• Title/Summary/Keyword: Multi platform

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STATUS AND PERSPECTIVE OF TWO-PHASE FLOW MODELLING IN THE NEPTUNE MULTISCALE THERMAL-HYDRAULIC PLATFORM FOR NUCLEAR REACTOR SIMULATION

  • BESTION DOMINIQUE;GUELFI ANTOINE;DEN/EER/SSTH CEA-GRENOBLE,
    • Nuclear Engineering and Technology
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    • v.37 no.6
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    • pp.511-524
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    • 2005
  • Thermalhydraulic reactor simulation of tomorrow will require a new generation of codes combining at least three scales, the CFD scale in open medium, the component scale and the system scale. DNS will be used as a support for modelling more macroscopic models. NEPTUNE is such a new generation multi-scale platform developed jointly by CEA-DEN and EDF-R&D and also supported by IRSN and FRAMATOME-ANP. The major steps towards the next generation lie in new physical models and improved numerical methods. This paper presents the advances obtained so far in physical modelling for each scale. Macroscopic models of system and component scales include multi-field modelling, transport of interfacial area, and turbulence modelling. Two-phase CFD or CMFD was first applied to boiling bubbly flow for departure from nucleate boiling investigations and to stratified flow for pressurised thermal shock investigations. The main challenges of the project are presented, some selected results are shown for each scale, and the perspectives for future are also drawn. Direct Numerical Simulation tools with Interface Tracking Techniques are also developed for even smaller scale investigations leading to a better understanding of basic physical processes and allowing the development of closure relations for macroscopic and CFD models.

The Design of 2D Side-Scrolling Casual Games in a Multi-platform Environment (멀티 플랫폼에서의 2D 횡스크롤 캐주얼 게임 융합 설계)

  • Yang, Dong-Hyuk;Kim, Soo-Kyun
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.147-152
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    • 2015
  • Casual games are easy in terms of control and mode, and thus everyone can enjoy them in their free time. Character games, in particular, feature a variety of cute and attractive characters. Such character games are now available for smartphones, which are used by a large number of users, as well as for PCs. This paper is aimed at demonstrating the design of 2D side-scrolling casual shooting games utilizing Unity 3D Engine, which can be manipulated on smartphones. Unity 3D engine was used because it supports multi-platform with low costs, and it makes it possibile for games to be operated on various platforms using a single program source code. This approach is unique because the design of the games uses cute characters, attractive concepts and easy control, targeting users in their 10s or 20s, unlike existing shooting games that are serious.

Design and Implementation of a Network Packet Scanner based on Multi-Platform (멀티 플랫폼 기반의 네트워크 패킷 스캐너 설계 및 구현)

  • Lee, Woo-In;Yang, Hae-Sool
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.101-112
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    • 2010
  • The recent trend of the hacking deals with all the IT infrastructure related to the profit of the companies. Presently, they attack the service itself, the source of the profit, while they tried to access to the service infrastructure through the non-service port in the past. Although they affect the service directly, it is difficult to block them with the old security solution or the old system and they threaten more and more companies with the demand of money menacing the protection of customers and the sustainable management. This paper aims to design and implement multi-platform network packet scanner targeting the exception handling network intrusion detection system which determines normal, abnormal by traffic. Linux and unix have the various network intrusion detection and packet management tools like ngrep, snort, TCPdump, but most of them are based on CUI (Character based User Interface) giving users discomfort who are not used to it. The proposed system is implemented based on GUI(Graphical User Interface) to support the intuitive and easy-to-use interface to users, and using Qt(c++) language that supports multi-platform to run on any operating system.

Concurrency Control Method Based on Scalable on Prediction for Multi-platform Games (멀티플랫폼 게임을 위한 예측기반 동시성 제어방식)

  • Lee, Sung-Ug
    • Journal of Korea Multimedia Society
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    • v.9 no.10
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    • pp.1322-1331
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    • 2006
  • Concurrency control is one of the important factors to maintain consistent conditions of a game because most participants of the game should be shared information to play the game through a distributed network system. replay delay times should establish in every event and the received event should be saved and performed simultaneously for Concurrency Control. However, it is not easy to practice the event with same speed in environment having various moving speed. Therefore, expansion have to be provided. In other words, one of the most important factors of a game's efficiency is the process of bandwidth and delay. the process of concurrency control method based on scalable prediction for Multi-platform games would minimize the loss rate of a event and then would improve the interaction capacity of a game. It also might get reliability between clients. This paper analyzes some problems in terms of a layout of a game that integrates a cable and a wireless system. In addition, this paper provides methods to expand bandwidth and delay that might be an obstacle of a On-line game and to ensure reliability between a server and a client.

