• Title/Summary/Keyword: 물리적 상호작용

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XOR Gate Based Quantum-Dot Cellular Automata T Flip-flop Using Cell Interaction (셀 간 상호작용을 이용한 XOR 게이트 기반의 양자점 셀룰러 오토마타 T 플립플롭)

  • Yu, Chan-Young;Jeon, Jun-Cheol
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.558-563
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    • 2021
  • Quantum-Dot Cellular Automata is a next-generation nanocircular design technology that is drawing attention from many research organizations not only because it is possible to design efficient circuits by overcoming the physical size limitations of existing CMOS circuits, but also because of its energy-efficient features. In this paper, one of the existing digital circuits, T flip-flop circuit, is proposed using QCA. The previously proposed T flip-flops are designed based on the majority gate, so the circuits are complex and have long delays. Therefore, the design of the XOR gate-based T flip-flop using cell interaction reduces circuit complexity and minimizes latency. The proposed circuit is simulated using QCADesigner, and the performance is compared and analyzed with the existing proposed circuits.

Raman Spectroscopy Analysis of Graphene Films Grown on Ni (111) and (100) Surface (니켈 (111)과 (100) 결정면에서 성장한 그래핀에 대한 라만 스펙트럼 분석)

  • Jung, Daesung;Jeon, Cheolho;Song, Wooseok;An, Ki-Seok;Park, Chong-Yun
    • Composites Research
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    • v.29 no.4
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    • pp.194-202
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    • 2016
  • A graphene film, two-dimensional carbon sheet, is a promising material for future electronic devices and so on. In graphene applications, the effect of substrate on the atomic/electronic structures of graphene is significant, so we studied an interaction between graphene film and substrate. To study the effect, we investigated the graphene films grown on Ni substrate with two crystal face of (111) and (100) by Raman spectroscopy, comparing with graphene films transferred on $SiO_2/Si$ substrate. In our study, the doping effect caused by charge transfer from Ni or $SiO_2/Si$ substrate to graphene was not observed. The bonding force between graphene and Ni substrate is stronger than that between graphene and $SiO_2/Si$. The graphene films grown on Ni substrate showed compressive strain and the growth of graphene films is incommensurate with Ni (100) lattice. The position of 2D band of graphene synthesized on Ni (111) and (100) substrate was different, and this result will be studied in the near future.

고체 렘제트탄의 공기역학적 특성에 관한 실험적 연구

  • 박순종;신필권;김경련;박종호;김윤곤
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2002.04a
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    • pp.60-60
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    • 2002
  • 비행탄의 종말속도증대를 위하여 고체램제트를 이용하는 개념은 현재 세계적으로 여러나라에서 연구 중에 있다. Solid Fuel Ramjet Propulsion(고체연료 렘제트 추진)은 로켓추진에 비하여 월등히 높은 비추력을 가지며 구조적으로 매우 간단하여 탄의 사거리 및 평균속도를 증대시키는 좋은 수단으로 사용되고 있다. 그러나 간단한 구조에도 불구하고 고체렘제트의 작동은 매우 다양한 물리적 현상이 연관되므로 필요한 성능을 얻기 위해서는 이들의 상호 작용을 고려하여 설계의 최적화 및 성능 예측이 필요하다.

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Desulfurization of Sulfur Compounds in City-gas using Metal Salt Impregnated Zeolite (금속이온이 담지 된 제올라이트를 이용한 도시가스 내 부취제 제거)

