• Title/Summary/Keyword: 메쉬 구성

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Ar 및 He기체유입에 따른 저온 대기압 DBD플라즈마에 의한 E.Coli의 노출 효과

  • Lee, Sang-Hak;Baek, Gu-Yeon;Kim, Yong-Hui;Yu, Yeong-Hyo;Choe, Eun-Ha
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.02a
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    • pp.512-512
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    • 2012
  • 최근 저온 대기압 플라즈마 장치의 개발로 대기 및 수질 환경, 바이오 메디컬분야로의 응용 연구가 활발히 진행되어 공기 중 플라즈마의 살균 및 정화효과에 대한 많은 결과가 발표되어 왔다. 본 연구는 면방전 구조의 DBD플라즈마 소스를 제작하여 He과 Ar 기체를 유입하여 미생물인 E.Coli의 변화를 관찰하였다. 면방전 구조의 DBD플라즈마 소스는 1.8 mm 두께의 유리기판위에 포토리소그라피 공정으로 미소전극을 형성하여 고밀도의 방전 셀을 형성하였으며 방전시 발생하는 열 효과를 제어하기 위하여 냉각장치를 제작하여 장착했다. 또한 유리기판과 포토 리소그라피 공정은 방전영역에 제한없이 다양한 크기의 소스제작이 가능하다. 셀 피치가 $400{\mu}m$이며 $cm^2$ 당 200여개의 방전 셀로 구성되어 있어서 기존 메쉬타입의 DBD플라즈마 장치에 비해 균일하게 플라즈마를 조사할 수 있으며 플라즈마 제트 장치에 비해서는 넓은 면적을 동시에 조사할 수 있게 되었다. Ar 과 He기체를 3 L/min의 유량으로 방전공간에 유입하면서 1kV의 구동전압으로 플라즈마를 발생 하였으며, 플라즈마의 조사시간을 20 s, 40 s, 60 s 간격으로 변화를 주어 E.Coli의 변화를 관찰하였다.

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Spanning Tree Aggregation Using Attribute of Service Boundary Line (서비스경계라인 속성을 이용한 스패닝 트리 집단화)

  • Kwon, So-Ra;Jeon, Chang-Ho
    • The KIPS Transactions:PartC
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    • v.18C no.6
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    • pp.441-444
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    • 2011
  • In this study, we present a method for efficiently aggregating network state information. It is especially useful for aggregating links that have both delay and bandwidth in an asymmetric network. Proposed method reduces the information distortion of logical link by integration process after similar measure and grouping of logical links in multi-level topology transformation to reduce the space complexity. It is applied to transform the full mesh topology whose Service Boundary Line (SBL) serves as its logical link into a spanning tree topology. Simulation results show that aggregated information accuracy and query response accuracy are higher than that of other known method.

A Recognition of Traffic Safety Signs Using Japanese Puzzle (Japanese Puzzle을 이용한 교통안전 표지판 인식)

  • Sohn, Young-Sun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.3
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    • pp.416-421
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    • 2008
  • This paper realizes a system that recognizes traffic safety signs by applying the principle used for game in reverse. The game used for this paper is one that expresses the shape of temporary objects intended by the maker when the maker sees the numerical image provided on (x, y) coordinates and then expresses it on the mesh. After separating the traffic safety sign image from the input image, the system is realized by outputting the content of the sign into letters by recognizing the forms and colors constituting the sign using the puzzle game above. Our system has fast process time and better rate of recognition than the existing system with black-and-white image processing and recognition without any penciling progress.

A secure authentication system on wired wireless integrated network using OpenFlow (OpenFlow를 이용한 유‧무선 통합 네트워크 환경에서의 인증 시스템)

  • Moon, Jeong-Kyung;Cho, Han Jin;Kim, Jin-Mook
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.285-291
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    • 2014
  • Recent, development of wireless communication devices are rapidly and these device being deployed to the user very fast. By this results, a wired network device and the new device such as wireless devices incorporate. Then a demand of new mesh network is rapidly growing. In this wired/wireless integrated network environment, the network is configured automatically, and a user or wireless communication devices must be provided for authentication services. But, these services do not in the real world. Therefore, in this paper, we propose that wired/wireless integrated network environment to automatically configure the network using OpenFlow and the authentication system using Kerberos method. Our proposed system to be able to provide authentication services, confidentiality, integrity services for user or wired/wireless communication devices. And it can be prvented as well to man-in-the-middle attacks.

Development of Inspection System for Transparent Pattern of the Electromagnetic Resonance Pen (전자펜 입력용 투명패턴 검사장치 개발)

  • Ryu, Young Kee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.6
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    • pp.640-645
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    • 2020
  • To produce an input device stably using the transparent electromagnetic pattern of an electromagnetic induction method, pattern inspection is required in advance in the production process. Various methods of inspecting the capacitive pattern for hand-touch have been proposed, but it is difficult to find the related technical data for the pattern inspection method of the transparent electromagnetic induction method. In this study, to develop an inspection system for a fused electromagnetic resonance pen sensor with a copper-etched metal mesh pattern, an inspection algorithm and method for measuring the antenna impedance inside the sensor was proposed by measuring only the exposed FPCB connector. The proposed method was configured as a control board consisting of a microprocessor that forms a loop between specific channels according to the command of a computer, a computer-controlled by the Windows program, an LCR meter measuring the impedance between specific channels, and transmitting the measurement results back to the computer. An evaluation of the proposed system and measurements of nine specimens showed that it could detect the defects of the sensor used in the actual product.

