The increasing complexity of business and social settings bas lead to innovation becoming a strategic imperative. The need for innovation in the quest for competitive advantage also means that firms must be dynamic and flexible. This is often achieved through collaborative arrangements such as strategic alliances or strategic network Many organizations form alliances by leveraging their resources to gain access to the partner's skills and capabilities; ultimately to enhance innovation and performance. We demonstrate empirically that the "chain of innovation" is central to the process of innovation in global alliances. This chain comprises the creativity and learning processes and knowledge stock in alliances. Our empirical analysis is based on a survey of alliances that resulted in 114 responses. For management, this research bas significant potential in guiding attention to the chain of innovation, to better manage the overall process of innovation in alliances. Our work shows that more effective creativity and learning processes and a greater knowledge stock lead to a more effective alliance innovation process. Managers therefore, need to concentrate on creating environments wherein the processes of creativity and learning are fostered, increasing the alliance knowledge stock and in turn, increasing innovative output via an effective innovation process.
The Transactions of the Korea Information Processing Society
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v.4
no.1
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pp.149-160
/
1997
This paper is concerned with the problem of speaker-adaptive speech synthes is method using a mapped codebook designed by fuzzy mapping on FLVQ (Fuzzy Learning Vector Quantization). The FLVQ is used to design both input and reference speaker's codebook. This algorithm is incorporated fuzzy membership function into the LVQ(learning vector quantization) networks. Unlike the LVQ algorithm, this algorithm minimizes the network output errors which are the differences of clas s membership target and actual membership values, and results to minimize the distances between training patterns and competing neurons. Speaker Adaptation in speech synthesis is performed as follow;input speaker's codebook is mapped a reference speaker's codebook in fuzzy concepts. The Fuzzy VQ mapping replaces a codevector preserving its fuzzy membership function. The codevector correspondence histogram is obtained by accumulating the vector correspondence along the DTW optimal path. We use the Fuzzy VQ mapping to design a mapped codebook. The mapped codebook is defined as a linear combination of reference speaker's vectors using each fuzzy histogram as a weighting function with membership values. In adaptive-speech synthesis stage, input speech is fuzzy vector-quantized by the mapped codcbook, and then FCM arithmetic is used to synthesize speech adapted to input speaker. The speaker adaption experiments are carried out using speech of males in their thirties as input speaker's speech, and a female in her twenties as reference speaker's speech. Speeches used in experiments are sentences /anyoung hasim nika/ and /good morning/. As a results of experiments, we obtained a synthesized speech adapted to input speaker.
The Transactions of the Korea Information Processing Society
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v.3
no.1
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pp.127-143
/
1996
Advanced countries are very active in deploying the National Information I infrastructure which provides universal service to promise fruitful quality of futuree life. Even in the distributed environment, we can closely converse, work together, and share information in a very convenient way. This is actually enabled with the help of groupware technology, which are currently focused and researched in a larger popularity. The aim of this study is to design a portable pack for group communications management to support the development of groupware application. In the paper we begin with technical survey, continue to build our own model for group communications man agement, and design its architecture and procedure. We also suggest group addressing mechanism under Internet environment such as how to create IP multicast address and IP port number dynamically and as a globally unique value for the communication session, with the help of the hierarchical and distributed address managers. We also indicate the reliable data transmission services to remedy the unreliable feature of the UDP multicast services, and finally the architecture/ applied to support the practical applications is briefly discussed for verification of the designed concept.
A class of SWP(Stochastic Wane Propagation) models microscopically mimics individual vehicles' stochastic behavior and traffic jam propagation with simplified car-following models based on CA(Cellular Automata) theory and macroscopically captures dynamic traffic flow relationships based on statistical physics. SWP model, a program-oriented model using both discrete time-space and integer data structure, can simulate a huge road network with high-speed computing time. However, the model has shortcomings to both the capturing of low speed within a jam microscopically and that of the density and back propagation speed of traffic congestion macroscopically because of the generation of spontaneous jam through unrealistic collision avoidance. In this paper, two additional rules are integrated into the NaSch model. The one is SMR(Stopping Maneuver Rule) to mimic vehicles' stopping process more realistically in the tail of traffic jams. the other is LAR(Low Acceleration Rule) for the explanation of low speed characteristics within traffic jams. Therefore, the CA car-following model with the two rules prevents the lockup condition within a heavily traffic density capturing both the stopping maneuver behavior in the tail of traffic jam and the low acceleration behavior within jam microscopically, and generates more various macroscopic traffic flow mechanism than NaSch model's with the explanation of propagation speed and density of traffic jam.
