• Title/Summary/Keyword: Real dimension

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SOBOLEV ESTIMATES FOR THE LOCAL EXTENSION OF BOUNDARY HOLOMORPHIC FORMS ON REAL HYPERSURFACES IN ℂn

  • Cho, Sanghyun
    • Journal of the Korean Mathematical Society
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    • v.50 no.3
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    • pp.479-491
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    • 2013
  • Let M be a smooth real hypersurface in complex space of dimension $n$, $n{\geq}3$, and assume that the Levi-form at $z_0$ on M has at least $(q+1)$-positive eigenvalues, $1{\leq}q{\leq}n-2$. We estimate solutions of the local $\bar{\partial}$-closed extension problem near $z_0$ for $(p,q)$-forms in Sobolev spaces. Using this result, we estimate the local solution of tangential Cauchy-Riemann equation near $z_0$ in Sobolev spaces.

A Study on the real-time Position-searching System using the Amplitude Approach Method (Amplitude Approach 방법을 이용한 신호원의 실시간 위치탐지에 관한 연구)

  • 신정록;송우영
    • Journal of the Korea Society of Computer and Information
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    • v.5 no.2
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    • pp.105-114
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    • 2000
  • In this Paper in order to break with real-time position of signal source which have first dimension motion, the N antenna is arrayed with half-circle, the incident angle of signal source from receiving power pattern to receive at receive antenna is estimated and measured, and the system that measure horizontal moving distance of signal source is designed. Signal source is constructed by 10-20dBm transmitter power which frequency is 10.52GHz of X band, and on horizontally moving the position of signal source. validity of new method is confirmed.

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Analysis of Laser Control Effects for Direct Metal Deposition Process

  • Choi Joo-Hyun;Chang Yoon-Sang
    • Journal of Mechanical Science and Technology
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    • v.20 no.10
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    • pp.1680-1690
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    • 2006
  • As a promising and novel manufacturing technology, laser aided direct metal deposition (DMD) process produces near-net-shape functional metal parts directly from 3-D CAD models by repeating laser cladding layer by layer. The key of the build-up mechanism is the effective control of powder delivery and laser power to be irradiated into the melt-pool. A feedback control system using two sets of optical height sensors is designed for monitoring the melt-pool and real-time control of deposition dimension. With the feedback height control system, the dimensions of part can be controlled within designed tolerance maintaining real time control of each layer thickness. Clad nugget shapes reveal that the feedback control can affect the nugget size and morphology of microstructure. The pore/void level can be controlled by utilizing pulsed-mode laser and proper design of deposition tool-path. With the present configuration of the control system, it is believed that more innovation of the DMD process is possible to the deposition of layers in 3-D slice.

Study and Practice on New Generation Digital-City Oriented 3D Digital Map

  • He, Xiaozhao;Li, Qi;Cheng, Jicheng
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.914-916
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    • 2003
  • Most current 3D digital maps are 2.5 dimension models based on DEM, which can only be recognized, browsed and operated by a special software, far from meeting the needs of a modern digital city (global) with the distributed, isomerous and multiple application on the real 3D representation and open sharing models. In this paper, a new generation digital city oriented 3D digital map is studied. Firstly, a real 3D digital map representation is presented. And then, some key techniques and methods for browser-based 3D digital map’s representation, display and operation are introduced, which can realized the open sharing of 3D map in distributed, isomerous and multiple application environment. Furthermore, the scale driving technique of proposed 3D digital map is also studied. And currently, some developments based on some of the above methods are being carried to provide key and general platform for other application software’s development.

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On the Effect of a Pilot Coding Education Support System for Complex Problem Solving Tasks

  • Jeon, Inseong;Song, Ki-Sang
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.128-137
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    • 2018
  • In the programming education, there is a great need of a teaching support system that can support the learner in the programming process regardless of the computer language due to instructor's difficulty of checking the progress of learners in real-time. Its importance is especially important in lower grade coding classes such as in K-12 education because they are not used to coding and so simple problems can be regarded as complex problems. For this, a pilot coding education support system based on Levenshtein distance algorithm which shows learners' progress to given solution in real-time was developed in order to help learners to solve complex problems easily, and the learners' motivation and self-efficacy was measured for estimating the usefulness of developed system targeting elementary school students. When the learners use the developed system, it was found that a statistically significant difference appears in the sub-factors of learning motivation compared with traditional class teaching environments. Among the sub-factors of self-efficacy, the efficacy dimension showed statistically significant difference too.