An Acceleration Technique of Terrain Rendering using GPU-based Chunk LOD (GPU 기반의 묶음 LOD 기법을 이용한 지형 렌더링의 가속화 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.69-76
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    • 2014
  • It is hard to represent massive terrain data in real-time even using recent graphics hardware. In order to process massive terrain data, mesh simplification method such as continuous Level-of-Detail is commonly used. However, existing GPU-based methods using quad-tree structure such as geometry splitting, produce lots of vertices to traverse the quad-tree and retransmit those vertices back to the GPU in each tree traversal. Also they have disadvantage of increase of tree size since they construct the tree structure using texture. To solve the problem, we proposed GPU-base chunked LOD technique for real-time terrain rendering. We restrict depth of tree search and generate chunks with tessellator in GPU. By using our method, we can efficiently render the terrain by generating the chunks on GPU and reduce the computing time for tree traversal.

Shape Description and Recognition Using the Relative Distance-Curvature Feature Space (상대거리-곡률 특징 공간을 이용한 형태 기술 및 인식)

  • Kim Min-Ki
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.527-534
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    • 2005
  • Rotation and scale variations make it difficult to solve the problem of shape description and recognition because these variations change the location of points composing the shape. However, some geometric Invariant points and the relations among them are not changed by these variations. Therefore, if points in image space depicted with the r-y coordinates system can be transformed into a new coordinates system that are invariant to rotation and scale, the problem of shape description and recognition becomes easier. This paper presents a shape description method via transformation from the image space into the invariant feature space having two axes: representing relative distance from a centroid and contour segment curvature(CSC). The relative distance describes how far a point departs from the centroid, and the CSC represents the degree of fluctuation in a contour segment. After transformation, mesh features were used to describe the shape mapped onto the feature space. Experimental results show that the proposed method is robust to rotation and scale variations.

Minimum Design of Fault-Tolerant Arrangement Graph for Distributed &Parallel System (분산/병렬 시스템을 위한 최소화의 오류-허용 방사형 그래프 설계)

  • Jun, Moon-Seog;Lee, Moon-Gu
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.12
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    • pp.3088-3098
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    • 1998
  • The arrangement graph, which is a viable interconnection scheme for parallel and distributed systems, has been proposed as an attactive altemative to the n-cube. However, A fault tolerant design model which is well suitable for the arrangement graph doesn't has been proposd until recently, but fault tolerant design modelsfor many schemes have been proposed ina large number of paper. So, our paper presents a new fault tolerant design technique suited for the arrangement graph. To maintains the previous structures when it ocurs a fault in the current processing, the scheme properly sugbstitutes a fault-componnent into the existing structures by adding a spare component. the first of all, it converts arrangement graph into a circulant graph using the hamiltonian property and then uses automorphism of circulant graph to tolerate faults. Also, We optimize the cost of rate fault tolerant architectures by adding exactly k spare processor while tolerating up to k processor and minimizing the maximum number of limks per processor. Specially, we proposes a new techniue to minimize the maximum number of links.

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Cycle Extendability of Torus Sub-Graphs in the Enhanced Pyramid Network (개선된 피라미드 네트워크에서 토러스 부그래프의 사이클 확장성)

  • Chang, Jung-Hwan
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1183-1193
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    • 2010
  • The pyramid graph is well known in parallel processing as a interconnection network topology based on regular square mesh and tree architectures. The enhanced pyramid graph is an alternative architecture by exchanging mesh into the corresponding torus on the base for upgrading performance than the pyramid. In this paper, we adopt a strategy of classification into two disjoint groups of edges in regular square torus as a basic sub-graph constituting of each layer in the enhanced pyramid graph. Edge set in the torus graph is considered as two disjoint sub-sets called NPC(represents candidate edge for neighbor-parent) and SPC(represents candidate edge for shared-parent) whether the parents vertices adjacent to two end vertices of the corresponding edge have a relation of neighbor or sharing in the upper layer of the enhanced pyramid graph. In addition, we also introduce a notion of shrink graph to focus only on the NPC-edges by hiding SPC-edges within the shrunk super-vertex on the resulting shrink graph. In this paper, we analyze that the lower and upper bounds on the number of NPC-edges in a Hamiltonian cycle constructed on $2^n{\times}2^n$ torus is $2^{2n-2}$ and $3{\cdot}2^{2n-2}$ respectively. By expanding this result into the enhanced pyramid graph, we also prove that the maximum number of NPC-edges containable in a Hamiltonian cycle is $4^{n-1}$-2n+1 in the n-dimensional enhanced pyramid.

A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.