• Title/Summary/Keyword: 파이프라인 구조

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An International Comparison of Industrial Organization and Regulation Trends in the Gas Sector (가스산업 조직 및 규제 동향의 국제비교)

  • 남궁윤;박연홍;최성수;김경식
    • Journal of Energy Engineering
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    • v.5 no.2
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    • pp.93-107
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    • 1996
  • Six countries are considered in the study for the comparison of their respective gas industries with the Korean gas industry: the U.S., Canada, the U.K., France, Germany and Japan. The emphases of comparison are given on the cross-evaluation of industry organizations and related regulations. In terms of industrial development stages, the Korean gas industry, with its short experience and in need of more infrastructure, is still young and at an early stage of development. Due to this reason, the study finds that it is premature for the Korean case to propose some policies like the promotion of competition in the gas transportation through third-party access to pipelines. or seeking overseas business opportunities requiring venture capital and advanced technology. Recommendations are made that Korea rather, for the time being, concentrate its energy on the construction of infrastructure and on securing supply sources and diversifying import origins, in order to strengthen it's supply capability in the face of rapidly increasing gas demand in the nation. Nevertheless, Korea will soon have to consider more seriously about the deregulation of the market and more diversified business activities through the development of high technology and managerial skills.

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Real-Time Implementation of the EHSX Speech Coder Using a Floating Point DSP (부동 소수점 DSP를 이용한 4kbps EHSX 음성 부호화기의 실시간 구현)

  • 이인성;박동원;김정호
    • The Journal of the Acoustical Society of Korea
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    • v.23 no.5
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    • pp.420-427
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    • 2004
  • This paper presents real time implementation of 4kbps EHSX (Enhanced Harmonic Stochastic Excitation) speech coder that combines the harmonic vector excitation coding with time-separated transition coding. The harmonic vector excitation coding uses the harmonic excitation coding for voiced frames and used the vector excitation coding with the structure of analysis-by-synthesis for unvoiced frames, respectively. For transition frames mixed with voiced and unvoiced signal, we use the time-separated transition coding. In this paper. we present the optimization methods of implementation speech coder on the EMS320C6701/sup (R)/ DSP. To reduce the complex for real-time implementation. we perform the optimization method in algorithm by replacing the complex sinusoidal synthesis method with IFFT. and we apply fully pipelines hand assembly coding after converting it from floating source to fixed source. To generate a more efficient code. we also make use or the available EMS320C6701/sup (R)/ resources such as Fastest67x library and memory organization.

Depth Scaling Method of DirectX-based Stereoscopic Game Image (DirectX 기반 입체 게임 영상의 깊이감 조절 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.135-146
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    • 2010
  • The development of image technologies in such area as broadcasting and movies has recently increased our attention to 3D stereoscopic images. In addition, the development of stereoscopic image representation technologies in 3D contents becomes more active over time due to the representational limitations of 2D images. Without limitation to the above-mentioned area, stereoscopic image technologies have been developed and studied so that they can be widely accessed in diverse areas including medical services and education. Due to the refined production, however, required to represent a three dimensional effects and the fatigue caused by the perception of a three dimensional effects, the stereoscopic image technologies are not combined into real time systems such as games where environments change unforeseeably. In this study we design a technique to adjust the depth scaling that will enable efficient management of a three dimensional effects and to relieve fatigue through automatic view point interval adjustment in accordance with situations based on the geometrical structure of the DirectX SDK graphic pipeline. Through this, we would like to suggest a new alternative idea to activate the production of games combined with stereoscopic image technologies.

The Latest Progress on the Development of Technologies for $CO_2$ Storage in Marine Geological Structure and its Application in Republic of Korea (해저 지질구조내 $CO_2$ 저장기술의 연구개발 동향 및 향후 국내 실용화 방안)

  • Kang, Seong-Gil;Huh, Cheol
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.11 no.1
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    • pp.24-34
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    • 2008
  • To mitigate the climate change and global warming, various technologies have been internationally proposed for reducing greenhouse gas emissions. Especially, in recent, carbon dioxide capture and storage (CCS) technology is regarded as one of the most promising emission reduction options that $CO_2$ be captured from major point sources (eg., power plant) and transported for storage into the marine geological structure such as deep sea saline aquifer. The purpose of this paper is to review the latest progress on the development of technologies for $CO_2$ storage in marine geological structure and its perspective in republic of Korea. To develop the technologies for $CO_2$ storage in marine geological structure, we carried out relevant R&D project, which cover the initial survey of potentially suitable marine geological structure fur $CO_2$ storage site and monitoring of the stored $CO_2$ behavior, basic design for $CO_2$ transport and storage process including onshore/offshore plant and assessment of potential environmental risk related to $CO_2$ storage in geological structure in republic of Korea. By using the results of the present researches, we can contribute to understanding not only how commercial scale (about 1 $MtCO_2$) deployment of $CO_2$ storage in the marine geological structure of East Sea, Korea, is realized but also how more reliable and safe CCS is achieved. The present study also suggests that it is possible to reduce environmental cost (about 2 trillion Won per year) with developed technology for $CO_2$ storage in marine geological structure until 2050.

