• Title/Summary/Keyword: 테로

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Sustain Driver and Reset Circuit for Plasma Display (플라즈마 디스플레이를 위한 서스테인 및 리셋 회로)

  • Kang, Feel-Soon;;Park, Jin-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.685-688
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    • 2005
  • An efficient sustain driver and a useful reset circuit composition technique are proposed for plasma display panel drive. The proposed sustain driver uses a series resonance between an external inductor and a panel to recover the energy dissipated by a capacitive displacement current of PDP. It consists of four switching devices, an inductor, and external capacitors, which supply sustain voltage sources. Although the amplitude of an input voltage source is twice as high as that of conventional sustain drivers, average voltage stress imposed on power switching devices is nearly same in their values. Moreover, the input voltage source can be directly applied for the use of a reset voltage source. Owing to this scheme, the proposed sustain driver and the embedded reset circuit have a simple configuration. The operational principle and design example are given with theoretical analyses. The validity of the proposed drive system is verified through experiments using a prototype equipped with a 7.5-inch-diagonal AC plasma display panel.

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Influences that the Transition of Sports Cartoons Affects Sportainment Industries: The Aspect of Cultural Industries (스포츠만화의 변화가 스포테인먼트 산업에 끼치는 영향: 문화산업의 맥락에서)

  • Lee, Sang-Won;Lee, Won-Seok
    • Cartoon and Animation Studies
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    • s.28
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    • pp.79-99
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    • 2012
  • As a type of mass media, cartoon has been changed by political, economic, and social cultural influences. Certainly, sports cartoon also has been influenced by them. Ever since Park Ki Jung's cartoon came out, which was assumed as the first sports cartoon in Korea, sports cartoons had been used as a means of vicarious satisfaction until 1980s. Sometimes they reflected the phases of the era that struggled to overcome poverty, and adversity followed by war. Sometimes they showed people's suppressed feelings against their society. However, in modern society, the perspective of readers changes in various ways because of the influence by postmodernism. They put more weight on individualism rather than on group, they consider individual tastes very important since personal tastes and diversity has been one of significant factors. For these reasons, sport cartoons were no more what they had used to be. By 1990s, sports cartoons had attracted readers' attention again by presenting distinctive characters, and describing fancy sports skills in cartoons trying to escape from cliche story plots such as stories about rivals, competitions, winners-losers composition, and characters' diligence. Moreover, some sports cartoons contained professional contents focusing on expert sport knowledges, and deepen information of sports. From the point of cultural industries view, these tendencies are heavily affected on sportainment industry which stands out as an emerging industry recently. The ultimate purpose of sportainment industries is making a profit by providing entertainment and amusement for their readers beyond sports games. This study focused on influences that the transition of sports cartoons affects sportainment through concrete cases in context of cultural industries since 90s. The study will analyze the concept of sportainment industries, and discuss the process of sports cartoons' transition. Once sports cartoons keep trying to challenge, and make a progress with aggressive changes, it would give great influences not only to sportainment industries but also to other kinds of pop cultural industries.

Design and Implementation of In-Vehicle Infotainment Software using MOST Network Based on Mobile Open-source (모바일 오픈소스기반 MOST네트워크를 이용한 차량용 인포테인먼트 소프트웨어 설계 및 구현)

  • Lee, Jae Kyu;Park, Duck-Keun;Lee, Sang Yub;Ko, Jae Jin
    • Smart Media Journal
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    • v.3 no.3
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    • pp.46-50
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    • 2014
  • Nowadays, mobile devices such as smartphones and tablet PC's are making big changes in our life. The most widely used mobile operating systems are Google's Android, Apple's iOS and Microsoft's Windows Mobile. Among them, Android has been researched in various electronic fields such as smartphones and tablet PC's as well as automobiles, Media oriented systems transport(MOST) is a standard for high-speed multimedia communications in automotive industries. In this paper, we present the design results of in-vehicle infotainment software using MOST network based on Android.

A Study on Factors of Reuse of Edutainment Contents - In the Context on Educational of Games - (에듀테인먼트 콘텐츠 재이용 요인에 관한 연구 - 교육용 게임을 중심으로 -)

  • Lee, Ji-Hun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.99-112
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    • 2010
  • The game for education should newly be newly recognized in the view of user and development to bring out the particularity of game for education combined with educational factors and interest is needed. This study is conducted to concretely look at the effects of factors to reuse edutainment contents and educational games on reusing of the service, and examine characteristic difference between the factors and the degree of importance and weight. In addition, by structurally analyzing the factors the influence of reuse factors of game for education can be observed to propose methods to activated industry of game for education. The purpose of this research is to propose marketable method to increase the rate of reuse and to sustain consistent use of game for education.

Atomation of Glasses frame Rim-Lock electric welding (안경테의 Rim-Lock 전기용접의 자동화)

  • 김지영;송광현;정길도;한경호
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.12 no.3
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    • pp.22-28
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    • 1998
  • It is required to automate a manufacturing industry of a glasses frame, because of the inaccuracy in assembly and shortage of labor. So, in this paper, rim-lock electric welding system has been developed in order to automate a electric welding process and to increase welding quality. Rim-lock electric welding system consists of circular and linear feeder, holder for welding rim and lock, and the equipment for silver-lead provision and so forth. Main controller is a V55 microprocessor which is easy to be expanded into other function. Control program is programed using 'C' language which is easier than other language in coding, modification and adding function. At the practical welding that Rim-Lock electric welding system from this study is used, we can get such advantages as uniform quality of electric welding, continuous operation and improved productivity.