Using a strain-controlled rheometer [Rheometrics Dynamic Analyzer (RDA II)], the steady shear flow properties of a semi-solid ointment base (vaseline) have been measured over a wide range of shear rates at temperature range of $25{\sim}60^{\circ}C$. In this article, the steady shear flow properties (shear stress, steady shear viscosity and yield stress) were reported from the experimentally obtained data and the effects of shear rate as well as temperature on these properties were discussed in detail. In addition, several inelastic-viscoplastic flow models including a yield stress parameter were employed to make a quantitative evaluation of the steady shear flow behavior, and then the applicability of these models was examined by calculating the various material parameters (yield stress, consistency index and flow behavior index). Main findings obtained from this study can be summarized as follows : (1) At temperature range lower than $40^{\circ}C$, vaseline is regarded as a viscoplastic material having a finite magnitude of yield stress and its flow behavior beyond a yield stress shows a shear-thinning (or pseudo-plastic) feature, indicating a decrease in steady shear viscosity as an increase in shear rate. At this temperature range, the flow curve of vaseline has two inflection points and the first inflection point occurring at relatively lower shear rate corresponds to a static yield stress. The static yield stress of vaseline is decreased with increasing temperature and takes place at a lower shear rate, due to a progressive breakdown of three dimensional network structure. (2) At temperature range higher than $45^{\circ}C$, vaseline becomes a viscous liquid with no yield stress and its flow character exhibits a Newtonian behavior, demonstrating a constant steady shear viscosity regardless of an increase in shear rate. With increasing temperature, vaseline begins to show a Newtonian behavior at a lower shear rate range, indicating that the microcrystalline structure is completely destroyed due to a synergic effect of high temperature and shear deformation. (3) Over a whole range of temperatures tested, the Herschel-Bulkley, Mizrahi-Berk, and Heinz-Casson models are all applicable and have an almostly equivalent ability to quantitatively describe the steady shear flow behavior of vaseline, whereas the Bingham, Casson,and Vocadlo models do not give a good ability.
The Transactions of The Korean Institute of Electrical Engineers
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v.67
no.11
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pp.1423-1433
/
2018
Recently, a permanent magnet synchronous motor of middle and small-capacity has high torque, high precision control and acceleration / deceleration characteristics. But existing control has several problems that include unpredictable disturbances and parameter changes in the high accuracy and rigidity control industry or nonlinear dynamic characteristics not considered in the driving part. In addition, in the drive method for the control of low-vibration and high-precision, the process of connecting the permanent magnet synchronous motor and the load may cause the response characteristic of the system to become very unstable, to cause vibration, and to overload the system. In order to solve these problems, various studies such as adaptive control, optimal control, robust control and artificial neural network have been actively conducted. In this paper, an incremental encoder of the permanent magnet synchronous motor is used to detect the position of the rotor. And the position of the detected rotor is used for low vibration and high precision position control. As the controller, we propose augmented state feedback control with a speed observer and first order deadbeat disturbance observer. The augmented state feedback controller performs control that the position of the rotor reaches the reference position quickly and precisely. The addition of the speed observer to this augmented state feedback controller compensates for the drop in speed response characteristics by using the previously calculated speed value for the control. The first order deadbeat disturbance observer performs control to reduce the vibration of the motor by compensating for the vibrating component or disturbance that the mechanism has. Since the deadbeat disturbance observer has a characteristic of being vulnerable to noise, it is supplemented by moving average filter method to reduce the influence of the noise. Thus, the new controller with the first order deadbeat disturbance observer can perform more robustness and precise the position control for the influence of large inertial load and natural frequency. The simulation stability and efficiency has been obtained through C language and Matlab Simulink. In addition, the experiment of actual 2.5[kW] permanent magnet synchronous motor was verified.
Retransmissions on the DLC layer are essential to ABR service providing the low CLR (cell loss ratio) over the unreliable wireless channel with high bit error rate. In the wireless ATM, the DLC layer below ATM layer performs the retransmission and reordering of the cells to recover the cell loss over the wireless channel and by doing so, the effect of the wireless channel characteristics with high bit error rate can be minimized on the ATM layer which is designed under the assumption of the low bit error rate. We propose, in this paper, the schemes to reflect the changes of the transmission rate over the wireless channel on the ABR rate control. Proposed scheme can control the source rate to the changes of the transmission rate over the wireless channel and reduce the required buffer size in the AP (access point). In the simulation, we assume that the DLC layer can inform the ATM layer of the wireless channel quality as good or bad. Our simulation results show that the proposed schemes require the smaller buffer size compared with the existing scheme, enhanced dynamic max rate control algorithm (EDMRCA). It is also shown that the scheme with the intelligent DLC which adjusts the rate to the wireless channel quality not only provides the low CLR with smaller buffer requirement but also improves the throughput by utilizing the wireless bandwidth more efficiently.
A multicast tree includes several, possibly a large number of, paths connecting source-receiver pairs, and network failure may disable part of the multicast tree. Reconstruction of the entire multicast tree to recover from a component failure is highly undesirable, because some group members have to suffer service disruptions even though the communication paths to/from them are not affected by the failure. To limit reconfiguration region and to maximize the likelihood of successful reconfiguration, we propose and evaluate a pre-planned reconfiguration policy for QoS multicast sessions. Specifically, we equip a reconfiguration path (RP) with each end-to-end path that connects a source-receiver pair in the multicast tree, and reserve resources in advance along the RPs. Efficient resource-sharing techniques are applied to reduce the amount of resources reserved for RPs but not used in the absence of failures. This way, we prevent uncontrolled competition among different multicast sessions which may simultaneously try to recover from failures. We evaluate the performance of the proposed scheme using simulation on randomly-generated networks. We use the shortest-path routing for QoS multicast sessions, and simulate both source-based and shared multicast trees. The evaluation results indicates that successful pre-planned reconfiguration can be achieved for all group members with reasonable overhead. Our scheme is also shown to adapt well to dynamic changes of group membership.
We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.
The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.
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