• 제목/요약/키워드: Virtual Process

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Design of a Voltage Protection Circuit for DC-DC Converter of the Potable Device Application (소형 휴대기기용 DC-DC 변환기를 위한 전압 보호회로 설계)

  • Park, Ho-Jong;Heo, Yun-Seok;Park, Yong-Su;Kim, Nam-Tae;Song, Han-Jung
    • 전자공학회논문지 IE
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    • v.49 no.1
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    • pp.18-23
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    • 2012
  • In this paper, a potable device application for DC-DC converter was designed for voltage protection circuit. Voltage protection circuit to offer the under voltage lock out and over voltage protection consists of a comparator and bais circuits were implemented using. XFAB 1um CMOS process, SPICE simulations was confirmed through the characteristics. Simulation results, under voltage lock out input voltage is 4.8 V higher when the turn-on and, 4.2 V less when turn-off. When the input voltage is low voltage is applied can be used to prevent malfunction of the circuit. Over voltage protection is 3.8 V reference voltage when the output voltage caused by blocking circuit prevents device destruction can be used to improve the stability and reliability. The virtual control circuits of the DC-DC converter connected. According to the results of the abnormal voltage, voltage protection circuit behavior was confirmed. The proposed voltage protection circuit of the DC-DC converter cell is useful are considered.

Adversarial learning for underground structure concrete crack detection based on semi­supervised semantic segmentation (지하구조물 콘크리트 균열 탐지를 위한 semi-supervised 의미론적 분할 기반의 적대적 학습 기법 연구)

  • Shim, Seungbo;Choi, Sang-Il;Kong, Suk-Min;Lee, Seong-Won
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.22 no.5
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    • pp.515-528
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    • 2020
  • Underground concrete structures are usually designed to be used for decades, but in recent years, many of them are nearing their original life expectancy. As a result, it is necessary to promptly inspect and repair the structure, since it can cause lost of fundamental functions and bring unexpected problems. Therefore, personnel-based inspections and repairs have been underway for maintenance of underground structures, but nowadays, objective inspection technologies have been actively developed through the fusion of deep learning and image process. In particular, various researches have been conducted on developing a concrete crack detection algorithm based on supervised learning. Most of these studies requires a large amount of image data, especially, label images. In order to secure those images, it takes a lot of time and labor in reality. To resolve this problem, we introduce a method to increase the accuracy of crack area detection, improved by 0.25% on average by applying adversarial learning in this paper. The adversarial learning consists of a segmentation neural network and a discriminator neural network, and it is an algorithm that improves recognition performance by generating a virtual label image in a competitive structure. In this study, an efficient deep neural network learning method was proposed using this method, and it is expected to be used for accurate crack detection in the future.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

A study on the basic design of bypass valve using CAE technology (CAE 기반 바이패스 밸브 기본설계에 대한 연구)

  • Oh, Jae-Won;Min, Cheon-Hong;Cho, Su-Gil;Park, Sang-Hyun;Kang, Kwan-Gu;Kim, Seong-Soon;Hong, Sup;Kim, Hyung-Woo
    • Journal of Advanced Marine Engineering and Technology
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    • v.40 no.7
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    • pp.663-670
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    • 2016
  • This paper introduces the concept of the computer-aided engineering(CAE) design method for a bypass valve in a system that is used for the safe lifting of mineral resources in deep-seabed mining. Although the bypass valve has a simple mechanism, its design is very difficult because of various influencing factors. This equipment, which has a complex design process, should be developed by CAE-based design method. The method can perform the design, design verification, and virtual experiment at the same time. In this study, the CAE-based method for the design of the bypass valve has been developed using fluid dynamics, multi-body dynamics, and optimization method.

AREL(AR based E-Learning) for PBE(Practice-Based Education) Framework Design in the Field of Art and Design Major (미술·디자인계열 전공 실습교육을 위한 증강현실기반 이러닝(AREL: AR based e-Learning) 프레임워크 디자인)

  • Lee, Ki-Ho
    • Cartoon and Animation Studies
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    • s.43
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    • pp.363-386
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    • 2016
  • This research is to design basic framework for developing teaching and learning method in the field of art and design major in university. Especially taking off from oneway e-learning teaching method, it is focused on increasing reality of student learning situation with applying AR contents process to augment virtual condition on reality condition. The processing of framework design and developing teaching and learning method are about practice education based on AR for model experiment research which was published "The E-Learning for Practice Training Using Augmented Reality in the College Education". This thesis is supposed to be a precedent study of the pre-published, and the purpose of those two studies were for experiment test in earnest in studying effect research. The classification of learning method divided basically as Face-to-Face Learning(FFL), Blended Learning(BL), fully E-Learning(EL), and Augmented Reality based E-Learning(AREL). This research compares and analyzes each frame of FFL, BL, and EL. And then, designed framework lead to the over-all conclusion with the type of AREL. Additionally, AREL for PBE suggests the ways of advanced teaching learning.