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Correlation of Microstructure with Mechanical Properties by Welding Conditions of Electric Resistance Welding(ERW) (전기저항용접(ERW)조건에 따른 미세조직과 기계적 특성의 연관성)

  • Lee, Kyung-Min;Lee, Dong-Eon;Kim, Sung-Woong;Yoon, Byung-Hyun;Kang, Hee-Jae;Kang, Nam-Hyun
    • Proceedings of the KWS Conference
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    • 2010.05a
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    • pp.27-27
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    • 2010
  • 청정에너지원의 수요가 증가함에 따라 에너지원의 공급로의 역할을 하는 강관의 수요가 증가하고 있다. 소재가공 기술의 발전과 함께 경량의 고장력 강재의 적용은 공급로의 역할을 하는 강관의 비용절감 및 자원의 효율적 이용 측면에서 지속적으로 연구 개발을 이어왔다. 이러한 추세에 따라 구조용 또는 라인파이프용 강관에서도 고장력 강재의 적용과 함께 고인성 그리고 용접성의 향상을 위한 다양한 라인파이프용 강재의 개발과 이의 적용이 그간 활발히 진행되어왔다. 용도상 반드시 필요한 특성인 고장력, 고인성, 용접성 등 외에도 다양한 강재의 사용에 따른 제조공정상 즉 용접공정에서 발생될 수 있는 용접부의 기계적 특성 변화에 대한 특성 연구 및 기술 연구가 계속 되어왔다. 주로 강관을 생산하는데 쓰이는 ERW (Electric Resistance Welding) 공정에서도 이러한 문제점을 해결하기 위해 많은 연구가 진행되고 있다. ERW는 높은 생산성과 낮은 제조비용의 장점을 가지고 있으나 용접 후 용접부의 기계적 특성 감소로 인한 단점이 있다. 때문에 기계적 특성향상을 위해 최적의 용접조건에 대해 연구해야 할 필요가 있다. 본 연구에서는 4가지 합금강관의 ERW 용접시 용접 입열량의 변화와 용접부의 후열처리를 통한 미세조직의 변화와 기계적 특성에 대해서 고찰하였다. 4강종 시편의 미세조직을 OM, SEM을 통한 분석 이후 인장시험 및 경도시험 등을 통해 기계적 특성을 평가하였다. 대부분의 시편에서 입열량의 증가에 따라 Ferrite 분율이 증가하였고 용접중앙부의 Ferrite 양이 용접경계부 보다 많았다. Ferrite 집중부의 분포가 극명하게 관찰되었던 DP780 (적정) 강종과 미세하게나마 Ferrite 집중부가 존재하였던 K55 (과소, 과대) 강종에서 나란히 경도 하락 현상이 관찰되었다. 이는 강종마다 고유의 Ceq, 합금 중 Mn 농도, 입열량 등에 의한 복합적인 이유 때문으로 판단된다. 탄소가 0.3~0.4 wt% 함유된 중탄소강인 S45C, K55의 경우 용접중앙부와 용접경계부의 페라이트 분율 차이가 큰 것을 알 수 있었다. 이는 용접시 열에 의한 탈탄현상으로 인해 나타나는 현상으로 판단된다.

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A Fundamental Study to Estimate Construction Performance of Subsea Waterjet Trenching Machine (해저지반 굴삭용 워터젯 장비의 시공성능 추정에 관한 기초적 연구)

  • Na, Kyoung-Won;Beak, Dong-Il;Hwang, Jae-Hyuk;Han, Sung-Hoon;Jang, Min-Suk;Kim, Jae-Heui;Jo, Hyo-Jae
    • Journal of Navigation and Port Research
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    • v.39 no.6
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    • pp.539-544
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    • 2015
  • There is drift toward moving offshore structures operating sites to deep water that brings subsea systems and types of apparatus to meet more severe environment than onshore. At this moment, climatic condition and seabed state affect trenching efficiency so trenching process is need to make steady progress in a short time. This paper is research on estimation about construction performance of waterjet trenching machine mounted on ROV trencher. Optimal number of nozzles that can maximize trenching efficiency is selected by considering clearance and angle of nozzles through CFD. Then verified effectiveness of waterjet apparatus on the result of trenching depth and velocity by model test analogized performance for construction work of waterjet trenching machine.

