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Design and Implementation of Home IoT Cultivation System with iOS Interface (iOS 인터페이스를 지원하는 가정용 IoT 재배 시스템 설계 및 구현)

  • Jeong, Seung Gyun;Kim, Gyu Dong;Kim, Byeong Chang
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.2
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    • pp.61-68
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    • 2023
  • Demand for "pet plants" and "planteriers" is increasing due to the increase in COVID-19 and fine dust. In this paper, Smart pots for planterior should be small in size while providing the functions for cultivation without any problems. They should provide a user interface for long-range control for user's convenience. We implemented smart pots by incorporating IoT into pots. In response to the growing number of iPhone users, we developed an iOS app for user interface and UX/UI design. By communicating with the smartphone app and a home pot server over the Internet, users can check and control the state of the pot anytime, anywhere. The server and the pot module were separated to reduce the size of the pot itself. By locating a water bottle at the bottom of the pot, we expect that it is suitable for a "planterier" because it adopts a circulating structure in which drainage flows down to the water bottle as it is.

Frequency Allocation of WAVE for Smart Vehicle Services (주파수 간섭으로 본 스마트 자동차 서비스를 위한 WAVE 주파수 분배 방안)

  • Kim, Seung-Cheon;Rho, Kwang-Hyun;Hwang, Ho-Young;Hong, Jung-Wan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.49 no.5
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    • pp.1-6
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    • 2012
  • Recent trend of pursuing smart life began to affect the usage of vehicle in real life. The next generation of the smart vehicle services start to utilize telecommunication technology and sensing techniques for the advanced safety and efficient use of road for drivers, while there's still decency in satisfaction about vehicular safety upgrade. For this purpose, a new technology is devised as Wireless Access in Vehicular Environment(WAVE). Foreign industries now are developing technologies of key components, platform and services related to WAVE. Domestic industry just starts to develop the related technologies about WAVE, although the frequency for WAVE is not allocated. This paper introduces the status of technical standards for WAVE and the status of developing components of WAVE. And this paper also proposes the guidance of frequency allocating policy for WAVE through frequency interference experiments.

Low-temperature synthesis of graphene structure using plasma-assisted chemical vapor deposition system

  • Lee, Byeong-Ju;Jeong, Gu-Hwan
    • Proceedings of the Korean Vacuum Society Conference
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    • 2016.02a
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    • pp.212-212
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    • 2016
  • 2차원 탄소나노재료인 그래핀은 우수한 물성으로 인하여 광범위한 분야로 응용이 가능할 것으로 예상되어 많은 주목을 받아왔다. 이러한 그래핀의 응용가능성을 실현시키기 위해서는 보다 손쉽고 신뢰할 수 있는 합성방법의 개발이 필요한 실정이다. 그래핀의 합성 방법들로 흑연을 물리적 및 화학적으로 박리하거나, 특정 결정표면 위에 방향성 성장의 흑연화를 통한 합성, 그리고 열화학기상증착법(Thermal chemical vapor deposition; T-CVD) 등의 합성방법들이 제기되었다. 이중 T-CVD법은 대면적으로 두께의 균일성이 높은 그래핀을 합성하기 위한 가장 적합한 방법으로 알려져 있다. 그러나 일반적으로 T-CVD공정은 원료 가스인 탄화수소가스를 효율적으로 분해하기 위하여 $1000^{\circ}C$부근의 온공정이 요구되며, 이는 산업적인 응용의 측면에서 그래핀의 접근성을 제한한다. 따라서 대면적으로 고품질의 그래핀을 저온합성 할 수 있는 공정의 개발은 필수적이다. 본 연구에서는, 플라즈마를 이용하여 원료가스를 효율적으로 분해함으로써 그래핀의 저온합성을 도모하였다. 퀄츠 튜브로 구성된 수평형 합성장치는 플라즈마 방전영역과 T-CVD 영역으로 구분되며, 방전되는 유도결합 플라즈마는 원료가스를 효율적으로 분해하는 역할을 한다. 합성을 위한 기판과 원료가스로는 각각 전자빔 증착법을 통하여 300nm 두께의 니켈 박막이 증착된 실리콘 웨이퍼와 메탄가스를 이용하였다. 저온합성공정의 변수로는 인가전력과 합성시간으로 설정하였으며, 공정변수의 영향을 확인함으로써 그래핀의 저온합성 메커니즘을 고찰하였다. 연구결과, 인가전력이 증가되고 합성시간이 길어짐에 따라 원료가스의 분해효율과 공급되는 탄소원자의 반응시간이 보장되어 그래핀의 합성온도가 저하가능함을 확인하였으며, $400^{\circ}C$에서 다층 그래핀이 합성됨을 확인하였다. 또한 플라즈마 변수의 보다 정밀한 제어를 통해 합성온도의 저온화와 그래핀의 결정성 향상이 가능할 것으로 예상된다.

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QoS-based P2P Streaming Protocol (QoS 기반이 P2P 스트리밍 프로토콜)

  • Park, Seung-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.8
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    • pp.1571-1579
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    • 2009
  • This paper proposes a P2P(Peer-to-Peer) streaming protocol which allows various QoS(Qualify of Service) requirements of video streaming to be supported for various personal IPTV applications in ubiquitous Internet environments. The proposed P2P streaming protocol takes fairly short startup delay, guarantees end-to-end delay bound and bandwidth requirements, and supports reliability level of video streaming for an IPTV application. The QoS-based P2P streaming protocol can properly use not only the advantages of scalability, availability, and ubiquity of P2P streaming but also complement its disadvantages of performance and reliability so that various types of personal IPTV applications can be properly implemented in the existing broadband Internet environments.