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A Study on Real-time Streaming System Using the Dual-Streaming Technique (듀얼 스트리밍 기법을 활용한 실시간 스트리밍 시스템)

  • Ban, Tae-Hak;Kim, Eung-Yeol;Yang, Xitong;Kim, Ho-Sung;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.791-793
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    • 2015
  • Recently, UCC (User Created Contents) and VoD (Video on Demand), and multimedia content are growing, IP-TV, Smart TV, OHTV (Open Hybrid TV) various services such as multi platform (Multi-platform) environment, services and QoS issues. To solve this problem, the network efficiently, and improve the quality of content is necessary for the system. In this paper, the network of channels State and transmission of multimedia data based on dynamic resource usage, TCP and UDP, Adaptive dual-streaming system used for design and analysis. In addition, the existing TCP and UDP streaming system using a single protocol for analysis and verification of the effectiveness of the difference between and. This is a disaster, and medical/first aid system will be utilized in the field of feed, are ubiquitous.

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Solar-powered multi-scale sensor node on Imote2 platform for hybrid SHM in cable-stayed bridge

  • Ho, Duc-Duy;Lee, Po-Young;Nguyen, Khac-Duy;Hong, Dong-Soo;Lee, So-Young;Kim, Jeong-Tae;Shin, Sung-Woo;Yun, Chung-Bang;Shinozuka, Masanobu
    • Smart Structures and Systems
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    • v.9 no.2
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    • pp.145-164
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    • 2012
  • In this paper, solar-powered, multi-scale, vibration-impedance sensor node on Imote2 platform is presented for hybrid structural health monitoring (SHM) in cable-stayed bridge. In order to achieve the objective, the following approaches are proposed. Firstly, vibration- and impedance-based hybrid SHM methods are briefly described. Secondly, the multi-scale vibration and impedance sensor node on Imote2-platform is presented on the design of hardware components and embedded software for vibration- and impedance-based SHM. In this approach, a solar-powered energy harvesting is implemented for autonomous operation of the smart sensor nodes. Finally, the feasibility and practicality of the smart sensor-based SHM system is evaluated on a full-scale cable-stayed bridge, Hwamyung Bridge in Korea. Successful level of wireless communication and solar-power supply for smart sensor nodes are verified. Also, vibration and impedance responses measured from the target bridge which experiences various weather conditions are examined for the robust long-term monitoring capability of the smart sensor system.

Implementation of Augmented Reality Website Using Three.js and React (Three JS와 React를 이용한 증강현실 웹사이트 구현)

  • Kim, Seon-hwa;Moon, Sang-Ho;Lee, Sung-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.529-531
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    • 2022
  • According to the 2021 Mobile Augmented Reality Market Report by Korea Innovation Foundation, the augmented reality market has been growing recently due to the growth of the mobile augmented reality market along with the development of smartphones. In order to provide augmented reality services to mobile users, it is necessary to create native apps for each device. However, there are problems such as maintenance costs for multi-platform and low accessibility due to app download. Recently, the construction of augmented reality system in a web-based environment by using the WebXR Device API is in progress, but it is judged that the system using the WebXR Device API is still in the research stage. In this paper, a responsive multi-platform environment was built using the WebXR Device API, Three JS, and React, and a function to provide augmented reality service to mobile and web users was implemented. As a result of the experiment, it was confirmed that the interlocking of augmented reality was successfully implemented in a responsive web environment, and look forward to the augmented reality service operating on the web in the future.

