• Title/Summary/Keyword: Digital IF

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A Study on the Development of the Digital Traffic Signal Controller (디지털 교통신호제어기 개발 연구)

  • Ko, Sejin;Lee, Jaekwan;Park, Sangmin;Gho, Gwang-Yong;Yun, Ilsoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.6
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    • pp.43-59
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    • 2019
  • The Traffic controller currently used in Korea is a switch control system that directly transfers 220V of high voltage to traffic lights one to one. This method requires a lot of cables, and there are concerns about electric shock. Accordingly, Korea Road Traffic Authority added the digital communication signal controller standard using digital communication method to the standard specification of the communication signal controller of the National Police Agency. Based on these specifications, this paper intended to develop digital communication call controllers. In addition, it was verified that even if the digital communication signal controller and analogue communication call controller were mixed, they could operate in the signal control system currently in operation.

A Literature Study on Digital Currency and Historical Developments of Money: Dynamic Pattern in Currency, Central Bank Digital Currency and Libra (디지털화폐와 화폐 변천과정에 관한 문헌적 연구: 동적패턴, CBDC, 리브라를 중심으로)

  • Kim, Euiseok
    • The Journal of Society for e-Business Studies
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    • v.25 no.2
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    • pp.109-126
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    • 2020
  • This study attempts to find out the characteristics of digital currency and currency transformation through the analytical descriptions of the literature. In the early days of the emergence of new currency, market-oriented autonomous monetary adjustment was made along with various attempts by the private sector, and then government-centered central currency management and coordination were made for the national monopoly of profits and power. Digital currency can be seen as the emergence of a new form of money that will bring about paradigm changes. CBDC can be divided into direct and indirect types. CBDC is expected to require a strategic approach by the government or firm as it will bring about changes in the ecosystem of related industries. Libra is a stablecoin designed to minimize price fluctuations, and if it succeeds in commercializing it, it is expected to bring about revolutionary changes in the financial industry around the world.

Design of a digital photo frame for close-range security using the chaotic signals synchronization (혼돈신호의 동기화를 이용한 근거리 보안 전자액자 설계)

  • Kim, Hong-Sop;Yim, Geo-Su
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.2
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    • pp.201-206
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    • 2011
  • With the development and supply of digital displayers, there has been a heightened interest of late in digital photo frames, eclipsing the existing print frames. This digital photo frame was developed into a new LCD digital photo frame that can be used not only for data display but also as a surveillance monitoring equipment when combined with a CCD camera. The developed photo frame uses a one-way communication encryption method that replaces the existing two-way communication encryption method to ensure the security of the surveillance image data. This method uses the chaotic signal's one-way synchronization phenomenon, where synchronization is made for a certain amount of time, after which the synchronized data can be encrypted and decoded at any point. It can yield the same results as the two-way communication encryption method. Moreover, if the proposed method is applied to the close-range communication methods of ubiquitous devices, it will be able to obtain more efficient results.

The efficient Channel allocation method for Korean HD Radio System (국내 HD Radio 시스템을 위한 효율적인 채널 배치 방안)

  • Kim, Joo-Seok;Shin, Seong-Kyun;Lee, Yong-Tae;Kim, Kyung-Seok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.8A
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    • pp.730-740
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    • 2011
  • The Korean radio broadcasting system is analog. Compared with digital radio, the analog radio decreases the frequency efficiency. HD Radio is the method where the digital signal is transmitted on either side of the analog PM signal. Therefore, without relocating the analog frequency can transmit digital signals. If interference between analog and digital signal occurs it is impossible to receive smoothly, so HD Radio interference with existing analog PM will be analyzed. In this paper, based on Mt.Gwae-Bang stations within +-400kHz frequency of l03.5MHz, and to use the station to station by specifying the HD Radio channel interference, place the structures were analyzed. Through this paper, the reader of a digital radio frequency interference in the system know that it may obtain information about.

Double Encryption of Image Based on Scramble Operation and Phase-Shifting Digital Holography (스크램블 연산 및 위상 천이 디지털 홀로그래피 기반 영상 이중 암호화)

  • Kim, Cheol-Su
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.4
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    • pp.13-22
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    • 2018
  • In this paper, double encryption technology of image based on scramble operation and phase-shifting digital holography is proposed. For the purpose, we perform first encryption digitally using scramble operation for the to be encrypted image, and perform phase modulation to the first encrypted image. Finally, we get the secondary encryption information through the interference between the phase-shifted reference wave and phase modulated image. The decryption process proceeds in the reverse order of the encryption process. The original image is reconstructed by digitally decoding the two encrypted images through a phase shift digital holography technique that appropriately performs arithmetic processing, phase-demodulating and then using the encryption key information used in the scramble operation. The proposed cryptosystem can recover the original image only if both the key information used in the scramble operation, the distance information used in the phase shift digital holography technique, and the wavelength of the light source are known accurately.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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Same music file recognition method by using similarity measurement among music feature data (음악 특징점간의 유사도 측정을 이용한 동일음원 인식 방법)

