• Title/Summary/Keyword: 가변게인

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Sensorless Vector Control of Spindle Induction Motors Using Rotor Flux Observer with a Variable Bandwidth (가변게인 회전자 자속관측기에 근거한 스핀들 유도전동기의 센서리스 속도제어)

  • Yu, Jae-Sung;Sin, Soo-Cheol;Lee, Won-Cheol;Park, Sang-Hoon;Won, Chung-Yuen;Lee, Byoung-Kuk
    • The Transactions of the Korean Institute of Power Electronics
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    • v.11 no.5
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    • pp.417-425
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    • 2006
  • This paper presents a new speed sensorless vector control scheme of Spindle Induction Motors(SIM) which can be successfully applied to at any speed including even zero speed. The proposed sensorless vector control of SIM uses rotor flux estimator with a variable bandwidth. This approach is based on the Closed-Loop Rotor Flux Observer(CLRFO) which includes a variable bandwidth of the PI controller. For low speed operation, the bandwidth of CLRFO has a variable bandwidth structure according to the estimated rotor velocity. The experimental results show the satisfactory operation of the proposed sensorless algorithm.

Applications of Variable Indexed Colors for Game Development of Mobile Devices (모바일 기기용 게임 개발을 위한 가변 인덱스 컬러 응용)

  • Jung, Jong-Pi;Kim, Chee-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.49-56
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    • 2008
  • Most games based on PCs or consoles at present show vivid special effects and brilliance sceneries. However, the other games running on mobiles and portable devices can not show magnificent scenes because of low hardware specifications such as slow CPU, old graphics card and battery capacity. These games relatively prefer light and casual contents that do not need tremendous calculation. It is very important to keep minimum of game graphics quality in those games. Thus this research presents the new possibility of variable indexed color palettes to overcome the low hardware capacities.

Improvement of Bit Rate by Selection of Variable Blocks and DCT-VQ Algorithm (DCT-VQ 알고리즘과 가변 블록 선택에 의한 비트율 개선)

  • 조태봉;조제황
    • The Journal of the Acoustical Society of Korea
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    • v.17 no.8
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    • pp.78-81
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    • 1998
  • 본 논문에서는 가변블록에 대해 DCT와 VQ를 적용함으로써 복원시 영상의 품질을 원하는 수준으로 유지하면서 비트율을 감소시키는 방법을 제안한다. 각 블록에 대해 임계값 에 따라 블록의 크기를 세분화 시켜 최종적인 블록에 대해 DCT와 VQ를 적용한다. 제안된 방법에서 12개의 영상에 대한 PSNR과 비트율을 비교했을 때 기존의 방법보다 비트율이 크 게 감소함을 보여주고 있다.

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A Study on Common Module Modeling Method of Game Software based on DirectX/C++ (DirectX/C++ 기반 게임 소프트웨어의 공통 모듈 모형화 기법에 관한 연구)

  • Byun, Jung-Won;Rhew, Sung-Yul
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.95-104
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    • 2009
  • The windows games and the console games that use DirectX occupied 20% or more of world game market and that are developed by C++ Language occupied 75% or more of the market. This study proposed that commonality and variability for code of the 20 projects based on DirectX and C++ is analysed and patternized, that common modules are created, and that modules are modeled. As a result of applying a case study, it is verified that the proposed model reduces effort in game development.

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Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.113-121
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    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

Exploring meaning of the context into the educational game (교육용 게임에서 맥락의 의미 고찰)

  • Park, Hyung-Sung;Baek, Young-Kyun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.11-20
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    • 2009
  • The purpose of this study is to consider a line of context into the game-based learning. By reason of that, in this study this system of the roles into interaction game, both variable and flexible, will be considered in terms of what it means and what it takes however, beyond certain reasons, it does not change applicably with the place under the category of players. Therefore, it is obvious that more systems above-mentioned need to be developed on the knowledge-based environment by using educational games as well as assigning the roles of them.

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Multiple and Variable Traffic Message Sign using Display (Display를 이용한 교통 다중 및 가변 정보 제공 표지)

  • Kang, Won-Pyoung;Moon, Hak-Ryong
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.69-76
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    • 2015
  • With Various signs are installed at roadside to display the message which rather confuse the drivers. The technologies using advanced lighting system and LED have improved the visibility at nighttime but the problems with plural signs have yet to be resolved. In order to solve this problem, LED and the prismatic variable message sign have been applied. But, they have been provided limited information by the display limit. This research conducted to study patent and technical trend of the existing variable message signs to understand the present technology. And, we suggested next generation display to improve providing information. Therefore, we conducted to compare the LED and the OLED by technical and economical literature review. Also, this research conducted test of luminance contrast about the LED and the OLED display in order to understand the possibility of replacing road signs.