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Evaluation of gear reduction ratio for a 1.6 kW multi-purpose agricultural electric vehicle platform based on the workload data

  • Mohammod Ali;Md Rejaul Karim;Habineza Eliezel;Md Ashrafuzzaman Gulandaz;Md Razob Ali;Hyun-Seok Lee;Sun-Ok Chung;Soon Jung Hong
    • Korean Journal of Agricultural Science
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    • v.51 no.2
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    • pp.133-146
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    • 2024
  • Selection of gear reduction ratio is essential for machine design to ensure suitable power and speed during agricultural operations. The goal of the study was to evaluate the gear reduction ratio for a 1.6 kW four-wheel-drive (4WD) multi-purpose agricultural electric vehicle platform using workload data under different off-road conditions. A data acquisition system was fabricated to collect workload (torque) of the vehicle acting on the gear shaft. Field tests were performed under three driving surfaces (asphalt, concrete, and grassland), payload operations (981, 2,942, and 4,903 N), and slope conditions (0 - 4°, 4 - 8°, and 8 - 12°), respectively. Commercial speed reduction gear phases were attached to the input shaft of the vehicle powertrain. The maximum required torque was recorded as 37.5 Nm at a 4,903 N load with 8 - 12° slope levels, and the minimum torque was 12.32 Nm at 0 - 4° slope levels with a 981 Nm load for a 4 km/h speed on asphalt, concrete, and grassland roads. Based on the operating load condition and motor torque and rotational speed (TN) curve, the minimum and maximum gear reduction ratios were chosen as 1 : 50 and 1 : 64, respectively. The selected motor satisfied power requirements by meeting all working torque criteria with the gear reduction ratios. The chosen motor with a gear reduction ratio of 1 : 50 was suitable to fit with the motor T-N curve, and produced the maximum speeds and loads needed for driving and off-road activities. The findings of the study would assist in choosing a suitable gear reduction ratio for electric vehicle multi-purpose field operations.

Implementation and Experimental Test Result of a Multi-frequency and Multi-constellation GNSS Software Receiver Using Commercial API

  • Han, Jin-Su;Won, Jong-Hoon
    • Journal of Positioning, Navigation, and Timing
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    • v.8 no.1
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    • pp.1-12
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    • 2019
  • In this paper, we implement a navigation software of a Global Navigation Satellite System (GNSS) receiver based on a commercial purpose GNSS software receiver platform and verify its performance by performing experimental tests for various GNSS signals available in Korea region. The SX3, employed in this paper, is composed of an application program and a Radio Frequency (RF) frontend, and can capture and process multi-constellation and multi-frequency GNSS signals. All the signal processing procedure of SX3 is accessible by the receiver software designer. In particular for an easy research and development, the Application Programing Interface (API) of the SX3 has a flexible architecture to upgrade or change the existing software program, equipped with a real-time monitoring function to monitor all the API executions. Users can easily apply and experiment with the developed algorithms using a form of Dynamic Link Library (DLL) files. Thus, by utilizing this flexible architecture, the cost and effort to develop a GNSS receiver can be greatly reduced.

8K Programmable Multimedia Platform based on SRP (SRP 를 기반으로 하는 8K 프로그래머블 멀티미디어 플랫폼)

  • Lee, Wonchang;Kim, Minsoo;Song, Joonho;Kim, Jeahyun;Lee, Shihwa
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.06a
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    • pp.163-165
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    • 2014
  • In this paper, we propose a world's first programmable video processing platform for video quality enhancement of 8K ($7680{\times}4320$) UHD (Ultra High Definition) TV at 60 frames per second. To support huge computation and memory bandwidth of video quality enhancement for 8K resolution, the proposed platform has unique features like symmetric multi-cluster architecture for data partitioning, ring data-path between clusters to support data pipelining, on-the-fly processing architecture to reduce DDR bandwidth, flexible hardware to accelerating common kernel in video enhancement algorithms. In addition to those features, general programmability of SRP (Samsung reconfigurable processor) as main core of the proposed platform makes it possible to upgrade continuously video enhancement algorithm even after the platform is fixed. This ability is very important because algorithms for 8K DTV is under development. The proposed sub-system has been embedded into SoC (System on Chip) and new 8K UHD TV using the programmable SoC is expected at CES2015 for the first time in the world.

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