• Title/Summary/Keyword: 인터페이스 회로

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Energy Demand/Supply Prediction and Simulator UI Design for Energy Efficiency in the Industrial Complex (산업단지 에너지 효율화를 위한 에너지 수요/공급 예측 및 시뮬레이터 UI 설계)

  • Hyungah Lee;Jong-hyeok Park;Woojin Cho;Dongju Kim;Jae-hoi Gu
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.693-700
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    • 2024
  • As of the end of March 2022, the total area of domestic industrial complexes is 606 km2, which is only about 0.6% of the total land area. However, as of 2018, the annual energy consumption of domestic industrial complexes is 110,866.1 thousand TOE, accounting for 53.5% of the country's total energy consumption and 83.1% of the entire industrial sector energy consumption. In addition, industrial complexes have a significant impact on the environment, accounting for 45.1% of the country's total greenhouse gas emissions and 76.8% of industrial sector greenhouse gas emissions. Under this background, in this study, in order to contribute to the energy efficiency of industrial complexes, a prediction study on energy demand and supply for an industrial complex in Korea using machine learning was conducted. In addition, a simulator UI screen was designed to more efficiently convey information on energy demand/supply prediction results and energy consumption status. Among the machine learning algorithms, Multi-Layer Perceptron (MLP) was used, and Bayesian Optimization was applied as an optimization technique for the prediction model. The energy prediction model for the industrial complex built in this study showed a prediction accuracy of 87.90% for compressed air demand and 99.54% for the flow rate available for the public air compressor.

A Fully Digital Automatic Gain Control System with Wide Dynamic Range Power Detectors for DVB-S2 Application (넓은 동적 영역의 파워 검출기를 이용한 DVB-S2용 디지털 자동 이득 제어 시스템)

  • Pu, Young-Gun;Park, Joon-Sung;Hur, Jeong;Lee, Kang-Yoon
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.9
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    • pp.58-67
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    • 2009
  • This paper presents a fully digital gain control system with a new high bandwidth and wide dynamic range power detector for DVB-S2 application. Because the peak-to-average power ratio (PAPR) of DVB-S2 system is so high and the settling time requirement is so stringent, the conventional closed-loop analog gain control scheme cannot be used. The digital gain control is necessary for the robust gain control and the direct digital interface with the baseband modem. Also, it has several advantages over the analog gain control in terms of the settling time and insensitivity to the process, voltage and temperature variation. In order to have a wide gain range with fine step resolution, a new AGC system is proposed. The system is composed of high-bandwidth digital VGAs, wide dynamic range power detectors with RMS detector, low power SAR type ADC, and a digital gain controller. To reduce the power consumption and chip area, only one SAR type ADC is used, and its input is time-interleaved based on four power detectors. Simulation and measurement results show that the new AGC system converges with gain error less than 0.25 dB to the desired level within $10{\mu}s$. It is implemented in a $0.18{\mu}m$ CMOS process. The measurement results of the proposed IF AGC system exhibit 80-dB gain range with 0.25-dB resolution, 8 nV/$\sqrt{Hz}$ input referred noise, and 5-dBm $IIP_3$ at 60-mW power consumption. The power detector shows the 35dB dynamic range for 100 MHz input.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

Development of Menu Labeling System (MLS) Using Nutri-API (Nutrition Analysis Application Programming Interface) (영양분석 API를 이용한 메뉴 라벨링 시스템 (MLS) 개발)

  • Hong, Soon-Myung;Cho, Jee-Ye;Park, Yu-Jeong;Kim, Min-Chan;Park, Hye-Kyung;Lee, Eun-Ju;Kim, Jong-Wook;Kwon, Kwang-Il;Kim, Jee-Young
    • Journal of Nutrition and Health
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    • v.43 no.2
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    • pp.197-206
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    • 2010
  • Now a days, people eat outside of the home more and more frequently. Menu labeling can help people make more informed decisions about the foods they eat and help them maintain a healthy diet. This study was conducted to develop menu labeling system using Nutri-API (Nutrition Analysis Application Programming Interface). This system offers convenient user interface and menu labeling information with printout format. This system provide useful functions such as new food/menu nutrients information, retrieval food semantic service, menu plan with subgroup and nutrient analysis informations and print format. This system provide nutritive values with nutrient information and ratio of 3 major energy nutrients. MLS system can analyze nutrients for menu and each subgroup. And MLS system can display nutrient comparisons with DRIs and % Daily Nutrient Values. And also this system provide 6 different menu labeling formate with nutrient information. Therefore it can be used by not only usual people but also dietitians and restaurant managers who take charge of making a menu and experts in the field of food and nutrition. It is expected that Menu Labeling System (MLS) can be useful of menu planning and nutrition education, nutrition counseling and expert meal management.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Lifelog Management System Based on the Relational Data Model and its Applications (관계 데이터 모델 기반 라이프로그 관리 시스템과 그 응용)