A Study on Representative Skyline Using Connected Component Clustering

  • Choi, Jong-Hyeok;Nasridinov, Aziz
    • Journal of Multimedia Information System
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    • v.6 no.1
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    • pp.37-42
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    • 2019
  • Skyline queries are used in a variety of fields to make optimal decisions. However, as the volume of data and the dimension of the data increase, the number of skyline points increases with the amount of time it takes to discover them. Mainly, because the number of skylines is essential in many real-life applications, various studies have been proposed. However, previous researches have used the k-parameter methods such as top-k and k-means to discover representative skyline points (RSPs) from entire skyline point set, resulting in high query response time and reduced representativeness due to k dependency. To solve this problem, we propose a new Connected Component Clustering based Representative Skyline Query (3CRS) that can discover RSP quickly even in high-dimensional data through connected component clustering. 3CRS performs fast discovery and clustering of skylines through hash indexes and connected components and selects RSPs from each cluster. This paper proves the superiority of the proposed method by comparing it with representative skyline queries using k-means and DBSCAN with the real-world dataset.

The Implementation of the Real-Time Active Noise Control System for Attenuating the Engine Noise in a Car (자동차 실내에서의 엔진 소음 감쇠를 위한 실시간 능동 소음 제어 시스템의 구현)

  • Kwon, Oh-Sang;Cha, Il-Whan
    • The Journal of the Acoustical Society of Korea
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    • v.16 no.4
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    • pp.11-20
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    • 1997
  • The passive noise control techniques used until now cancel the noise in terms of the characteristics of materials, which increase the mass and the dimension and have a limit that is effective only to attenuate the high frequency components of the noise. But the active noise control techniques developed in recent years have merits that they decrease the mass and the dimension and are effective to attenuating the low frequency noises. In this paper, the real-time active noise control system attenuating the engine booming noise in a car using the digital signal processing(DSP) techniques in terms of the principle of active noise control. The multiple-error filtered-x LMS(Least-Mean Square) algorithm is used as the adaptive algorithm for active noise control and is implemented using the DSP processor Motorola DSP56001 as a controller. According to the result that the experiments are performed for the engine as the RPM changes in a car, the noise attenuating performances are achieved in an overall car interior and is verified to be 20 dB higher for pure-tone and globally, 15 dB.

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Evaluation of Integral Seat Desk used in Universities based on KS/ISO Standard and Questionnaire Survey

  • Kee, Dohyung
    • Journal of the Ergonomics Society of Korea
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    • v.33 no.2
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    • pp.125-134
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    • 2014
  • Objective: The purpose of this study is to evaluate integral seat desk used in universities through comparison of real dimension values of the desk with KS/ISO standard and questionnaire survey. Background: School furniture that helps students sit comfortably for longer periods of time and allows for better concentration on learning is important. However, seat and desk have been generally designed based on the industry practice rather than user's anthropometry, and seats and desks used in universities of Korea have not been ergonomically evaluated. Method: Real 13 dimensions of the desk used in K University were measured using tape measure and inclinometer, and the dimension values were compared to the KS standard of desk and chair for lecture room (KS G 4210) and ergonomic design principles found in relevant references. Subjective appropriacies and preference for the desk were investigated based on questionnaire survey, in which 121 (male: 91, female: 30) college students participated. Results: Several dimensions for the desk and chair investigated except desk depth and width, leg room width, seat width have not met the KS standard, but all dimensions satisfied ergonomic design principles available in references. The questionnaire survey revealed that appropriacies for desk surface size, seat pan depth, seat pan cushion and backrest curvature were under middle point of 3.0, and that those for the other dimensions showed higher scores exceeding 3.0. Conclusion: The integral seat desk widely used in universities showed some design problems in terms of standards of KS G 2010 and KS G 4210, and ergonomic design principles. Compared to the general desk with separated desk and seat, subjective preference on the integral seat desk was low. Application: This would be used as a valuable guideline when designing or choosing new integral seat desk with high satisfaction of students.

A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.