In this paper we designed the motor control IP Core and evaluate its quality from the viewpoint of IP reuse. The most attractive merit of this methodology, so called IP-based hardware design, is hardware reuse. Although various vendors designed hardware with the same specification and got the same functional results, all that IPs is not the same quality in the reuse aspect. As tremendous calls for SoC have been increased, associated research about IP quality standard, VSIA(Virtual Socket Interface Alliance) and STARC(Semiconductor Technology Academic Research Center), has been doing best to make the IP quality evaluation system. And they made what conforms to objective IP design standard. We suggest the methodology to evaluate our own designed motor control IP quality with this standard. To attain our goal, we designed motor control IP that could control the motor velocity and position with feedback compensation algorithm. This controller has some IP blocks : digital filter, quadrature decoder, position counter, motion compensator, and PWM generator. Each block's functionality was verified by simulator ModelSim and then its quality was evaluated. To evaluate the core, We use Vnavigator for lint test and ModelSim for coverage check. During lint process, We adapted the OpenMORE's rule based on RMM (Reuse Methodology Manual) and it could tell us our IP's quality in a manner of the scored value form. If it is high, its quality is also high, and vice versa. During coverage check ModelSim-SE is used for verifying how our test circuits cover designs. This objective methods using well-defined commercial coverage metrics could perform a quantitative analysis of simulation completeness. In this manner, We evaluated the designed motor control IP's quality from the viewpoint of reuse. This methodology will save the time and cost in designing SoC that should integrate various IPs. In addition to this, It can be the guide for comparing the equally specified IP's quality. After all, we are continuously looking forward to enhancing our motor control IP in the aspect of not only functional perfection but also IP reuse to prepare for the SoC-Compliant motor control IP design.
This paper presents the results of an analytical study to evaluate the inelastic seismic response characteristics of multistory building structures, the effects of gravity load on the seismic responses and its implications on the earthquake resistant design. Static analyses for incremental lateral force and nonlinear dynamic analyses for earthquake motions were performed to evaluate the seismic response of example multistory building structures. Most of considerations are placed on the distribution of inelastic responses over the height of the structure. When an earthquake occurs, bending moment demand is increased considerably from the top to the bottom of multistory structures, so that differences between bending moment demands and supplies are greater in lower floos of multistory structures. As a result, for building structures designed by the current earthquake resistant design procedure, inelastic deformations for earthquake ground motions do not distribute uniformly over the height of structures and those are induced mainly in bottom floors. In addition, gravity load considerded in design procedure tends to cause much larger damages in lower floors. From the point of view of seismic responses, gravity load affects the initial yield time of griders in earlier stage of strong earthquakes and results in different inelastic responses among the plastic hinges that form in the girders of a same floor. However, gravity load moments at beam ends are gradually reduced and finally fully relaxed after a structure experiences some inelastic excursions as a ground motion is getting stronger. Reduction of gravity load moment results in much increased structural damages in lower floors building structures. The implications of the effects of gravity load for seismic design of multistory building structures are to reduce the contributions of gravity load and to increased those of seismic load in determination of flexual strength for girders and columns.
Journal of the Institute of Electronics Engineers of Korea CI
/
v.44
no.1
/
pp.56-63
/
2007
In this paper, an eye tracking method is presented using a neural network (NN) and mean-shift algorithm that can accurately detect and track user's eyes under the cluttered background. In the proposed method, to deal with the rigid head motion, the facial region is first obtained using skin-color model and con-nected-component analysis. Thereafter the eye regions are localized using neural network (NN)-based tex-ture classifier that discriminates the facial region into eye class and non-eye class, which enables our method to accurately detect users' eyes even if they put on glasses. Once the eye region is localized, they are continuously and correctly tracking by mean-shift algorithm. To assess the validity of the proposed method, it is applied to the interface system using eye movement and is tested with a group of 25 users through playing a 'aligns games.' The results show that the system process more than 30 frames/sec on PC for the $320{\times}240$ size input image and supply a user-friendly and convenient access to a computer in real-time operation.
The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.