  • Sung, Bo-Kyung;Chung, Myoung-Beom;Ko, Il-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.99-106
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    • 2008
  • Recently, digital music retrieval is using in many fields (Web portal. audio service site etc). In existing fields, Meta data of music are used for digital music retrieval. If Meta data are not right or do not exist, it is hard to get high accurate retrieval result. Contents based information retrieval that use music itself are researched for solving upper problem. In this paper, we propose Same music recognition method using similarity measurement. Feature data of digital music are extracted from waveform of music using Simplified MFCC (Mel Frequency Cepstral Coefficient). Similarity between digital music files are measured using DTW (Dynamic time Warping) that are used in Vision and Speech recognition fields. We success all of 500 times experiment in randomly collected 1000 songs from same genre for preying of proposed same music recognition method. 500 digital music were made by mixing different compressing codec and bit-rate from 60 digital audios. We ploved that similarity measurement using DTW can recognize same music.

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The Characteristics of Directing in Digital Animation : Combination of Reality and Exaggeration (디지털 애니메이션의 연출 특성 -사실적 표현과 과장성의 융합-)

  • Kim, Yumi
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.27-34
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    • 2016
  • The application of computer graphics, which is characterized by reality, has even reinforced reality of image and motion expression in digital animation. But reality of digital animation succeeds to traditional aesthetic characteristics of animation for overcoming physical limitations of the real world and realizing imagination through transformation, rather than copying actuality as it is. But it does not succeed to drawing animation wholly. Digital animation adds cartoonish transformation, based on three-dimensional realistic expression and those animation situations look as if they get over realistic restrictions, while drawing animation constantly reminds of mediality in drawing motion, based on two-dimensional plane and handwork. n other words, cartoonish exaggeration that is intermittently inserted between these reinforced realities, expresses digital animation's own aesthetic characteristics as a dialectical sum by crashing into contrast coming from a cross between reality and imagination.

Automatic Pattern Setting System Reacting to Customer Design

  • Yuan, Ying;Huh, Jun-Ho
    • Journal of Information Processing Systems
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    • v.15 no.6
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    • pp.1277-1295
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    • 2019
  • With its technical development, digital printing is being universally introduced to the mass production of clothing factories. At the same time, many fashion platforms have been made for customers' participation using digital printing, and a tool is provided in platforms for customers to make designs. However, there is no sufficient solution in the production stage for automatically converting a customer's design into a file before printing other than designating a square area for the pattern designed by the customer. That is, if 30 different designs come in from customers for one shirt, designers have to do the work of reproducing the design on the clothing pattern in the same location and in the same angle, and this work requires a great deal of manpower. Therefore, it is necessary to develop a technology which can let the customer make the design and, at the same time, reflect it in the clothing pattern. This is defined in relation to the existing clothing pattern with digital printing. This study yields a clothing pattern for digital printing which reflects a customer's design in real time by matching the diagram area where a customer designs on a given clothing model and the area where a standard pattern reflects the customer's actual design information. Designers can substitute the complex mapping operation of programmers with a simple area-matching operation. As there is no limit to clothing designs, the variousfashion design creations of designers and the diverse customizing demands of customers can be satisfied at low cost with high efficiency. This is not restricted to T-shirts or eco-bags but can be applied to all woven wear, including men's, women's, and children's clothing, except knitwear.

Reading Speed Comparison: Paragraphs in Digital and Print Media (디지털 매체와 인쇄 매체에서의 문단 읽기 속도 비교)

  • Ko Eun Lee
    • Korean Journal of Cognitive Science
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    • v.34 no.4
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    • pp.299-314
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    • 2023
  • This study aimed to examine whether there are differences in reading performance between digital and print media by measuring reading speed of paragraphs on print materials and tablet PC. To investigate whether the physical characteristics of the media influence reading performance, the format of text was kept as similar as possible between print and digital media. We also compared conditions in which paragraphs consisted of either long or short sentences to explore if there were differential effects on reading performance based on sentence length across different media. Additionally, reading speed was analyzed based on reading span to investigate whether there were differences in reading performance according to participants' working memory capacity. As a result, reading speed was faster when reading print media compared to digital media. However, there was no difference in reading speed based on the length of sentences composing the paragraphs. Participants with a higher reading span exhibited faster reading speed compared to participants with a lower reading span. Moreover, participants with a higher reading span read paragraphs composed of long sentences faster on print media than on digital media. The findings of this study suggest that visual fatigue induced by tablet PCs and participants' working memory capacity may impact reading speed.