A Cross-Layer Based Per-Application Mobility Management Platform (Cross-layer 기반 응용 별 이동성 관리를 위한 플랫폼)

  • Chang, Moon-Jeong;Lee, Mee-Jeong
    • Journal of KIISE:Information Networking
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    • v.35 no.1
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    • pp.11-20
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    • 2008
  • An inevitable trend in the next generation wireless network environments is coexistence of different wireless access networks in a complementary, manner. In addition, mobile devices equipped with multiple air interfaces simultaneously executing diverse applications have been emerging, In such network environment, It is required that a solution for mobile users to seamlessly roam between different access networks as well as to satisfy QoS requirements of each application by efficiently utilizing coexisting various wireless access networks. In this paper, therefore, we propose a mobility management platform based on per-application end-to-end mobility management and cross-layer handover controls. Four core functional modules composing the proposed platform for end user devices are defined: Monitoring Agents, Profile Database, Decision Engine, and IP Agent. We show through simulations that the presented platform provides an improved QoS as it selectively utilizes the best available networks.

Architecture Design for Real-time Mobile Embedded Software Test Tools (실시간 이동형 내장 소프트웨어 시험 도구의 구조 설계)

  • Kim, Sang-Il;Lee, Nam-Yong;Rhew, Sung-Yul
    • Journal of KIISE:Software and Applications
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    • v.33 no.4
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    • pp.388-401
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    • 2006
  • A tool for analyzing and testing software in real-time is required for the efficient development of highly reliable real-time mobile embedded software This too] requires various technologies, such as source code based white-box test and real-time system monitoring and control. The tool also should be designed to improve reusability and portability by considering the interaction with other kinds of real-time system. This paper identifies and analyzes the functional requirements for the test tool on real-time mobile embedded software and suggests an adequate tool architecture based on the collected requirements. It also suggests the specific implementation technology and architecture design pattern to support the tool's expandability and portability.

A Path Establishment Method for Improving Path Stability in Mobile Ad-Hoc Networks (이동 애드혹 네트워크에서 경로의 안정성 향상을 위한 경로 설정 방식)

  • Joe, In-Whee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.9B
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    • pp.563-568
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    • 2007
  • This paper proposes a routing establishment method for improving path stability in mobile ad-hoc networks. In mobile ad-hoc networks, the network topology is highly dynamic due to the node mobility unlike wired networks. Since the existing methods are based on the shortest path algorithm with the minimum hop count regardless of the path stability, it could lead to packet loss and path disconnection in mobile ad-hoc networks. In particular, if control packets and critical data are transmitted on the unstable path, it causes serious problems. Therefore, this paper proposes one approach in order to minimize packet loss and path disconnection by considering the node mobility. After the destination node receives multiple RREQ messages, it selects the stable path through the proposed MinMax algorithm according to the node speed.

A Study on Scalable PBFT Consensus Algorithm based on Blockchain Cluster (블록체인을 위한 클러스터 기반의 확장 가능한 PBFT 합의 알고리즘에 관한 연구)

  • Heo, Hoon-Sik;Seo, Dae-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.2
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    • pp.45-53
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    • 2020
  • Blockchain can control transactions in a decentralized way and is already being considered for manufacturing, finance, banking, logistics, and medical industries due to its advantages such as transparency, security, and flexibility. And it is predicted to have a great economic effect. However, Blockchain has a Trilemma that is difficult to simultaneously improve scalability, decentralization and security characteristics. Among them, the biggest limitation of blockchain is scalability, which is very difficult to cope with the constantly increasing number of transactions and nodes. To make the blockchain scalable, higher performance should be achieved by modifying existing consensus methods or by improving the characteristics and network efficiency that affect many ways of scaling. Therefore, in this paper, we propose a cluster-based scalable PBFT consensus algorithm called CBS-PBFT which reduces the message complexity O(n2) of PBFT to O(n), which is a representative consensus algorithm of blockchain, and the validity is verified through simulation experiments.

Start and Idle Combustion Characteristics of Hydrogen Engine for the HALE UAV (고고도 무인기용 수소 엔진의 시동성 및 공회전 연소 특성)

  • Kim, Yong-Rae;Choi, Young;Lee, Janghee
    • Journal of the Korean Institute of Gas
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    • v.19 no.6
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    • pp.22-27
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    • 2015
  • Hydrogen features highest energy density per mass and is expected to be desirable as a fuel of HALE(High altitude long endurance) UAV(Unmanned aerial vehicle). A reciprocating internal combustion engine is known to be a reliable and economic power source for this kind of UAV. Therefore, the combination of hydrogen and engine is worth of doing research. Test bench with 2.4L Spark-Ignited engine was prepared for the experiment in which start and combustion characteristics at idle condition were examined in this study. Stable hydrogen supply system and a universal ECU(Engine control unit) were also utilized for the test engine. Equivalence ratio and spark timings at idle operation were investigated and compared to the data of gasoline engine. The results will be a starting point for full-scale research of hydrogen engine for HALE UAV.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.