• Title/Summary/Keyword: 3 차원 마이크로 구조

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An Enhanced Floor Field based Pedestrian Simulation Model (개선된 Floor Field 기반 보행 시뮬레이션 모델)

  • Jun, Chul-Min
    • Journal of Korea Spatial Information System Society
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    • v.12 no.1
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    • pp.76-84
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    • 2010
  • Many pedestrian simulation models for micro-scale spaces as building indoor areas have been proposed for the last decade and two models - social force model and floor field model - are getting attention. Among these, CA-based floor field model is viewed more favourable for computer simulations than computationally complex social force model. However, Kirchner's floor field model has limitations in capturing the differences in dynamic values of different agents and this study proposes an enhanced algorithm. This study improved the floor field model in order for an agent to be able to exclude the influences of its own dynamic values by changing the data structure, and, also modified the initial dynamic value problem in order to fit more realistic environment. In the simulations, real 3D building data stored in a spatial DBMS were used considering future integration with indoor localization sensors and real time applications.

A 12b 200KHz 0.52mA $0.47mm^2$ Algorithmic A/D Converter for MEMS Applications (마이크로 전자 기계 시스템 응용을 위한 12비트 200KHz 0.52mA $0.47mm^2$ 알고리즈믹 A/D 변환기)

  • Kim, Young-Ju;Chae, Hee-Sung;Koo, Yong-Seo;Lim, Shin-Il;Lee, Seung-Hoon
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.11 s.353
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    • pp.48-57
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    • 2006
  • This work describes a 12b 200KHz 0.52mA $0.47mm^2$ algorithmic ADC for sensor applications such as motor controls, 3-phase power controls, and CMOS image sensors simultaneously requiring ultra-low power and small size. The proposed ADC is based on the conventional algorithmic architecture with recycling techniques to optimize sampling rate, resolution, chip area, and power consumption. The input SHA with eight input channels for high integration employs a folded-cascode architecture to achieve a required DC gain and a sufficient phase margin. A signal insensitive 3-D fully symmetrical layout with critical signal lines shielded reduces the capacitor and device mismatch of the MDAC. The improved switched bias power-reduction techniques reduce the power consumption of analog amplifiers. Current and voltage references are integrated on the chip with optional off-chip voltage references for low glitch noise. The employed down-sampling clock signal selects the sampling rate of 200KS/s or 10KS/s with a reduced power depending on applications. The prototype ADC in a 0.18um n-well 1P6M CMOS technology demonstrates the measured DNL and INL within 0.76LSB and 2.47LSB. The ADC shows a maximum SNDR and SFDR of 55dB and 70dB at all sampling frequencies up to 200KS/s, respectively. The active die area is $0.47mm^2$ and the chip consumes 0.94mW at 200KS/s and 0.63mW at 10KS/s at a 1.8V supply.

3-Dimensinal Microstrip Patch Antenna for Miniaturization (소형화를 위한 3차원 구조마이크로스트립 패치 안테나)

  • 송무하;우종명
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.14 no.2
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    • pp.157-167
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    • 2003
  • In this paper, to reduce the resonant length of patch, microstrip patch antenna of linear polarization which is suppressed at two radiation edges is designed and fabricated at the frequency of 1.575 GHz. The result is like that the resonant length of patch is 45 mm and the length reduction effect is 43.8 % when it is compared with that(80 mm) of plane type. The gain is 4.4 dBd and -3 dB beamwidths are 112$^{\circ}$ and 66$^{\circ}$ in the E-plane and H-plane, respectively. Also, to reduce the size of patch, microstrip patch antennas those are suppressed at four radiating comers are designed and fabricated at the same frequency in the linear and circular polarization, respectively. For linear polarization, at the 1.2 of width/length(W/L) ratio, the patch area is 53 mm $\times$ 63.6 mm and the size reduction effect is 56.1 % when compared with that(80 mm $\times$ 96 mm) of plane type. The gain is 4.3 dBd and the -3 dB beamwidths are 120$^{\circ}$ and 78$^{\circ}$ in the E-plane and H-plane, respectively. For circular polarization, the patch size(54.2 mm $\times$ 61.5 mm) is reduced by 47.2 % than that(76 mm $\times$ 83 mm) of plane type. -3 dB beamwidth of horizontal polarization in the z-x plane and vortical polarization in the y-z plane are 108$^{\circ}$ and 93$^{\circ}$, respectively and this means the increasement in both planes by 52$^{\circ}$ and 27$^{\circ}$ than those of plane type. The maximum gain is 2.5 dBd in the horizontal polarization in the z-x plane. Axial ratio is 1.5 dB at 1.575 GHz and the 2 dB axial ratio bandwidth(ARBW) is 20 MHz(1.3 %).