  • Song, Hirn-Ill;Ko, Chang Hyun;Kim, Jae Chang;Kim, Jong-Nam
    • Korean Chemical Engineering Research
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    • v.45 no.2
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    • pp.143-148
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    • 2007
  • In hydrogen production for fuel cell by reforming city-gas, sulfur compounds, odorant in city-gas, are detrimental to reforming catalyst and fuel cell electrodes. We prepared metal salt impregnated ${\beta}-zeolite(BEA)$ to remove sulfur compound in city-gas by adsorption. The sulfur breakthrough adsorption capacity was changed depending on the concentration and species of metal salt. $AgNO_3$ impregnated BEA showed the highest sulfur breakthrough capacity among adsorbents used in this experiment(41.1 mg/g). But metal salt impregnated BEA such as $Ni(NO_3)_2/BEA$, $Fe(NO_3_)_3/BEA$, $Co(NO_3)_2/BEA$ showed a certain amount of sulfur adsorption capacity comparable to $AgNO_3/BEA$. Adsorption temperature effect, desorption study, and x-ray photoelectron spectroscopy analysis revealed that the dominant interaction between metal impregnated adsorbent and sulfur compounds was not chemisorption but physisorption.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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A Music Technology-Based Interactive Music-Making for Improving the Social Communication Skills of Children With Autism Spectrum Disorder (자폐스펙트럼장애 아동의 사회적 의사소통 향상을 위한 음악제작 앱 기반 상호적 음악만들기 사례)

  • Yoon, Sol
    • Journal of Music and Human Behavior
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    • v.18 no.2
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    • pp.19-43
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    • 2021
  • The purpose of this case study was to examine whether an interactive music-making intervention using GarageBand was applicable to improve the social communication skills of school-age children with autism spectrum disorder (ASD). Two children with ASD (both male, ages = 8 and 11 yrs.) participated in this study. The interactive music-making intervention included three stages: 1) musical imitation, 2) musical expression and coordination, and 3) musical interaction. Each session lasted 40 minutes, and sessions took place twice a week over 4 weeks. The participants' social communication behaviors were observed and analyzed in terms of exchanging ideas with each other. Engagement in interactive behaviors (e.g., turn-taking, imitating or reflecting the investigator's music, and creating one's own music using the motive from the investigator) during music making was also analyzed. During the sessions, increases in the attempts to express their opinions on music making processes and requests for help for the process were observed. Engagement in turn-taking form of interactive playing and reflecting the musical motive from a partner (i.e., investigator) were also improved. The Social Responsiveness Scale-2 (SRS-2) ratings indicated negative social behaviors decreased after intervention in both participants. The findings of this study suggest that interactive music-making activities using GarageBand can be an effective method in clinical practice to improve social communication skills for school-aged children with ASD.

Tangible Game Console: Physical Entertainment Media Using I/O Coupling Units (텐저블 게임 콘솔: 입출력 일체화 개체를 이용한 물리적 엔터테인먼트 미디어에 대한 연구)

  • Han, Kyung-Hoon;Lee, Woo-Hun;Yun, Wan-Chul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.818-823
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    • 2006
  • 본 연구에서는 디지털 콘텐츠와 물리적 미디어가 유기적으로 결합할 수 있는 가능성을 모색하고자, 입출력 일체화 개체인 'I/O 셀(Cell)'과 그 집합체인 '텐저블 게임 콘솔(Tangible Game Console)'을 개발하였다. I/O 셀은 여러 종류의 센서와 액츄에이터가 하나의 물리적 노드 내에 통합되어 있는 개체로, 이 I/O 셀 다수를 집적하면 다양한 크기와 용도의 엔터테인먼트 미디어를 구성하는 것이 가능하다. 그 중 하나로 개발된 텐저블 게임 콘솔은 일종의 센서-액츄에이터 집합체로 셀들 사이의 연계를 통해 다양한 물리적 정보를 인식하고 표현할 수 있다. 텐저블 게임 콘솔은 기존 게임 콘텐츠의 주요한 표현 수단이었던 이미지와 텍스트 정보 대신에 물리적 정보를 통해 게임 콘텐츠를 구성하며, 조작대상과 조작수단이 일체화되어 있고, 또한 음악, 퍼즐, 액션 등 다양한 장르의 게임 콘텐츠가 적용 가능하다는 특징을 가지고 있다. 텐저블 게임 콘솔에서는 불, 바람, 물, 생명체 등의 물리적 현상을 형상/움직임/소리/빛 등을 통해 재현하며, 사용자는 이를 때리기/바람불기/흔들기/기울이기 등의 직접적인 조작을 통해 체험할 수 있다. 또한 물리적인 상호작용 과정이 일정한 게임 규칙을 가지고 구성되어 있어 지속성 있는 놀이 경험을 제공한다. 본 연구에서는 텐저블 게임 콘솔의 콘텐츠로 음악, 액션, 대전게임 등을 개발하였으며, 이 콘텐츠들의 놀이경험을 평가함으로써, 텐저블 게임 콘솔의 발전 가능성을 확인하였다.

