• 제목/요약/키워드: Digital Logic

검색결과 673건 처리시간 0.031초

ASM을 이용한 전동기의 위치 검출 방법 (A Motor Position Detecting Method Using Algorithmic State Machine(ASM))

  • 김지원;전영환;전진홍;전정우;강도현
    • 전력전자학회논문지
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    • 제7권1호
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    • pp.11-17
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    • 2002
  • 디지털 회로 설계 방법의 하나인 Algorithmic State Machine (ASM)을 이용하여 반복운동을 하는 모터의 위치를 오차 없이 검출할 수 있는 방법에 대한 연구를 수행하였다. 이를 위하여 모터의 운동방향 변화 시 증분형 엔코더의 출력 패턴을 분석하고 이를 바탕으로 상태도 및 상태 테이블을 구성하였으며 모터의 운동방향 변화 시 정확하게 변화시점을 검출할 수 있는 디지털 회로를 설계하였다 설계된 회로의 유용성을 검증하기 위하여 시뮬레이션 및 실험을 수행하였다. 시뮬레이션 결과 모터의 운동 방향이 변화하는 모든 경우에 대해서 제안된 회로를 이용하면 오차 없이 모터의 위치를 검출할 수 있음을 입증하였다.

IC카드 시스템을 위한 비접촉 프로토콜 처리모듈 설계 (Design of hardware module to process contactless protocol for IC card system)

  • 전용성;박지만;주홍일;전성익
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2003년도 학술회의 논문집 정보 및 제어부문 B
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    • pp.713-716
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    • 2003
  • In recent, the contactless IC card is widely used in traffic, access control system and so forth. Contactless smart cards use a technology that enables card readers to provide power for transactions and communications without making physical contact with the cards. Usually electromagnetic signal is used for communication between the card and the reader. Contactless card is highly suitable for large quantity of card access and data transaction. And its use becomes a general tendency more and more because of the development of RF technology and improvement of requirement for user convenience. This paper describes the hardware module to process contactless protocol for implementation contactless IC card. And the hardware module consists of specific digital logic circuits that analyze digital signal from analog circuit and then generate data & status signal for CPU, and that convert the data from CPU into digital signal for analog circuit.

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A New Multiplication Architecture for DSP Applications

  • Son, Nguyen-Minh;Kim, Jong-Soo;Choi, Jae-Ha
    • 융합신호처리학회논문지
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    • 제12권2호
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    • pp.139-144
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    • 2011
  • The modern digital logic technology does not yet satisfy the speed requirements of real-time DSP circuits due to synchronized operation of multiplication and accumulation. This operation degrades DSP performance. Therefore, the double-base number system (DBNS) has emerged in DSP system as an alternative methodology because of fast multiplication and hardware simplicity. In this paper, authors propose a novel multiplication architecture. One operand is an output of a flash analog-to-digital converter (ADC) in DBNS format, while the other operand is a coefficient in the IEEE standard floating-point number format. The DBNS digital output from ADC is produced through a new double base number encoder (DBNE). The multiplied output is in the format of the IEEE standard floating-point number (FPNS). The proposed circuits process multiplication and conversion together. Compared to a typical multiplier that uses the FPNS, the proposed multiplier also consumes 45% less gates, and 44% faster than the FPNS multiplier on Spartan-3 FPGA board. The design is verified with FIR filter applications.

Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • 한국멀티미디어학회논문지
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    • 제24권9호
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    • pp.1299-1310
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    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.

A Study on Character Design Using [Midjourney] Application

  • Chen Xi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.409-414
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    • 2023
  • In recent years, the emergence of a number of AI image generation software represented by [Midjourney] has brought great impetus to the development of the field of AI-assisted art creation. Compared with the traditional hand-painted digital painting with the aid of electronic equipment, broke the traditional sense of animation character creation logic.This paper analyzes the application of AI technology in the field of animation character design through the practice of two-dimensional animation character . This is having a significant impact on the productivity and innovation of animation design and character modeling. The key results of the analysis indicate that AI technology, particularly through the utilization of "Midjourney,"enables the automation of certain design tasks, provides innovative approaches, and generates visually appealing and realistic characters. In conclusion, the integration of AI technology, specifically the application of "Midjourney," brings a new dimension to animation character design. The utilization of AI image generation software facilitates streamlined workflows, sparks creativity, and improves the overall quality of animated characters. As the animation industry continues to evolve, AI-assisted tools like "Midjourney" hold great potential for further advancement and innovation.

Value Co-creation-based Information Management in the Digital Economy

  • Balaji Gopalan
    • Asia pacific journal of information systems
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    • 제32권1호
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    • pp.1-31
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    • 2022
  • Personalization and customization of product and service designs involving firms and customers using online design interfaces across the Internet is increasingly being facilitated by brands. Research on the role of information technology and value co-creation across various research disciplines in management has provided learnings on ways to creatively improve products and services by integrating customers and firms in web portals. This paper provides a comprehensive analysis of the specific attributes of value co-creation between customers and firms relevant to business logic, learnings, projects, personalized products and services, social network innovations, brand management and markets across the Internet for the purpose of enhancing information management of value co-creation for industries and research. The paper draws on published research and industry surveys on how value co-creation is growing in the digital economy. An industry survey of managers who use web portals for their business responded to a questionnaire on how various social, economic and intellectual motivation factors of firm-customer interactions result in value co-creation for customers and firms. These motivation factors can lead to improved learning systems for business process improvements and service management for industries, customers and firms and may also be classified.