Testimony of the Real World, Documentary-Animation (현실세계의 증언, 다큐멘터리-애니메이션 분석)

  • Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.45
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    • pp.27-50
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    • 2016
  • The present study argues that documentary-animation films, which are based on actual human voices, on the level of representation, constitute a new expansion for the medium of animation films, which serve as testimonies to the real world. Animation films are produced using very diverse techniques so that they are complex to the degree of being indefinable, and documentary films, though based on objective representation, increase in complexity in that there exist various types of artificial interventions such as direction and digital image processing. Having emerged as a hybrid genre of the two media, documentary-animation films draw into themselves actual events and elements so that they conceptually share reality-based narratives and are visually characterized by the trappings of animation films. Generally classified as 'animated documentaries', this genre triggered discussions following the release of , a work that is mistaken as having used rotoscoping transforming live action in terms of the technique. When analyzed in detail, however, this work is presented as an ambiguous medium where the characteristics of animation films, which are virtual simulacra without reality, and of documentaries, which are based on the objective indexicality of the referents, coexist because of its mixed use of typical animation techniques, 3D programs, and live-action images. Discussed in the present study, , , and share the characteristics of the medium of documentaries in that the narratives develop as testimonies of historical figures but, at the same time, are connected to animation films because of their production techniques and direction characteristics. Consequently, this medium must be discussed as a new expansion rather than being included in the existing classification system, and such a presupposition is an indispensable process for directly facing the reality of the works and for developing discussions. Through works that directly use the interviewees' voices yet do not transcend the characteristics of animation films, the present study seeks to define documentary-animation films and to discuss the possibility of the medium, which has expanded as a testimony to the real world.

Service Design for Using the Drones in the Early Stages Fires of Dense Residential Areas (주택가 밀집지역 화재발생 초기 드론 활용 서비스디자인 연구)

  • Youn, Gyo-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.111-121
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    • 2019
  • Recently, through the services that use drones at fire sites to deliver on-site and road conditions into the situation room and life-saving activities or the deliveries of first aid outfits at the accident scenes that are inaccessible to humans, there are more and more cases of dealing with emergency situations. Therefore, by studying the service design using drones in the initial stage of response to fires in dense residential areas, this study was intended to reify the service design area of the response stage, including the dispatch of fire sites and the fire suppression. To do this, through literature researches, research directions were explored by examining the concept and process review of service design, and by analyzing the application cases using service design. In order examine the validity of this study, a one-on-one interview was conducted to identify the use and problems of drones among incumbent firefighters, and identified the applicability of drones to fire sites by targeting drone experts. Field research was conducted to identify the location and distance of road conditions, site conditions, and 119 safety centers, by making Yongsan-gu, the most vulnerable area to fire in Seoul, as a research sample. And, among the methodologies of service design, Persona and Customer Journey Map were prepared and Insight was derived, by using virtual scenarios for the experience values and behavior analyses of the interested parties. Through these processes, this researcher intended to present the fire-response service design and help establish the direction of service design in the initial stages of fire in Korea.

The Evolution of IT architecture in Universities: A Case study of Korean Domestic Universities (대학 정보기술 아키텍처 발전방향에 관한 연구: 국내 대학 사례를 중심으로)

  • Yoon, Sung-Chul;Suh, Hyun-Suk;Lee, Seog-Jun
    • Information Systems Review
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    • v.4 no.2
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    • pp.111-131
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    • 2002
  • Strategic information systems assist organization with the significant opportunity to gain competitive advantage in executing its business plans and realizing its business goals. The universities establish long-range plan of information systems in an effort to provide just-in-time, useful, efficient and effective information services to their members such as professors, students, and staffs when carrying out various organizational activities. The university information systems started from the primitive computer-based application, extended to the administrative and educational e-transformation, even to the virtual university concept. Through an empirical analysis and complementary case examples, the current study carefully chose three Korean universities according to their chronological importance, that have undergone the information systems planning process years from 1995 to 2001. These universities then, were compared in terms of the information technology architecture: the information architecture, infra architecture, and information management architecture. These three areas of system were cross-examined under the consideration of the evolution of information technology architecture, and its impact on the development of university e-transformation. As part of a fulfillment plan to satisfy the needs of customers of current trend, it is evident that the university e-transformation provides a stepladder to highly competitive, first class university in the market, through achieving the educational advancement, research enhancement, and administrative efficiency. The result of the study analysis indicates that, of the three architectures examined, the weakness showed in the information management architecture. Therefore it is crucial for the university staffs, managers and professors to understand the significance of the successful implementation of the information system and its maintenance. Our study certainly will act as a catalyst for the promotion of the future university e-transformation projects.

Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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Field Test and Performance Verification of On-board Oriented Train Control System (차상중심 열차제어시스템의 현장시험을 통한 성능검증)

  • Baek, Jong-Hyen
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5513-5521
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    • 2015
  • There is an operational efficiency problem about wayside equipment applied to the domestic low-density branch as the equipment has been installed and operated similarly in the mainline. On-board oriented train control system, which has been developed for train safety and operation efficiency, ensures safe train operation without expensive ground control signal devices. Such system consists of on-board control system, wayside control system, and local control system. In this paper, the details of tests such as suitability test, communication test, and interface test are described by installing the on-board control system and wayside control system in field. Installation tests include checking power, voltage, cable connection, LED status, etc. Field applicability of the developed system is also verified through the dynamic operation tests with diverse scenarios, which are performed on the virtual line similar to the real environment including switch machine and level crossing gate. Dynamic operation tests were conducted for total 7 scenarios, and several tests were repeated for each scenario. The elapsed time for each operation was computed by analyzing main process log, and we could check that each operation was accomplished within several seconds. Furthermore, the developed system was verified through field test with an accredited institute, and testing certificates were issued.