The purpose of this study is to compare and analyze a kinematic characteristics of throwing performance among born visually impaired, postnatal visually impaired and visually correct people through their kinematic characteristics. Another purpose of this study is to prevent injury and improve blind's exercise leadership and physical abilities. Three video cameras were used and each camera's shooting velocity was 60field/sec. Then the longest thrown pose was collected and analyzed by using Kwon 3D ver. 3.1 program. The results obtained from this study were followings; 1. During release, the fastest speed of ball was visually corrected followed by postnatal visually impaired and then born visually impaired. 2. Visually corrected used wrist joint well and had wide body round range with similar motion patterns, however born visually impaired couldn't do this at all. 3. Visually corrected used waist to lead shoulder at Phase 2 while throwing ball, but some of born visually impaired and postnatal visually impaired couldn't use waist to lead shoulder. 4. Visually corrected looked at the way where ball would go, but blinds couldn't look where ball would go. 5. Not like visually corrected who show similar patterns, born visually impaired showed each different patterns and some postnatal visually impaired showed similar patterns with visually corrected. 6. While throwing ball, visually corrected showed flexible weight-movement, postnatal visually impaired were not good as visually corrected, and born visually impaired couldn't do weight-movement at all. Synthetically, this result showed that throwing motions are affected a lot by the time when people became blind.
This study has been made to examine the symbolic meaning of our traditional costume colours based on the theory of yin-yang Wu-hsing the interaction of yin and yang with the rotation of the five agents wood firt earth metal and waters. Presenting the spirt and the life of our race the costume culture has been keep-ing its own systematic symbol. Being sensible the colour has to be under-stood as the colour sense therefore the cos-tume colour has begun to have the symbolic meaning with the feeling or the mental value. According to the theory of yin-yang wu-hsing the costume colour has presented our racial sprit way of thinking and way of life for a long time and it has become the tra-ditional culture at last. Based on the doctrine of cosmic harmony through the motion of yin and yang or the passive and active elements are their five agents form the material force of everything. The order of nature has its counterpart in five symbolic costume colours wood-blue ; fire-red: earth-yellow; metal-white: water-black. The five colours are called the primary colours. which produce the next compound colours. Accepted in the social system as well as the social stats the costume colour has set up systematically. The theory of Yin-yang Wu-hsing has given the five colours the symbolic meanings and its mainstream has been the function of Sangsaeng and Sangeuk which are genera-ted by the power of virture. The former is mu-tually beneficial while the latter destructive. The colour as a costume colour has been made distinction between the colour of the up-per classes and the colour of the middle and lower classes and the specific colour has presented the symbolic meanings. The yeollow the red and the purple have been regarded as the colour of king queen and upper classes Being the colour recognition the costume colour has been established by the society and the race generally Implied the spiritual elements the colour recognition could select the lucky colour in accordance with one's des-tiny. Besides the colour recognition has begun to appear as the racial costumes to protect the society and to pray for good fortune. According to the theory of Yin-yang Wu-hsing the costume colour has been forming through our long history and has become our costume culture. Therefore the colour of the costume has signified not only the colour sense but also the important symbolic meanings.
In this paper, the effect of cumulative damage for reinforced concrete bridge piers subjected to both single and multiple earthquakes is investigated. For this purpose, selected are three set of accelerograms one of which represents the real successive input ground motions, recorded at the same station with three months time interval. The analytical predictions indicate that piers are in general subjected to a large number of inelastic cycles and increased ductility demand due to multiple earthquakes, and hence more damage in terms of stiffness degradation is expected to occur. In addition, displacement ductility demand demonstrates that inelastic seismic response of piers can significantly be affected by the applied input ground motion characteristics. Also evaluated is the effect of multiple earthquakes on the response with shear. Comparative studies between the cases with and without shear indicate that stiffness degradation and hence reduction in energy dissipation capacity of piers are pronounced due to the multiple earthquakes combined with shear. It is thus concluded that the effect of multiple earthquakes should be taken into account for the stability assessment of reinforced concrete bridge piers.