Design of High Performance Buffer Manager for an Input-Queued Switch (고성능 입력큐 스위치를 위한 버퍼관리기의 설계)

  • GaB Joong Jeong;Lee, Bhum-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.394-397
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    • 2003
  • In this paper, we describe the implementation of high performance buffer manager that is used in an advanced input-queued switch fabric. The designed buffer manager provides wire-speed cell/packet routing with low cost and tolerates the transmission pipeline latency of request and grant data. The buffer manager is implemented in a FPGA chip and supports the speed of OC-48c, 2.5Gbps per port.

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2D-3D Conversion Method Based on Scene Space Reconstruction (장면의 공간 재구성 기법을 이용한 2D-3D 변환 방법)

  • Kim, Myungha;Hong, Hyunki
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.1-9
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    • 2014
  • Previous 2D-3D conversion methods to generate 3D stereo images from 2D sequence consist of labor-intensive procedures in their production pipelines. This paper presents an efficient 2D-3D conversion system based on scene structure reconstruction from image sequence. The proposed system reconstructs a scene space and produces 3D stereo images with texture re-projection. Experimental results show that the proposed method can generate precise 3D contents based on scene structure information. By using the proposed reconstruction tool, the stereographer can collaborate efficiently with workers in production pipeline for 3D contents production.

A study of the small productional system for 3D digital animations (3차원 디지털애니메이션을 위한 소형제작시스템 연구)

  • Choi, Bek
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.73-80
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    • 2006
  • The main purpose of this study is to help develop the productional system of the three dimensional digital animation domestically. Many 30 digital animation projects are being developed and finished with foreign computer graphics technology. However, the 3D animation market in Korea is not as good as the ones in other countries. One of the most significant problems is the lack of a program of study in Korea concerning productional systems used to create 3D animation. We previously imported an advanced productional system from the U.S., which was adaptable to big projects, and consequently, expanded the international digital animation market. Now, we need to develop a new production system which is fully adaptable to the Korean market. A non-sequential system of 3D digital animation tailored for small projects is more adaptable to domestic industry than the sequential system known as the 'Pipeline system.' A non-sequential system is good for small productions that are trying to create animation on a limited budget. The workers in this system can learn to make animation fast and effectively. They can also learn how to discuss with the others in order to avoid duplication of action. In contrast, in the Pipeline System, many workers repeat confirmation steps during the process for the same animations. The benefit of the non-sequential system is that the worker's interest and education can speed up production, because he/she can quickly learn every step of the animation process instead of just doing a particular job which does not allow him/her to observe the other steps involved. The 'animatic' step is the most important in the non-sequential system. The final animation is produced from the animatic. It is developed from scratch through to the final product but only after the agreement of all the workers, including a director.

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An Efficient Array Algorithm for VLSI Implementation of Vector-radix 2-D Fast Discrete Cosine Transform (Vector-radix 2차원 고속 DCT의 VLSI 구현을 위한 효율적인 어레이 알고리듬)

  • 신경욱;전흥우;강용섬
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.12
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    • pp.1970-1982
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    • 1993
  • This paper describes an efficient array algorithm for parallel computation of vector-radix two-dimensional (2-D) fast discrete cosine transform (VR-FCT), and its VLSI implementation. By mapping the 2-D VR-FCT onto a 2-D array of processing elements (PEs), the butterfly structure of the VR-FCT can be efficiently importanted with high concurrency and local communication geometry. The proposed array algorithm features architectural modularity, regularity and locality, so that it is very suitable for VLSI realization. Also, no transposition memory is required, which is invitable in the conventional row-column decomposition approach. It has the time complexity of O(N+Nnzp-log2N) for (N*N) 2-D DCT, where Nnzd is the number of non-zero digits in canonic-signed digit(CSD) code, By adopting the CSD arithmetic in circuit desine, the number of addition is reduced by about 30%, as compared to the 2`s complement arithmetic. The computational accuracy analysis for finite wordlength processing is presented. From simulation result, it is estimated that (8*8) 2-D DCT (with Nnzp=4) can be computed in about 0.88 sec at 50 MHz clock frequency, resulting in the throughput rate of about 72 Mega pixels per second.

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