  • Song, In-Chul;Lee, Yu-Won;Kim, Hyeon-Gyu;Kim, Hang-Kyu;Haam, Deok-Min;Kim, Myoung-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.9
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    • pp.637-648
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    • 2009
  • As the cost of disks decreases, PCs are soon expected to be equipped with a disk of 1TB or more. Assuming that a single person generates 1GB of data per month, 1TB is enough to store data for the entire lifetime of a person. This has lead to the growth of researches on lifelog management, which manages what people see and listen to in everyday life. Although many different lifelog management systems have been proposed, including those based on the relational data model, based on ontology, and based on file systems, they have all advantages and disadvantages: Those based on the relational data model provide good query processing performance but they do not support complex queries properly; Those based on ontology handle more complex queries but their performances are not satisfactory: Those based on file systems support only keyword queries. Moreover, these systems are lack of support for lifelog group management and do not provide a convenient user interface for modifying and adding tags (metadata) to lifelogs for effective lifelog search. To address these problems, we propose a lifelog management system based on the relational data model. The proposed system models lifelogs by using the relational data model and transforms queries on lifelogs into SQL statements, which results in good query processing performance. It also supports a simplified relationship query that finds a lifelog based on other lifelogs directly related to it, to overcome the disadvantage of not supporting complex queries properly. In addition, the proposed system supports for the management of lifelog groups by providing ways to create, edit, search, play, and share them. Finally, it is equipped with a tagging tool that helps the user to modify and add tags conveniently through the ion of various tags. This paper describes the design and implementation of the proposed system and its various applications.

Stand-alone Real-time Healthcare Monitoring Driven by Integration of Both Triboelectric and Electro-magnetic Effects (실시간 헬스케어 모니터링의 독립 구동을 위한 접촉대전 발전과 전자기 발전 원리의 융합)

  • Cho, Sumin;Joung, Yoonsu;Kim, Hyeonsu;Park, Minseok;Lee, Donghan;Kam, Dongik;Jang, Sunmin;Ra, Yoonsang;Cha, Kyoung Je;Kim, Hyung Woo;Seo, Kyoung Duck;Choi, Dongwhi
    • Korean Chemical Engineering Research
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    • v.60 no.1
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    • pp.86-92
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    • 2022
  • Recently, the bio-healthcare market is enlarging worldwide due to various reasons such as the COVID-19 pandemic. Among them, biometric measurement and analysis technology are expected to bring about future technological innovation and socio-economic ripple effect. Existing systems require a large-capacity battery to drive signal processing, wireless transmission part, and an operating system in the process. However, due to the limitation of the battery capacity, it causes a spatio-temporal limitation on the use of the device. This limitation can act as a cause for the disconnection of data required for the user's health care monitoring, so it is one of the major obstacles of the health care device. In this study, we report the concept of a standalone healthcare monitoring module, which is based on both triboelectric effects and electromagnetic effects, by converting biomechanical energy into suitable electric energy. The proposed system can be operated independently without an external power source. In particular, the wireless foot pressure measurement monitoring system, which is rationally designed triboelectric sensor (TES), can recognize the user's walking habits through foot pressure measurement. By applying the triboelectric effects to the contact-separation behavior that occurs during walking, an effective foot pressure sensor was made, the performance of the sensor was verified through an electrical output signal according to the pressure, and its dynamic behavior is measured through a signal processing circuit using a capacitor. In addition, the biomechanical energy dissipated during walking is harvested as electrical energy by using the electromagnetic induction effect to be used as a power source for wireless transmission and signal processing. Therefore, the proposed system has a great potential to reduce the inconvenience of charging caused by limited battery capacity and to overcome the problem of data disconnection.