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SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.4
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    • pp.226-230
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    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.

스마트그리드에서의 CPS (cyber-physical system) 시뮬레이션 구현을 위한 제반 연구이슈 및 방법론 검토

  • Kang, Dong-Joo;Kim, Huy-Kang
    • Review of KIISC
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    • v.22 no.5
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    • pp.62-72
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    • 2012
  • 스마트그리드는 전력시스템과 이를 제어하기 위한 통신 인프라를 중심으로 다양한 시스템이 서로 통합되는 종합적인 플랫폼으로 이해할 수 있다. 기존에 각기 독립적으로 운영되는 시스템과 통신 인프라가 통합되기 시작하면서 다양한 상호작용이 파생되고 그로 인해 잠재적인 보안 측면의 위험성도 커지게 된다. 전통적인 전력시스템은 폐쇄적인 SCADA 네트워크를 기반으로 운영되었기 때문에 최소한의 보안강도가 보장되었지만, 스마트그리드 하에서는 개방형 통신망과 연계되면서, 기존의 사이버 보안 위협들이 전력시스템으로 유입하게 된다. 기존의 IT 시스템과는 달리 전력시스템과 같은 제어시스템은 물리적 작동과 공정이 수반되기 때문에 새로운 위험이 발생하기도 하고 기존의 위험이 증폭되기도 한다. 전력시스템에서는 가용성이 그 무엇보다 중요하기 때문에, 스마트그리드 체제하에서의 다양한 위협요인을 미리 파악하고 이에 대비한 계획을 수립함으로써, 그러한 가용성의 수준을 유지할 필요가 있다. 이를 위해서는 기존의 사이버 위협이 어떠한 경로를 통해 전력시스템에 영향을 미치게 되며 그로 인한 잠재적 위험이 얼마나 되는가를 평가할 필요가 있다. 그러나 스마트그리드는 아직까지 구축중인 미래형 시스템이고 누적된 과거 데이터가 없기 때문에 가상의 하드웨어 기반 테스트베드 내지 소프트웨어 기반의 시뮬레이션 모델을 통해 이를 사전적으로 테스트할 필요가 있다. 또한 스마트그리드는 서로 다른 IT 시스템과 물리적 설비들이 결합되는 복잡한 시스템이라는 측면에서, 잠재적으로 발생 가능한 다양한 위험을 분석하고 평가할 수 있는 모델의 수립이 요구된다. 본고에서는 그러한 CPS 기반 시뮬레이션 모델에 대한 현재의 연구동향을 검토하고, 향후 실질적으로 구현하기 위한 방안을 제안하고자 한다.

An Analysis of the Interaction of Perceptive, Cognitive, and Metacognitive Activities on the Middleschool Students' Modeling Activity (모델링 과정에서 지각적, 인지적, 메타인지적 활동의 상호작용에 관한 사례연구)

  • 신은주;이종희
    • School Mathematics
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    • v.6 no.2
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    • pp.153-179
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    • 2004
  • In this article, we classify the middleschool students' mathematical modeling activities with three types as following: perceptive activity, cognitive activity, and metacognitive activity. And we research model development process through the interaction of perceptive, cognitive, and metacognitive activities. We report three results of our case study as following: First, students understanded the context of the modeling tasks on the base of their own experience and constructed the tasks with perceptive activity operating tool. Second, students developed various models with reorganizing cognitive activity which think and reason about perceptive activity-based model. Third, students were able to create generalizable and reusable models through metacognitive activities. This study revealed that the possible contribution of modeling activity as following. Students are able to understand abstractive mathematical knowledge as connecting between realistic activity and abstractive activity.

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