Performance Evaluation of Acoustic Models According to Differences between Vocabularies in Training and Test Phases of Speech Recognition (음성 인식에서 훈련 및 인식 과정에 사용되는 대상 어휘의 차이에 대한 음향 모델의 성능 평가)

  • 김회린;이항섭;권오욱
    • The Journal of the Acoustical Society of Korea
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    • v.17 no.7
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    • pp.22-27
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    • 1998
  • 본 논문에서는 ETRI에서 개발한 가변 어휘 음성 인식기의 어휘 독립 음향 모델링 방법을 기술하고, 이 모델의 어휘 종속, 어휘 독립 및 어휘적응 성능을 평가하기 위하여 다 양한 고립단어 및 연속음성 DB에 대하여 실험한 결과를 분석하였다. 평가를 위하여 사용한 음성 DB로는 고립단어 음성으로 POW(Phonetically Optimized Words) 3848, PBW(Phonetically Balanced Words) 445, PBW 452, 호텔예약 244 단어, 게임 제어용 단어 등이며, 연속음성으로 일반 문장 음성 및 연속 숫자음을 이용하였다. 성능 분석 결과 40개 음소 모델만으로도 비교적 높은 인식률을 보여 주었지만, 어휘독립의 경우는 어휘종속에 비 하여 성능이 크게 낮았고, 특히 대상 어휘가 숫자음, 알파벳, 연속음 등의 경우에는 POW 데이터나 PBW 데이터만 가지고는 우수한 가변 어휘 음성 인식기를 구현하기에 한계가 있 음을 알 수 있다. 또한, 훈련 데이터의 어휘와 평가데이터의 어휘가 비슷할 경우에는 변이음 모델을 사용하면 음소 모델만을 사용할 경우에 비하여 그 성능이 우수하였지만, 일반적인 어휘독립의 상황에서는 효과가 별로 없음을 알 수 있었다.

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An Implementation of Word Relay Game using Speech Recognition (음성인식 끝말 이어가기 게임의 구현)

  • 김동환;윤재선;홍광석
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2000.12a
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    • pp.177-180
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    • 2000
  • 최근에 음성인식의 상용화가 급격히 추진되고 있다. 그러나 음성인식 응용제품의 부족과 음성인식 시스템의 성능문제로 인하여 일반인의 이용은 그다지 많지 않다. 본 논문에서는 연구실에서 만든 가변 어휘 음성인식기를 이용하여 음성인식 끝말 이어가기 게임을 구현하였다. 가변어휘 음성 인식기는 VCCV(Vowel+consonant+Consonant+vowel) 기반의 화자독립으로 구현하였다. 끝말 이어가기 게임을 위해서 약 500만 어절이 포함된 문장에서 추출한 단어의 일부를 이용하여 사전을 구축하였고, 같은 음절로 시작하는 단어가 많은 경우에는 그 수를 제안하였다. 본 연구에서 구현한 음성인식 끝말 이어가기 게임은 제한된 단어사전을 이용하도록 하였으나 음성인식기의 성능향상과 완전한 사전구축이 이루어지면 음성인식을 이용한 언어 학습기나 게임 등의 개발과 이용의 활성화에 크게 기여할 것이라 생각된다.

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A study on the adaptive control of process parameters using torque for end milling operation in machining center (Machining Center에서 End Millirh할 때 Torgue에 의한 가공변수의 적응제어에 관한 연구)

  • 박천령;윤문철
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.10 no.6
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    • pp.889-897
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    • 1986
  • The purpose of this study is to describe the strategy of machining process suitable for developing adaptive control with constraint of NC-machine tool. The algorithm that controls machining process parameters of every sampling time is established for the constraint of torque in machinig center. To prove this AC algorithm, manual AC-unit control test is used for simulating the on-line AC strategy control. Also machining tests are carried out on a CNC-machining center fitted with the ACC system and compared with the simulated results. The practical effectiveness of the ACC systems so discussed and the reduction of machining time are demonstrated with reference to typical models of cutting workpieces. As a typical model, taper and step geometry model are selected. The computer simulation results have a good agreement with the experimental observation and make it possible to develope a NC-machine tool with an on-line ACC system.