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UCG, An Edutainment Game System based on Web 2.0 (Web2.0 기반 에듀테인먼트 게임 시스템, UCG)

  • Noh, Yong-Deok;Jang, Young-Seok;Cha, Sang-Il;Chung, Mun-Ki;Kim, Sung-Goo
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.9
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    • pp.892-896
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    • 2008
  • One of drawbacks of the current edutainment game system is that its frame is fixed with limited contents. Under the condition of the above game structures, nobody can select one's interesting contents to increase educational efficiency easily. To overcome such a problem, we will propose the system named UCG(User Combinative Game) based on Web 2.0 in which users can make a choice among various educational contents and select game frames. The structure of the UCG system and its process are shown in this paper.

A Study on Linearity Improvement of Cartesian Vector Modulator Predistorter for WiMax Applications (모바일 WiMax용 카르테시안 벡터 모듈레이터 전치왜곡기의 선형성 개선에 관한 연구)

  • Chun, Sang-Hyun;Kim, Ji-Yeon;Kim, Jong-Heon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.9 no.4
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    • pp.32-42
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    • 2010
  • In this paper, we represent considering parameters for design of a Cartesian vector modulator predistorter to maximize linearity improvement of the predistorter and propose an advanced Cartesian vector modulator predistrotrer with nonlinear starting point control circuit. In order to confirm the performance of the proposed predistorter, the predistorter is applied to power amplifier with 15 W output power for 2.5 GHz band mobile WiMax 1-FA signal. From the measured results, ACLR of -45.3 dBc with 4 dB improvement of ALCR compared with the previous predistorter is obtained and linearity improvement range is also extended.

Terrain surveying for gully in Svalbard using UAV and comparison with Mars (UAV를 이용한 스발바르 걸리 지형의 측량과 화성 걸리와의 비교)

  • LEE, Jaeyong;OGUCHI, Takashi
    • The Bulletin of The Korean Astronomical Society
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    • v.43 no.1
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    • pp.72.4-73
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    • 2018
  • 북극 스발바르의 사면 지형에는 걸리가 발달되어 있다. 이러한 걸리는, 그 성인에는 여러 의견이 있으나, 화성에도 중고위도를 중심으로 다수 분포한다. 화성의 걸리는 2000년대에 들어 비로소 본격적으로 규명되고 있으나, 지형적 특성으로 인한 탐사의 한계로 지구에 분포하는 유사지형을 통한 비교 연구가 일반적이다(Costard, et al. 2007 등). 이 연구에서는 스발바르의 주도 롱이어비엔에서 UAV을 이용하여 획득한 DEM으로 스발바르 걸리를 측량하고, 이를 화성 중위도의 테라 사이메리아, 테라 시레넘, 노아 키스 테라에 분포하는 걸리와 비교하였다. Longyearbreen 빙하 전방에 위치한 사면을 UAV로 촬영하고, 이를 SfM-MVS(Structure from Motion & MultiView Stereo) 기법으로 3차원 점군 모델과 고해상도 DEM을 제작하여 분석하였다. 화성의 경우 MRO궤도 탐사선이 촬영한 HiRise DTM을 이용하여 분석하였다. 두 걸리는 기후와 지질 조건에 차이가 있음에도 불구하고 유사한 패턴을 보였다. 특히 테라 사이메리아에 위치한 걸리와 롱이어비엔 북사면의 걸리는 기준거리, 단면적, 폭, 경사, 제방 두께 등에서 상당한 정량적 유사관계가 있었다. 이는 두 행성의 걸리가 유사한 성인 및 형성 프로세스를 거쳤을 가능성을 시사한다. 측량 기법과 UAV 의 안정성을 개선시키면 지형 모델의 품질 향상 및 극지에서의 UAV 운용이 용이해질 것으로 기대된다. 또한 스발바르의 기후 요소 및 물리량 적용은 향후 화성 지형연구에도 응용할 수 있을 것으로 사료된다.

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Research of intelligent rhythm service of edutainment humanoid robot (에듀테인먼트 휴머노이드 로봇의 지능적인 율동 서비스 연구)

  • Yoon, Taebok;Na, Eunsuk
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.75-82
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    • 2018
  • With the development of information and communication technology, various methods have been tried to provide learners with a fun educational environment through fun and interest. It is a good example to utilize technologies such as games and robots in education for edutainment and game-based learning. In this study, we propose an intelligent rhythm education system using user data collection and analysis for humanoid robot rhythm generation. To do this, the user selects music and inputs rhythm information according to the selected music. The robot utilization data of this user extracts patterns through collection and analysis. Patterns are based on frequency, and FFT similarity comparison method is applied when past data is insufficient. The proposed method is validated through experiments of kindergarten children.

Characteristics of Brazing of Eyewear Frame Ti Alloy with Electric Resistance (전기저항을 이용한 안경테용 Ti 합금의 땜질 특성)

  • Park, Jeong-Sik;Lee, Jeong-Yeong
    • Journal of Korean Ophthalmic Optics Society
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    • v.12 no.4
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    • pp.15-18
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    • 2007
  • Titanum and its alloys have been used as the important materials of eyewear frame because of its light weight, mechanical strength and corrosion resistance. This study investigated the characteristics of P-Ti and ${\beta}$-Ti alloys in accordance with joining conditions by electric resistance brazing. Hardness of P-Ti and ${\beta}$-Ti has been reduced because of an increase of grain size by the growth of brazing time. Hardness reduction and reduction area by grain growth were largely appeared in P-Ti than ${\beta}$-Ti.

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