디지털 문화컨텐츠 제작을 위한 발전 방안 연구 (A Study on Development of the Digital Curture Contents Production)

  • 박만수;노현준;방기천
    • 디지털콘텐츠학회 논문지
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    • 제5권4호
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    • pp.300-305
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    • 2004
  • 2000년 디지털 문화컨텐츠산업 현황은 게임과 영화부분에서 상당한 고부가가치 성장을 하였으나, 애니메이션 및 캐릭터, 음반 시장은 경기 침체로 둔화된 모습을 보였다. 디지털 문화컨텐츠산업 중에서도 애니메이션 산업은 영상과 캐릭터 관련 사업의 영역뿐만이 아니라 저작권 사업영역 까지도 확장성과 막대한 부가가치 증대 가능성이 높은 다중문화컨텐츠 사업으로 업계에서 주목을 받고 있다. 하지만 2D애니메이션의 급격한 하향세와 해외 3D애니메이션의 강세로 소수의 성공적인 프로젝트를 제외하고는 아직 안정적인 시장구조가 연계되지 못하고 있다. 따라서, 본 연구는 국내 3D애니메이션 산업에 시장구조의 근본논리를 찾아내서 분석하고 조사하여 해외 벤치마킹을 통한 대안을 제시하는 것이 이 연구의 목적이다. 이러한 디지털 문화컨텐츠 산업의 3D 애니메이션 분야의 발전 연구 방법의 모델로서 업계에 적용한다면 효과적인 제작이 이루어 질 것으로 기대된다.

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콘텐츠추적정보 관리 시뮬레이터 (Simulator for Management of Tracking Information of Digital Content)

  • 이승원;최훈
    • 한국콘텐츠학회논문지
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    • 제12권6호
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    • pp.48-55
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    • 2012
  • 스마트폰이나 태블릿 PC와 같은 모바일 디바이스에 이용되는 디지털 콘텐츠 수가 IT 산업 발달과 함께 급속도로 증가하고 있다. 이와 함께 디지털 콘텐츠 관리 방법에 대한 연구도 활발히 진행되고 있다. 기존 연구에서 인터넷 불가능지역에서 모바일 디바이스간에 디지털 콘텐츠 활용 정보를 효율적으로 관리할 수 있는 CTI가 정의되었으며, 콘텐츠가 전달될 때 마다 생성되는 CTI에 대한 관리, 오버헤드 감소, 가능한 빠른 시간에 많은 CTI를 수집할 수 있는 기술 등과 같은 콘텐츠추적정보 관리 방법을 제안하였다. 본 논문는 콘텐츠추적정보 관리 방법을 검증하고, 성능을 분석할 수 있는 시뮬레이터를 설계, 구현하였다. 이 시뮬레이터는 인터넷 접근이 안되는 환경에서 모바일 디바이스의 이동에 따른 콘텐츠 이동을 가상으로 시뮬레이션하고, 콘텐츠추적정보 관리 방법에 대한 효율적인 동기화 오버헤드 감소와 여러 이점들을 검증하였다.

선형 엔코더를 이용한 SRM의 고정밀 온, 오프 각 제어 (High Performance On Off Angle Control of SRM Using Linear Encoder)

  • 이영진;박성준;박한웅;이만형
    • 한국정밀공학회지
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    • 제17권12호
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    • pp.61-67
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    • 2000
  • In switched reluctance motor(SRM) drive, it is necessary to synchronize the stator phase excitation with the rotor position. Therefore the rotor position information is an essential. Usually optical encoders or resolvers are used to provide the rotor position information. These sensors are expensive and are not suitable for high speed operation. In general, the accuracy of the switching angle is dependent upon the resolution of the encoder and the sampling period of the microprocessor. But the region of high speed, switching angles are fluctuated back and forth from the preset values, which are cause by the sampling period of the microprocessor. Therefore, the low cost linear encoder suitable for the practical and stable SRM drive is proposed and the control algorithm to provide the switching signals using the simple digital logic circuit is also presented in this paper. It is verified from the experiments that the proposed encoder and logic controller can be a powerful candidate for the practical low cost SRM drive.

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SRM의 고정도 여자각 제어를 위한 새로운 엔코더 (The Study on the New Encoder for High Performance Exciting Angle Control)

  • 정금영;박성준;이만형
    • 제어로봇시스템학회논문지
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    • 제8권4호
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    • pp.319-326
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    • 2002
  • In switched reluctance motor(SRM) drive, it is important to synchronize the stator phase excitation with the rotor position; therefore, the information about rotor position is essential. Generally, optical encoders or resolvers are used to provide the information. However, these sensors are expensive and are not suitable for high-speed operation. The accuracy of the switching angles is dependent upon the resolution of the encoder and the sampling period of the microprocessor. In the high-speed region, switching angles are fluctuated back and forth out of the preset value, which is caused by the sampling period of the microprocessor. In this paper, a low cost linear encoder suitable far the practical and stable SRM drive is proposed and also the control algorithm to generate the switching signals using a simple digital logic is presented. The validity of the proposed linear encoder with a proper logic controller is verified through the experiments.