Purpose: Reconstructive surgeries for equinocavovarus foot deformities are quite variable, including hind-midfoot osteotomy or arthrodesis, soft tissue procedure, tendon transfers, etc. Comprehensive evaluation of the deformity and its etiology is mandatory for achievement of successful deformity correction. Few studies in this field have been reported. We report on the clinical and radiographic outcome of reconstruction for cavovarus foot deformities. Materials and Methods: The study is based on 16 feet with cavovarus foot deformities that underwent bony and soft tissue reconstructive surgery from 2004 to 2008. We evaluated the etiologies, varieties of surgical procedures performed, pain score, functional scores, and patient satisfaction and measured the radiographic parameters. Results: The average age at the time of surgery was 39.4 years old, with a male/female ratio of 9/4 and an average follow-up period of 23.9 months (range, 12~49 months). The etiologies of the cavovarus deformity were idiopathic 7 feet, residual poliomyelitis 5 feet, Charcot-Marie-Tooth disease 2 feet, and Guillain-Barre syndrome and hemiplegia due to cerebrovascular accident sequela 1 foot each. Lateral sliding calcaneal osteotomies were performed in 12 feet (75%), followed by Achilles tendon lengthening and plantar fascia release in 11 feet (69%), and first metatarsal dorsiflexion osteotomy/arthrodesis and tendon transfer in 10 feet (63%). Visual analogue scale pain score showed improvement, from an average of 4.2 to 0.5 points. American Orthopaedic Foot and Ankle Society ankle-hindfoot score showed significant improvement, from 47.8 to 90.0 points (p<0.05). All patients were satisfied. Ankle range of motion improved from $27.5^{\circ}$ to $46.7^{\circ}$. In radiographic measurements, calcaneal pitch angle improved from $19.1^{\circ}$ to $15.8^{\circ}$, Meary angle from $13.0^{\circ}$ to $9.3^{\circ}$, Hibb's angle from $44.3^{\circ}$ to $37.0^{\circ}$, and tibio-calcaneal axis angle from varus $17.5^{\circ}$ to varus $1.5^{\circ}$ Conclusion: We achieved successful correction of cavovarus foot deformities by performing appropriate comprehensive reconstructive procedures with improved functional, radiographic measures and high patient satisfaction.
Background: Total knee arthroplasty (TKA) recovers the alignment of the knee joint, but fails to automatically restore the alignment and function of the hip and ankle joints. It may affect the alignment and stability of the knee joint, therefore therapeutic intervention in hip and ankle joint is necessary for the rehabilitation process after TKA. Objects: The aim of this study was to comparison of the effects of the two exercise methods on the coronal plane alignment after TKA. This study conducted an experiment by dividing subjects into a lower extremity isometric co-contraction group (LEIC) and a quadriceps isolated isometric contraction (QIIC) group. Methods: A total of 37 subjects were randomly assigned to the LEIC ($n_1$=19) or the QIIC ($n_2$=18). Exercise was applied to five times per week for three weeks, starting on the eighth day after surgery. Range of motion exercises were performed as a common intervention and then each group performed quadriceps isometric contraction exercises with 10 sets of 5 repetitions. Radiological imaging was performed prior to surgery, one month and six months after surgery. In addition, the hip-knee-ankle angle (HKA) and tibiotalar angle (TTA) were measured. Results: The HKA was close to neutral in the LEIC rather than the QIIC (p<.05). The LEIC showed varus and the QIIC exhibited valgus TTA (p<.05). In a comparison of HKA and TTA over time, there was no significant change in either group (p>.05). According to the comparison of the TTA before surgery, the LEIC showed significant changes in the varus direction (p<.05), while there was no significant change in the QIIC (p>.05). Conclusion: The LEIC method triggered changes in the TTA and brought the HKA close to the neutral. Thus, LEIC is more effective than QIIC in creating stability in the coronal plane alignment of the knee and ankle joints after TKA.
In this study, MBL experiments in the Korean secondary science textbooks and chemistry textbooks under the 2007 and the 2009 curriculum revision were analyzed in terms of curriculum revision era, grade, context of experiment in the textbook, field of science, topic, sensor, and publisher. As a result, 25 MBL experiments were found in the science textbooks under the 2007 revision, and 29 experiments under the 2009 revision (19 for middle school textbook and 10 for high school textbook). MBL experiments in middle school textbooks were not increased after curriculum revision while those in high school textbooks appeared for the first time. Most of them were in the textbooks for grade 7 and presented as an essential experiment rather than optional one. Motion sensor and temperature sensor were used most frequently, and oxygen sensor and carbon dioxide sensor were followed. In aspect of publishers, a frequency of MBL experiment was decreased in most textbook and some publishers didn't include MBL experiment at all. Based on these results, educational implications were discussed.
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