Evaluation of Deformation Characteristics and Vulnerable Parts according to Loading on Compound Behavior Connector (복합거동연결체의 하중재하에 따른 변형 특성 및 취약부위 산정)

  • Kim, Ki-Sung;Kim, Dong-wook;Ahn, Jun-hyuk
    • Journal of the Society of Disaster Information
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    • v.15 no.4
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    • pp.524-530
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    • 2019
  • Purpose: In this paper, we construct a detailed three-dimensional interface element using a three-dimensional analysis program, and evaluate the composite behavior stability of the connector by applying physical properties such as the characteristics of general members and those of reinforced members Method: The analytical model uses solid elements, including non-linear material behavior, to complete the modeling of beam structures, circular flanges, bolting systems, etc. to the same dimensions as the design drawing, with each member assembled into one composite behavior linkage. In order to more effectively control the uniformity and mesh generation of other element type contact surfaces, the partitioning was performed. Modeled with 50 carbon steel materials. Results: It shows the displacement, deformation, and stress state of each load stage by the contact adjoining part, load loading part, fixed end part, and vulnerable anticipated part by member, and after displacement, deformation, The effect of the stress distribution was verified and the validity of the design was verified. Conclusion: Therefore, if the design support of the micro pile is determined based on this result, it is possible to identify the Vulnerable Parts of the composite behavior connector and the degree of reinforcement.

HEVC Encoder Optimization using Depth Information (깊이정보를 이용한 HEVC의 인코더 고속화 방법)

  • Lee, Yoon Jin;Bae, Dong In;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.640-655
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    • 2014
  • Many of today's video systems have additional depth camera to provide extra features such as 3D support. Thanks to these changes made in multimedia system, it is now much easier to obtain depth information of the video. Depth information can be used in various areas such as object classification, background area recognition, and so on. With depth information, we can achieve even higher coding efficiency compared to only using conventional method. Thus, in this paper, we propose the 2D video coding algorithm which uses depth information on top of the next generation 2D video codec HEVC. Background area can be recognized with depth information and by performing HEVC with it, coding complexity can be reduced. If current CU is background area, we propose the following three methods, 1) Earlier stop split structure of CU with PU SKIP mode, 2) Limiting split structure of CU with CU information in temporal position, 3) Limiting the range of motion searching. We implement our proposal using HEVC HM 12.0 reference software. With these methods results shows that encoding complexity is reduced more than 40% with only 0.5% BD-Bitrate loss. Especially, in case of video acquired through the Kinect developed by Microsoft Corp., encoding complexity is reduced by max 53% without a loss of quality. So, it is expected that these techniques can apply real-time online communication, mobile or handheld video service and so on.

Characteristics of Flexible Transparent Capacitive Pressure Sensor Using Silver Nanowire/PEDOT:PSS Hybrid Film (은나노와이어·전도성고분자 하이브리드 필름을 이용한 유연 투명 정전용량형 압력 센서의 특성)

  • Ahn, Young Seok;Kim, Wonhyo;Oh, Haekwan;Park, Kwangbum;Kim, Kunnyun;Choa, Sung-Hoon
    • Journal of the Microelectronics and Packaging Society
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    • v.23 no.3
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    • pp.21-29
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    • 2016
  • In this paper, we developed a flexible transparent capacitive pressure sensor which can recognize X and Y coordinates and the size of force simultaneously by sensing a change in electrical capacitance. The flexible transparent capacitive pressure sensor was composed of 3 layers which were top electrode, pressure sensing layer, and bottom electrode. Silver nanowire(Ag NW)/poly(3,4-ethylenedioxythiophene): poly(styrenesulfonate) (PEDOT:PSS) hybrid film was used for top and bottom flexible transparent electrode. The fabricated capacitive pressure sensor had a total size of 5 inch, and was composed of 11 driving line and 19 sensing line channels. The electrical, optical properties of the Ag NW/PEDOT:PSS and capacitive pressure sensor were investigated respectively. The mechanical flexibility was also investigated by bending tests. Ag NW/PEDOT:PSS exhibited the sheet resistance of $44.1{\Omega}/square$, transmittance of 91.1%, and haze of 1.35%. Notably, the Ag NW/PEDOT:PSS hybrid electrode had a constant resistance change within a bending radius of 3 mm. The bending fatigue tests showed that the Ag NW/PEDOT:PSS could withstand 200,000 bending cycles which indicated the superior flexibility and durability of the hybrid electrode. The flexible transparent capacitive pressure sensor showed the transmittance of 84.1%, and haze of 3.56%. When the capacitive pressure sensor was pressed with the multiple 2 mm-diameter tips, it can well detect the force depending on the applied pressure. This indicated that the capacitive pressure sensor is a promising scheme for next generation flexible transparent touch screens which can provide multi-tasking capabilities through simultaneous multi-touch and multi-force sensing.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.