combustible or flammable materials at home and abroad is very important (significant) for the coexistence of the company and local society based on business continuity management (BCM) and reliance. For the safety management in hazardous areas, two systems are mainly used: (1) the control system for the prevention of combustible or flammable substances and (2) the explosion proof system for the elimination of ignition sources when flammable gases are leaked to inhibit the transition to fire or explosion accidents. While technology and regulations on explosion proof facilities or devices for electrical ignition sources are well developed and defined, those for thermal ignition sources need to be more developed and established. In this study, the internal combustion engine in hazardous areas was investigated to determine the risk of ignition. For this purpose, document searches were conducted on the relevant international standards and accidents cases and risk analysis reports. In addition, this study assessed the application cases of the diesel engine's safety equipment, such as spark arresters regarding the site of process safety management (PSM) system in central Korea. To practically apply these results to the hydrocarbon industry, the safety management method for explosion prevention in hazardous areas was provided by risk identification for ignition sources of internal combustion engines, such as diesel engines.

Study on Vehicle Deceleration Control in School Zones by Taking Driver's Comfort into Account (스쿨 존에서 운전자의 승차감을 수반한 차량 감속 제어에 관한 연구)

  • Cho, Hyo-Seung;Kim, Hyoung-Seok;Lee, Byung-Ryong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.10
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    • pp.1359-1366
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    • 2010
  • Recently, many electronic control techniques for vehicles have been developed and applied. One of the technologies can be X-by-wire such as throttle-by-wire, brake-by-wire, steer-by-wire, and etc, in which most of mechanical parts are replaced into electrical wire and actuators. In this study, the effect of throttle-by-wire and brake-by-wire control systems on vehicle velocity control, especially in a school zone, are taken into consideration. The number of accidents reported in school zones is higher than that in other places. The reason for this is that many vehicle drivers do not obey speed limit regulations. Moreover, some of the students are careless while crossing the streets. Therefore, in this study, we attempt to develop a method using throttle-by-wire and brake-by-wire control systems for automatically reducing the vehicle speed such that it will be within the speed limit. First, an engine model and a transmission system model are developed for a specific vehicle model. Second, speed reduction is carried out such that the reduction follows a pre-designed cubic spline trajectory; the trajectory is determined such that rapid deceleration, which causes discomfort to the driver and passengers, can be prevented, for which a fuzzy-PID control algorithm is applied for the trajectory following control. Finally, simulation results are presented to verify the performance of the proposed speed reduction control system.

Development of Intelligent Multi-Agent in the Game Environment (게임 환경에서의 지능형 다중 에이전트 개발)

  • Kim, DongMin;Choi, JinWoo;Woo, ChongWoo
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.69-78
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    • 2015
  • Recently, research on the multi-agent system is developed actively in the various fields, especially on the control of complex system and optimization. In this study, we develop a multi-agent system for NPC simulation in game environment. The purpose of the development is to support quick and precise decision by inferencing the situation of the dynamic discrete domain, and to support an optimization process of the agent system. Our approach employed Petri-net as a basic agent model to simplify structure of the system, and used fuzzy inference engine to support decision making in various situation. Our experimentation describes situation of the virtual battlefield between the NPCs, which are divided two groups, such as fuzzy rule based agent and automata based agent. We calculate the percentage of winning and survival rate from the several simulations, and the result describes that the fuzzy rule based agent showed better performance than the automata based agent.